BattleTech Omaha

Getting started

Welcome to the BattleTech Omaha League campaign site.

This page is the website welcome and a cheat sheet for new and returning players. Bookmark it. Tools live on each campaign’s hub — this page explains what they are and the order to use them.

Tables accepting players

These campaigns are marked as recruiting. Open Campaign information to read the pitch and sign in to ask to join.

kaiden world

Accepting players

Table top -- where ever we can meet.

Campaign information

Nightwatch

Accepting players

Bellevue Game Shop Dark Age mercenary campaign (one-off package). Other campaigns use their own models and rule sets under Campaigns/{Name}.

Campaign information

Beta testers — player intro

BattleTech Campaign Manager is the league’s table companion. It is not a video game and not MegaMek. You still play BattleTech with minis, dice, and record sheets. This site tracks the mercenary company between games: headquarters money, pilots, ’Mechs, jobs, and what broke last night.

We need players for this beta — MechWarriors who will join a table, stand up a force, take a store-night job, and tell us what was confusing. You do not need to GM. A GM enrolls you; then you get Headquarters, pilots, hangar, Hall, and Game Day Event.

Two currencies, two shops: C-bills live on Headquarters (’Mechs, parts, repairs, medical). XP lives on the pilot (skills, and SPAs on Nightwatch). Players spend both. Only the GM can add them.
Player features

Join the league

Create an account (starts as Guest)

Browse campaigns marked Accepting players — or create your own table

Read Campaign information (when, where, pitch)

Send I’m interested — the GM adds you to the roster

Messages for join notices and GM announcements

Your force

Headquarters — company name, C-bill treasury, ledger

My Pilots — call sign, portrait, Gunnery / Piloting, XP, SPAs

Pilot medical (Core) — heal one hit at a time from HQ (50,000 C-bills)

Hangar — buy or claim a starter ’Mech (search by name, tons, BV)

Record sheet — combat record only (mark damage from the table)

Shop and bay

Maintenance Bay Repair — pay to restore a damaged machine

Rebuilding — check-in, strip, and rebuild (not the same as Repair)

Purchase orders / Equipment List — buy gear at list (Core) or pack prices

Inventory and Armory — what your HQ actually owns

Unit List — look up a chassis; flag a row if the catalog looks wrong

A game night

Calendar / RSVP and My schedule — mark that you are coming

Mercenary Hall — browse jobs and claim an open seat

Mission Deployment — pair a pilot + ’Mech (BV cap enforced)

Game Day Event — your seats, fielding, print pack / table tents

Go home inbox — after the fight: repair quote, medical, missing sheet

Campaign Rules — this table’s XP, starting package, and house notes

Please try this, then tell us

1. Register and ask to join a recruiting campaign.

2. Name your HQ, create a pilot, claim or buy a ’Mech.

3. RSVP, claim a Hall seat, deploy a lance, open Game Day Event.

4. After a game: mark sheet damage, heal a pilot pip, pay a bay Repair — not the sheet.

5. Open a SPA on the Pilot page and say whether Qualify / Too heavy / Need XP made sense.

Things that will feel “broken” on purpose: you cannot add C-bills or XP; clicking armor on the sheet does not heal the machine; medical is on the Pilot page, not the bay; Core SPAs are assigned from the skill budget (no extra XP), Nightwatch SPAs cost 10 XP per point.

Send confusion, missing labels, and “I clicked here expecting…” to your GM or league admin. The rest of this page is the standing cheat sheet.

Campaign managers (GM) — intro

You run the table. The site keeps the roster, Hall jobs, OpFor, money, and XP so you are not tracking that on a spreadsheet. You still run the game with books, maps, and dice. Campaign GMs do not field a player HQ, pilots, or ’Mechs — that is the players’ job. You build OpFor from NPC factions. Players spend C-bills and XP; you are the only one who can add them (score a job, mark attendance, or — Nightwatch only — Award operation).

Register, then Create campaign. That promotes a Guest or Player account to the GM site role and lists you as GM of that table — no admin step in between. Admins and SuperAdmins can still manage any campaign. Open the hub for that table — GM tools live there, not on the site sidebar.

Pick one rules pack and stay there. BattleTech Core = Total Warfare / TechManual / Campaign Operations (no extra XP to buy SPAs; surviving warriors get 1 XP when you score the seat). Nightwatch = Bellevue store packet (chassis XP, SPA XP prices, Award operation). Do not mix those loops, and do not mix a one-night Hall job with a months-long merc track.
GM features

Stand up a campaign

Create campaign — you become that table’s GM (name, slug, pitch, when/where, how to join)

Rules pack (Core or Nightwatch), rules year, starting C-bills / first-pilot XP / free starter

Turn on Accepting players so guests can send I’m interested

Campaign information and house-rules page players actually read

Contract system (Campaign Operations hiring engine) — enable if the Hall is in play

People

Manage players — accept join requests, add a registered user, Observer (watch-only)

Campaign roster — who is enrolled on this table

Calendar / RSVP — post the session; players mark Going

Message Center — announcements to the campaign

Attendance (night-of) — who showed; optional XP / C-bill attendance awards

A store night

Create contract — one table, one night (seats, table BV, mission, pay scale)

NPC factions — OpFor affiliation, then generate / attach a force

Game Day Event — prep tables, print kit, fielding, score Win / Partial / Fail, close

Close the job (all seats scored) — then Mark attendance (that is a second step)

Night report — job, seats, OpFor, who showed

Money, XP, and the catalog

Core: scoring a seat pays the job and grants 1 XP to surviving deployed warriors

Nightwatch: Award operation for weekly XP / HQ C-bills (not used on Core)

GM ledger on a pilot — correction tool only; players cannot add XP or C-bills

Hangar GM view — “Show every HQ’s ’Mechs” (default is still Your HQ only)

Force backups — snapshot player forces

Catalog Needs Review — players flag bad rows; GM may verify, not edit master fields

First night as a new GM — try this

1. Create the campaign (or confirm you are listed as its GM). Open the campaign hub.

2. Fill Campaign information. Turn on Accepting players. Accept at least one join request.

3. Put a session on the Calendar. Create one Hall contract (one seat per player you expect tonight).

4. Build OpFor. Players take a seat from the Hall, or you Assign them. An empty seat has not joined — do not Start the table until you are ready to play without them.

5. Each claimed seat deploys a lance. Then Game Day Event → This table: print tents, score every seat and OpFor, Close, then Mark attendance.

6. Check that HQ ledgers and pilot XP moved. Point players at Repair in the bay and medical on the Pilot page — not the sheet.

Things that will feel “broken” on purpose: Close is blocked until every scoreable seat/OpFor has an outcome; Mark attendance is not the same button as Close; Core has no Award operation page; the record sheet does not repair machines; default hangar is Your HQ, not every company at the table.

Send “I clicked here expecting…” notes to league admin. Player-facing copy is under Beta testers above.

What this site is for

BattleTech Omaha League uses this site to run one or more tabletop campaigns (Nightwatch and others). Each campaign has its own rule set, roster, calendar, and player forces. The site is not a video game — it tracks what happens at the table: who is enrolled, who is coming tonight, your headquarters treasury, pilots, ’Mechs, repairs, and jobs from the Mercenary Hall.

Official BattleTech fiction, record sheets, and rules still live with Catalyst, the Master Unit List, MegaMek, and your group’s printed books. We link those from Community links.

1. Get an account

Register with an email you check. New accounts start as Guest.

Sign in from the top bar. Your name there opens account settings.

Guests can browse campaigns and Campaign information, and ask to join. You do not get HQ, Hall, or search until a GM enrolls you (that also sets your site role to Player).

2. Request access to a campaign

You do not join by creating a force. A GM puts you on the roster after you ask.

Open All campaigns. Look for Accepting players.

Open Campaign information — when/where, how to join, and the pitch.

Use I’m interested (you can add a short note). The GM is notified.

Wait until the GM accepts you on Manage players. You’ll get a notice in Messages and Player tools for that campaign.

Asking to join is not the same as being enrolled. Until the GM accepts, stay on Campaign information.

3. After approval — set up your force

Open the campaign hub (or Headquarters). Do these in order the first time:

Headquarters

Your company desk: name, C-bill treasury, setup checklist.

Name the HQ and Save. New campaigns usually grant starting C-bills automatically. You spend C-bills here; you cannot add money — GMs award it.

Pilots

Create at least one pilot (call sign). Your first pilot often gets starting XP.

Spend XP on Gunnery, Piloting, chassis training, and SPAs. GMs award XP (Award operation, attendance). You cannot add XP yourself.

’Mechs

Buy / View Mechs — claim the free starter if the campaign offers one (usually a light chassis under a tonnage cap).

Later purchases come from HQ C-bills. Builder and record sheets stay on the campaign.

Maintenance Bay

Inventory, purchase orders, refit & repair — paid from the same HQ treasury.

Use this after you have a ’Mech that took damage or needs a swap.

4. Play a night (cheat sheet)

Calendar / RSVP — mark Going for the session. My schedule is your personal list.

Mercenary Hall — browse jobs the GM posted. Claim a seat when the table is hiring.

Mission Deployment — assign a pilot + ’Mech to your claimed seat before the job can start.

Messages — join notices before you are enrolled. After that, the campaign Message Center has GM announcements.

Rules — this campaign’s house rules (XP, starting package, salvage, etc.).

Unit List / Equipment List — master catalog. Flag a row if data looks wrong (Player+).

C-bills and XP

Rewards are GM-only. Players never add C-bills or XP to HQ or pilots. Money and experience come from Award operation, attendance, contract payouts, or the campaign starting package.

You spend C-bills on ’Mechs, parts, and repairs. You spend XP on skills, SPAs, and chassis training. If a number looks wrong, ask the GM — don’t invent a ledger entry.

Quick cheat sheet

I want to… Go here
Create an account Register (top bar)
See tables that want players All campaigns
Read the pitch / when we play Campaign information
Ask to join I’m interested on Campaign information
Name HQ and see C-bills Headquarters (after you’re enrolled)
Make a pilot My Pilots
Claim starter or buy a ’Mech Buy / View Mechs
Repair or refit Maintenance Bay
Say I’m coming tonight Calendar / RSVP or My schedule
Take a contract seat Mercenary Hall → Mission Deployment
Read join and site mail Messages
Look up a unit or weapon Unit List / Equipment List
Build a lance or force (no campaign) Army Builder

Need help?

Ask your campaign GM, or an Admin on the League. Role and roster changes show up in Message Center. Community and official resources: Community links.

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