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Override cards and card builder

Players and GMs · Reviewed for v433

Browse imported designs, build personal Override cards, configure weapon groups and print reusable vector sheets.

Find and preview a unit

  1. Choose the hexagon-and-chevron icon beside a unit in equipment, merchant or starting-force choices, company previews, contract/track rosters, OpFor or salvage to open its Override sheet. The paper and card-and-star icons open Classic and Alpha Strike previews; MUL opens the Master Unit List. Each preview opens separately. Ambiguous or unmatched names open a search so you can choose the exact variant.

  2. All signed-in users can view shared unit design cards, including in other campaign rulesets. These cards contain stock design data, not private company or GM force details, current damage or crew information. Use Resources > Override cards to browse designs directly.

  3. After uploading this release, a site administrator must run Admin > Database updates. This imports 9,097 MegaMek designs, including original MTF/BLK text, source checksums and parsed card inputs. Repeating the update is safe and does not change company units, inventory or accounting. The builder reads the imported database; it needs no MegaMek installation on the server.

  4. These are conversion previews, not yet certified play-ready sheets. Read Conversion review for missing equipment, movement and critical-system mappings. Unmapped equipment prevents a final Max Damage total; no missing weapon is silently counted as zero.

  5. Cards use a fixed 2100 x 1500 vector record-sheet layout. Biped Meks use the shared traced silhouette, reference-aligned location labels and marker clusters, including vertical head/structure columns and triangular torso clusters. Bundled fonts keep the same typography across platforms. Quad Meks, ground vehicles and VTOLs now use data-driven silhouettes; DropShips retain their existing hull layouts. Aerospace and Conventional Fighters use a shared fighter silhouette with separate nose, wing and aft armor and a red fuselage structure track; remaining supported types retain location panels. Vehicle cards omit Mek heat and engine/gyro tracks and show motive suffixes; VTOL TMM includes its flight bonus. Saved data supplies the point counts; the artwork does not certify conversion rules.

  6. Max Damage is theoretical output across all arcs and targets without heat restrictions. The approved rule counts two rapid-fire shots and the highest legal alternative mode; unmapped profiles remain pending. Automatic grouping follows reviewed damage/heat costs, compatible arcs and a nine-TIC limit. Mek groups never combine different arms or arms with torso mounts. Rear and side arcs remain separate; unsupported or oversized loadouts retain all weapons for manual review.

  7. Max Armor excludes structure. DropShip SI is copied unchanged. DropShip location labels omit 2 and 12: on those rolls, reroll until a location is obtained, apply normal damage and roll that location critical. DropShip critical resolution remains a manual rules process.

  8. Print preview / save PDF opens a separate tab and waits for bundled fonts. The originating screen stays available. Printed output hides menus, breadcrumbs and actions and retains Conversion review, including full equipment/source evidence and checksums. The sheet uses compact equipment labels and a trademark footer. Mek and vehicle tables longer than nine rows continue on another sheet. DropShip cards extend vertically to show their complete weapon table at the original row size, with armor and SI on the same card. Print uses portrait paper for DropShips and fits the complete card; very large loadouts may need larger paper for readable text.

  9. Fighter cards follow DFA fighter conversion for safe thrust, flight TMM, fuselage structure and damage threshold (DThr). Aerospace Fighters show heat sinks, weapon heat and a heat scale with safe-thrust effects. Conventional Fighters omit heat. BV, Role, Max Armor and range-by-range Max Damage remain on both cards. Fighter cards print one card per A4 landscape page; longer weapon tables retain separate weapon pages.

  10. Stock and authorized custom fighter previews read the selected saved BLK source and verify its checksum. Old personal settings without a fuselage field inherit source structure. Existing explicit personal movement, armor and weapon overrides remain personal overrides; choose Source card to compare, or leave movement/TMM blank to use the corrected defaults. An unavailable or changed source produces an error rather than a substituted fighter.

  11. Combat naval vessels, hydrofoils and submarines use their own shared hull silhouettes with existing vehicle armor and internal-structure conversion. Naval diagrams follow the MegaMek record-sheet anatomy: white outer armor regions around a gray structural spine and front/rear structural bulkheads. Larger circles in white regions are armor; smaller circles in gray regions are internal structure. Side armor sits in the white hull bands; turrets wrap white armor around a gray structural core. The printed white/gray key explains the distinction without relying on color. Unarmored facings show 0. Bow / Front, Port / Left Side, Starboard / Right Side and Stern / Rear keep the source vehicle facings; turrets appear only when the BLK has them. Hit-location labels use the same vehicle rolls. Movement uses n for surface naval/hydrofoil and s for submarine. LRT/SRT retain torpedo names and underwater-only use; (OS) means one shot. The naval catalog includes 20 combat Tank watercraft and 11 civilian/support SupportTank boats. Underwater infantry remains separate. Run Admin > Database updates after installing release 316 to add the support boats. Choose Naval vessels under Unit type / category to see all combat and support watercraft together. This includes surface vessels, hydrofoils and submarines, and authorized custom designs. Existing Tank and SupportTank construction-type filters remain available. An administrator runs Admin > Database updates after installing release 319 to classify existing designs from their saved sources; this category does not change construction types, ownership or company inventory. Space-going WarShips, JumpShips, Space stations and Small Craft have separate type filters and Override space profiles; they are not watercraft in the Naval vessels category. Support boats retain their source BAR rating and zero armor where present; structure uses the inherited vehicle calculation. These are Override previews only: calculated support BV/PV, Classic sheets and Alpha Strike cards are unavailable. BAR damage effects require GM review; the Harpoon ParaSub infantry-scale weapons remain flagged as unmapped and its damage totals are withheld. Stock and authorized custom naval cards use the selected saved BLK source and its checksum. Existing unresolved equipment and review notices remain visible.

  12. Unit searches accept both reporting and Clan names when the MegaMek source explicitly supplies both. For example, Mad Cat and Timber Wolf (also Timberwolf) find the original variants; combine either name with Prime, A or another configuration. Suggestions and unit-library results show both names where available. Selecting a result retains its exact canonical design and source ID; this does not rename saved units or combine distinct designs such as Mad Cat II.

Cards render from their source

  1. Stock and authorized custom cards load their exact saved MTF or BLK source from the database and calculate the card when requested. The builder uses the same source conversion for both. It does not load a pre-rendered unit image or a saved sheet payload.

  2. Personal card settings are separate overrides applied after source conversion. Source-based TIC groups use current source weapons. Unsupported equipment remains identified; this does not certify all conversion rules or layouts.

Custom MegaMek designs

  1. Open Resources > Override cards > Upload custom unit. Upload one UTF-8 .mtf or .blk file up to 1 MB. Use MTF for biped and quad Meks, including OmniMechs; BLK supports the listed vehicle, fighter, infantry, Battle Armor and DropShip layouts. ZIP archives and other unit layouts are not supported yet.

  2. You must belong to a campaign to upload. The original design text and checksum are stored in the database. Uploading the identical file again reuses your existing design; changed files create a separate version. Uploads never purchase a unit, change a roster or calculate a verified BV.

  3. Your custom designs are visible to you and current members and GMs of any campaign you currently belong to. Sharing follows membership: leaving or being removed ends that campaign access. Unrelated accounts, including administrators who do not share a campaign, cannot browse or open the design. You retain access to your own uploads.

  4. Custom designs appear in your permitted Override searches and exact-name links. Duplicate variant names require you to choose a design; custom designs never overwrite public designs. Custom BV and PV for supported calculation paths are calculated from the uploaded source, never copied from a matching name. Support boats have Override previews only and leave BV/PV unavailable. Construction legality and incomplete conversion rules still require review.

  5. After uploading v243, an administrator runs Admin > Database updates to create the custom-design table. Specific unit links alongside MUL entries also open Override previews; generic chassis/model references do not imply an exact card.

  6. The existing Campaign custom designs upload used by Mek conversion also registers supported designs for Override previews. Database updates checks earlier uploads with the original uploader preserved. Unsupported originals remain available for their existing conversion workflow; the updater reports how many could not be converted.

Build and configure a card

  1. Open a design, including a custom upload, then choose Build / configure card. A site administrator must run Admin > Database updates for the personal-settings table before saving.

  2. Edit the card name, role, Move, TMM, Punch / Kick, heat sinks where applicable, Gunnery and Piloting. Blank movement, TMM, physical attack and heat-sink values use source defaults. Armor and structure are editable per imported location. These are card settings, not damage reports or pilot-training changes.

  3. Mek auto-groups keep each arm separate from the other arm and from torso-mounted weapons, preserving independent firing arcs. Manual saves reject combined arm locations (including LA/RA abbreviations). Older saved combined groups stay visible with a review warning and unavailable Max Damage until corrected; use Use imported auto-groups or split the rows, then Save personal card. Same-arm weapons may still group. The logo uses high-contrast angular vector lettering and a gold BattleTech chevron with a separate base bar replacing the A in previews and exports. Biped armor and structure markers follow each limb panel centerline; the neck outline is strengthened. Aerodyne and spheroid DropShips use separate source-selected hull layouts. SI stays unchanged and prints as red hex markers in the central panel; armor continues to use round-half-up source points divided by four. DropShips show heat and sinks. DropShip cards grow vertically to include every weapon row instead of using nine-row continuation cards. DropShip auto-grouping searches each facing independently and is not limited to nine TICs for the whole ship. Compatible weapons on the same nose, side or aft facing can share a TIC. Arrays of the same supported weapon profile on one DropShip facing may exceed the normal TIC base and maximum damage caps, including PPC, laser, autocannon and missile arrays. They retain the six-weapon group limit and do not mix different weapon profiles. Unsupported or special-mode weapons remain separate; other unit types retain normal TIC damage limits. Rear-facing mounts remain separate. Manual saves reject cross-facing TIC locations; older mixed-facing settings remain visible with a correction warning and unavailable Max Damage. Ammunition entries are equipment, not additional weapon rows. These are aerospace layout previews, not certification of flight, weapon-bay or capital-weapon rules. In Manual printed groups mode, edit groups and their locations/arcs, printed damage, heat, full maximum damage, optional maximum damage for each PB/S/M/L/X range and range modifiers. Blank range maximums use the full maximum; automatic variable-range weapons use their printed range-specific maximum. Blank range modifiers are unavailable. Weapon preset fills one weapon values, including TAG (Medium Laser ranges) and LTAG (Small Laser ranges), both zero damage. Review its location, grouped count and ammo options. Use imported auto-groups replaces unsaved weapon rows with the current source-derived grouping; Clear weapon groups creates an empty row. With JavaScript, both update the live preview without saving. Use Add weapon group, Move up, Move down and Remove group; without JavaScript, fill the blank final row and save to add another, or blank a name to remove it. Review compatible arcs when combining groups; each Mek arm stays separate. Maximum damage includes rapid fire and is separate from missile notation. At most 64 groups can be saved.

  4. Background upload and weapon presets require JavaScript. Background image accepts PNG, JPEG or WebP up to 1 MB and 8192 pixels per side, with X/Y position, scale and opacity controls. Remove background clears the unsaved image. Preview unsaved card opens a separate tab without saving; the original form remains available. Place equipment descriptions and review notes at the bottom, then choose Save personal card. Invalid values remain on the form with an error; with JavaScript a successful save stays in the builder and preserves focus, scroll and newer edits. Without JavaScript, saving returns to the same design card and campaign context. Notes appear in Conversion review and print with it.

  5. Saved settings are personal to your account and the exact imported design. They do not change the source, cards belonging to other users, company accounting, roster units, inventory or verified BV. Use Source card to compare with the original conversion. Private-design access is checked again on every view and save; losing shared-campaign access also prevents viewing its saved settings.

  6. Download SVG and Download PNG export each card page with bundled fonts and the background. DropShip exports use the full extended card dimensions so no later weapon rows are clipped. These image files contain the card only; use Print preview / save PDF to include Conversion review. Browser download permissions may be needed for multiple pages. The current builder starts from an imported design; it does not yet offer the DFA standalone blank-unit workflow. Use imported auto-groups applies to the original loadout, not manually changed weapon rows. Advanced ammo modes and per-weapon FCS, probe, cooling and critical equipment still require manual review; Fighter, Battle Armor and Infantry conversions are not reference-certified. Manually entered values remain an unreviewed configuration. Unmapped source equipment stays in Conversion review and continues to withhold Max Damage; editing the printed weapon rows alone does not resolve source mapping. No construction-legality or combat-value calculation is performed.

Automatic TIC range compatibility

  1. Automatic TICs require identical PB, S, M, L and X modifiers, including unavailable ranges. Different weapon types may combine when these modifiers match and existing class, location and damage constraints permit. Large and medium lasers remain separate.

Space playtest profiles

  1. Release 320 adds WarShips, JumpShips, Space stations and Small Craft to Unit type / category. Run Admin > Database updates after uploading the complete release to import the 224 new raw designs. Their source cards open as space profiles. Existing aerospace fighters and DropShips have a separate Space profile link; their regular cards remain unchanged. Conventional fighters cannot use a space profile.

  2. Space profiles preserve saved bays/arcs, native fractional attack values, ammunition, weapon modes and native ranges. They are read-only source packets, with a main sheet plus continuation sheets; the personal ground-card builder does not edit them. Open Space rules companion from a space card for playtest rules and the fighter squadron builder. Classic/Alpha Strike and calculated BV/PV for the four new design types are unavailable.

Live card builder

  1. Choose Build / configure card. On desktop the configuration controls are on the left and a sticky, scrollable card preview is on the right. On narrow screens they stack. Changing fields, TIC rows, weapon presets or background settings updates the validated preview automatically after a short pause.

  2. Download SVG or Download PNG exports the current valid unsaved card; saving is optional. Downloads are disabled while changes are pending or invalid. Correct the local preview error to re-enable them. Print / save PDF opens the submitted unsaved card in a separate tab.

  3. Save personal card saves asynchronously on this page. It does not change stock designs or company accounting. Failed or uncertain saves retain your edits; check the saved card before retrying an uncertain save. Without JavaScript, use Preview unsaved card in a separate tab or submit Save personal card normally.

  4. Source-based capital space packets remain read-only; the live TIC editor applies to the existing configurable ground/atmospheric cards.

Assign individual source weapons to TICs

  1. New personal configurations use Source weapon assignments. Existing saved manual cards stay in Manual printed groups until you explicitly switch modes. The left table shows each recognized source weapon and its saved location; choose a TIC number to combine weapons. This regroups the selected design; it does not install, purchase or move weapons.

  2. Each TIC is recalculated from native profiles before rounding. Three Medium Lasers in one TIC produce 5 damage and 2 heat. Combined TICs enforce base damage 5 / maximum 14, with the single-weapon exception. Preserve each arm, rear arc, side and turret; source groups require matching range modifiers and compatible weapon families. The approved same-facing repeated-weapon DropShip ground array exception remains.

  3. Auto-Group restores current source assignments as unsaved values. Sort by TIC changes table order only. Omit hides a weapon on this personal card and adds a conversion-review warning; source weapons and BV remain unchanged. Equipment and ammunition remain in the equipment list. Mode switching, Auto-Group, sorting and omit-all buttons require JavaScript; without it, select individual TIC values and use Preview unsaved card or Save personal card.

  4. Invalid combinations disable image downloads until corrected. Saving and reopening a source-configured card recalculates from the current authorized source. If the source or reviewed profiles changed, your old settings are retained but cannot be exported as current: explicitly use Auto-Group or review assignments against the current source signature.

  5. The source editor supports up to 512 recognized weapons and 64 TICs. Manual printed groups remain available for reviewed alternate configurations. Source mapping limitations stay visible. Capital space profiles continue to use their saved bays and remain read-only.

  6. Rules > Override card rules is public, including its printable view. It identifies the published book rules, the observed DFA grouping example and Hot Spots restrictions/house exceptions. Rules > Override space rules remains public.

  7. Install the complete release and run Admin > Database updates to refresh calculation versions for existing custom designs if requested. No personal source assignments change company accounting or unit ownership.

Read equipment and location labels

  1. Equipment uses Override locations: T is the single Torso, combining Classic center, left and right torso equipment. LA/RA are Left/Right Arm; LL/RL are Left/Right Leg; HD is Head. Torso Rear is separate armor for rear attacks, not a separate left or right torso equipment location.

  2. CASE means Cellular Ammunition Storage Equipment. MegaMek source identifiers such as ISCASE and CLCASE display as CASE; CASE II and prototype CASE remain distinct. The equipment key on Override card rules is available without login and cites the supplied rules.

  3. The builder starts with the same readable equipment labels as the card. Exact old automatic equipment defaults are translated for display; independently entered personal equipment text is preserved. Original source mounts and critical-slot evidence remain unchanged. Nonstandard or unmapped equipment still needs conversion review.

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