Operation TripWire is a map based campaign using Chaos Campaign rules from Campaign Operations.
Civil War – Ginestra
As the Federated Commonwealth Civil War heated up in 3065, the individual rulers of planets found themselves having to pick a side, either supporting the Federalist Victor Steiner-Davion or his sister the Loyalist Kathrine “Katrina” Steiner.
On the planet of Ginestra, Graf Eric Von Trap was a firm supporter of Katrina Steiner, his own son serving in the 1st Lyran Guards. His sister Elise Von Trop, was more of a business woman, travelling the commonwealth and seeing the benefits of the FedCom alliance. In 3064 serious rioting broke out in the capital city of Bagnoregio on the continent of Castell’Arquato. Graf Eric Von Trap took drastic measures and put down the riot with military force from the local militia. During this fighting, half of the militia rebelled leading to fighting in the streets of Bagnorgeio and heavy losses on both sides. The rebel militia were forced to retreat to and old Star League Forward Deployment Base. Hearing of the fighting Elise Von Trap returned to Ginestra, where she attempted to broker peace, and siding with Victor Steiner-Davion. Enraged her brother tried to have her arrested, but her personal guard managed to get her to safety and she fled along with the rebel militia commander.
Elise took the decision approach Victor Steiner-Davion to hire a Mercenary Company to help free her planet, but Katrina Steiner was determined to not let that happen and launched Operation TRIPWIRE. She placed merchant JumpShips that would jump to a staging area as soon as any military force arrived on a contested world. At the staging area was another mercenary company ready to jump into the system to support the loyalists and stop any rebellions against Lyran Alliance rule!
Force Construction
Each Mercenary force is constructed using the following rules:
- Each Mercenary Battalion force consists of a three companies.
- Alpha Company and Bravo Company consist of a Union (3055) Class DropShip each carrying three lances of BattleMechs, two Aerospace fighters. Charlie Company consists of a Gazelle (Heavy Vehicle) Aerodyne DropShip carrying unto 15 Heavy Vehicles and 8 Platoons of Infantry.
- Alpha and Bravo company each have 20,000 BV to spend on units.
- Each company must have exactly 12 BattleMechs* and 2 AeroSpace Fighters (additional BattleMechs may be taken is they have the compact quirk)
- Alpha and Bravo Company are each lead by a Force Commander (Major or Captain respectively). The force Commander must have a skill of at least Elite (Gunnery 2 Piloting 3) unto Legendary (Gunnery 0, Piloting 0). The Force Commander is also the Lance commander for the Command Lance of the Company.
- Each Lance in the force is lead by a Lieutenant who must be Veteran.
- All other pilots may be Veteran or Regular. One pilot per lance may be Green or Very Green.
- Charlie Companies role is to defend the DropShips, and support combat operations. Charlie Company has 10,000 BV to spend on units. These can consist up to 15 Vehicles (Combat Vehicles, VTOL’s or Support Vehicles). It can also house up to 8 Infantry Platoons (Foot, Jump or Motorised), or a BattleArmor Squad (of 4). Support vehicles may include Mobile HQ’s, ‘Mech Recovery Vehicles, MASH units, Ammo Trucks, Supply Trucks, Transport Vehicles and Combat Vehicles. A heavy vehicle bay also house a Mechanised Platoon
- Units in Charlie Company can be Very Green, Green, Regular or Veteran. The Force Commander can be Veteran or Elite.
- Units may be selected from the InnerSphere General or Mercenary MUL.
- Katrina Steiner Loyalists may additionally choose from the Lyran Alliance MUL
- Victor Steiner Davion Federalists may additionally choose from the Federated Suns MUL.
- Alpha and Beta Company may each field 1 salvage unit which may be selected from any MUL for the era.
- Each Company (Alpha, Beta or Charlie may include unto 2 unit that have Artillery Weapons).
- All alternate munitions in Total Warfare and Tactical Operations Advance Equipment are available. (MegaMek 49.19.1 now calculated additional BV costs)
- Each unit must select is standard load out of ammunition. This may not change through the campaign.
- Omni-units/BattleArmour may be purchased at the start of the game with more than one configuration (See Repairs and Rearming).
Force Commanders
Force commanders provide an initiative bonus while they are in play and not in Forced Withdrawal or Truly Destroyed. Each Commander (Company or Lance) also has edge point they can spend which reset each battle.
Players may select each of their Force Commander to have Special Pilot Abilities (as found in Campaign Operations). The number of abilities is based on the Force Commanders Training Level.
The rules for SPA’s can be found in Campaign Operations pg. 70, of they may be found on the character cards available in force packs.
Commanders gain a Skill Bonis to Initiative and to strategic rolls based on ether training level.
| Training Level | Maximum Number of Special Pilot Abilities | SPA Points | Skill Bonus | Edge |
| Veteran | 1 | 1 | +1 | 1 |
| Elite | 2 | 3 | +2 | 2 |
| Heroic | 4 | 6 | +3 | 3 |
| Legendary | 6 | 10 | +4 | 4 |
SKILLS AND EXPERIENCE
Players may when purchasing forces select which level of experience they want the MechWarrior, Vehicle Crew or Infantry to have. Changing training level is a useful way of using BV effectively in force construction.
| Training Level | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting |
| Civillian | 8/8 | 7/8 | |||
| Very Green | 8/7 | 8/6 | 7/7 | 6/7 | 6/8 |
| Green | 8/6 | 7/6 | 6/6 | 5/6 | 5/7 |
| Regular | 7/5 | 6/5 | 5/5 | 4/5 | 4/6 |
| Veteran | 6/4 | 5/4 | 4/4 | 3/4 | 3/5 |
| Elite | 5/3 | 4/3 | 3/3 | 2/3 | 2/4 |
| Heroic | 4/2 | 3/2 | 2/2 | 1/2 | 1/3 |
| Legendary | 3/1 | 2/1 | 1/1 (0/0) | 0/1 | 0/2 |
The following rules should be used when selecting experience level for units.
- There should be a maximum difference of 2 between Gunnery and Piloting (or Anti-Mech) skills. (Note: any Infantry unit with no AntiMech capability e.g. No AntiMech kit, Mechanised or Heavy Assault BA) has an AntiMech skill of 8).
INFANTRY, BATTLE ARMOR AND TRANSPORT
If a player has Conventional Infantry or Battle Armor in their TO&E, their force should include enough units to transport them e.g. Omni-Mechs for Battle Armor, or vehicles with troop capacity (e.g. Maxim Heavy Hover Tank) for Infantry/Battle Armor. If there is not sufficient carrying capacity those units may not be selected for use in Tracks.
FORMATIONS
Players may opt to place each of their Lances into a specific formation using the rules in either Campaign Operations, The Clan Invasion Box and the Battle of Tukayyid.
These formations only work if those units are fielded together as one force. If players wish to later change the formations they must expend SP to do so (see later).
Map Based Chaos Campaign
In the map based Chaos Campaign each force has a number of WarChest Points which are linked to specific locations. WarChest points are not earned through objectives but rather are gained while a unit is in control of strategic locations or units (Either DropShips or Cargo Vehicles).
WarChest Points
WarChest Points are required to repair, rearm, heal, train and recruit. In this campaign WarChest Points can’t be used to purchase new units but can be gained for Salvaging units.
Each force has a supply of WarChest Points associate with each Location they control, or each DropShip or Baggage Train.
Repair and Rearm actions may only be taken when WarChest Points are available from that location.
Each Union DropShip carries 250 WP or resources. The Gazelle DropShip carries 2500 WarChest Points. Any unit can carry 5x its Cargo Capacity in WarChest Points (e.g. A 10 to flatbed truck can carry 50 WP). WarChest Points may be moved from one location to another, but this requires a Load/Unload action.
When a force has no WarChest Points left it can only raise more WP by scraping its own units, savaging units (and then scrapping them) or by the war crime action of Looting!
Repairs and Rearm
Once a player has converted WP to SP they can then pay for repairs to units. 1 WP is converted to 1 SP in this campaign.
To perform repair, reload or reconfigure actions requires the presence of a technician present in that strategic hex. The Technicians must be transported to the site where repairs could happen. It is very rare for technicians to be attacked or killed, but they may be captured. Each BattleMech, AeroSpace Fighter, Vehicle and BattleArmor Squad are considered to have 1 technician.
Each Technician can work 6 hours a day. Each of the tasks below takes a certain amount of time.
Repairs to Armour and Reloading Ammo can take place in the field with only technicians (and available WarChest Points at that location)
Repairs to Internal Structure requires a repair facility either at a location or in a DropShip bay.
| Task | Time |
| Reload | 1 hour |
| Repair Armour | 3 hours |
| Repair Internal Structure/Criticals | 6 hours |
| Reconfigure Omni-Unit/Battle Armor | 1 hour |
| Scrap Unit | 6 hours |
| Activity | Support Point Costs |
| Repair ‘Mechs Entire Armor* # | Tonnage |
| Repair ‘Mechs Entire Internal Structure** # | Tonnage x 2 |
| Repair Vehicles Entire Armor* # | Tonnage/2 |
| Repair Vehicles Entire Internal Structure** # | Tonnage |
| Repair Battle Armor # | No. of suits x tonnage per suit x 2.5 |
| Sell ‘Mech*** # | Tonnage x 10 |
| Sell Vehicle *** # | Tonnage x 5 |
| Scrap unit (Not CI) | Armor Damage Only – Tonnage x 5 Internal Damage – Tonnage Truly Destroyed – Tonnage/10 Utterly Destroyed – None |
| Repair AeroSpace Fighter Armor | Tonnage |
| Repair AeroSpace Fighter Internal Structure/SI | Tonnage x 2 |
| Purchase Bomb Loadout/Per Bomb (Intro/Standard/Advanced) | 1/2/5 |
| Re-arm Unit (Introductory, per ton of ammunition [AC, LRM, SRM, MG]) | 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, Precision, Armour Piercing, Semi-Guided, Arrow IV, ATM, MML, HAG]) | 10 |
| Re-arm Unit (Advanced/Experimental, per ton of ammunition – Any ammo types found in Tech Manual or TacOps) | 50 |
| Hire new MechWarrior/AeroSpace Pilot**** | 100 |
| Hire new Vehicle Crew | 200 |
| Heal Vehicle Crew (Driver Hit, Commander Hit) | 60 |
| Reconfigure Omni-Pod. # **** | Tonnage/4 |
| Reconfigure Battle Armor **** | 0 |
| #Unit has Clan or Clan Mixed Technology Base | Cost x 2 |
| #Unit has Inner Sphere Mixed Technology Base | Cost x 1.25 |
| Change Formation Type | 100 (Requires 1 day of training) |
* 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.
*** A ’Mech must be fully repaired before it can be sold.
**** Omni-units/BattleArmour may be purchased at the start of the game with more than one configuration. Each extra configuration beyond the first costs you must may the cost of a Reconfigure Omni-Pod or Reconfigure Battle Armor before the start of the campaign. The BV cost for the unit is considered to be the highest BV cost of the possible configurations. It does not cost WP to change the configurations once purchased.
# Apply Technology Base Multiplier to Repair Armor, Repair Internal Structure, and Scrap values
DropShips
DropShip Crews are considered to have Piloting 5 Gunnery 4. The costs for repairing a DropShip are shown below.
| DropShip Action | Cost SP |
| Train DropShip Crew | As Per MechWarrior x 4 |
| Repair Armor on Dropship | Tonnage x 2 |
| Repair Internal Structure/SI on DropShip | Tonnage x 5 |
| Repair Damage to Landing Gear | Tonnage /2 |
| Replace/Heal DropShip Crew | 100 per crew member |
Training
Any MechWarriors, AeroSpace Pilots, Vehicle Crews, DropShip Crews or Infantry who took part in a scenario and were awarded a kill may attempt to train to improve their skills. (Simulators onboard DropShips also allows training but only to a maximum of Regular).
Each skill must be increased separately. Only one skill may be improved after each contract. The difference between Pilot/Drive and Gunnery may be no more than 2. The cost then to improve the skill is as follows.
| Skill | Cost |
| 8->7 | 1 |
| 7->6 | 5 |
| 6->5 | 50 |
| 5->4 | 150 |
| 4->3 | 200 |
| 3->2 | 300 |
| 2->1 | 500 |
| 1->0 | 750 |
After the next engagement the new green pilot increases his piloting skill. It now costs 50 WP to advance from 6>5.
Injured Pilots
After each Track any injured pilots may be healed by 1 hit by paying the cost in Support Points shown on the table below. Only 1 hit can be healed per Track (unless certain edges are taken). The cost for each 1 hit healed must be paid separately.
While a MechWarrior/Crew is injured they may temporarily be placed on Medical Leave and replaced by another unassigned Pilot or from another Combat Unit of the same type (e.g. BattleMech, or Vehicle).
A MechWarrior with 5 Damage has a chance of death on the operating table. Roll a Death roll on 1D6. On a 4 – 6 they die.
Damage of 1 or 2 hits can be treated in the field by first aid. Damage of 3 or more hits (or a Crew/Driver injured result for a vehicle) requires access to a MASH unit or Hospital.
| Injury | Cost |
| 1 Hit (Lightly Wounded) | 10 |
| 2 Hits (Moderately Wounded) | 30 |
| 3 Hits (Heavily Wounded) | 60 |
| 4 Hits (Critically Wounded) | 100 |
| 5 Hits (Incapacitated * Requires death roll) | 150 |
| 6 Hits (KIA) | Not Possible |
| Heal Vehicle Crew (Driver and/or Commander hit results) | 60 per damage |
SALVAGE
If the Track allows it, players who “Control the Field” at the end of a scenario may claim any enemy immobile ‘Mechs as salvage. They take control of the the ‘Mech and may either keep it (only if they have space in there TO&E) or sell it.
‘Mechs are immobile and can be salvaged if:
- The MechWarrior has ejected/Crew have abandoned they vehicle.
- The ‘Mech has no legs.
- The ‘Mech has two gyro hits or three engine hits.
- The ‘Mech has no head, has taken a Cockpit grit or the pilot has died of damage.
- The Vehicles crew is killed.
- The Vehicle is Immobile.
Chaos Campaign Glossary
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 their Central Torso reaches 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).
Utterly Destroyed – Any unit that has had every internal location destroyed e.g. by non-cased ammo explosion, or Fusion Engine overload. Utterly destroyed units can never be scrapped.
Reconfigure OmniMech – Omni-Mechs before the start of each scenario, may change their OmniPods to a different configuration valid for the era. The new BV for that configuration must be used when calculating the force size for that Track. The Omni-Mech stays it the new configuration until changed again.
Reconfigure Battle Armor – Battle Armor that has multiple weapon configurations on the same basic frame e.g. Elementals, can have their weaponry changed between tracks at no cost.
Reorganising Infantry/Battle Armor – When Infantry or BattleArmor have taken casualties these can either be replaced by buying new units of BattleArmor or by buying additional squads of personnel. Two understrength squads of BattleArmor or Platoons of Conventional Infantry may be combined if of the same type. If they have different skill levels then calculate the average skill of all squads/units and round down.
Reorganising Forces – Any forces may be moved between force elements (e.g. Lances). If this is done the force element retains its Formation Type. If a player wishes to change the formation type they must spend SP to do so.
Injuries and Deaths – If a MechWarrior/Crew dies their unit may be piloted by another spare MechWarrior/crew from the forces TO&E (but not one assigned to a current unit). MechWarriors/Crew may not be transferred from one unit to another.
Paying for Repairs – Players may choose not to pay the cost of repairs, to heal MechWarriors or to Rearm Ammo. If these forces are later deployed in a scenario they do so in a damaged state, or holding less ammo. Armor can be repaired on a unit without first repairing the internal structure.
Map Based Campaign Strategic Locations
Bagnorgeio: 1000 WP. Capital City. Loyalist Government. Command Centre [+2 Initiative]. Hospital. Recruitment Point. Repair Bay (BM). Repair Bay (CV). Supply Dump. 3 AntiAircraft Twin AC/5 turrets. SatLink
Bagnorgeio Space Port: 1000 WP. DropPort (Large). Repair Facility (AF). Repair Facility (DS). RADAR. Deep Space Array. Command Centre [+2 Initiative]. Ammo Dump. Supply Dump. AeroSpace Fuel Dump. 3 AntiAircraft Twin AC/5 turrets. SatLink
Forward Deployment Base: 1000 WP. Federalist Government. Turret Defence (2 x Twin AC10, 2 x Quad LRM15, 2 x Twin ER PPCs, 2 x Quad Lasers 1LL/2ML/1SL). RADAR, Command Centre [+2 Initiative]. Repair Bay (BM). Repair Bay (CV). Drop Port (Small). Ammo Dump. Supply Dump, SatLink.
Combat Systems Manufacturing Facility: 1000 WP. Repair Facility (BM). Repair Facility (CV). Turret Defence (2 x Twin AC10, 2 x Quad LRM15, 2 x Twin ER PPCs, 2 x Quad Lasers 1LL/2ML/1SL). DropPort (Medium). Recruitment. Ammo Dump. Supply Dump. SatLink
Planetary Government
Each faction Loyalist and Rebel have a small militia force. This consists of 2 Manticore Tanks (G4 P5). 2 Maxim Heavy Hover APC’s (G4 P5). 2 Platoons of Foot Rifle Infantry. Each leader can be escorted by a platoon of infantry or a squad of BattleArmor (becoming part of that unit). If the unit is destroyed the leader can be captured. If a leader is captured and returned to the opposinng players DropShip the campaign ends.
Strategic Map
Each hex on the Strategic Map is 50 km across. Each hex on the map shows a primary terrain type or location.
Strategic Turns
A Strategic Turn consists of 1 day. Each day has 6 useful hours. Additional hours can be used but this will cause Force Fatigue.
The steps of a campaign turn consist of:
- Players secretly note the Action for each separate Force.
- Roll Weather.
- Resolve Actions.
- Resolve player actions.
- Resolve any Response actions.
- Determine engagement scenarios.
- Resolve scenarios.
Day Zero
At the start of the campaign the Defender should note in secret where each formation and the DropShips of their forces are located. The Attacker’s force starts at a pirate point and as a Free Action (see below) may perform either an Orbital Insertion action or an Achieve Orbit action.
Actions
During the map base campaign, each separate formation can take one of the following Actions per standard day. A formation is any grouping of units as decided by the player e.g. A Battalion of BattleMechs, or a Lance of BattleMechs. Players may reorganise formations at the start of any campaign turn. Free actions may be taken in combination with another action. Response actions may be taken after the opponent has declared their action.
Move – The formation can move a number of Strategic Movement Points as shown in the below table. If at any time during that formation’s movement they share a hex with an enemy formation, movement is stopped at that hex and a scenario begins.
Rather than a flat movement rate as per CampOps, consult the following table for the number of tactical movement points a unit or formation can move in one week assuming the units are travelling 6 hour per day.
Formation speed is calculated by taking the Walk/Cruise MP of the slowest unit in the formation.
| Movement Type/Unit | Strategic Movement Points /Day |
| Formation speed 1-2 | 1 |
| Formation speed 3-4 | 2 |
| Formation speed 5-6 | 3 |
| Formation speed 7-8 | 4 |
| Formation speed 9-10 | 5 |
| Formation speed 11+ | 6 |
| Number of Movement Points to enter Hex* | |
| Easy Terrain (Flat plains or following a Road) | 1 |
| Light terrain (Light Woods) | 2 |
| Difficult terrain (Heavy Woods, Swamp, River crossing) | 3 |
| Very Difficult terrain (Mountains) | 4 |
| Off-road Vehicle (Wheeled, Hover) | +1 Movement Cost |
| Road movement (Tracked, Wheeled Vehicles) | +1 Movement points |
*VTOL’s ignore these modifiers
Forced March – The formation makes great haste in its movement and has 1.5 x movement points. For each strategic turn in a forced march, the formation gains a point of fatigue. Also, units moving under forced march are easier to ambush.
Reload/Repair/Rearm/Salvage – Players may spend WarChest points to repair units and heal personnel.
Maintenance – One day in every 7 days of operation standard maintenance must be conducted (6 hours per unit). If this is not done, roll for location (using front) and roll a critical hit (2 if a floating grit is rolled). this can be ignored by the Rugged quirk.
Guard – The formation stays stationary in a hex on guard for a potential attack which helps to prevent an ambush.
Overflight (AeroSpace units only) – The AeroSpace unit flies over an area to locate and identify enemy forces. AeroSpace fighters can be equipped with a Recon Camera Pod (TO:AUE pg. 149-150) in place of one bomb hard point. An AeroSpace unit moves at a maximum safe velocity of 2 x safe thrust or 50 m/s (180 km/h) x 2 x Safe thrust. Taking off uses 2 thrust points as does each change in altitude up (changing altitude down is free). The aircraft expends 1 fuel points per km travelled while on the low altitude map. If the units moves onto the high altitude map at altitude 1-4, they travel at 1000 km/h x Safe thrust (beyond safe thrust causes damage of 5 points per minute) and uses 60 fuel points per hour), limited by the Max Safe Velocity TW p. 80. Conventional Aircraft use only half the amount of fuel while at safe thrust. For each hex the unit moves over the unit can make a surveillance roll.
e.g. a Rapier RPR-100 has a movement of 6/9. At safe thrust the Rapier can travel at 2 x 6 x 50 = 600 m/s (2 x 6 x 180=2180 km/h) on the low altitude map . On the high altitude map it moves at 6000 km/h at safe thrust (but limited to 2000 km/h on row 1 of the High Altitude map, and up to 6000 km/h on row 2). The Rapier has 400 points of fuel so can travel 400 km at low altitude or 60 fuel points per 6000 km on the high altitude map.
Strike (AeroSpace units only) – The AeroSpace unit travels to a specific hex/location and initiates a battle vs either ground units or enemy AeroSpace fighters. the range and fuel cost are the same as for overflight. If the unit remains at an altitude of 1 on the low altitude map they are not detectable by RADAR, but can be detected by enemy aircraft on Combat Air Patrol.
Combat Air Patrol (AeroSpace units only) – AeroSpace unit are actively airborne and flying a patrol over a hex on the Strategic map, ready to intercept enemy AeroSpace units. Fighters on CAP expend 0.5 fuel points per combat turn, 3 fuel points per minute, or 180 fuel points per hour. Any enemy unit that enters the hex (even of flying at Altitude 1/NOE) is detected and can be intercepted at a distance of half the size of a strategic hex. Conventional Aircraft use only half the amount of fuel.
Rest – The unit rests for 1 day. The formation removes all fatigue points. While at rest units can’t move, and are more vulnerable to ambush and can’t be used for any other actions.
Load/Unload – Transport ships such as DropShips take time to unload and load cargo from their cargo bay. Any units in bays (AeroSpace, BattleMech, Vehicle) do not take any time to deploy or load. Infantry never take time to unload as they can walk off. Units can be carried in a cargo hold but take 1 day to load/unload.
Suborbital Hop (Free Action) – DropShips and Aerospace fighters may take-off move up to the interface layer on the high altitude map and then descend (without a re-entry check) in the same turn to any place on a planet. The time for this can either be calculated or approximated to 30 minutes (+10 minutes per planetary scale region). It takes 6 minute to reach the interface layer, and then 1 minute per hex moved on the high altitude map for Spheroid DropShips. Aerodyne DropShips can travel faster than this achieving a maximum safe velocity of 15. This action can be combined with another move action once the DropShip has landed. Players may use this Free Action multiple times in a strategic turn but each trip after the first adds 1 fatigue point to the DropShip and all units being carried.
Orbital Insertion/Achieve Orbit (Free Action) – A DropShip or Aerospace Fighter may reach orbit or land/enter the atmosphere from orbit. Low plantary orbits are between 6 – 9 space hexes away from a planet on the High altitude map. Geostationary orbits are at level 10 on the high altitude map. Spheroid DropShips require a 1-day strategic use of fuel (TM pg 186). For aerodyne dropships that have better flight profiles, it requires only half of this amount.
Anti-Satellite Operations – An AeroSpace Fighter or DropShip may move and destroy an enemy satellite on the high altitude map.
Reposition Orbit – An AeroSpace Fighter or DropShip may change to a different geostationary orbit, or move to a Low Planetary Orbit. A Satellite is Geostationary Orbit may move its position by 1 planetary region per day. This requires the expenditure of thrust points on the space map at atmospheric level 6. Once in orbit, they may observe on planetary hex. A satellite in Low planetary orbit crosses over a series of plenary hexes in a straight line each 90 minutes. To change the path takes 1 day.
Combat Drop (Free Action) – A DropShip can only perform this action when in a GeoStationary orbit above the target hex. The DropShip can then combat drop either from orbit (using orbital pods) or from altitude (only requiring Jump Jets or strap-on jump packs). Any Radar Station can detect this any AeroSpace assets on Intercept or CAP can activate. This action is a free action as part of another move action.
Intercept (Response Action)– An Aerospace unit at an airfield may intercept any airborne unit that enters that hex, before it is close enough to attack any locations, units in that hex.
Respond (Response Action) – A DropShip (and the loaded units) that is on standby either on the ground or in orbit may make a move action (e.g. Sub Orbital Hop) after the opponent has declared their move action. This action is only possible if the force has Radar (in range) or a Deep Space Array/Satellite (which will detect any Sub Orbital Hops, Orbital Insertion/Achieve Orbit or Reposition Orbit actions.)
Shadow – A force that has more movement points than the opposing force may “Shadow” them, remaining in the same hex but never close enough to engage. The Shadowing force moves with the opposing force. This is a common tactic for Recon Lances to Shadow larger Medium or Light Lancers. To catch a shadowing force the opponent must only use units that have equal or greater movement than the shadowing units even if that involves splitting the formation up.
Peacekeeping – Each week of peacekeeping in a civilian centre roll 1D6. On a 4-6 reduce unrest rating by 1.
Martial Law – This action requires a week and temporarily reduces the unrest in one population center at the end of the week by 1 point for each unit that are performing that action (Max of 4), it then needs to be maintained every week. If the units then stop the action, the unrest returns to its original value plus 1 extra).
Round them up [War Crime] – As per martial law but with more brutal methods. This temporarily reduces the unrest in one population centre by 2 points for each unit performing that action (Max of 4). If the units then leave, the unrest returns to its original value plus 2 extra).
Looting [WarCrime] – If a unit is in a city they may ransack the city for resources. They gain 1D6 x 100 WarChest Points. This causes +2 Unrest. Looting actions can only be performed once per city.
Destruction [WarCrime] – The unit destroys a structure in the location. This causes +2 Unrest if it is a civilian feature e.g. Hospital, Supply Dump, PowerStations. DropPorts that are destroyed can be repaired if Engineers are present in 1 campaign turn. Only Ammunition Dumps, Fuel Dumps and Turrets are military targets that do not effect unrest.
Recruit – A formation may attempt to recruit new personnel once per week. At the start of each week make a new random test for availability. This action allows the player to purchase new personnel using WarChest Points.
When a recruit action is taken roll 2D6 on the below table (This can be modified by unrest rating as per the Unrest and Warcrimes table):
| BattleMech Pilot | Vehicle Crew | AeroSpace Pilot | Infantry | Technician | Admin | |
| 2-5 | – | – | – | – | – | – |
| 6-7 | – | 1D6-3 | – | 1D6-2 | – | – |
| 8-9 | 1D6-3 | 1D6-2 | 1D6-3 | 1D6 | 1D6-3 | 1D6-3 |
| 10-11 | 1D6-2 | 1D6-1 | 1D6-2 | 1D6+2 | 1D6-2 | 1D6-2 |
| 12-13 | 1D6-1 | 1D6 | 1D6-1 | 1D6+4 | 1D6-1 | 1D6-1 |
| 14+ | 1D6 | 1D6+1 | 1D6 | 1D6+6 | 1D6 | 1D6 |
Vehicle Crew 1D6: 1-3 Gunner, 4-5 Driver, 6 Gunner/Driver
Technician 1D6: 1-2 Vehicle, 3-4 BattleMech, 5 AeroSpace, 6 DropShip
Admin 1D6: 1-2 HR, 3-4 Logistics, 5 Command, 6 Doctor
Roll personnel skills using Total Warfare.
Purchasing Experienced personnel – Pilots or crews with different experience levels cost different amounts of Support Points.
| Training Level | Cost SP |
| Civillian | 0 |
| Very Green | 5 |
| Green | 10 |
| Regular | 100 |
| Veteran | 600 (1 SPA) |
| Elite | 1200 (2 SPA) |
| Vehicle Crew | x2 |
Surveillance – An AeroSpace unit using the Overflight action or unit in space may make a surveillance test. Aircraft must overfly the hex they are observing. Ships in orbit can either take up a Geo-Stationary orbit directly above one hex, or a Low Planetary Orbit and pass over the hex once per 90 minutes. Satellites may only change their observed hex by 1 hex per day. Once in orbit, they may observe the hex they are above and the six hexes surrounding the centre hex.
To make a surveillance test roll a Piloting Skill Roll with the following modifiers.
| Condition | Modifier |
| Altitude 1 (Nape of Earth) | +4 (or -2 if flying directly over) |
| Altitude 2-5 | +0 |
| Altitude 5-10 | +2 |
| High Altitude Map (Row 1-4) | +2 (per row) |
| Geostationary Orbit | +6 |
| Cloud Cover | +1-4 |
| Active Probe | -1 |
| Recon Camera | -2 |
| Satellite Imager/Look Down radar | -4 |
| High-Resolution Imager | -8 |
| Hyperspectral Imager | Removes modifiers for weather. |
| Infantry only | +4 |
| Stealth System | +2 Stealth Armour +3 Null signature system/mimetic camo +4 Void signature system |
The margin of success determines the information gained:
| Margin of Failure/Success | Information gained |
| -4 or lower | No information |
| -3 | Presence of “Something” |
| -2 | Type of units (BattleMech/Vehicle) |
| -1 | Class on unit (Light/Medium/Heavy/Assault) |
| 0 | Model of unit (e.g. Griffin) |
| +2 | Load out of units e.g. Griffin GRF-6S |
| +4 | Specific markings (Unit number), degree of damage |
Special Equipment/Sites
RADAR – Any aerospace asset that is not flying above level 1 (Nape of Earth) within 400 km of the RADAR station detected. Any AeroSpace units on Intercept or on Combat AirPatrol can then activate. Small craft and AeroSpace fighters also have RADAR with a maximum detection range of 10000 km and effective combat range of 1000km (555 space hexes) when airbourne. Large craft RADAR has a maximum detection range of 100000 km and effective combat range of 10000km when airbourne (5,555 Space hexes). A Detection Check is made at TN5 + range/10000 large craft or range/1000 for small craft.
Deep Space Array – A Deep Space Array also can detect the emergence wave from a KF Jump. Any AeroSpace unit in space or in orbit or on the High Atmosphere Sheet row 1-4 is detected or up to 30 space hexes from the planet. AeroSpace assets on Intercept can then activate to reach orbit and attack. Deep Space Arrays can also predict the hex a DropShip will land from Orbit or from a sub-orbital hop. The Deep Space Array can monitor the sector it is in plus the two adjacent ones. If the Array detects any DropShip Orbital Insertion or Suborbital Hop actions, the player may use Response actions.
Satellites – Unmanned surveillance satellites in Low planetary orbit (LPO) can monitor 3 adjacent sectors on a planetary map (the location it is above plus the two adjacent ones) or one region in a smaller campaign map (6000 km across). If any of the Satellites are destroyed then that region is not monitored. Satellites can be accessed by any location or unit with the SatLink trait. Each Satellite is equipped with Satellite Imagers, High-Resolution Imagers, Infrared imagers and Look Down Radar. (page 151 TO:AUE). Each force may attempt to lock out the other side from the satellite. Each turn a force at the location of a SatLink (or a unit with 4+ tons of communication equipment) rolls 2d6, on a 9+ they are able to access the Satellite. DropShips and AeroSpace Fighters in orbit can also act as satellites but their feed only be hacked on a 11+. DropShips have the same equipment as Satellites but AeroSpace fighters do not.
Supply Dump – Baggage trains (Food/Water) can be reset. Supply Dumps include 8 unarmed Flatbed Trucks. ICE Engine units can also be refuelled.
Ammo Dump – Any standard ammo type can be purchased with WarChest points. Ammo Dumps include 4 J-37 Ordinance Transports. Ammo Dumps only have basic ammo types (AC, LAC, UAC, RAC, SRM, MRM, LRM, MG, Gauss).
AeroSpace Fuel Dump – AeroSpace units can replenish fuel points. Fuel dumps include 4 Tanker Trucks.
DropPort – All DropPorts have a Control Tower (Command Building) with RADAR, a Deep Space Array, and SatLink. Small: 1 Runway, 2 DropPits, 1 Hanger. Medium: 2 Runways, 4 DropPits, 2 Hangers. Large: Deep Space Array, 3 Runways, 6 DropPits, 3 Hangers, 1 underground hardened Aerospace Fighter hanger (for 1 Wing/6 AF) with launch shoots and an Ammo Dump.
Turrets – Turrets are CF150 1 Hex Level 2 Towers that may accept 15 tons of Weapons. Towers are powered by a central petrochemical generator (Medium, Level 1, 2 Hexes, CF40). If the generator is destroyed, energy weapons no longer function and turrets may turn to change facing by manual control, but may not fire the round they turn. Players may spend 100 WP to repair a damaged turret but not if the CF has been reduced to 0. Turrets must be crewed by a squad of infantry (conventional or battle armour).
Hospital/MASH – Hospitals are required to heal MechWarrior damage of 3 or higher and allow for 1 wound to be healed per day/Strategic Turn.
Repair (Type) – These facilities allow the repair of units with internal structure or critical damage. DropShip bays include repair facilities. Without repair facilities only Reload Ammo and Repair Armour actions can be taken.
Command Centre – Command Centres contain 7 tons on communication equipment and award a +2 to initiative if manned by at least a squad of infantry.
Scenarios
Whenever two formations occupy the same hex (or cross a hex with another formation) a scenario begins in that hex and no further movement occurs.
First, determine if one side has a tactical advantage. Roll 2D6 and add the Force Commanders Skill Modifier. If the roll is greater than 4 above the opponents an ambush is set. Forces at “Rest” receive a -4 to their ambush roll. Forces at “Guard” receive a +4 to their ambush roll. If an attacker moves into a hex while the Defender is Guarding, the Attacker may choose what time of day the engagement occurs [Expanded strategy rules can be found in Commanding Skills].
An ambush can be in one of two forms. 1st the ambusher can gain hidden deployment status for all units and wait for the enemy to enter the field. 2nd the ambusher can enter the field from any direction while the opponent deploys in the centre of the map.
Before a scenario starts – both players should write down their Tactical Objective.
- Breakthrough – The Attacker attempts to move past the Defender.
- Raid – The Attacker tries to destroy a strategic resources or capture an asset, e.g. the planetary government, or supplies, and then escape. WarChest Points at a location are represented by Crate Tokens. Each token has unto 3 x 10 ton crates contains 50 WP. Each crate picked up carried off the map awards WP to the attacker.
- Stand up Fight – The Attacker/Defender attempt to destroy each other.
- Hide and Seek – The Defender tries to evade the Attacker. If the defenders units all have a greater or equal movement compared to the attackers then the scenario resolves automatically as a success. Success allows the defender to move (using remaining movement points) back to the strategic hex they came from.
- Hold the line – The Defender attempts to block the enemy from moving past into 3 adjacent hex sides.
- Attack Mission (AeroSpace) – An AeroSpace fighter on an overflight mission may engage the enemy ground forces through strafing, strike or bombing attacks but will take enemy fire. The mission is considered a success if one unit is destroyed/crippled.
- Overflight (AeroSpace) – An AeroSpace fighter on an overflight mission may come under enemy fire if at altitude 8 or below. If this happens the Defender organises his forces within 6 hexes of the centre of a single random map sheet (in hexes of their choice as they have heard the fighter coming). They will then get one chance to attack as the fighter flies overhead from short end to opposite short end of the map sheet on a hex row of their choice (assuming they are in range).
Engagements
When two forces meet in a campaign the type of engagement depends on the combat orders given. If both sides have chosen Move – Combat (including Breakthrough or Raid) the forces use the below rules for Tactical Engagement.
Meeting Engagement
A meeting engagement is when both forces are in motion and meet at a set place (combat area). As visual spotting distances is 60 hexes for BattleMech and 90 hexes for VTOL units, players forces are well aware of the presence of the enemy before units move into effective combat range.
Players forces in a formation (e.g. Company, Binary/Trinary, Level 2/3) can choose to arrive on the combat area map in advance of the main force depending on their movement rate. Each Subformation (e.g. Lance/Level II/Star) moves at the speed of its slowest unit at uses its walking speed to determine the turn it arrives on the table. If the sub formation does not want to move in advance, they can slow down and arrive at the same time as a slower wave.
At the start of each turn the player that lost initiative has to declare how many units are entering the combat, or if they are delaying.
| Walking Speed | Turn Sub Formation arrives on table |
| 11-12 | 1 |
| 9-10 | 2 |
| 7-8 | 3 |
| 5-6 | 4 |
| 3-4 | 3 |
| 1-2 | 2 |
| MASC/Super Charger | Special |
Units with MASC or SuperCharger can make an appropriate role to enter the field on an earlier turn.
During a meeting engagement players may elect to hold for a turn. This is useful if the players force is waiting for AeroSpace Assets to arrive on the field.
Artillery and Baggage
Before the battle begins each player must declare how many mapsheets away they are deploying off-table artillery and where they are leaving any non-combat vehicles (baggage train). These can be placed on a separate single map sheet for reference.
Artillery and Baggage may be attacked in three ways.
- Artillery: Either through directed fire, or counter battery fire.
- AeroSpace: Indicate which hex in the location of the baggage train on the low altitude AeroSpace map. AeroSpace fighters may then engage those targets.
- Breakthrough: If an enemy unit leaves the combat area via the enemy players deployment edge it may make a run on the baggage train. It’s turn of arrival will need to be calculated using the units walk movement rate (but ignoring terrain). E.g. a Fire Moth walk 10 is heading to a baggage train 3 map sheets away (3 x 17=51 hexs) it will take 6 turns 51/10 rounded up, to arrive at the baggage train s map sheet.
Off board artillery may only be targeted at units if they are in visual range of another unit. Visual range is 30 hexes for any unit at ground level that is one hex high (e.g. vehicles, Infantry), 60 hexes for any unit at level 2 (Standing BattleMech). Add 30 hexes it the unit occupies the highest point on the map or is a VTOL or a unit that just conducted a Jump. AeroSpace fighters on the Low Altitude Map can also see any units on a MapSheet that they fly over.
AeroSpace Assets
When two forces start a meeting engagement, both forces can call in AeroSpace assets from either nearby bases or from orbit. AeroSpace fighters engaged in other missions e.g. Strike, Overflight or Combat Air Patrol can not be called in.
Calculate the flight time for the AeroSpace units to arrive based on their max airspeed (2 x Safe per turn on the low altitude map), also ensuing that the units have the fuel to do so (and return to base). No AeroSpace support can be called unless they unit arrives with at leats 100 fuel points and enough fuel to return to a base.
Assault
An Assault occurs when one force is in motion while the other force is stationary.
Units that have chosen the Hold the Line combat order deploy at turn 0 anywhere up to half way across the closest mapsheets (no more than 8 hexes from their deployment edge).
Formations that have chosen Guard have has time to prepare defences. If they have artillery, they may predesignate 4 hexes per map sheet for artillery fire and may place 50% of their force in hidden deployment.
Since the player who is Assaulting can choose the time of the attack, they may signal AeroSpace fighters in advance to arrive on the Low Altitude map at the start of turn 1.
The player who is Assaulting may also choose this distance to place their artillery and baggage train.
Out of Combat Unguided Artillery
In situations where an enemy is advancing towards a defender in a fixed position, the defender may employ Out Of Combat Unguided Artillery as long as that map sheet is in visual distance of a unit (an AeroSpace unit, VTOL or another unit).
Once the enemy is within the defenders artillery range with a flight time of 1 turn the unguided barrage can start. Work out the slowest running movement speed of the attacking force. Divided that number by 17 x the number of map sheets. Modify the movement by -1 Light Forest, -2 Heavy Forest, -1 Light Hills, -2 Heavy hills. Roll this number of artillery attacks per artillery piece with a target number to hit of 11. The defender may take evasive manoeuvrers, if they do add 1 to the target number and reduce the move rate by 50%.
Choose a target unit, If the artillery hits roll 2d6:
| Roll | Result |
| 2 | Shot strikes another random unit |
| 3 | Shot lands 1 hexes away from another random unit |
| 4-5 | Shot lands 2 hexes away from another random unit |
| 6-7 | Shot misses all targets |
| 8-9 | Lands 2 hexes away from target |
| 10-11 | Lands 1 hex away from target |
| 12 | Shot strikes target |
It’s assumed that any formation moving towards artillery will do so spread (by 5-6 hexes) out so no more than 1 unit will be hit in an area of effect. If this is not the case due to narrow confines, then add +2 to the scatter test.
Guided munitions may not be used with these rules, and they require a combat scenario to begin.
Retreat
It is a time honoured part of the Mercenary Code of Conduct since the Ares Convention that forces striking colours be allowed to retreat. Clans practice this through Hegira.
During the end phase of any turn a player can call for a cease fire and retreat. All combat ends (bar for artillery shells in flight). All units that are mobile are able to retreat (except if they have 1 or no legs, no gyro, are immobilised for vehicles or are unconscious).
A retreat may only be called if:
- The enemy outnumbers the attacker (attacker is 150% of defenders BV)
- The enemy has suffered 25% damage (on BV)
- The players force has suffered 25% damage (on BV)
- The players force commander has been killed
- All objectives that the players was defending are destroyed rendering the site to have no strategic value
- All units that have a non-machine gun based ammo weapon have expended all ammo
Players can decided to enact a retreat before the battle has started but only if they are outnumbered (as above).
Any ejected pilots or crew that are not within 6 hexes of a friendly infantry or unit with troop capacity (or a battleMech with hands) is considered captured.
Infantry with a move of 1 and no transport have to lay down arms and surrender.
Ransom
Players may at the end of the campaign pay 100 WP to return captured personnel (either a MechWarrior or vehicle Crew).
A Player with captured personnel may attempt to recruit them. Roll 2d6 (+ 1 for each 1 point of unrest over 7 the opponent has). On an 8+ they player may pay the WP to recruit them (plus the leadership modifier for a ranked force/lance commander).
Special Rules
Extended Operations and the Baggage Train
BattleMech and Combat vehicles typically carry enough ration packs and water for 7 days per person (per cockpit/crew slot). For each week over this add +1 fatigue and roll a consciousness check modified by fatigue (as if each personnel was a Mech Warrior). If this fails, that personnel takes an effective damage (or counts as an injured crew/driver).
On extended operations the formation may travel with a baggage train that may include food (1 ton gives 200 personnel-days of food) or ammunition. If that baggage train is staying as part of a formation it may lead to them getting into combat.
Forces Withdrawal
Any unit that has suffered crippling damage (pg. 258, TW) must withdraw from the battlefield and attempt to exit the map from the assigned retreat edge. A unit must always move towards its controlling player’s board edge and always use the maximum MP possible that is allotted for the chosen movement selection; walking, running or jumping. MechWarriors whose BattleMech has taken crippling damage, and have either lost a leg, or have their gyro destroyed should eject.
Identify/Scan Action
A unit attempts to identify units of the opposing forces. Units make a Piloting skill applying standard LoS and movement modifiers with the following additional modifiers.
| Situation | Modifier |
| Short Visual Range (1-10) | +0 |
| Medium Visual Range (11-20) | +2 |
| Long Visual Range (21-40) | +4 |
| Extreme Visual Range (41-60) | +6 |
| Active Probe (In range) | -2 |
| No direct LoS (Sensors Only) (Ranges are halved) | +2 |
| Margin of Success/Failure | Modifier |
| General type of unit e.g. BattleMech | -4 |
| Tonnage Class (Light, Medium, Heavy, Assault | -2 |
| BattleMech Type | 0 |
| Identifying features (Damage, Unit Number) | +2 |
Weather
Each section of the planetary map has a different weather system. Roll for starting weather conditions:
| Roll (2d6) | Weather |
| 2-6 | Clear, no cloud. |
| 7 | Clear – Light (+1) Cloud |
| 8 | Clear – Medium (+2) Cloud |
| 9 | Light Rain and wind/Snow – Heavy (+3) Cloud |
| 10 | Medium Rain and wind/Snow – Dense (+4) Cloud |
| 11 | Heavy Rain and wind /Snow – Dense (+4) Cloud |
| 12 | Stormy Heavy Rain/Snow – Dense (+4) Cloud (Roll again. On a 8+ There is a lightning storm, on a 12 a Tornado develops. |
| Mod | Each area of the map can be given a mod of -2 to +2 depending on the climate. |
Changing weather
Each week, roll 2d6 and adjust the conditions my moving up and down the table. Players with access to Satellites can see the results of a roll 1 week in advance of the weather change.
| Roll (2d6) | Change in weather |
| 2 | Move 2 places up |
| 3-4 | Move 1 place up |
| 5-9 | No change |
| 10-11 | Move 1 place down |
| 12 | Move 2 places down |
Unrest and War Crimes
Each force has an unrest rating depending on their actions to the population.
| Unrest level | Effect |
| 2 | Devoted – double all Recruit Actions and mobs. Recruitment rolls are at +4. |
| 3-4 | Supportive – Each battle/peacekeeping action in a civilian population centre generates 1d3 supportive mobs. Recruitment rolls are at +2 |
| 5-6 | Friendly – Recruitment rolls are at +1 |
| 7 | Neutral |
| 8-9 | Distrusted – Recruitment rolls are at -1 |
| 10-11 | Hated – Recruitment not possible. Each battle/peacekeeping action in a civilian population centre generates 1d3 angry mobs. Recruitment rolls are at -2 |
| 12 | Despised – Double all mobs. Active sabotage attempts. Roll 1D6 per day while in a population center on a 6, one random unit suffers 1D6 x 5 Damage from a bombing. Recruitment rolls are at -4 |
| +1 to +3 | Per WarCrime |
| -1 | Per Peacekeeping operation |
| -1 | Control of the Government Building in the capital city |
Command Centres
Command Centres may take several forms – either: Facility at a location, on board a DropShip, in a Mobile Command Centre Vehicle or even in a Mech using the Command Console. If a command centre is present in the strategic hex of a battle that force gets +2 initiative.
DropShip/AeroSpace Landing Zones
When DropShips land in a hex with a location of interest, the DropShip must choose how many map sheets away the land from the location. DropShips must also decide each week if they remain on hot standby or power down as per Campaign Operations. Each day on hot standby adds a point of fatigue to the DropShip. A DropShip can remain on indefinite hot standby if it has an extra full crew (which is unlikely).
Spheroid DropShips can either land in DropPits or may attempt to land in an area with 7 clear hexes (requiring a Piloting Roll). Aerodyne DropShips may land on Runways or other suitable flat areas e.g. Highways (requiring a Piloting Skill), or plains/desert (Engineers require 1 campaign turn to prepare these creating a temporary runway).
AeroSpace fighters have full VTOL abilities and do not require a runway. Conventional fighters do require a runway, although as with Aerodyne DropShips can use temporary runways or roads.
Victory
The campaign is a success when all the opponents forces are reduced to less than 50% of their starting combat effectiveness, based on the BV of operational units, or units that could be repaired. The campaign can also end with the capture (but not death) of the opposing leader.
When a force reaches 50% of its starting BV, it retires from the field at take no further part in the battle.
As the campaign continues Victory Points can be gained or lost. Once a force reaches 10 Victory Points the campaign is over and the player with the most victory points wins. victory points can’t be reduced below 0.
Victory Points are split into three categories:
Battle:
Each time a battle occurs victory points are gained or lost for each side per formation involved in the battle. Victory Points lost through battle are only subtracted from the Battle Victory Points, they do not affect other sources.
| Battle Result | Victory Points |
| 25% of Enemy force destroyed | 1 |
| 50% of Enemy force destroyed | 2 |
| Enemy Force Commander captured/killed | 1* |
| 25% of friendly force destroyed | -1 |
| 50% of friendly force destrpyed | -2 |
| Friendly Force Commander captured/killed. | -1* |
Controlling Locations:
Each location which has at least a subforce (e.g. Lance) of units garrisoning it unopposed scores 1 Victory Point. this point is lost if the location is abandoned. If all structures in a location are destroyed, the location no longer scores victory points.
Seat of Power:
If the players VIP is present in the main government building in the capital city, they achieve 2 Victory Points. If the VIP is evacuated those points are lost.
