A Chaos Campaign guide to Contracts (IlClan)

noun

plural noun: contracts

/ˈkɒntrakt/

  1. a written or spoken agreement, especially one concerning employment, sales, or tenancy, that is intended to be enforceable by law.

Random Contract System

This system allows for players or GM’s to roll contracts randomly for a Mercenary Campaign based in the IlClan Era. These rules are an extension of those in Campaign Operations (on which BattleMech Mercenaries and Hotspots: Hinterlands and based).

Stage 1: Contract Offers

First roll to determine the number of contracts that are on offer for this month, on the world the player is currently on. The Hiring Hall on the planet modifies the roll for the Contract Offers, Employer Type and Mission type.

Contract Modifiers Table

Hiring HallOffersEmployersMissions
No Hall-3-2-2
Questionable Hall0-2-2
Minor Hall+100
Standard Hall+2+1+1
Great Hall+3+2+1
No HPG/Dark Age-3-2-2

Roll 2D6 an consult the following table to determine the number of active Contract Offers.

Contract Offers Table

MarginOffers
0 or less0
1-21
3-52
6-83
9-104
11-125
13 or more6

Contracts remain available of 1D3 months. Each month, new contracts are rolled.


Stage 2: Determine Employer

New determine the identity of the employer.

Contract Employers Table

Modified 2D6 RollEmployerIndependent Employer
2 or lessDistant Independent Worlds or Small StateDistant Noble
3Bordering Independent Worlds or Small StateLocal/Bordering Noble
4Local Independent Worlds or Small StateDistant Planetary Government
5Local Independent Worlds or Small StateLocal/Bordering Planetary Government
6Local Minor Power/Periphery StateMercenary (Subcontract)
7Bordering Minor Power/Periphery StateLocal/Bordering Major Periphery State
8Local Major PowerDistant Major Periphery State
9Local Major PowerLocal/Bordering Minor Periphery State
10Bordering Major PowerDistant Minor Periphery State
11Bordering Major PowerLocal/Bordering Corporation
12 or moreDistant Major Power/Special +Distant Corporation

+ Roll for Special on a natural/unmodified 12 (double 6)

Local – is the either the state containing the world with the Hiring Hall or the closest.
Bordering – any state that shared a border with the state of the Hiring Hall.
Distant – any state that does not share a border with the state of the Hiring Hall.

Special Employers

Roll (2D6)Special Employer
2Clan Watch or Rogue Intelligence Operation
3-4Rebels/Smugglers/Pirates
5-6Significant Nobility
7-9InnerSphere Intelligence Agency
10-11Deep Periphery (e.g. Scorpio Empire)
12Shadowy Organisation

Major Power Table (3151-)

In the IlClan period the following are considered Major Powers.

  • Capellan Confederation [CC]
  • Draconis Combine [DC]
  • Lyran Commonwealth [LC]
  • Federated Suns [FS]
  • Free Worlds League [FWL]
  • Outworlds Alliance (Clan) [OWA]
  • Rasalhague Dominion (Clan) [RD]
  • Wolf Empire (Clan) [WE]
  • Clan Hells Horses (Clan) [CHH]

Due to the Fortress Wall – Terra ( and the Star League) are inaccessible. Clan major powers do not normally hire mercenaries nor do they allow mercenary halls.

Minor Powers

  • Alyina Mercantile League [AML]
  • Arc Royal Liberty Coalition [ARLC]
  • Clan Jade Falcon Remnant [CJFR]
  • Clan Sea Fox Protectorate [CSFP]
  • Clan Protectorate [CP]
  • Duchy of Andurien [DOA]
  • Malthus Confederation [MC]
  • Rim Territories [RT]
  • Tamar Pact [TP]
  • Timbuktu Collective [TCO]
  • Vesper Marches [VM]

Major Periphery Powers

  • Magistracy of Canopus [MOC]
  • Taurian Concordat [TC]
  • Marian Hegemony [MH]

Minor Periphery Powers

  • Fronc Reaches [FR]
  • Filtvelt Coalition [FCO]
  • Calderon Protectorate [CP]
  • Oberon Confederation [OC]
  • Tortura Dominions [TD]

Stage 3: Determine the Mission

Missions Table

RollInnerSphereIndependentCorporation
2 or lessCovertCovertCovert
3SpecialSpecialSpecial
4Pirate HuntingPlanetary AssaultSpecial
5Planetary AssaultObjective RaidObjective Raid
6Objective RaidExtraction RaidExtraction Raid
7Objective RaidPirate HuntingRecon Raid
8Extraction RaidSecurity DutyObjective Raid
9Recon RaidObjective RaidSecurity Duty
10Garrison DutyGarrison DutyGarrison Duty
11Cadre DutyCadre DutyCadre Duty
12 or moreSpecialSpecialSpecial

Special/Covert/Pirate

RollSpecialCovertPirate
2 or lessCovertTerrorismRecon Raid
3GuerrillaAssassinationRecon Raid
4GuerrillaAssassinationRecon Raid
5Recon RaidEspinoageRecon Raid
6Extraction RaidSabotageObjective Raid
7RetainerGuerrillaObjective Raid
8Recon RaidRecon RaidObjective Raid
9Relief DutyDiversionaryObjective Raid
10DiversionaryObservationObjective Raid
11Riot DutyMole HuntingObjective Raid
12 or moreGarrison DutySecurity DutyObjective Raid

Stage 4: Negotiate Terms

Mission Contract Terms Modifiers Table

Mission TypeOp. Tempo ModifierBase Length (Months)Command ModifierSalvage ModifierSupport ModifierTransport Modifier
Assassination1.93+2+1-1-3
Cadre Duty0.81200+10
Diversionary Raid1.830+2+2+1
Espionage2.412-1+4-3-2
Extraction Raid1.63-1-1+2+1
Garrison1.018+10+10
Guerrilla2.124-2+3-2-1
Mole Hunting1.26-30+2+1
Objective Raid1.63-10+1+2
Observation1.63-1-2+1-1
Pirate Hunting1.06+2+2-1-1
Planetary Assault1.59-20+2+3
Recon1.63-1-2+1-1
Relief Duty1.49-1+1+1+1
Retainer1.312-20+2+1
Riot Duty1.04-2+1+20
Sabotage2.424-1+4-3-2
Security Duty1.26-30+2+1
Terrorism1.93+2+1-1-3
High Risk+0.5As Mission-1-2+10
Covert+0.3As Mission+1+1-1-1

Op-Tempo Modifier – Multiple the base pay by the Op-Tempo Modifier for each month.

High Risk – When rolling a contract roll 2d6. On a 10+ this is a Hight Risk contract. This is only rolled after the contract is accepted.

Intensity

Intensity represents the chance of a track occurring each week in the month. The base chance of a track occurring each week is 20% x the Op-Tempo Modifier. For Garrison and Cadre Duty only check once per month. Retainer missions do not check for tracks. Alternatively the GM may elect to set the Intensity level for the contract (this can be kept secret from the players).

Employer Terms Modifiers Table

EmployerEmployment MultiplierCommand ModifierSalvage ModifierSupport ModifierTransport Modifier
Major Power1.20-10+1
Minor Power1.10-200
Independent World10-1-10
Mercenary/Corporation1.1-1+2+1+1
Typical Employer10000
Stingy EmployerSee Table0-1-1-1
Generous EmployerSee Table0+1+2+1
Controlling Employer1-2-100
Lenient Employer1+1+100
Hinterlands Modifier1+2-2-2-2
IlClan Era100-2-2

Unit Reputation Terms Modifiers Table

Force ReputationCommand ModifierSalvage ModifierSupport ModifierTransport Modifier
0-2-1-1-3
1-1-1-1-2
2-100-2
3-100-1
4000-1
50000
6+1+100
7+1+100
8+1+1+10
9+2+2+1+1
10++3+2+2+2

Force Reputation can be calculated in two ways:

  • BattleTech Mercenaries/Hotspots Hinterlands: (1 + Number of successful tracks + Number of skill improvements)/10
  • Campaign Operations: Calculate as per the section on Force Reputation

Supplemental Contract Terms Table

Roll (2D6)Employer % Base PayControlCommand RightsSalvage RightsSupport RightsTransport Terms
1 or lessStingy (-50%)ControllingIntegratedNoneNoneNone
2Stingy (-45%)ControllingIntegratedExchangeNone20%
3Stingy (-40%)ControllingHouseExchangeStraight/20%25%
4Stingy (-30%)ControllingHouse10%Straight/40%30%
5Stingy (-20%)ControllingHouse20%Straight/60%35%
6Stingy (-10%)TypicalHouse30%Straight/80%40%
7TypicalTypicalHouse40%Straight/Full45%
8Generous (+10%)TypicalLiaison50%Battle/10%50%
9Generous (+20%)LenientLiaison60%Battle/20%55%
10Generous (+30%)LenientLiaison70%Battle/40%60%
11Generous (+50%)LenientLiaison80%Battle/60%Full
12Generous (+75%)LenientIndependent90%Battle/80%Full
13+Generous (+100%)LenientIndependentFullBattle/FullFull

Negotiation

Negotiation can be handled in different ways defending on the system being used.

Neogotiating – Mercenary commanders can elect to reduce one column by 2 steps to increase another column by 1 step. This may only be done twice.

Total Warfare/BattleTech Mercenaries/Hotspots: Hinterlands – Each point of reputation enables the step of one column on the above table to be increase by 1. Players may reduce of column by two steps to increase another column by 1. This may only be done a number of times equal to the Mercenary Reputation.

Campaign Ops/A Time of War – Players roll 2D6 and add their Negotiation Skill Roll Modifier (0-10) to the roll. For each 2 margin of success over the target number of 8 the player may increase the step of one column by one. For each 2 margin of failure the GM may reduce the step of any column by one. (Alternatively – rather than a target of 8, the target could be an opposed roll vs an opposing NPC negotiator)

Stage 5: Determine Target/Opposing Force

Roll on the below table to either select the target or determine the identity of the OpFor (Opposing Force)

Roll (2d6)Target/OpFor
2-4Independent World/Pirates
5-8Enemy Bordering Power
9-10Hostile Bordering Power
11Indifferent Bordering Power
12Deep Raid/Covert or Mystery OpFor

Deep Raids can originate from Indifferent, Hostile or Enemy Powers that do not share a common border with the Mercenaries employer.

Interstellar Relations (3151-)

  • Allied (A) – Powers have an activity treaty of assistance in effect. Free Trade is in effect.
  • Friendly (F) – Powers have a non-agression pact and actively trade under good terms.
  • Indifferent (I) – Powers have either no formal relationship, or are neither hostile nor friendly. Trade occurs with some tariffs.
  • Hostile (H) – Powers are actively agressive to each other. Some trade occurs but with significant checks and tariffs. Raids and skirmishes are common.
  • Enemy (E) – A defacto state of war is in effect between these powers. No trade occurs. All raids may be converted to planetary invasion.
CCDCLCFSFWLOWARDWECHHMOCTCMHFRFCOCPOCTD
CCXIIEIIEIIAFIFIIII
DCIXHEIFIIIIIIIIIII
LCIHXFHIIEHHHEIIIHI
FSHEFXIIIHIIHIIAHIH
FWLIIHIXIIEIFIEFIIII
OWAIFIHIXIIIIIIIHIII
RDIEIIIIXIHIIIIIIII
WEIIEHEIIXIIIIIIIII
CHHIIEIIIHIXIIIIIIII
MOC AIEIFIIIIXIHIIIII
TCIIIEIIIIIIXIIIIII
MHIIIIHIIIIHIXIIIII
FRFIIIIIIIIFIIXIIII
FCOIIIAIHIIIIIIIXIII
CPIIIHIIIIIIAIIIXII
OCIIHIIIIIEIIIIIIXI
TDIIHIIIIIIIIIIIIIX

OpFor Strength

Roll once on each column to determine the % of the BV of the mercenaries force, the type of force, the training level and reliability.

  • CI – Conventional Infantry
  • CV – Combat Vehicles
  • IM – Industrial Mech
  • BM – BattleMech
  • BA – Battlearmor
  • AS – AeroSpace (Optional)

You can roll skills based in the Training level using the tables in Total Warfare.

Roll (2d6)% of BV (% of BSPs)Type of ForceTrainingReliabilityQualityReinforcements
240CV/CIGreenQuestionableENone
345CV/CIGreenQuestionableENone
450IM/CV/CIGreen + Regular CommanderQuestionableENone
555IM/CV/CIRegularQuestionableD3 Months
660BM/CV/CIRegularReliableD3 Months
770BM/CV/BARegularReliableC2 Month
880BM/CV/BA [+AS]Regular + Veteran CommanderReliableC2 Months
990BM/BA [+AS]VeteranReliableB1 Month
10100BM Only [+AS]Veteran + Elite CommanderFanaticalB1 Week
11110BM Only [+AS]EliteFanaticalA1 hour
12120Advanced BM [+AS]Elite + Heroic CommanderFanaticalA10 Combat turns

Major Power +1, Minor Periphery -1, Independent/Pirate -2

For Reinforcements – roll again on the same table for each column (other than reinforcements).

Stage 6: Play tracks

  • Make Intensity check for that week
  • Roll track randomly (or GM Selects one)
  • Complete track
  • Salvage opposing units (if you control the BattleField)
  • Conduct Repair and Rearm
  • End of Month – Pay maintenance costs
  • End of Contract – Personal Training, Increase Reputation.

Stage 7: Get Paid

There are two systems for calculating base pay.

Chaos Campaign (BattleTech: Mercenaries/Hotspot Hinterlands):

Base Pay = 500SP x Scale Factor x Employer Modifier x Op-Tempo Modifier x Employer % Base Pay.

Combat Pay (After completing a track)= Base Pay x Success (25% Failed/50% Partial Victory/100% Victory/150% Decisive Victory)

Campaign Operations (Calculated in C-Bills):

Base pay = 0.05 (5%) of the total sale value of all units [Not including DropShips/JumpShips] x Employer Modifier x Op-Tempo Modifier x Employer % Base Pay.

Combat Pay (After completing a track) = Base Pay x Success (25% Failed/50% Partial Victory/100% Victory/150% Decisive Victory)

[In larger forces Combat Pay can be limited to only include those units that took part in the track].

Contract Types

Assassination

Assassination is simply put the act of ending a targets life. Assassination contracts can be legally sanctioned or illegal. A legally sanctioned assassination is targeting an individual who has incurred a “death warrant” from a particular state. Commonly such a parent is issued to murders, pirates, deserters, intelligence agents, war criminals but also the occasional dissident. Note that while an a death warrant may have been legally issued by a state, the state the target is currently in may not recognise this warrant, and if a Mercenary Company takes on this warrant they will be treated as criminals and not protected by the Mercenary Charter. Targets for Assassination may be in buildings or may have their own unit (BattleMech, Combat Vehicle etc).

Common Objectives: Locate Target, Scan Target, Defeat/Destroy Opposing Forces (bodyguards), Kill Target.

Cadre Duty

Cadre Duty involves training another force. That force might be a house force, planetary militia, mercenaries, corporate security or even rebels. Cadre duty involves being deployed on one world, and may involve ‘war games’ where forces fight each other with dummy paint rounds and electronic tracking. In this case, run a track as normal except all damage bar physical attacks is not real, but simulated.
If a unit on Cadre Duty is present on world during an enemy attack a “Garrison” clause may be activated where they are expected to participate in defence. Mercenary units do not have to agree to such a clause, but if they do it will pay out bonus rates.
One common Cadre duty is to pair a seasoned MechWarrior as Lance Leader and lead a lance of cadets in a simulated mission.

Common Objectives: Defeat/Destroy Opposing Forces, Preserve Friendly Forces.

Diversionary Raid

This track is the same as the Raid contract – but the employer goal is to draw the enemy forces away from the real target for a second mission. The mercenary command may or may not be aware of this – although it is considered bad form for employers to commit mercenaries to a diversion without informing them

Common Objectives: As any raid

Espionage

Espionage contracts may include many activities including – insertion and extraction of assets, kidnapping, data theft, equipment theft, observation etc. Espionage contracts last at least 12 months and the employer is usually a local intelligence organisation.

Common Objectives: Insert Friendly Asset, Pickup Friendly Asset, Acquire Enemy Asset, Scan, Identify.

Extraction Raid

Extraction is the act of acquiring a human asset from the field. The target of an extraction mission may be willing (e.g. an intelligence operative) or may be unwilling. Unwilling targets could be Scientists, Technicians etc or could be targets that have an arrest warrant (Bounty Hunting). Extraction of non-combat non-specialist personnel for slavery or random is considered a war crime under the Mercenary Charter.
Clan’s may issue a Batchall for a Trial of Possession when performing Extraction Raids.

Common Objectives: Acquire Enemy Assets, Scan, Defeat/Destroy Enemy Forces

Garrison

The Mercenary Force is contracted to guard either a specific asset on a planet e.g. factory, or may be placed on a rapid response (with a DropShip) to respond to raids anywhere on the planet. In some cases Garrison duty may involve standing ready on a “Tripwire” JumpShip that will Jump into a system as soon as news arrives that the system is under attack.
Garrison Duty tends to be slow paced and so Intensity Checks are made only once a month. In Campaign Operation rules – maintenance checks while on Garrison Duty or Cadre Duty are only made once per month rather than once per week.

Common Objectives: Protect Allied Assets, Defeat Enemy Forces, Preserve forces

Guerrilla

One of the toughest contracts, in a Guerrilla operation the Mercenary Company is Dropped on a target world with no further support. The Company only have access to what they either carry or what they can scavenge. There are often limits to what repair facilities are available. Guerrilla activity is considered dishonourable under the Clan rules of warfare – a Clan is expected to openly attack a world in a trail and give the planet up when they lose – although there have been many examples of guerrilla actions by Clanners e.g. Clan Smoke Jaguar on Huntress after the 2nd Star Leagues Planetary Invasion..

Common Objectives: Destroy Enemy Assets, Destroy Enemy Forces, Acquire Enemy Resources

Mole Hunting

A very specific form on counter intelligence, mole hunting usually involved the Mercenary Company working together with state intelligence assets to identify a mole (enemy spy) and then move in to capture that mole or prevent that mole from being extracted.

Common Objectives: Destroy Enemy Forces, Prevent Enemy Acquisition of Target, Capture Enemy Asset (Mole).

Objective Raid

One of the most common Mercenary missions, the Mercenary Force are to attack an enemy position to either destroy enemy assets (facilities or forces) or capture enemy resources. The key part of an Objective Raid is, get in, get the loot and get out before the reinforcements arrive.

Common Objectives: Destroy Enemy Forces, Destroy Enemy Assets, Capture Enemy Assets, Scan.

Observation

A special type of espionage, observation (often called shadowing) involved monitoring the target and reporting on anything the target does. The target may be an enemy formation, an enemy facility, or an enemy asset. The key to observation is not to engage the force. Some observation is covert (don’t let the enemy know your there) or over (the enemy knows your watching).

Common Objectives: Scan, Avoid Enemy, Identify

Pirate Hunting

Similar to Objective Raid, Private Hunting involves the destruction or capture of pirate assets, facilities or forces. A Pirate is defined broadly as an force undergoing military operations without the backing/sanction for a state (although many pirates actually receive covert backing from a state and in some cases the state doesn’t even try to be covert in their hiring of pirates). The Mercenary Charter does not protect pirates. Often pirate hunting can provide a good opportunity for salvage. Most Pirate Hunting contracts involve targeting worlds in the periphery or even deep periphery. Rarely pirates may operate from uninhabited systems within the InnerSphere. Pirates may also be DarkCaste Clanners.

Common Objectives: Destroy/Capture Enemy Forces, Destroy/Capture Enemy Assets, Destroy/Capture Enemy Facilities, Scan.

Planetary Assault

The Planetary Assault contract is one of the most major actions a Mercenary Force can undertake. Planetary Assaults usually only occur when two forces are actively Hostile or Enemies, and is an Act of War. It involved landing in a hostile system, neutralising the garrison forces, deposing the local government, and protecting the world against guerrilla actions and reinforcements. Planetary Assaults may go very bad, and require the Mercenary Force to retreat under fire.
Clans may issue Batchall for a Trial of Possession for a planet.

Common Objectives: Destroy/Capture Enemy Forces, Destroy/Capture Enemy Assets, Destroy/Capture Enemy Facilities, Scan.

Recon Raid

Similar to Observation, although more direct, in a Recon Raid, the Mercenary Force is expected to land on a world, identify enemy forces or scan enemy facilities, then retreat to get that information to their employer.

Common Objectives: Preserve Force, Identify, Scan.

Relief Duty

Relief duty is about supporting civilians and infrastructure either after enemy action or natural disasters. It can include actives such as protecting food and medical supplies, to clearing areas of debris on mines.

Common Objectives: Preserve Force, Defend Allied Force, Clear Mines, Scan.

Retainer

A retainer is a special mission where a Mercenary Force is hired for a contract in the future. It often occurs when a state wants to gather forces before a big operation such as a Planetary Invasion, or to keep forces in had for several smaller operations such as Objective Raids. Retainers may include a defence clause that expects the Mercenary Force to defend the location where they are stationed, or may include Cadre Duty.. At the end of each month on retainer roll 2d6 with a target number of 12+ for a new contract that starts on the next month. Reduce this target number by 1 each month of the retainer. [Campaign Operations] While on retainer maintenance checks are only once per month.

Common Objectives: None. (Sitting back, sipping cocktails on the beach)

Riot Duty

One of the most disliked and dangerous contracts for a Mercenary Force to undertake. The Mercenary Force are expected to provide security against a civillian population that are in active revolt, ranging from peaceful protest to full blown Terrorism. Many Mercenaries dislike this type of contract as it may involve firing on civilians (under the orders of the state)

Common Objectives: Riot Control, Defend Allied Facilities, Defeat Enemy Forces.

Sabotage

Whereas an Objective Raid is an obvious attack on an enemy force or facility, sabotage involves inserting forces covertly to destroy enemy forces or facilities without engaging in conflict (unless it goes wrong). Examples could include bombing facilities and infrastructure e.g. bridges. The targets are not civillian – this is covered under terrorism. Although sabotage is considered underhand – it is legal under the articles of war and forces are protected by the Mercenary Charter (As long as no civilians are directly targeted).

Common Objectives: Insert Forces, Extract Forces, Destroy Enemy Facilities, Destroy Enemy Forces.

Security Duty

Often referred to as “Body Guarding”, Security Duty involves the protection of a human asset (as opposed to Garrison Dirty which defends a physical location). Security Duty may involve defending a residence e.g. a Nobles Manor House, a key corporate meeting and guarding assets when they are on the move. Security Duty could involve protecting the asset in a mission to another world e.g. Diplomatic Protection.

Common Objectives: Defeat Enemy, Protect Allied Asset, Protect Allied Structure, Transport Allied Asset

Terrorism

Similar to the Sabotage contract, Terrorism however involves targeting civilian buildings and even people to create… terror! Terrorism is a War Crime and Mercenary Forces on a Terrorism Contract will not be protected by the Mercenary Charter.

Common Objectives: Destroy Civillian Structures, Destroy Civillian Assets, Destroy Civillian Personnel.


Objectives

Each track requires objectives for completion. Tracks should be structured so objectives can be partially completed, fully completed and include a bonus objective. Each objective can include a % e.g. Defeat 50% of the enemy. This % can either refer to the number of units, tonnage of units or BV of units as the GM decides is appropriate.

Contract ObjectivesBase Pay
Not Completed25% (-3 Reputation for withdrawing)
Partially Completed50%
Completed100%
Bonus Objective Completed150%

Objective Types/Key Terms

Allied Forces controlled by the employer (GM) but not directly by the Mercenary Force player.

Asset – Any mission critical equipment, unit, structure or personnel. e.g Ammo Crates, Mobile HQ, Special Ops Infantry Team, Scientist.

Enemy – All opposing military forces.

Civillian – Non combat forces, structures, assets or personnel that do not have a strategic value. e.g. a hospital is a civillian structure, but a power plant can be designate a military target. Targeting Civillian Forces is a War Crime

Pirate Any force conducting military activity without a Mercenary Charter.

War Crime – Conducting any activity that is not covered as legitimate under the Mercenary Charter

Defeat – Cripple enemy forces (place them in forced withdrawal). You do not need to destroy the enemy to defeat them.

Damage – Reduce an enemy structure to half construction factor.

Destroy – Destroy or Truly Destroy enemy units (this does not involve killing the Crews/MechWarriors). Destroy Enemy Structure

Kill/Assassinate – Kill the crews or MechWarriors in enemy units. (This is often considered a War Crime against the Mercenary Charter, unless there is a valid death warrant).

Capture – Capture an enemy structure. This may involve using Conventional Infantry/Battle Armor to secure the building.

Preserve – Prevent the destruction of your own Mercenary units.

Defend – Prevent the damage or restructure of allied forces or structures.

Insert – Transport allied units or assets (e.g. Infantry, Special Forces, Sappers etc) to a specific location on the battlefield.

Extract – Pick up and transport off the battlefield allied units or assets (e.g. Infantry, Special Forces, Sappers etc) to a specific location on the battlefield.

Control – Have more units than the enemy in an area around a waypoint. This can be measured by number, tonnage of BattleMechs or BV or forces. Crippled, Immobile and KO’d forces can’t control points.

Acquire – Capture enemy assets. Steal equipment (Standard 10 ton containers), capture personnel, capture military equipment. BattleMech with hand actuators are good for this.

Commandeer – When Infantry Special Forces are able to take control of an enemy unit (Conventional Vehicle or BattleMech).

Identify – Be within line of sight of the target the end of the movement phase to positively image them and identify them. Maximum range 30 hexes Conventional Infantry/BattleArmour/Vehicles, 60 hexes for BattleMechs. 120 Hexes for VTOL’s

Scan – Any unit (except infantry) in a force may attempt a detailed scan on any turn that it ends its Movement phase within 3 hexes of an opposing unit or building (5 if the Attacker unit is equipped with any equipment with “probe” in the title or equipment description). Scanning is successful if the unit spends two complete turns within range of the target. The unit attempting the action may not fire any weapons or make physical attacks during the time it takes to complete a scan; units equipped with a probe ignore this limitation. Line of sight is not required.

Clear Mines – Remove a minefield from a hex e.g. using Mine clearing infantry, an LRM20.

Riot Control – Using non-lethal weapons to subdue/pacify civilians.

Avoid – Prevent the enemy from identifying or scanner your unit.

Breaking Through – Exit the map from the opposite edge to which you deployed.

Sabotage – Insert infantry units into a facility to sabotage key infrastructure or units e.g. to plant explosives.

Prevent – An objective to stop any of the above objectives occurring. e.g. Prevent 50% of the Enemy from Breaking Through.

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