All initial units are Qualified (or Green), except there may be 3 Veteran vehicles/infantry squads and 5 Veteran technicians, and 1 Elite vehicle/infantry squad andd 2 Elite technicians.
Each player starts off with a squadron of calvary, a section of Heavy Gears, 3 squadrons of infantry, a squadron of air units, a squadron of artillery, and a support unit. [A squadron consists of 3-8 vehicles or infantry squads (aka units). A section consists of 3-5 squadrons]. The TV and composition of each unit is summarized below:
| Unit | Composition | TV |
| Calvary Squadron | Striders, Tanks, or Hovertanks | 7500 |
| Infantry Squadrons | Infantry and APCs | 2500 |
| Gear Section | Heavy Gears or Striders | 12500 |
| Air Squadron | Hoppers, VerTOLs, Aircraft | 50,000 |
| Artillery Squadron | Self-Propelled or Towed Artillery | 5000 |
| Support Unit | Technicians and Transport Vehicles | 7500 |
Initial unit designs may be taken from any published sourcebook or built by the players. Player designs must either be scratchbuilt, new production or mass production models.
| Event | Points |
| Fired Weapons in Combat and Survived | 1 |
| Damaged Enemy Unit | 1 |
| Killed Enemy Unit | 2/kill |
| Won a partial victory | 1 |
| Won a complete victory | 1 |
| Won against 2:1 or better TV | 1 |
| Won against 4:1 or better TV | 3 |
| Won against 10:1 or better TV | 6 |
| Vehicle destroyed but crew member survived | -1 |
| Suffered a total defeat | -1 |
| Suffered a defeat with 2:1 odds in your favor | -1 |
| Suffered a defeat with 4:1 odds in your favor | -2 |
| Suffered a defeat with 10:1 odds in your favor | -5 |
A unit which has more IPs that the square of it's current skill level may attempt to improve. The unit must roll its skill versus a Threshold equal to 2. The unit's current skill level is applied as a penalty to the roll, and 1/2 any excess IP (over the square of the skill level). If the roll succeeds, the unit goes up by one skill level and loses IP equal to the square of the old skill level. Vehicle crew must advance in each skill (Piloting, Gunnery, Electronic Warfare, Tactics, and Leadership) seperately.
The threshold number for the survival test is 4 for a crew compartment hit, 5 for a catastrophic crew compartment hit, and 6 for an overkill, crash, or ammo/fuel hit. Ejection systems give a +2 bonus to the survival roll.
Crew without vehicles may be reassigned to vehicles without crew. There is a -2 skill level penalty to trading vehicle types (gear, tank, strider, aircraft), a -1 skill level penalty for trading vehicle classes (going from a Jaguar to a Hunter), and a -1 attribute penalty for having a new vehicle. The type-switch penalty wears off in d6 months, while the other penalties wear off in d6 weeks.
Infantry are normally represented as having 3-5 hits. Some "dead" infantry are actually infantry that have been incapaciated by wounds. For each "dead" soldier in a squad, make a 2d survival roll against a threshold of 7. The roll is at +1 if at least one member of the squad was still had wound boxes at the end of the scenario, +1 if more than half the squad still had wound boxes, and +1 if the squad was on the side that held the field at the end of the game (not necessarily the winners). If the survival roll is failed, the soldier is dead. Otherwise, the soldier survived and can heal.
Wounded soldiers heal one hit per week until they are back at full capacity.
Example: Infantry squad Alpha is Elite (4) with 9 IP, squad Beta is Qualified with 3 IP. After a heavy combat, Alpha has 3 members and Beta has 4. Alpha and Beta are merged and a group of 3 Rookies (with 0 IP) is added to the mix to form squad Gamma. Gamma's skill level is [(3*4 + 4*2 + 3*1)/10] or 2, qualified. Gamma has [(3*8 + 4*3 + 3*0)/10] or 4 IP, making it eligible for an improvement roll.