TEXT: ®
  10977
  ™
  REVISED
  REVISED
  
  WARRIORS WANTED!
  WARRIORS WANTED!
  ad enough of fighting for 
  king and country?  Sick of 
  being told what to 
  do and who to kill, and 
  hanging your butt out on 
  the line every day just so 
  some career-climbing general 
  can reap the benefits of your hard 
  work? Do you think you can measure 
  up in the big leagues, and carve your 
  name into the history books for all 
  time?  Well, bud, now it’s time to put 
  up or shut up, because not everyone 
  is cut out for the rough and tumble 
  life of today’s mercenary!  War’s a 
  dangerous business, and for the 
  professional soldier, survival ain’t 
  as simple as coming out of the 
  firefight alive!
  Classic BattleTech Field Manual: Mercenaries, Revised provides an in depth look 
  at modern mercenary operations, including where to go for the best contracts 
  and most active battlegrounds.  Over sixty of the Inner Sphere’s best-known 
  mercenary commands are profiled here including histories, officers, and 
  favorite tactics.  Special rules enable you to bring each of these famous outfits 
  to life in your own Classic BattleTech campaigns, while updated rules provide 
  players with detailed instructions for creating and running their own 
  mercenary commands both on and off the field.  Compatible with 
  both the Classic BattleTech board game and the Classic BattleTech 
  RPG system, Classic BattleTech Field Manual: Mercenaries, Revised 
  lets you finally prove once and for all if you have what it takes to 
  find fame and fortune as a real mercenary!
  ad enough of fighting for 
  king and country?  Sick of 
  being told what to 
  do and who to kill, and 
  hanging your butt out on 
  the line every day just so 
  some career-climbing general 
  can reap the benefits of your hard 
  work? Do you think you can measure 
  up in the big leagues, and carve your 
  name into the history books for all 
  time?  Well, bud, now it’s time to put 
  up or shut up, because not everyone 
  is cut out for the rough and tumble 
  life of today’s mercenary!  War’s a 
  dangerous business, and for the 
  professional soldier, survival ain’t 
  as simple as coming out of the 
  firefight alive!
  Classic BattleTech Field Manual: Mercenaries, Revised provides an in depth look 
  at modern mercenary operations, including where to go for the best contracts 
  and most active battlegrounds.  Over sixty of the Inner Sphere’s best-known 
  mercenary commands are profiled here including histories, officers, and 
  favorite tactics.  Special rules enable you to bring each of these famous outfits 
  to life in your own Classic BattleTech campaigns, while updated rules provide 
  players with detailed instructions for creating and running their own 
  mercenary commands both on and off the field.  Compatible with 
  both the Classic BattleTech board game and the Classic BattleTech 
  RPG system, Classic BattleTech Field Manual: Mercenaries, Revised 
  lets you finally prove once and for all if you have what it takes to 
  find fame and fortune as a real mercenary!
  H
  H
  
  FANPRO
  FANPRO
  
  2
  PARTING SHOTS
  5
  INTRODUCTION
  6
  BOOM YEARS
  7
  Twilight of the Clans
  7
  War and Rejuvenation
  7
  The FedCom Civil War
  8
  The Jade Falcon Incursion
  9
  The Capellan Front
  9
  The Chaos Front
  9
  Whispers on the Rim
  10
  New Times, New Markets
  10
  The MRBC Angle
  10
  THE MERCENARY’S ATLAS
  11
  Outreach: The Mercenary System
  11
  The Warrior World
  11
  Mercenary Review and 
  Bonding Commission
  12
  Mercenary Training on Outreach
  13
  Solaris VII: Trial by Fire
  14
  The Game World
  14
  Warrior Training
  16
  The Solaris Games
  16
  Arc-Royal: Mentors and Masters
  16
  Old Connaught
  16
  Clan Wolf (in-Exile)
  17
  The Mercenary Trade on Arc-Royal
  17
  Fletcher: Off the Record Books
  18
  Royce
  18
  The Mercenary Trade on Fletcher
  18
  EMPLOYMENT AND CONTRACTS
  19
  Job Markets
  19
  Employers
  21
  Contracts
  23
  Mission Types
  23
  Contractual Terms and Obligations
  26
  Emergency Powers Clause
  28
  Breach of Contract
  28
  Mercenary Review and 
  Bonding Commission
  29
  Non-MRBC Enforcement Practices
  29
  STANDARD OPERATING PROCEDURES
  30
  BattleMech Assets
  30
  BattleMech Organization
  30
  Aerospace Assets
  30
  Aerospace Organization
  31
  Armor Assets
  31
  Armor Organization
  31
  Infantry Assets
  32
  Infantry Force Organization
  32
  Technical and Medical Support
  32
  Rank Structures and Insignia
  33
  Uniforms
  35
  Dress Uniforms
  35
  Medals and Decorations
  35
  The Hound’s Tooth
  36
  The Blue Star
  36
  Legion of Karsskhov
  36
  The Walls of Honor
  36
  The Shield of Valhalla
  36
  MERCENARY FORCE BRIEFS
  37
  Always Faithful
  38
  The Arcadians
  39
  Avanti’s Angels
  40
  Bannockburn’s Bandits
  41
  Barret’s Fusiliers
  42
  Battle Magic
  43
  The Black Outlaws
  44
  The Blackhearts
  45
  Blue Star Irregulars
  46
  1894th Light Horse
  47
  21st Rim Worlds
  48
  Broadsword Legion
  49
  Bronson’s Horde
  50
  Bullard’s Armored Cavalry
  51
  Burr’s Black Cobras
  52
  Caesar’s Cohorts
  53
  Camacho’s Caballeros
  54
  Canopian Highlanders
  55
  21st Centauri Lancers
  56
  Clean Kill
  57
  Crimson Crusaders
  58
  51st Dark Panzer Jaegers
  59
  The Dioscuri
  60
  The Dismal Disinherited
  61
  First Dismal Disinherited 
  62
  Second Dismal Disinherited
  63
  Third Dismal Disinherited
  64
  The Dragonslayers
  65
  Federated Freemen
  66
  Fighting Intellectuals
  67
  Fist of Mokal
  68
  The Furies
  69
  The Green Machine
  70
  Greenburg’s Godzillas
  71
  Harcourts Destructors
  72
  Harlock’s Warriors
  73
  Hell’s Black Aces
  74
  Hsien Hotheads
  75
  Jacob’s Juggernauts
  76
  Kell Hounds
  77
  Unit Command Lance
  78
  First Kell Hounds Regiment
  79
  Second Kell Hounds Regiment
  80
  TABLE OF CONTENTS
  FIELD MANUAL: MERCENARIES
  
  3
  TABLE OF CONTENTS
  Khorsakhov’s Cossacks
  81
  Killer Bees
  82
  Knights of St. Cameron
  83
  The Krushers
  84
  Langendorf Lancers
  85
  Lethal Injection
  86
  Lindon’s Battalion
  87
  Lone Star Regiment
  88
  Longwood’s Bluecoats
  89
  Markson’s Marauders
  90
  Mobile Fire
  91
  Narhal’s Raiders
  92
  New Avalon Cavaliers
  93
  Olson’s Rangers
  94
  Quint’s Olympian Groundpounders
  95
  Ramilie’s Raiders
  96
  Romanov’s Crusaders
  97
  Rubinsky’s Light Horse
  98
  Screaming Eagles
  99
  Simonson’s Cutthroats
  100
  Smithson’s Chinese Bandits
  101
  Snord’s Irregulars
  102
  Stalwart Support
  103
  Tooth of Ymir
  104
  Vandelay’s Valkyries
  105
  Vanguard Legion
  106
  12th Vegan Rangers
  107
  Alpha Regiment
  108
  Beta Regiment
  109
  Gamma Regiment
  110
  Winfield’s Regiment
  111
  Wolf’s Dragoons
  112
  Alpha Regiment
  114
  Beta Regiment
  115
  Gamma Regiment
  116
  Delta Regiment
  117
  Epsilon Regiment
  118
  Wolf Spider Battalion
  119
  Zeta Battalion
  120
  CLASSIC BATTLETECH RPG RULES
  121
  Mercenary Affiliation
  121
  Additional Paths
  121
  Events
  121
  Stage 1: Early Childhood
  121
  Stage 1: Born Mercenary Brat
  121
  Stage 3: Higher Education
  122
  Stage 3: Arc-Royal Combat 
  Training Program
  122
  Stage 4: Real Life
  124
  Tour of Duty: Mercenary
  124
  RULES
  125
  Unit Composition Tables
  125
  Assigning 'Mechs
  125
  Assigning Pilots
  125
  Mercenary Commands
  125
  Using Hidden Units Rules
  127
  Overlapping Abilities and Advantages
  127
  Banking Initiative
  127
  Forcing the Initiative
  127
  Off-Map Movement
  127
  Overrun Combat
  127
  Equipment Ratings
  128
  Force-Specific Rules
  128
  CREATING A MERCENARY FORCE
  137
  Force Creation
  137
  Procedure Outline
  137
  Force Creation Basics
  137
  Step 1: Create a Leader
  139
  CBT: RPG Commander Generation
  139
  Fast Commander Generation
  140
  Step 2: Running the Paths
  141
  How the Paths Work
  141
  Stage 1: Choose a Hiring Hall
  141
  Stage 2: Recruiting
  142
  Stage 3: Combat Experience
  143
  Step 3: Force Identification
  144
  Identifying Capabilities and Assignments
  145
  Step 4: Determine Payroll, Maintenance Costs 
  and Support Requirements
  148
  Payroll
  149
  Equipment and Personnel Support
  149
  Step 5: Finishing Touches
  151
  Name
  151
  History
  151
  War Chest
  151
  RUNNING A MERCENARY FORCE
  153
  Mercenary Rating
  153
  Finding the Rating
  153
  Contract Offers
  155
  Number of Offers
  156
  Determining Employer
  156
  The Mission
  156
  Contract Negotiations
  157
  Employer Contract Terms
  157
  Bargaining System
  158
  Leftover Bargaining Points
  167
  Total Payment
  169
  Missions
  169
  Advances and Preparations
  169
  Transportation
  170
  The Job
  171
  Maintenance and Logistics
  171
  Logistics
  171
  Purchasing Supples
  171
  Keeping Fit
  176
  Breakdowns and Medical Care
  177
  
  4
  TABLE OF CONTENTS
  Force Specialization
  178
  Command Advantages and Disadvantages
  178
  Mission Failures and Contract Breaches
  179
  Mission Failures
  179
  Contract Breach
  179
  Debt
  180
  Loans
  181
  “Company Store”
  181
  Repaying Debts
  181
  WORKSHEETS
  182
  INDEX
  186
  CREDITS
  Original Field Manual:
  Mercenaries
  Loren Coleman
  Field Manual: Mercenaries,
  Revised
  Herbert A. Beas II
  Additional Writing: Mercenary 
  Force Briefs
  Daniel M. Ball
  Herbert A. Beas II
  Randall N. Bills
  Loren Coleman
  Warner Doles
  Chris Hartford
  Ken’ Horner
  Camille Klein
  Nick “Gunslinger” Marsala
  David L. McCulloch
  Paul Sjardijn
  Christoffer “Bones” Trossen
  Product Development
  Herbert A. Beas II
  Development Assistance
  Randall N. Bills
  Product Editing
  Diane Piron-Gelman
  Special Thanks
  To the usual proofchecking crew: Rich Cencarik, Jeff Morgan, David
  L. McCulloch, Paul Sjardijn and Øystein Tvedten.
  To Bones for making all the Worksheets look so good!
  Herb Beas would like to thank:
  To Randall for giving me this first crack at product development;
  Loren Coleman for egging me on through it; all my fellow writers (listed
  above) for coming up with quality work, relatively on time; the massive
  playtester support apparatus (listed below) for brutally running the rules
  through their paces; Randall Bills and Bryan Nystul for getting me into
  (and keeping me into) BattleTech as more than a mere game; the folks at
  WizKids—particularly Randall Bills, Scott Hungerford, Will Littrell, and
  Janna Silverstein, for getting me involved on that angle with MechWarrior:
  Dark Age; Scott “Clutch” Taylor, Raymond Arriasta, Charles Wilson, and
  Ted Wilson, as well as the vast membership and efforts of the
  Commandos for their hard work and dedication with writing, producing
  and carrying out the Lawyers, Guns and Money special event.
  Peter Smith, Paul Sjardijn and Warner Doles for their enthusiastic
  support; Tribble, Annie, Oscar, Meggie and Merlin—five feline “Herblets”
  that kept me distracted lest I burn my eyes out during long hours of
  writing; and last, but certainly not least, my wife, Rebecca “Beckie” J
  Beas, for letting her husband pursue his dream.
  Playtesters
  Joel Agee, Daniel M. Ball, Ron “Mad Newf” Barter, Dave Baughman,
  Andrew Bend, Paul “Blackhorse” Bowman, Robin “Havoc” Brush, Loren
  “Rumor” Coleman, Benjamin “Hawk” Disher, John Dzieniszewski, David
  Ferguson, Bruce Ford, Johnathan Giese, Anthony “Shadhawk” Hardenburgh,
  Glenn Hopkins, Ken’ Horner, Darryl Hunt, Michael Kehoe, Rod Klatt, Camille
  Klein, Michael “Konan” Koning, Peter La Casse, Nick “Gunslinger” Marsala,
  Buster “Banshee” McCall, David L. McCulloch, Mike Miller, Jeff "Highlander"
  Morgan, Greg “Mauler” Mueller, Darrell “Flailing Death” Myers, Andrew Norris,
  Adam “I’m on Sabbatical” Olsen, Amy LA Olsen, Nathaniel Olsen, Tim Piazzi,
  Martin “Scum” Plut, Robin “Shooter” Powers, Mark Reindl, Rick “Rick Steele”
  Remer, Alyson Sjardijn, Paul Sjardijn, Chris “Fate's Toy” Snider, Joel
  Steverson, Lara Harman-Steverson, Brian Stull, Roland “Ruger” Thigpen,
  Øystein Tvedten, Jason “Panzerfaust 150” Weiser, Scott “Crimson Marauder”
  Whitmarsh, Jon R. Wooldridge, Andreas Zuber, Steel City MechWarriors: Rich
  Cencarik, Rich Darr, Brian Golightly, Ben Rome.
  © 2003-2005 WizKids Inc. All Rights Reserved. Classic BattleTech Field
  Manual: Mercenaries, Revised, Classic BattleTech, BattleTech, ’Mech,
  BattleMech, Classic BattleTech RPG, AeroTech 2, and WK Games are reg-
  istered trademarks and/or trademarks of WizKids, Inc. in the United States
  and/or other countries. No part of this work may be reproduced, stored in a
  retrieval system, or transmitted in any form or by any means, without the
  prior permission in writing of the Copyright Owner, nor be otherwise circulat-
  ed in any form other than that in which it is published. Printed in the USA.
  Version 1.0, February 2005, based on first printing, with additional corrections.
  Published by FanPro LLC • 1608 N. Milwaukee • Suite 1005 • Chicago, IL 60647 
  Find us online:
  Precentor_martial@classicbattletech.com (e-mail address for any Classic
  BattleTech questions)
  http://www.mwdarkage.com (official MechWarrior: Dark Age web pages)
  http://www.classicbattletech.com (official Classic BattleTech web pages)
  http://www.fanpro.com (FanPro web pages)
  http://www.wizkidsgames.com (WizKids web pages)
  http://www.studio2publishing (online ordering)
  BattleTech Line Developer
  Randall N. Bills
  Production Staff
  Art Direction
  Randall N. Bills
  Cover Art
  Doug Chaffee
  Cover Design
  Jason Vargas
  Layout
  Jason Vargas
  Illustrations
  Tom Baxa
  Joel Biske
  John Bridegroom
  Jeff Laubenstein
  Fred Hooper
  Scott James
  Chris Lewis
  Larry Macdougall
  Mike Neilsen
  Roger Peterson
  Loston Wallace
  Color Section
  Liz Danforth
  Dave Martin
  Mark Zug
  Franz Vohwinkel
  
  5
  FIELD MANUAL: MERCENARIES
  The piercing wail of missile alarms preceded the incoming
  hail of high-explosive munitions by only a fraction of a second. As
  the pounding blasts tore even more precious Starshield armor
  away from his DRG-5K Grand Dragon, Major Shinto Kubusaka,
  the 60-ton BattleMech’s most precious component, felt himself
  thrown to one side, straining the limits of his five-point harness.
  Wincing as the pain from a bruised rib lanced through him, he
  clenched his controls tighter, fighting the inertia of his own motion
  and the force of almost two dozen warhead explosions. He forced
  the ’Mech to turn left, presenting fresher armor—and the muzzle
  of a Lord’s Light 2 particle cannon—to his tormentor.
  The crosshairs flashed gold and a single pull of his trigger
  sent a stream of man-made lightning into the lighter Cobra,
  spearing the ’Mech through the chest. Kubusaka allowed himself
  a grim smile as fire and smoke poured from the wound. The
  Cobra stumbled back a bit, its gait impaired by a partially fused
  gyro. But the mercenary’s smile died as he caught sight of a bril-
  liant flash far to his left. He turned in time to see the flaming
  wreckage of one of his own Victors crashing to the ground, the
  victim of two Lyran heavyweights.
  “Christ Almighty!” an outraged voice rang out, one Kubusaka
  immediately recognized as that of Lieutenant Jonas Deoring.
  “Command, Support!  I lost Heller!  Repeat, Heller is down!  No
  ejection!  They’re murdering us, here!”
  Damn it! Kubusaka cursed inwardly. It wasn’t supposed to
  be like this!  It was supposed to be a simple objective raid, a
  smash-and-run, a parting shot between nobles who now had to
  accept that the FedCom Civil War was over. Nobody mentioned
  that the LAAFers would have fortified the position with almost a
  full mixed battalion. And now, to make matters worse, his sub-
  ordinates were starting to panic.
  Not good for a first mission. Not good at all.
  Kubusaka dialed Deoring’s channel even as he worked his
  Grand Dragon into a backward march, sending another bolt from
  his PPC after the Lyran Cobra and cursing as the shot missed
  high. This time, the Cobra’s reply came with support from a near-
  by Falconer. Another brace of missiles rocked his machine, and
  the jarring crash of a gauss rifle slug, shattering armor just above
  its left knee, nearly toppled it.
  “Support, this is Command,” he barked, grinding his teeth
  as he fought the Dragon’s temptation to fall. “Close ranks and
  fall back by three hundred. Keep calm, or so help me, I’ll shoot
  you myself!”
  Switching to the tactical command frequency without waiting
  for Deoring’s reply, Kubusaka spared only a second to take stock
  of the situation.
  In all, a full company of mostly fresh Lyran
  ’Mechs—counting the wounded Cobra—still remained in play,
  forming a wall of metal that his abbreviated and badly mauled
  company simply could not break.
  Somewhere beyond them,
  scattered on the hillside in unrecoverable ruins, lay two of his
  Corsair fighters, shot down by a resistance far more determined
  than he had anticipated.
  Just beyond that, the objective—a
  series of low buildings supposedly housing supplies of “limited
  military value”—remained untouched, protected by a second
  company of ’Mechs and armor.
  Kubusaka’s men were already down by three machines, and
  they’d never even come close.
  Too much, he decided.
  “Attention all Intellectuals, this is the Brain,” he snapped.
  “DropShip ETA is—” he glanced at the chronometer on his HUD
  “—three zero minutes and counting. Begin fallback!  I say again:
  Mission is a bust.
  Alpha Lance, begin fallback to dust-off site
  immediately!  Command and Support will cover!”
  “Retreat!?” came another voice, respectful yet challenging at
  the same time. “Sir, you cannot—!”
  “That’s affirmative, Command Two!” Kubusaka shot back;
  Tae Kwon Kocheke made an excellent exec, but he’d yet to shake
  that sense of invulnerability that seemed to infect all young
  MechWarriors. “You know the score as well as I.”
  The Lyran Falconer, stepping to the fore, opened up with its
  PPC and gauss rifle, both of which tore into Kubusaka’s Grand
  Dragon with enough force to shatter or liquefy over a ton and a
  half of armor.
  Even as he fought the controls to stay upright,
  Kubusaka could feel the cockpit temperature rising. Red panic
  lights on his command panel told the full story. Engine breach!
  Damn it!
  “I have him!” Kocheke announced, lighting the sky with crim-
  son and azure beams of coherent light and a spread of missiles
  from his Thunderbolt’s shoulder launcher.
  All of Kocheke’s weapons found the Lyran machine, burning
  and blasting away armor weakened earlier in the fight, but
  Kubusaka was not sure if a laser or a missile eventually struck
  the Falconer’s gauss rifle. The Lyran ’Mech stumbled backward
  under the explosion as ruptured capacitors left its entire right
  arm a mangled stump, then crashed to the ground—down, if
  only for the moment.
  “Command One, are you alright?”
  “Affirmative, Command Two,” Kubusaka replied, watching his
  heat scale gradually crawl back into the yellow band. “Continue
  withdrawal. Mission is a bust.”
  This time, the reluctance in Kocheke’s voice was much less
  noticeable. “Copy, Command One. Fall back; I will cover.”
  As Kocheke’s voice relayed the withdrawal orders on the tacti-
  cal channel, Kubusaka nodded—more to himself than his exec—
  and turned his Grand Dragon back toward landing zone, and the
  inbound DropShip still invisible even to his BattleMech’s sensors.
  This mission was over, for better or worse. Now would come the
  time to pay the dues and look for more work, even as the foolish-
  ness of the Civil War sputtered out. Paying dues, making repairs,
  and burying the dead—those were always hard. As for finding more
  work, Kubusaka knew that would be no problem at all.
  Something would come up.
  Something always did.
  PARTING SHOTS
  
  6
  Though the previous Field Manual: Mercenaries, first pro-
  posed by General Maeve Wolf, was by and large considered an
  unqualified success as a resource for potential employers of
  mercenaries across the Inner Sphere, many of those same mer-
  cenaries regarded that document with a certain disappointment.
  Commissioned by Wolf’s Dragoons, with information gathered
  and reported by the Dragoons’ impressive WolfNet intelligence
  service, the manual nonetheless came across as somewhat
  biased in the view of many professional soldiers.
  The reason for this startling attitude is as simple as it is obvi-
  ous.
  Wolf’s Dragoons, for all their sense of honor and their
  amazing contributions to the mercenary way of life, are, in the
  end, the competition.
  Increasing challenges to the Field
  Manual’s assessments of listed units, and other units demanding
  to know why they were overlooked, prompted General Wolf to
  concede that Field Manual: Mercenaries needed reworking, but
  the fundamental problem of Dragoons bias remained.
  To address that specific concern, the Mercenary Review and
  Bonding Commission accepted the task of presenting a revised
  publication for the express purposes of presenting a fair and pro-
  fessional overview of the majority of the accredited mercenary
  units currently operating in the Inner Sphere and near Periphery.
  A comprehensive overview of every single unit and free-
  lance professional soldier operating today is beyond the scope of
  any one volume, however. This task only becomes more difficult
  given the fluid state of the industry and the challenge of obtain-
  ing valid information on individuals and organizations scattered
  over hundreds of light years, many operating under a communi-
  cations blackout to maintain security. For this reason, this edition
  of Field Manual: Mercenaries will be followed up by a series of
  Mercenary Supplementals, which will add information on various
  units as the Bonding Commission receives reliable research and
  comprehensive overviews of each.
  In keeping with the intentions of the original Field Manual:
  Mercenaries, this volume is intended to serve two primary pur-
  poses. The first, acquainting potential employers with the mer-
  cenary commands available for hire, is further enhanced by an
  overview of the mercenary trade in general, to give those same
  employers a feel for the market trends and standards by which
  all mercenaries should be rated.
  The second purpose is to
  establish those standards, and hopefully reinforce the honorable
  values of today’s mercenary industry for those who choose to
  pursue a career in it. To meet these goals, this book is divided
  into the following main sections: Boom Years, The Mercenary’s
  Atlas,
  Employment and Contracts,
  Standard Operating
  Procedures and Mercenary Force Briefs.
  The first section, Boom Years, covers the recent history of the
  mercenary trade, particularly events of the past decade, which
  have created a boom in potential markets and the number of mer-
  cenary units willing to work for them. The Mercenary’s Atlas, a
  drastically expanded section, covers a few of the new and estab-
  lished hubs of recent mercenary activities, from Outreach and
  Solaris VII to Arc Royal, while discussing how mercenary busi-
  ness is conducted. Employment and Contracts covers the basics
  of the modern mercenary business, including an overview of
  employers, common contract and mission types, and the stan-
  dards of the MRBC, which governs much of the honorable mer-
  cenary trade. Standard Operating Procedures discusses military
  practices common to most mercenary units employed throughout
  the Inner Sphere, from the organization of such units to decora-
  tions and honors awarded and recognized in the industry.
  Finally, the Mercenary Force Briefs section contains a sam-
  pling of overviews of mercenary units compiled for this volume,
  covering each unit’s history and/or most recent activities. Also
  listed in each entry are the unit’s current command structure, pre-
  ferred tactics, basic organization, experience and loyalty ratings.
  These listings are intended to familiarize potential employers with
  the capabilities of many of these units, which maintain a brisk
  trade from Outreach, but is by no means an exhaustive listing.
  Far more units will be featured in upcoming supplements, the first
  of which is being compiled as of this writing.
  On behalf of the Mercenary Review and Bonding
  Commission, I therefore submit this first volume, the Revised
  Mercenary Field Manual.
  —Colonel Paul Kastanza, MRBC Mercenary Affairs Division
  (Outreach Office)
  27 August 3067
  INTRODUCTION
  FIELD MANUAL: MERCENARIES
  
  7
  FIELD MANUAL: MERCENARIES
  The Inner Sphere is home to more mercenary commands
  than any one volume can hope to count, with more forming—
  and dying—every day. Throughout the Succession Wars, many
  of these forces—be they remnants of the original SLDF, dis-
  gruntled House troops, battlefield orphans or even the dreams
  of the idle rich—have been a mainstay of the armies of the
  Successor States and their Periphery neighbors, taking part in
  conflicts from major to minor. The past few years since the last
  Field Manual, however, have seen some of the most extraordi-
  nary events ever to affect the modern mercenary trade.
  TWILIGHT 
  OF THE CLANS
  Among the most momentous events of recent years are
  the formation of the new Star League and the destruction of
  the invading Clan Smoke Jaguar by Task Force Serpent and
  Operation Bulldog. In the formation of the League, a number
  of highly respected mercenary commands, including the
  Eridani Light Horse, the Kell Hounds and the Northwind
  Highlanders, played a prominent role in the Jaguars’ destruc-
  tion.
  Some, such as the Light Horse and elements of the
  Highlanders, became a part of the new Star League Defense
  Force. Others, like the Hounds and the Crater Cobras, fought
  by their side.
  The campaign to destroy a Clan took two years, but the
  desired result—the end of the Clan invasion—was won in the piv-
  otal battle known as the Great Refusal on the far-off world of
  Strana Mechty, capital of the Clan homeworlds. The fighting dec-
  imated entire regiments, regular and mercenary alike, and even
  those with no direct hand in the fighting saw action on the home
  front as part of the defensive line between the Inner Sphere and
  the Clan invaders during a time of terrible upheaval.
  The Great Refusal ended in a victory for the entire Inner
  Sphere, but it has not halted the threat posed by the Clans once
  and for all. In the years that followed, Clan forces once again
  mobilized against the Inner Sphere, with actions ranging from the
  border-wide slugfest of the Ghost Bear Invasion of 3062-3063 to
  the Jade Falcon Incursion into Lyran space during the height of
  the FedCom Civil War. Worse still are reports that some Clans,
  such as the Crusader Wolves led by Khan Vladimir Ward, do not
  view the results of the Great Refusal as binding upon them.
  WAR AND 
  REJUVENATION
  As the war to destroy a Clan began in earnest, the Inner
  Sphere became a hotbed of activity. Victor Steiner-Davion was
  barely gone from the Inner Sphere a year before trouble began to
  brew in the Capellan region.
  Increasing hostilities between
  House Liao—seemingly resurgent under Chancellor Sun-Tzu
  Liao’s Xin Sheng (Rebirth) program—and the neighboring St.
  Ives Compact boiled over in 3060 with an apparent renegade
  attack by the St. Ives’ Blackwind Lancers. Within months, the
  entire region was in flames, despite the deployment of SLDF
  peacekeepers along the St. Ives border.
  BOOM YEARS
  
  8
  BOOM YEARS
  The two-and-a-half year Capellan/St. Ives conflict ended
  with the reintegration of the renegade Compact into the
  Confederation. During that war, several mercenary commands
  were savaged or simply ceased to exist. Many, like the Fourth
  Tau Ceti Rangers and Laurel’s Legion, followed the example of
  McCarron’s Armored Cavalry’s move before the war and offi-
  cially joined the Capellan state command, while others—such
  as the Blackwind Lancers—became part of the Free Capella
  movement. Still other mercenary commands, such as the lit-
  tle-known Angels of No Mercy, were shattered. All told, more
  than seven mercenary BattleMech regiments were absorbed
  into the Confederation, while two others became revolutionar-
  ies (some would say terrorists). An estimated three others—
  mostly smaller mercenary forces in the Chaos March region—
  were completely destroyed in the fighting. The result was the
  single largest decline of the mercenary population since the
  Clan invasion, though it would not be long before the ravages
  of the FedCom Civil War dwarfed this figure.
  THE FEDCOM CIVIL WAR
  As the St. Ives conflict wound down with the fall of St. Ives
  and the signing of the final truce in 3063, rising tensions in vir-
  tually every corner of the Inner Sphere had erupted in a smat-
  tering of conflicts from the killing fields of the Chaos March to
  flashpoint battles on worlds once united beneath the Steiner-
  Davion banner.
  Indeed, even while the last shots of the St.
  Ives war echoed into history, the first shots of a larger conflict
  were being fired.
  Covering two realms and spilling over into others, the
  FedCom Civil War sent many regular and mercenary forces to
  battle and death with campaign after bloody campaign.
  A
  majority of mercenary forces serving in the Lyran Alliance
  pledged themselves to neutrality or joined the Lyrans against
  Victor Steiner-Davion. Many of the latter did so not by choice,
  but were manipulated by leaders and generals eager to win
  honor and power under the absentee rule of Archon Katherine
  Steiner-Davion.
  Some mercenary commands managed to
  shield themselves from the worst of the fighting, but only for a
  while. Some, such as Kristen’s Krushers, became the victims
  of regular forces sent to hunt them down, while others, like the
  Gray Death Legion, fought to the bitter end defending House
  Steiner against its enemies. Mercenary units such as the Blue
  Star Irregulars and the Kell Hounds were integral to Peter
  Steiner-Davion’s final victory on Tharkad.
  In the Federated Suns, mercenaries played an equally
  valuable role for both sides. The Fighting Urukhai spearhead-
  ed one of Duke James Sandoval’s drives into the Draconis
  Combine, and later took an active part in the defense of
  Addicks against DCMS reprisal raids. Meanwhile, others—like
  the Screaming Eagles—maintained order behind the lines and
  security on other borders of the Davion realm.
  
  9
  BOOM YEARS
  THE JADE FALCON INCURSION
  Even without choosing sides in the Steiner-Davion feud, mercenary commands
  took part in other actions during the FedCom Civil War on behalf of the war-torn
  realm. When the Jade Falcon Clan once more crossed the border of its occupation
  zone in hopes of gaining territory at the Lyrans’ expense, mercenaries in Alliance
  employ staunchly defended against the Clan incursion, accounting for roughly one-
  fourth of all troops used to blunt the Falcon advance. Though led by such elite forces
  as the Kell Hounds, the hard-fought defense—which included a foray into Clan-held
  territory—proved costly. Many regular and mercenary forces, even top-rated com-
  mands like Barber’s Marauder IIs, did not survive.
  THE CAPELLAN FRONT
  As the Civil War raged on, mercenaries on the Capellan front saw heavy defen-
  sive action, blunting enemy advances on Algol, Brockway, Panpour and New Syrtis.
  Whether fighting with regular support or on their own, these mercenary commands—
  including such long-standing pro-Davion forces as the Lexington Combat Group, the
  Twelfth Vegan Rangers and the recently hired Vanguard Legion—made their pres-
  ence felt. Many of these commands, under Duke Hasek’s direction, saw action in the
  Chaos March or on the Taurian Concordat front, when Taurian forces surged across
  the Davion-Periphery border.
  THE CHAOS FRONT
  Since its formation in 3057, the Chaos March has attracted mercenary forces of
  all sizes and types, drawn by an abundance of new employers and new wars in which
  to fight. Though few expected the scattered, shattered worlds of the March to last
  long before being swallowed up by the neighboring Great Houses, the “piranha prin-
  ciple” that is credited with the survival of the Periphery has worked in favor of the
  March worlds. Simply put, the various major powers have been far too preoccupied
  with internal matters or other fronts to concern themselves with a few relatively unim-
  portant planets.
  In the resulting power vacuum, the Capellan Confederation has gradually gained
  ground, despite the loss of momentum in the Chaos March following the successful
  conclusion of the St. Ives war.
  This creeping territorial expansion has forced the
  Confederation to look to mercenaries to help reclaim former Capellan worlds lost
  since the Fourth Succession War, and mercenary forces have won many of the most
  recent Capellan victories in the March.
  However, recent events in the Chaos March demonstrate that other big players
  have finally gotten interested in the affairs of this volatile region. The Word of Blake,
  in an apparent effort to secure a buffer zone around Terra, has employed its own
  agents and many local mercenaries to establish hegemony over several March
  worlds. Many of the neighboring governments, wary of such imperial ambitions, have since turned to Wolf’s Dragoons as a poten-
  tial check against the Blakists, and the Dragoons responded with the formation of their Allied Mercenary Command—which includes
  such noteworthy units as the Northwind Highlanders and the Dismal Disinherited. At present, reports abound of small-scale clash-
  es between the AMC and the Blakists, but full-scale warfare has yet to erupt.
  More troubling are scattered reports of organized terrorist operations in the March. While groups like the Capellan-backed
  Zhanzheng de Guang guerrillas have existed for some time in the region, another super-fanatical organization known simply as the
  Bloody Hand has made its presence felt with a number of recent actions, many against AMC forces.
  WHISPERS ON THE RIM
  Recent years have seen massive upheavals in the near Periphery, as well as in the Chaos March and on the Successor State
  borders. Word of Blake once again seems active in many realms, working with local governments on agendas known only to them-
  selves, while other nations—such as the Taurian Concordat and the Magistracy of Canopus—appear to have become embroiled in
  TAKING A STAND
  A wise man once said, “All it takes for
  evil men to triumph is that good men do
  nothing.”  While the jury’s still out for some
  on whether or not the Word of Blake can be
  considered truly evil, I know for a fact that
  many in the Chaos March hold to a very dif-
  ferent outlook on this matter.  With these
  masses in mind, and in response to several
  communiqués from our neighbors in the past
  few weeks, we must address the clear and
  present danger of certain imperial powers in
  our region, powers that may not always have
  the best interests of the people they would
  rule in mind.
  Toward that end, I declare that the
  Allied Mercenary Command shall make its
  services available to any and all local parties
  who require them in the name of maintaining
  freedom and stability in these uncertain
  times.  Special contracting services for AMC
  forces may be accessed at the Hiring Hall by
  the end of this week, and units will be
  approved and deployed based on the needs
  of the strategic situation for the duration of
  the perceived emergency.
  Let it be known, however, that this is not
  a declaration of war.  Neither we Dragoons
  nor the other AMC member units will act to
  seize and hold territory.  All operations we
  undertake will consist of defensive actions,
  and only on behalf of those neighbors who
  contract for our services.  We act in defense,
  for our neighbors and our own sovereignty, in
  the face of uncertainty.
  —Commander Jaime Wolf (retired),
  announcing the formation of the Allied
  Mercenary Command
  
  10
  BOOM YEARS
  internal conflicts of their own. Recent fighting, including the apparent fracturing of
  the Taurian Concordat, and the short conflict between the Marian Hegemony and the
  Circinus Federation, have shown that the Periphery remains as volatile as ever. The
  emergence of new ’Mech designs like the pirate-made Brigand prove that this region
  is growing ever more sophisticated as well, a dangerous combination but a fertile
  marketplace for the mercenary industry.
  NEW TIMES, NEW MARKETS
  In the wake of so many recent conflicts, tensions remain high in virtually every
  corner of the Inner Sphere and Periphery.
  Indeed, with the discovery in the past
  decade of deep Periphery realms, new markets for mercenaries willing to travel exist
  as far as the imagination can extend. As if to accommodate the increased need for
  hired troops, new hubs of mercenary activity have begun to arise in recent months
  and years.
  Some worlds, such as Arc-Royal, Northwind and Solaris VII, have come into
  their own as focal points for the mercenary industry. Hopeful warriors, fresh from
  academies or from commands broken in the recent waves of warfare, cluster around
  these planets, seeking out the greatest warriors in the Inner Sphere for advice, inspi-
  ration, training or even employment. Even forgotten hubs of mercenary activity, such
  as Westerhand—once the Solaris VII of the Capellan Confederation—and Galatea,
  have seen a sharp increase in hiring hall activities.
  Farther down the scale, the
  Chaos March world of Fletcher, blacked out by the loss of its HPG, and the distant
  Periphery pirate havens of Antallos, Astrokaszy, and Heroditus have become centers
  for the mercenary trade.
  Though most of these latter worlds do not offer the
  respectability (or security) of the MRBC seal of approval, few can argue that the flow
  of troops looking for work remains steady in spite of these risks.
  The uninitiated should examine all this apparent opportunity carefully. Despite
  the opening markets presented by new and ongoing conflicts, despite the sudden dearth of larger mercenary commands as many
  have been swallowed into larger states or destroyed by recent fighting, and despite the rise of new mercenary hubs, the fact remains
  that odds do not favor the new mercenary command. In fact, the streets of TempTown in Harlech continue to fill with the lost rem-
  nants of other mercenary units whose fortunes turned against them. Unable to find work, discredited or dishonored, these pitiful
  souls are a warning to those who think today’s mercenary path is paved with gold.
  THE MRBC ANGLE
  Another significant—and relatively recent—development in the mercenary trade is the resurgence of the Mercenary Review and
  Bonding Commission as a separate entity, out from under the shadow of Wolf’s Dragoons and ComStar. Overlooked against the back-
  drop of war and death, the MRBC nonetheless initiated plans to expand beyond the boundaries of Outreach itself, beginning with the
  establishment of offices on Galatea in 3062. Plans for additional offices have recently been unveiled for Solaris VII, Arc-Royal and
  Northwind as well—all in an effort to bring high standards and ethical codes of conduct to “all mercenaries, wherever they serve.”
  Critics have suggested this newest wave of MRBC expansion is merely a Dragoons-sponsored ploy, an effort to project the appear-
  ance of fairness by an agency long considered extremely Dragoons-centric. Citing its conception in a time when the Dragoons’ Allied
  Mercenary Command is engaged in what they call “an active campaign to control the Chaos March”, these same critics have suggested
  that this action is part of an effort to assure a Dragoons stranglehold over mercenary operations throughout the Inner Sphere, a bla-
  tant demonstration of elitism that will soon shut out the smaller mercenary commands. In response to these allegations, the MRBC
  has announced its new offices now opening on Galatea will be staffed exclusively by the most prominent locally based mercenaries,
  and no members of Wolf’s Dragoons are sitting on that branch’s review board as of this writing.
  NEW BEGINNINGS
  Today marks the first step toward a new
  era for professional soldiers throughout the
  Inner Sphere, and it is only fitting that we
  begin by returning to Galatea, recognized by
  generations before us as the home of the
  mercenary trade before Outreach.  The MRBC,
  as ever, remains devoted to the cause of
  improving the honor and integrity of the mer-
  cenary profession, and we will continue to
  represent the common interests of hired sol-
  dier and employer alike.  This cause is not
  mandated by any single mercenary command
  or political agency—no matter how powerful
  or noteworthy—but by the collective will of
  fighting men and women throughout the
  Inner Sphere.
  War is a dirty and dangerous business,
  but it is also a sad fact of life.  For those who
  have made it a career, it is our goal to do all
  we can to minimize its costs in human lives
  and materiel.
  —Colonel Kamala Sjardijn, at the MRBC
  Galatea Office groundbreaking ceremony, 1
  February 3062
  
  11
  FIELD MANUAL: MERCENARIES
  As any modern mercenary can tell you, Outreach is not the
  only place to raise and hire professional soldiders.
  Indeed,
  almost every world in the Inner Sphere and Periphery maintains
  its own private hiring hall, though the vast majority of these are
  likely smoky backrooms more akin to an underworld bar or black
  market dealership. However, for those who want to hire the best,
  the most honorable and the most effective mercenaries,
  Outreach has been the place to go.
  The so-called Warrior World of Outreach is not the only
  place to find the best hired guns today, however. Galatea, for all
  its lost luster, remains a viable place to recruit, train and gather
  skilled mercenaries, as does Solaris VII, the Game World. Hiring
  halls recognized by the international community may be found
  even on Arc-Royal, the home of the Kell Hounds, and also on the
  Northwind Highlanders’ homeworld.
  Below are descriptions of the four most prominent recog-
  nized centers of the mercenary trade, including Outreach, Arc-
  Royal and Solaris VII. Subsequent supplements will cover more
  mercenary hubs, such as Galatea, Northwind, and the often-
  overlooked worlds of Westerhand and the Periphery markets.
  OUTREACH: THE
  MERCENARY SYSTEM
  Conveniently located less than two jumps from Terra along
  several major trade routes, and home to the single most
  renowned mercenary command in the Inner Sphere, Outreach is
  understandably the busiest port of call for professional soldiers
  and employers alike. Every day, dozens of JumpShips arrive at
  the planet’s Bataar and Gobi stations and collect or disgorge hun-
  dreds of DropShips and small craft, all of which pass under the
  watchful guns of Dragoons WarShips and orbital defense sys-
  tems, assuring the security of the Warrior World and those who
  seek to do business here.
  THE WARRIOR WORLD
  Outreach itself is the second planet in the Outreach system,
  a pleasant, terrestrial world of blue skies lit by an orange sun and
  deep green oceans that cover seventy-five percent of the plane-
  tary surface, leaving the remaining twenty-five to the twin conti-
  nents of Romulus and Remus. With an average equatorial tem-
  perature of 24 degrees and a surface gravity of 1.1 gees,
  Outreach is cooler and its gravity is slightly heavier than Terran
  standard. Most inbound DropShip traffic is advised upon entry
  into the system to gradually adjust life support and acceleration
  en route to the planet, to give visitors time to adjust to planetary
  conditions prior to landing at the spaceport in Harlech, capital city
  of Outreach and the modern mercenary trade.
  Once home to the Star League Martial Olympiads, Outreach
  was ceded to Wolf’s Dragoons in 3030 by a grateful Prince Hanse
  Davion. Within a few years, the Dragoons redeveloped Outreach
  and raised the capital of Harlech as the home of the Hiring Hall
  and the Mercenary Review and Bonding Commission, while
  simultaneously cultivating the continent of Remus as their own
  private holding.
  As the years passed, the Hiring Hall and the
  THE MERCENARY’S ATLAS
  
  12
  MRBC came to eclipse the preeminence of the Mercenary Guild and the heart of its
  operations on Galatea.
  Harlech
  More than half the population of Outreach lives in and around Harlech, an urban
  haven set between the large freshwater Lake Kearny and the steep cliffs of The Ridge.
  Home to the Dragoons’ multi-acre command center, Wolf Hall, a Class A ComStar
  HPG station, the University of Outreach and—of course—the Hiring Hall, well over 90
  percent of the planetary income flows through this city. Harlech also incorporates the
  Harlech Interplanetary Spaceport, one of the largest of its kind in the Inner Sphere,
  and the only landing area cleared for non-Dragoons traffic. Adjacent to the spaceport
  are the so-called ‘Mech Yards, block upon block of warehouses and support bays for
  every type of combat vehicle from assault BattleMechs to light scout tanks, all staffed
  by experienced technicians whose services are available to all Outreach visitors—for
  a price.
  Run with an open-door policy, Harlech welcomes mercenaries of every stripe,
  who may come and do business regardless of their histories, save for those so despised
  as to be labeled renegade. This policy has swelled Harlech’s population and brought untold business to the Warrior World, but has also
  given rise to an increasingly large shantytown population. TempTown, also known as the Free-Hire Quarter, was once little more than
  a small neighborhood where down-and-out mercenaries went to fade away. This population of the destitute and desperate has nearly
  quadrupled in size over the past ten years, extending throughout the southwest quadrant of the city, where even Harlech’s Elemental
  police are loath to go.
  The Hiring Hall
  The Hiring Hall is the jewel in Harlech’s crown, an array of six twenty-story towers that surrounds a central ten-story dome.
  Building codes in the city forbid any other structure from rising more than six stories in height, assuring that the Hiring Hall will always
  dominate the Harlech skyline. The compound was designed to please the eye and remind all who make the trek to this world of the
  purpose of its existence.
  The Hall contains all the resources needed to locate, meet and test mercenaries, as well as facilities for contract negotiations and
  offices and conference rooms for mercenary and employer agents, all available for daily use or even a year-round lease. The central
  dome of the Hiring Hall complex serves as the planetary administration building as well as the hub of the mercenary trade. This dome
  houses a host of permanent offices for city and planetary administrators, as well as service representatives for the spaceport, orbital
  stations, ’Mech Yards and even the Dragoons’ Technical Branch.
  Personnel are always on hand in the central dome to offer visiting mercenary commands and employer representatives everything
  from travel clearances to storage of military equipment to obtaining temporary lodging and a host of other services. In addition, living
  quarters may be rented here, and visitors can even shop in the Hiring Hall’s interior mall and dine at one of more than a dozen restau-
  rants within the dome.
  Also in this location are the MRBC’s central offices, as well as “the arena,” the trading floor where mercenaries and employers
  meet in a free-for-all forum reminiscent of business stock exchanges on hundreds of worlds elsewhere in the Inner Sphere. For mer-
  cenaries interested in professional training, the Hiring Hall includes classrooms attached to the Outreach Mercenary Training
  Command and boasts simulator-training facilities scattered throughout the dome and all six towers.
  MERCENARY REVIEW AND BONDING COMMISSION
  The Mercenary Review and Bonding Commission was formed in 3052, after a dramatic loss of employer confidence following the
  ComStar schism and the abortive Operation Scorpion that preceded it. Organized primarily by Wolf’s Dragoons, but with the explicit
  support of the Great Houses, the MRBC replaced ComStar’s Mercenary Review Board and effectively spelled the official end to
  Galatea’s dominance of the mercenary trade.
  The MRBC is a neutral body dedicated to promoting a uniform standard of conduct among mercenary commands and their employ-
  ers, and thus serves as an overwatch authority for hiring practices on Outreach—though recent developments include the MRBC’s
  expansion on Galatea. The MRBC, in accordance with the Mercenary Review and Bonding Accords signed in 3054 by representatives
  from all five Great Houses, ComStar and Wolf’s Dragoons, also retains the right to adjudicate disputes between mercenaries and
  employers who conduct business through the MRBC or MRBC proxies. This authority lends a degree of legal security for professional
  soldiers and employers.
  FACT SHEET: OUTREACH
  Noble Ruler: Governor Jaime Wolf
  Star Type (Recharge Time): K9V (200 hours)
  Position in System: 2nd
  Time to Jump Point: 3.31 days
  Number of Satellites: 1 (Cerberus)
  Surface Gravity: 1.10
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 35° C (Warm-
  Temperate) 
  Surface Water: 75 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Fish
  Population: 341,220,000
  Socio-Industrial Levels: A-A-B-A-B
  THE MERCENANY’S ATLAS
  
  13
  THE MERCENANY’S ATLAS
  The commission is composed of representatives from all
  political entities throughout the Inner Sphere and even some
  from nearby Periphery realms. ComStar, minor political powers
  such as the Free Rasalhague Republic and several noteworthy
  elite mercenary officers also hold seats alongside the five House
  realms, the Magistracy of Canopus, the Taurian Concordat and
  the Outworlds Alliance.
  Through ComStar-bonded accounts, the MRBC acts as an
  escrow company for contract payments. Employers deposit the
  full contract payment in trust with the commission, which then
  authorizes the contracted mercenary command to draw against
  that balance. The remainder is usually held until completion of the
  contract, at which time the MRBC takes a five-percent handling
  fee on the contract. This system protects employers from default
  by mercenary commands and guarantees that mercenary com-
  mands receive their final payments. Mercenaries who choose to
  do business outside the MRBC—and their employers—must
  often rely on a much more informal “honor system” completely
  lacking in the guarantees provided by the commission.
  MERCENARY TRAINING ON
  OUTREACH
  While most mercenaries are veterans of state-run military
  programs, a large body of warriors throughout the Inner Sphere
  and Periphery lack the type of training found in these prestigious
  but often exclusive military academies. Recognizing a demand
  for formal, quality training outside the military-academy network,
  Wolf’s Dragoons opened the Outreach Mercenary Training
  Command (OMTC) in 3056.
  The OMTC works with the University of Outreach to offer a
  full curriculum for aspiring warriors of every stripe, as well as
  advanced courses for those who wish to enhance their education
  in the military arts. BattleMech, aerospace fighter and even bat-
  tle armor courses are taught by Dragoon instructors at simula-
  tors in the Hiring Hall, where the OMTC’s main offices are also
  located. Additional classrooms are located at the University of
  Outreach campus on the shoreline of Lake Kearny, while the
  open proving grounds south and east of Harlech provide field
  and live-fire exercises.
  With coordination from the University of Outreach, the
  OMTC offers a wide variety of classes, from basic “100-grade”
  classes in math, reading, writing and other standard academic
  fields, to the “400-grade” advanced military training courses spe-
  cializing in interstellar strategy and advanced battlefield tactics
  with full simulator and battlefield training. Basic course fees for
  the OMTC start at 500 C-bills per course level and increase dras-
  tically depending on any simulator and live exercises required.
  All students must pay such fees in advance, but are under no
  obligation to Wolf’s Dragoons—though in some cases, the
  Dragoons have extended job offers to particularly promising
  OMTC graduates.
  Dragoons Simulator Systems
  Simulator facilities are located at the Hiring Hall, the
  University of Outreach and at a host of locations near the proving
  grounds.
  All simulators feature the latest in full-range, active-
  interface simulator pods, which can be programmed to simulate
  a variety of missions. The Dragoons and the OMTC maintain an
  extensive file of simulator programs, including aerospace battles
  around WarShips and historical event scenarios such as the Clan
  Invasion battles of Luthien and Twycross, and can even generate
  computer-controlled opposing forces (OpFors) with variable diffi-
  culty levels.
  Simulators can be linked in any configuration desired, and a
  networking center at the Hiring Hall allows users to wage multi-
  regimental battles by tying in all major simulator centers in the
  city, though the cost of doing so is astronomical. Simulator time
  costs 50 C-bills per 30-minute block, and individual simulators
  may be linked for a flat fee of 10 C-bills per machine. Simulating
  a 30-minute lance-against-lance engagement with all live pilots
  typically costs 480 C-bills.
  Proving Grounds
  The open proving grounds, available for use by all merce-
  nary visitors to Outreach and students in OMTC classes, lie
  south and east of Harlech and cover roughly 40,000 square
  kilometers of various terrain, including mock cities. Under typi-
  cal conditions, anywhere from five to ten zones may be set
  aside for classes or open field exercises by visiting mercenary
  commands—day or night—and may be used to train in all forms
  of battlefield combat from a few infantry squads to a full com-
  bined-arms battalion.
  During proving ground exercises, the weapons of all partic-
  ipating units must be powered down to non-lethal levels or
  loaded with marker ammunition, and heavy combat units such
  as BattleMechs are not permitted to engage in physical attacks.
  Damage is simulated by battle harnesses and on-board “gover-
  nor” units, which are wired to a diagnostic interface and tied into
  a Dragoon Field Master computer to simulate the effects of bat-
  tlefield damage.
  User fees for the open proving grounds are based on force
  size and composition. Fitting a BattleMech with a battle harness
  requires two hours of work by two Dragoon technicians and costs
  100 C-bills, while fitting a foot soldier with a similar exoskeletal har-
  ness takes only 5 minutes and one technician for a cost of 15 C-
  bills. Computer simulation fees vary by force size as well, starting
  at 200 C-bills per lance of participating machines or 50 C-bills per
  squad of infantry. Partly because open proving ground exercises
  are cheaper than simulator pods, demand for time in the fields has
  created a near-perpetual waiting list.
  Tetsuhara Proving Grounds
  In addition to the open proving grounds near Harlech, Wolf’s
  Dragoons also maintain their own private training fields on
  
  14
  THE MERCENANY’S ATLAS
  Remus. Use of these fields is by invitation only, restricted to Wolf’s Dragoons and the
  few select mercenary commands the Dragoons have permitted to take part in exercis-
  es there. Most of the invited units are of the highest caliber—they include portions of
  the Kell Hounds, the Northwind Highlanders and other A*-rated commands.
  SOLARIS VII: TRIAL BY FIRE
  Some describe Solaris VII, the Game World, as a mass of contradictions. Made
  wealthy by no less than four major BattleMech manufacturers and the largest legalized
  gambling economy in the Inner Sphere, most of its citizens nonetheless live below the
  poverty line. Known for possessing the single largest and most cosmopolitan city in the
  Successor States, the vast majority of its fertile lands and lush forests remain unex-
  plored and underdeveloped. People of every major and minor political power in the
  Inner Sphere, the Periphery and even some from the Clans call Solaris VII home and
  live in grudging tolerance of one another, while night after night their champions assail
  one another in lethal blood sports.
  Likewise, Solaris VII as a mercenary haven is a mass of contradictions. While the
  games certainly draw no small amount of talent, their focus on glitz and glamour as
  much if not more than on the fine arts of BattleMech warfare leads many potential
  employers to look last to Solaris VII for reliable professional soldiers. And yet Solaris remains a haven for mercenaries of every kind,
  from the discreet to the flamboyant. MechWarriors, fighter pilots, tank grunts and foot soldiers can all be found on the mean streets of
  Solaris City, and most even come with a few bonus talents suitable for a host of covert ventures. The fact that many mercenary com-
  mands have formed and do business from offices across Solaris City has led more and more talent scouts from the Inner Sphere to
  seek out such rare gems in the rough.
  THE GAME WORLD
  Solaris VII is the seventh of twelve planets orbiting an orange K-class star on the Lyran-Free Worlds border, a little more than four
  jumps from Terra. Cooler than Terra at an average of 25 degrees Celsius, and almost constantly shrouded by gray clouds, critics often
  disagree when scientists label Solaris a terrestrial planet. Water, much of it tainted by heavy, naturally occurring minerals, covers a full
  eighty percent of this planet’s surface, leaving the rest to the continents of Grayland and Equatus, and a few small islands.
  Once a holding of the Free Worlds League, Solaris VII was colonized purely for its industrial potential, much of which went into the
  production of BattleMechs. In the days of the Star League, a host of BattleMech manufacturers had facilities on Solaris, and many used
  this world, with its varied terrain, as a test bed for new weapon systems, testing designs against one another. Solaris City grew around
  the largest concentration of these facilities, ultimately giving rise to the microcosm of the Inner Sphere that exists today, while the games
  grew more and more flashy and spectator-oriented.
  Solaris City
  Three million people live in the dense urban sprawl that is Solaris City and its outskirts. Located on the Solaris River near the heart
  of Grayland, where annual rainfall averages around 160 centimeters and feeds marshlands to the south, north and east, the air is almost
  constantly damp and the streets forever slick. First impressions of Solaris City tend to see the International Spaceport and its sur-
  rounding neighborhoods as a gloomy industrial wasteland, despite local efforts to present a more glamorous face. Solaris City is more
  than industrial grime, however. Each of the Great Houses maintains a district in this city, all of which reflect the styles, architecture and
  cleanliness one might expect from larger cities in those domains.
  Solaris City is home to the planet’s five Class Five arenas, one for each of the Great House districts. These arenas are the venues
  where champions of the ‘Mech stables battle for fame and fortune before thousands of bloodthirsty fans every night. Though ravaged
  by the waves of riots and open combat during the FedCom Civil War, the arenas still draw tens of thousands every day to watch
  MechWarriors clash in high-tech gladiatorial combat—all for the glory and fame of being crowned the next Solaris Champion.
  Countless holodramas and documentaries describe both faces of Solaris City, where glamour and prestige mix with crime and cor-
  ruption. The various districts maintain a constant simmering hatred for one another; citizens flock to banners, employers and heroes are
  all bent on each other’s annihilation (or at least each other’s public humiliation), and police rarely communicate between districts. The city
  is ruled as much by corporations and crime lords as it is by politicians and nobility, a place of shadow and substance.
  For the mercenary, all faces of Solaris City are a proving ground, and the next employer—or the next victim—may lie in wait at every
  turn. Official hiring and recruitment for mercenaries often takes place at the Guild Hall, a haven for brokers, warriors and employer
  agents that, while no longer under the official sponsorship of the Mercenary’s Guild, continues to draw hopeful mercenaries to Solaris
  FACT SHEET: SOLARIS VII
  Noble Ruler: N/A
  Star Type (Recharge Time): K1V (192 hours)
  Position in System: 7th
  Time to Jump Point: 5.18 days
  Number of Satellites: 1 (Solaris 7 Able)
  Surface Gravity: 1.10
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 25° C (Cool-
  Temperate) 
  Surface Water: 80 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Fish
  Population: 498,243,000
  Socio-Industrial Levels: A-A-A-A-B 
  
  15
  THE MERCENANY’S ATLAS
  VII in search of work. Other hiring halls also exist in the various
  state sectors, such as the Blue Hills’ Mainline MechWarriors,
  which caters to Davion employers and soldiers.
  The Reaches
  Outside Solaris City lies the Reaches. Though the term
  describes the region from the city limits to the distant cities and
  towns on the continent of Equatus, for most the Reaches are
  the less-affluent suburbs of Solaris City where the districts are
  less well defined and the line between decency and survival is
  more blurred.
  Solaris VII natives see the Reaches close to
  Solaris City—namely Xolara, Roland Fields, Burgton and
  Bracken Swamp—as a natural extension of the city itself, albeit
  with a lower-class collection of neighborhoods. Many of these
  assume a similar national identity to the nearest six districts of
  the city proper, though communities also exist with ties to the
  lesser powers of the Inner Sphere and Periphery. Rasalhagian,
  Taurian, Canopian and even Clan enclaves are said to thrive in
  the Reaches.
  Soldiers for hire turn up in the Reaches almost as often as in
  Solaris City, though wary employers often make inquiries and
  attract potential employees into the International Zone’s Guild
  Hall rather than venture into Solaris VII’s meaner streets. Often,
  however, Reaches recruits are conspicuously lacking in combat
  skills as well as the social arts.
  
  16
  THE MERCENANY’S ATLAS
  WARRIOR TRAINING
  Warrior training on Solaris VII is far more informal than at any academy or mer-
  cenary training center and often focuses on single-combat dueling, the kind of warfare
  waged in Solaris’ many arenas. Most warrior training also centers on BattleMech com-
  bat, with precious little attention spared for the other venues of warfare such as aero-
  space, conventional vehicle and infantry actions.
  Warrior training on Solaris generally takes place in the major stables of Solaris
  City, but entry into such stables is not often permitted to those without combat experi-
  ence. Local internships have begun to open the door for native Solarians to get in on
  the ground floor of the Games, though this trend is fairly recent.
  Outside of the stables, numerous “trade schools” exist for teaching the arts of
  combat. Many of these focus on personal combat, such as hand-to-hand martial arts
  and infantry tactics, but some feature the rudiments of BattleMech training. Most of
  these, unfortunately, are fly-by-night operations that offer passable combat training to
  anyone who can cough up the C-bills, though prices often range from 50 to 500 C-bills
  per class. Lacking the finer points of tactics and strategy, classes often consist of exten-
  sive simulator pod exercises far less sophisticated than those found on Outreach.
  Simulated battles and field exercises in trainer ’Mechs generally emphasize engage-
  ments no larger than a lance-on-lance skirmish, again in keeping with the preferred style
  of combat on Solaris VII. Most graduates of these classes possess merely competent skill at the helm of a BattleMech, tank or fighter,
  but such skills come at a bargain compared to the personal investment of several years at a state-run academy.
  THE SOLARIS GAMES
  By far the greatest tests of raw battlefield talent on Solaris are, of course, the Games. Matches occur almost nightly in the arenas of
  Solaris City and around the world. Though many feature BattleMech action, many Reaches circuits also include vehicle duels, exoskele-
  ton matches and even rare one-on-one dogfights over the uninhabited countryside. These matches are live-fire exercises in which the com-
  batants put their lives on the line with live ammunition and the very real chance of sudden death in the name of fortune and glory.
  Most of the Games are organized by fight promoters, entertainment industries and the stables who manage their champions, but
  a large number of freelance fighters exists as well, who may get into the arenas if they have the necessary C-bills and firepower.
  Solaris City and its nearby Reaches even boast leagues of play, which count many stables among their membership and offer poten-
  tial employers a chance to measure the talent of the participants. League matches and championship matches are among Solaris VII’s
  biggest draws.
  Championship matches are the bread and butter of Solaris VII, with the “Big Five Days”—the Grand Tournament—the most impor-
  tant of all. Unlike the score-based League matches, the championships are often fought as single- or triple-elimination tournaments,
  where the winner moves onto the next bracket while the loser is ejected from play. The rioting during the FedCom Civil War that tore
  Solaris apart initially dulled the appeal of the championship matches in the eyes of many spectators, but the return of some normality
  following the end of the war has sparked a dramatic increase in attendance, though turnout remains somewhat low compared with pre-
  war levels.
  ARC-ROYAL: MENTORS AND MASTERS
  As mercenary hubs go, Arc-Royal is a new addition to the mercenary’s atlas, though it may be argued that the Kell Hounds who make
  it a center for the mercenary trade have been working at it for decades. Arc-Royal is a pleasant, pastoral world of mild weather and remark-
  able beauty. It is also home to one of the most legendary mercenary forces ever to stride across the battlefield, as well as the equally for-
  midable renegade warriors of Clan Wolf (in-Exile). The fact that Arc-Royal is now also the capital of the Lyran Alliance’s Arc-Royal Theater
  only increases its prestige as a symbol of military strength in the region, and mercenaries flock to this world for a chance to be part of some-
  thing big.
  OLD CONNAUGHT
  Compared to Harlech and Solaris City, the capital of Arc-Royal looks nothing like a mercenaries’ haven and retains something of a
  “home town” appearance. The streets are clean, the architecture reminiscent of nineteenth-century Germany and the people uncommon-
  ly friendly despite the influx of warriors in their midst. Most of the inhabitants of Old Connaught are proud of their Lyran heritage and their
  link to the Kells, who claim stewardship of this planet. Kell Hound security troops, often backed by LAAF infantry or local police, are a com-
  mon sight on the streets, yet few see their armed presence as intrusive or even intimidating.
  FACT SHEET: ARC-ROYAL
  Noble Ruler: Grand Duke Morgan Kell
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 4th
  Time to Jump Point: 8.53 days
  Number of Satellites: 2 (Deven and
  Thorwald)
  Surface Gravity: 1.01
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 32° C (Mild-
  Temperate) 
  Surface Water: 74 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammals
  Population: 2,098,000,000
  Socio-Industrial Levels: A-A-A-A-A 
  
  17
  THE MERCENANY’S ATLAS
  Mercenaries new to Arc-Royal are asked to register with Old Connaught’s Visitors
  Center at the nearby spaceport, where they are also expected to stow their machines and
  leave all but one sidearm behind before venturing into the city and stopping by the Warrior’s
  Hall. This helps keep the atmosphere in the Arc-Royal capital peaceful, even when local
  Clansmen stop by for a visit.
  CLAN WOLF (IN-EXILE)
  In addition to the Kell Hounds, Clan Wolf (in-Exile) has its primary enclave on Arc-
  Royal. Nicknamed Wolf City, the Warden Wolf enclave is a sprawling mix of temporary and
  semi-permanent structures bracketed by military bases and factories that constantly
  remain under improvement or expansion. Traffic between the enclave and the rest of Arc-
  Royal is tightly controlled, with Clan and Kell Hound units maintaining secure checkpoints
  as far from the enclave as a full kilometer, and near-constant ’Mech and battle armor
  patrols providing additional defense farther in.
  Lower caste Clansmen from the enclave—often under warrior guard—frequently con-
  duct trade and maintain contacts with Old Connaught, in the interests of keeping friendly
  lines of communications open and coordinating defense forces on Arc-Royal and through-
  out the Arc-Royal Theater. However, relations remain somewhat tense between the Inner
  Sphere natives and the folk of the Clan enclave. This rule does not apply to the Wolf war-
  riors and the Kell Hound mercenaries, who view each other as valued allies and often train
  in close proximity. It is not uncommon, therefore, for mercenaries visiting Arc-Royal to
  encounter Warden Wolf representatives and even instructors at the Warrior’s Hall.
  THE MERCENARY TRADE ON ARC-ROYAL
  Hiring and recruiting activities in Old Connaught take place in the Warrior’s Hall, a
  recent addition to the city skyline that stands a few blocks south of the Office of the Grand
  Duke, Old Connaught’s capital building. Nowhere near as grand in size and design as the
  Hiring Hall on Outreach, the Warrior’s Hall is nonetheless an impressive structure, a vague-
  ly pyramid-shaped tower that stands twelve stories high. The Hall features conference
  rooms and offices for mercenary brokers and employer representatives, as well as a com-
  munications center tied into the city’s Class-A HPG station.
  Though currently lacking MRBC support, the Old Connaught Warrior’s Hall is already
  developing a reputation for promoting fair business dealings between employers and local
  mercenaries. Much of this is attributed to the presence of accomplished Kell Hounds nego-
  tiators at the Hall, all of whom are available for freelance work on behalf of less savvy mer-
  cenary commands.
  Arc-Royal Combat Training Program (ARCTP)
  Visiting or prospective mercenaries may also visit the Warrior’s Hall to enroll in the Arc-
  Royal Combat Training Program, the Kell Hounds’ mercenary mentoring system. This pro-
  gram offers training for warriors and mercenary administrators alike, and ties into the “farm-
  ing” system enacted by the Hounds on and off throughout their career. The ARCTP serves
  the dual purpose of training new mercenary commands dedicated to the high standards of
  the Kell Hounds and similar legendary mercenary forces, while fostering small and inde-
  pendent mercenary groups from which the Hounds may later draw recruits of their own.
  The ARCTP consists of formal classroom studies with simulator training and field
  exercises that may include live ammunition or battle harnesses. Instructors include off-duty
  officers from the Kell Hounds mercenary regiments, as well as an occasional guest instruc-
  tor from the LAAF or the Warden Wolves, adding to the overall quality of the training pro-
  gram. The class curriculum is a well-rounded balance of tactical theory and mercenary economics, but all of it presumes some degree of
  previous education in a state academy or university.
  The cost of enrolling in the ARCTP is prohibitive, with each course running about 900 C-bills, and space is limited. Graduates, how-
  ever, can boast that they were trained by the Kell Hounds, and may even gain access to limited financial aid from the Hounds’ mercenary
  farming program so long as the funds are used to form a mercenary command that measures up to Kell Hounds standards.
  PHELAN KELL AND THE WOLVES (IN-EXILE)
  Phelan Kell, son of Kell Hounds com-
  mander Morgan Kell, was in the Periphery on
  a pirate-hunting mission when the Clan inva-
  sion began.  Captured and made a bondsman
  of Clan Wolf, Phelan’s intervention at numer-
  ous critical times lessened the bloodshed
  caused by the Clan invasion. These actions
  earned him respect in the eyes of his master,
  Ulric Kerensky, then Khan of the Wolf Clan
  (and later ilKhan over all the invaders).
  Through Ulric’s sponsorship, Phelan was
  adopted into the Wolf Clan’s warrior caste,
  where he acquired the Bloodname of Ward and
  eventually rose to the position of Khan of Clan
  Wolf.  From this position, he worked with Ulric
  and Natasha Kerensky to uphold the Truce of
  Tukayyid and keep the Clans from moving for-
  ward with their invasion goals, until Clan Jade
  Falcon inevitably forced the issue and sparked
  the so-called Refusal War in 3058.
  In an effort to preserve their Clan in
  some form, the Wolf leaders devised a strate-
  gy to preserve the Truce of Tukayyid and the
  ideals of Clan Wolf by transferring more than
  a third of the Clan’s total strength and occu-
  pation zone support forces into the Inner
  Sphere, while the remainder waged a war of
  attrition against the Falcons.  The Wolves that
  remained behind, though beaten, reclaimed
  their strength and power under Khan Vlad
  Ward, while those who followed Phelan,
  Abjured by their own brethren, became
  known as Clan Wolf (in-Exile).
  The Exiled Wolves under Khan Phelan
  Kell maintain their ties to the rites and tradi-
  tions of Clan Wolf, and have also brought the
  benefits of Clan technology and productivity
  to the Inner Sphere.  Fervent Wardens, these
  warriors now fight beside the Kell Hounds
  and played a critical role in Operation
  Bulldog, repelling the Jade Falcon Incursion,
  and even in the final stages of the FedCom
  Civil War.  The close relationship between
  Khan Kell’s Wolves and the Kell Hounds
  promises to be a mutually beneficial one well
  into the foreseeable future.
  
  18
  THE MERCENANY’S ATLAS
  FLETCHER: OFF THE RECORD BOOKS
  Fletcher’s dense atmosphere and constant cloud cover keep it damp and chilly.
  In its heyday as a holding of the Terran Hegemony, this world was an industrial pow-
  erhouse. Several arms factories were located here, including StarCorp Industries,
  Caletra Fighters, Yelm Weapons and Flame Tech. This world also gained significance
  as the burial site of Capellan Chancellors, starting with Aliesha Liao, the author the
  Ares Conventions, who was laid to rest in the days of the Terran Hegemony long
  before the Capellan banner flew over this world.
  During the Succession Wars, virtually all of Fletcher’s heavy industries were
  destroyed, leaving it a dreary but self-sufficient funeral world by the time the Federated
  Commonwealth took over. Lightly garrisoned after its conquest, Fletcher became a hotbed
  of terrorist activity by the pro-Liao Zhanzheng de Guang, who attempted to seize the plan-
  et unsupported during the Marik-Liao invasion of 3057. Fletcher’s HPG was destroyed in
  the fighting, apparently by Liaoist guerillas, and the planet has remained “dark” ever since.
  Ironically, this very event transformed this Chaos March world into a haven for mercenary
  activities. Without an HPG, Fletcher became a hiding place for disreputable and desper-
  ate mercenary commands as well as the many pirate bands that roam the lawless worlds
  of the March.
  In the wake of the FedCom Civil War, pro-Capellan guerillas have once more begun to wrestle with the planetary authority for control
  of this world, and have already taken over a number of outlying cities and townships in the absence of organized resistance. Because this
  effectively makes them the largest single organized movement on planet, the Capellans have already claimed victory in retaking Fletcher,
  a claim still open to considerable debate. Regardless of whether or not the Capellans truly have gained an upper hand on this isolated
  world, the mercenary trade appears unaffected.
  ROYCE
  Since the virtual collapse of central authority on Fletcher, the planet has devolved into a collection of city-states, though the capital city
  of Royce has maintained a semblance of order. Controlled by militia units nominally loyal to the ideals—if not the realm itself—of the
  Federated Suns, Royce has become an island of civility in an ocean of chaos. An uneasy trade maintains the other city-states of Fletcher
  through Royce’s spaceport, but the overland routes are often compromised by ‘Mech pirates and bandits—many of whom are down-and-
  out mercenaries whose commands were shattered in the constant turmoil that bedevils the Chaos March.
  Because of its stability, Royce has expanded since the fall of Fletcher’s central authority and is now the heart of planetary trade in goods
  and services. Mercenaries, typically operating as freelance warriors or in smaller groups, base their operations out of Royce because the
  local militias offer them discreet lodging and a discount on military supplies obtained through the planet’s legal (and not so legal) economies.
  In exchange, some mercenary commands bolster the city garrison on a rotating basis, adding to its stability and to the continued merce-
  nary business.
  THE MERCENARY TRADE ON FLETCHER
  The site of Royce’s destroyed hyperpulse generator has become the planet’s answer to the hiring halls of Outreach, Solaris VII
  and Arc-Royal. The five-story structure built on the rubble of the HPG station externally resembles any other government building in
  Royce, with its blocky, Spartan appearance and round-the-clock guards. Inside, it is essentially a large convention hall, with a network
  of conference rooms on every floor surrounding a main floor filled with kiosks and booths devoted to agents of every major employer
  who does business here.
  Weapons are not allowed in the Royce Hiring Center, save those of its own extensive (and heavily armed) security force.
  Geared toward discreet gatherings of smaller mercenary commands, the conference rooms are cramped and soundproofed, acces-
  sible only to those who register for their use at the main office and obtain an encoded key. Minimal support staff is kept on hand
  to broker negotiations, as no overwatch authority exists here. Mercenaries and employers conduct negotiations at their own risk,
  secure only in the knowledge that one good double cross can easily lead to another. Unfortunately, this system has proven effec-
  tive only in bringing work to questionable mercenary commands with missions that often cannot be sanctioned by MRBC standards.
  Unlike other hubs of mercenary activity, Fletcher offers no formal schooling for warriors and is not kind to those new to the business.
  Mercenaries traveling to Fletcher in search of employment are well advised to reconsider their plans if their skills are not up to par, and to
  remain on their guard during all business dealings.
  FACT SHEET: FLETCHER
  Noble Ruler: None
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 7th
  Time to Jump Point: 7.96 days
  Number of Satellites: None
  Surface Gravity: 1.30
  Atm. Pressure: High (Breathable)
  Equatorial Temperature: 30° C (Mild-
  Temperate) 
  Surface Water: 90 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Amphibians
  Population: 536,000,000
  Socio-Industrial Levels: C-C-B-C-B 
  
  19
  FIELD MANUAL: MERCENARIES
  The following information is provided to aid mercenary commanders and potential
  employers when hiring and drawing up contracts. The Employment section describes
  current job markets, theaters of operation where mercenary troops are likely to serve,
  while Employers provides information on the attitudes and hiring practices of major mer-
  cenary employers. The Contracts section describes standard mission types, contractual
  terms and obligations. The Mercenary Review and Bonding Commission section briefly
  describes the commission most widely recognized for handling fair and above-board
  contract negotiations between mercenaries and their employers. This overview is fol-
  lowed by Alternative Enforcement, which briefly covers what mercenaries might expect
  when operating outside the MRBC.
  Every Great House maintains permanent offices at the Hiring Halls on Outreach
  and Galatea, along with several Periphery states and even some of the larger multi-
  world corporations. All of these employers commonly list job opportunities for mer-
  cenary commands of various sizes and specialties on WARRIOR WANTED screens
  located throughout the halls. On other mercenary hubs without official representa-
  tion by the MRBC, these same employers often resort to smaller offices or local
  agencies, which usually post their own run of WARRIOR WANTED ads based on
  local markets.
  JOB MARKETS
  The following section describes the “hot spots” of the Inner Sphere as of 1 October
  3067 and the types of action mercenary groups can expect in each area. Technically, of
  course, any border region may be considered a “hot spot,” but the following describes
  those regions most inflamed by recent fighting, where a mercenary command may most
  likely find itself involved.
  Chaos March
  The remnants of the Federated Commonwealth’s Sarna March shattered during the
  Marik-Liao invasion and the secession of the Lyran Alliance in 3057, forming the so-
  called Chaos March, a cluster of worlds claimed by no stable government or major
  power. Roughly sixty light years in diameter and located at the core of the Inner Sphere
  the region has seen the rise and fall of dozens of petty lords and minor alliances since
  its creation, and continues to exist only while the attentions of the Great Houses remain
  diverted toward the Clans and each other.
  At present, the worlds of Outreach and Northwind remain independent entities, rec-
  ognized by virtually every major House and minor power. A few minor alliances, such as
  the Siaph Triumverate and the Terracap Confederation, also struggle along despite
  numerous hardships. Aside from these exceptions, the rest of the Chaos March worlds
  are on their own, though many still believe it is only be a matter of time before the near-
  by Great Houses finally reabsorb them.
  The great powers’ failure to do so thus far has created a vacuum that the Word of
  Blake seems eager to exploit.
  Blakist agents and mercenary commands in their
  employ have turned up on virtually all Chaos March worlds, where they hold some
  degree of standing with local governments and warlords. Though many people still
  mistrust the quasi-religious splinter faction of ComStar, the promise of order and pros-
  perity has proven a powerful tool for the Blakists. Presently, the only check on the
  Word of Blake’s ambitions appears to be a few ambitious local leaders, Capellan
  guerillas and Wolf’s Dragoons, all of whom engage in or support active military resis-
  tance to Blakist expansionism.
  THE MODERN MERCENARY
  Despite a history that extends to ancient
  times on pre-spaceflight Terra, the life and
  motivations of the mercenary remain a mys-
  tery to the casual observer.  Most see the
  mercenary as a mere money soldier, with no
  allegiance save the next contract and the
  mighty C-bill—or worse, as little more than a
  pirate trying to justify his desire to kill and
  plunder.  Some see the mercenary trade as a
  breeding ground for revolutionaries, bandits
  and criminals of every stripe whose single-
  minded devotion to profit provides all the rea-
  son they need to live.  Such views are, of
  course, simplistic and almost always wrong.
  Contrary to popular belief, financial gain
  is more easily sought—at a much reduced
  risk—in commercial ventures than in taking up
  arms and fighting someone else’s war.  On
  average, more than half of all mercenary com-
  mands formed each year die off from battle
  losses or bankruptcy within their first twelve
  months of operation.  The average income for
  a MechWarrior in a financially viable mercenary
  command, according to the New Avalon
  Business Advocate, was 1,500 C-bills per
  month, a figure on par with the average blue-
  collar citizen of the Inner Sphere.  Furthermore,
  the average mercenary warrior stood a nearly
  nine in ten chance of being killed in battle with-
  in ten years of service.  Even more worrisome,
  the average mercenary lacks the most basic
  life insurance coverage, a result of his or her
  career choice, where rates for the rare affluent
  warrior who can afford them climb as high as
  3,000 C-bills per month.  Free medical aid may
  be obtained through the command, but the
  quality can vary wildly from unit to unit.  So, if
  not for the money or the benefits, why do mer-
  cenaries fight?
  The answer, more often than not, is free-
  dom—the freedom to control one’s own
  financial destiny, outside the structures of
  states and societies and unbound by rules
  made by uncaring politicians.  The modern
  mercenary commander takes great pride in
  being his own boss, commanding his own
  financial future as a business owner without
  fearing the burden of state taxes or political
  EMPLOYMENT 
  AND CONTRACTS
  
  20
  EMPLOYMENT AND CONTRACTS
  Mercenary commands currently serving in the Chaos March fall into three gener-
  al types. The first type is composed of larger units—battalion strength and greater—
  employed directly by Great Houses or by proxy forces representing one of the Great
  Houses. These mercenary groups receive fair command and salvage rights and see
  quite a bit of action.
  Smaller commands comprise the second type.
  These forces are primarily
  employed by struggling independent governments and private concerns in the March,
  who are desperate to hold on to their newfound freedom. Savvy mercenaries have man-
  aged to negotiate short-term contracts with these employers that give them above-aver-
  age pay and salvage rights. However, most of these new governments cannot afford to
  provide their mercenary units with transportation or support. Additionally, most of the
  small units have surrendered command rights, apparently gambling on a lack of heavy
  action in the near future.
  The third type are mercenaries employed under the auspices of Wolf’s Dragoons’
  Allied Mercenary Command (AMC). This loose confederation of mercenary forces is
  currently active in resisting the Word of Blake’s efforts in the March, helping to support
  those governments reluctant to become part of a Blakist hegemony.
  Disputed Territories
  Spinward of the Chaos March lie close to two dozen worlds of House Davion’s
  Achernar Polymorphous Defense Zone (PDZ) that remain hotbeds of activity for
  Capellan-backed guerillas. Initially thrown into chaos after the secession of the Lyran
  Alliance from the Federated Commonwealth, these worlds fell back under Davion sway,
  but remained somewhat unstable thanks to the ongoing efforts of the pro-Capellan
  resistance, who still clamor for a return to House Liao’s rule. With Chancellor Sun-Tzu
  Liao’s reclamation of Tikonov, this local instability threatens to turn ugly once more.
  Though pro-Liao sentiments are clear in this area, many local governments and cit-
  izens also claim strong loyalty to the Federated Suns. As a result, the governments of these disputed worlds are hiring mercenaries to aug-
  ment local defenses and to assume riot control duties in anticipation of a final showdown between the neighboring Liao and Davion realms.
  Clan Occupation Zones
  The Clan Occupation Zones, which cover an area as large as any single Successor State, stretch across Draconis Combine and
  Lyran Alliance territory and encompass almost all of the Free Rasalhague Republic. Employers continue to hire mercenaries for raids
  into the zones and garrison duty along their borders, as well as for extra defense forces to guard against Clan reprisals. On the Draconis
  Combine front, many mercenaries have also seen their roles expand to include riot duty on recently reclaimed worlds, where the popu-
  lations continue to adjust to the Combine’s efforts to reintegrate them.
  Most garrison contracts along the Clan Occupation Zones include compensation bonuses if the Clans attack, and pay up to twice
  normal rates for each month that the unit faces such attacks. Raids into the zones also pay double the normal rate, and most employ-
  ers tend to be generous with command and transportation rights. However, few employers are willing to surrender salvage rights to Clan
  technology.
  Before accepting an assignment in the Clan Occupation Zones, every soldier-for-hire should be aware that the Clans disdain mer-
  cenaries. In the rigid Clan caste system, mercenaries are ranked scarcely higher than bandits, and can expect little to no quarter and
  no hope of repatriation upon surrender when battling Clan forces. So far, only Clan Wolf has shown any interest in making bondsmen
  out of mercenaries. By contrast, the warriors of the Ghost Bear Dominion seem willing to go out of their way to destroy such forces.
  Periphery States
  Recent years have created something of an uproar among the Periphery realms, affecting the mercenary trade in all fringes of the
  Inner Sphere. The Outworlds Alliance, for example, has ceased hiring mercenaries, citing its own laws as a reason for the contracts for
  mercenary commands not integrated into the Alliance defense force to expire. On the flip side, the Circinus Federation has increased
  its hiring volume, largely prompted by recent predations by the neighboring Marian Hegemony. The majority of these contracts, howev-
  er, are limited to smaller mercenary commands.
  The Taurian Concordat has suffered grievous setbacks in the past few years. The secession of several worlds to the so-called
  Calderon Protectorate, the equally shocking breakaway of the former New Colony Region (now known as the Fronc Reaches), and
  agendas with which he may disagree.  The
  tales of mercenary units formed from shat-
  tered military commands after they mutinied
  against their superiors are legion.  Once freed
  of the chain of command that bound them,
  these warriors can fight for the causes they
  choose while eking out a life of their own in
  the company of like-minded soldiers.
  There are some thrill seekers out there
  who become mercenaries for the adrenaline
  rush, as well as those who regard the profes-
  sion as a path to untold riches.  These indi-
  viduals, however, represent the true novices
  in the field. Mercenary commands such as
  these will likely fail in their first year unless
  they recognize the true nature of their work
  before it is too late.  Still others are self-styled
  heroes, inspired by tales of the Kell Hounds,
  Wolf’s Dragoons or the Northwind
  Highlanders.  But for those who continue in
  the tradition of the modern mercenary, the
  freedom to control one’s own destiny is—and
  always will be—the deepest motivation for
  accepting each contract and fighting the bat-
  tles an employer asks them to fight.
  
  21
  renewed military action on the realm’s border with the Federated
  Suns have created a new demand for mercenary forces.
  Mercenaries employed in these regions may expect to see a
  great deal of defensive duty along the Concordat’s shrinking bor-
  ders, or to act in support of raiding operations. In such cases,
  mercenaries may find themselves facing opponents in the
  Protectorate, Federated Suns or even the local Pirates’ Haven.
  To make matters even more interesting, the Magistracy of
  Canopus is also hiring mercenary commands to boost its own
  defenses. Mercenaries hired for operations in the Fronc Reaches
  should be warned that still-active political ties between the
  Taurians, Canopians and Capellans may pose a major concern in
  the event that one faction or the other invades the region.
  Conflicting orders to keep the peace or to attack a nominal ally can
  create legal nightmares for the unwary mercenary commander.
  Deep Periphery
  Though ComStar’s Explorer Corps has drastically reduced
  its activities since the fall of the Smoke Jaguars, some operations
  continue under the auspices of the Star League Defense Force,
  including search-and-destroy missions against the remnants of
  Smoke Jaguar forces and local bandits. Mercenary commands,
  usually a battalion or smaller in size, may expect to see sporadic
  action during missions in the deep Periphery, generally as part of
  a bandit hunting force or security for an exploration team.
  In addition to these possibilities, the recent discovery of
  deep Periphery realms such as the Hanseatic League and
  Nueva Castile, and the beginnings of limited trade between them
  and various realms, has opened a new market for mercenaries.
  These realms often require mercenaries for additional defense
  against pirates, but some—like the peoples of Nueva Castile—
  prey upon one another.
  Because the economies and govern-
  ments of these small states are so far behind those of the Inner
  Sphere, mercenaries may expect generous contract terms such
  as full salvage and independent command rights to work in the
  Deep Periphery.
  EMPLOYERS
  The section below outlines most major mercenary employ-
  ers active in the Inner Sphere, as well as their general attitudes
  toward mercenaries.
  Federated Suns
  House Davion’s Federated Suns arose from an oligarchy to
  become one of the more militaristic Successor States.
  As a
  result, this realm has long relied on mercenaries to help repel
  aggressors such as the Draconis Combine and to aid in its own
  military pursuits. Consequently, the leaders and citizens of the
  Federated Suns generally view mercenaries favorably.
  The Federated Suns has a history of dealing fairly and hon-
  estly with mercenaries, though on occasion it has attempted to
  forcibly incorporate certain mercenary groups using the “compa-
  ny store” tactic. Under the reign of Prince Victor Steiner-Davion,
  such practices have ended, and mercenary confidence has
  grown strong since.
  When negotiating contracts with mercenary units, the
  Federated Suns commonly uses pairs of negotiators—a throw-
  back to the days of the Davion-Steiner alliance, when each
  House sent a negotiator to ensure the other’s good faith.
  Typically, both negotiators drive hard bargains, forcing a merce-
  nary command to work hard to find loopholes to exploit, but the
  “good negotiator/bad negotiator” tactics of old have been on the
  wane since the FedCom Civil War.
  The Federated Suns is generous with salvage rights except
  when Clantech is involved, and prefers that mercenaries accept
  Davion-provided transportation as a means of controlling a mer-
  cenary command’s movement while on the job. When a com-
  mand uses private transportation, House Davion offers barely
  more than twenty percent reimbursement, though some negotia-
  tors have managed to get more favorable terms. Support and
  command rights are negotiable according to the mission.
  Lyran Alliance
  With its vast wealth, the Lyran Alliance of House Steiner
  doles out contracts much more generously than any other
  Successor State, though its negotiators can drive a hard bargain
  if need be. To this nation founded on economic principles before
  military force, the mercenary profession is a business like any
  other. As a result, Lyran citizens are generally more trusting and
  less suspicious of mercenaries, accepting them as a logical
  extension of their nation’s defense forces.
  Though mercenaries may encounter any number of the
  Alliance’s “social generals,” often-incompetent officers more inter-
  ested in advancing their careers than in furthering the practical
  objectives of the state, the Lyran military reflects the same gen-
  erally accepting attitude as civilians.
  The days when General
  Nondi Steiner commanded the LAAF and assigned most merce-
  naries to rear-line garrison duty are over, and mercenaries may
  expect any mission type from a Lyran contract.
  Lyran negotiators are always LAAF officers, who prefer to
  remain in their Hiring Hall offices and send for the mercenary offi-
  cers and negotiators rather than scout them out on their own.
  Interviews often take on the air of a military tribunal, with several
  officers and their aides arrayed behind a large table while the
  mercenary negotiators are left standing or given seats on the
  floor. As might be expected, the LAAF is stingy with command
  and salvage rights, and prefers that mercenary forces provide
  their own DropShips. However, they usually provide generous
  support compensation and above-average pay.
  Draconis Combine
  Despite its history of military expansionism, the traditions of
  bushido that serve as the basis of Draconis Combine society
  have precluded most of its citizens and military personnel from
  viewing mercenaries with anything but contempt for much of the
  nation’s existence. Only Coordinator Theodore Kurita’s reforms,
  EMPLOYMENT AND CONTRACTS
  
  22
  EMPLOYMENT AND CONTRACTS
  and the memory of mercenary assistance defending Luthien
  from the Clans, have earned the mercenary trade any respect
  among the Combine citizenry and soldiery.
  Holding fast to their standards of honor, the DCMS hires only
  the most reputable mercenary commands for visible duty, but for
  operations staged from less prominent worlds far from prying
  eyes, less sterling forces may find work as well. No longer single-
  mindedly focused on the Clan front, missions for the Draconis
  Combine may take any form and occur along any border.
  Combine hiring and negotiation methods vary wildly. At the
  Hiring Halls on Outreach and Galatea, the Combine office might
  send a single representative to greet a potential hire, and then
  spring four talented negotiators for contract discussions. Or the
  office may send several scowling headhunters to greet a merce-
  nary group, and a lone negotiator to finalize a contract.
  Apparently, the Combine likes to use conflicting methods just to
  keep mercenary commands on their toes. With regard to con-
  tract terms, mercenary commanders can expect any Kurita rep-
  resentatives to be especially rigid about retaining command and
  salvage rights.
  Free Worlds League
  Captain-General Thomas Marik’s decision to stop hiring mer-
  cenaries and allow extant mercenary contracts to lapse has led
  many mercenary commands to look elsewhere for employment.
  This trend, which accelerated after the Marik-Liao offensive of
  3057, does not apply to all the various sub-states that make up the
  Free Worlds League, however. Because of its confederation-style
  government, the League thus offers sporadic contracts, many tied
  to a single semi-autonomous district or duchy.
  Free Worlds negotiators often send a single representative
  to offer employment and present an effectively non-negotiable
  contract to a prospective hire. Thanks to the economic might of
  the League, they tend to offer good pay and fair rights, and have
  given few units cause to complain in the past.
  The factionalism of the Free Worlds League has created
  internal conflicts on occasion, leading to instances where mer-
  cenaries and regular forces alike were routinely bribed or mis-
  led to meet the needs of squabbling rulers. Today, much of this
  internal strife has abated, and so mercenaries employed by
  League members can expect mostly defensive assignments or
  raiding and bandit hunting missions along the state’s borders.
  The Word of Blake also does much of its hiring via Free Worlds
  League proxies.
  Capellan Confederation
  Though its leadership has a tradition of tight control over its
  people and thus regards the individualistic habits of mercenaries
  with no small degree of suspicion, the Capellan Confederation
  has historically hired a large number of mercenary commands.
  This nation’s rigid caste structure can be a blessing and
  curse to a mercenary force. While the average Confederation cit-
  izen would not think to criticize his Chancellor’s decisions, even
  indirectly, by protesting the arrival of a mercenary unit or sug-
  gesting that its services are not necessary, the upper castes are
  often not so understanding. Members of the military directorship
  and regular Confederation MechWarriors may not hesitate to
  make hired soldiers aware of the natives’ higher social standing,
  and the fact that a great many mercenary commands have
  accepted Sun-Tzu Liao’s invitation to join the regular forces has
  lessened their perceived need for “mere money soldiers.”
  Capellan headhunters and negotiators always travel in
  threes, selected for their rivalries as much as for their skills,
  based on the theory that rivals—or outright enemies—cannot
  conspire against the Chancellor without risking mutual exposure.
  Despite the Confederations’ recent recovery under the success-
  ful Xin Sheng program, command rights and support remain hard
  points to negotiate in mercenary contracts—the former because
  of the CCAF’s still-rigid command structure, and the latter
  because available support remains elusive. Transportation and
  salvage rights are more negotiable, with fair pay offered on mis-
  sions ranging from guerrilla campaigns and objective raids to
  defensive assignments and even missions in defense of the
  Confederation’s Periphery allies.
  Free Rasalhague Republic
  Decimated by the Clan invasion and now overrun by
  ComStar and Star League garrisons, the Free Rasalhague
  
  23
  Republic nonetheless continues to hire mercenaries to bolster its
  native defense forces. The presence of new BattleMech factories
  in the Republic has created a minor economic boom for this tiny
  realm, allowing it to hire several mercenary commands for mis-
  sions ranging from Clan raids to garrison and cadre duties.
  However, mercenaries figuring the realm’s negotiators as
  pushovers will find that the memory of mass mercenary aban-
  donment during the Ronin Wars remains vivid in the minds of the
  Republic’s people. For this reason, though the nation offers ade-
  quate pay, its negotiators bargain hard for all rights, especially
  command rights.
  Periphery Realms
  Lacking the powerful military machines of the Inner Sphere,
  and thus forced to rely on mercenaries for additional protection,
  few Periphery states display anti-mercenary sentiments. In fact,
  at the present time only the Outworlds Alliance refuses to hire
  mercenary commands, enforcing laws that were suspended until
  just recently.
  Though the typical Periphery realm attracts hard-luck merce-
  nary outfits—some of which may supplement their incomes by
  engaging in outright piracy—all mercenaries are not judged by
  these undesirable groups. In the Magistracy of Canopus and the
  Taurian Concordat, for example, members of a mercenary com-
  mand can expect fair consideration for their own records and
  achievements rather than misdirected blame for the unprofessional
  behavior of other units. The Marian Hegemony is likewise consid-
  ered a fair employer, no more or less trustworthy than certain Great
  Houses, while its rivals in the Circinus Federation may offer gener-
  ous salvage rights to boost that state’s own flagging defenses.
  Curiously, though respected for the services they offer, most
  mercenaries find they are treated with some suspicion by lesser
  Periphery powers and even the common Periphery citizen. This
  attitude largely stems from the fact that few mercenaries travel
  into the Periphery voluntarily, and these outer realms have thus
  developed a discerning eye toward professional soldiers.
  Most Periphery states are fairly agreeable on command
  rights and salvage, except for the Marian Hegemony, which jeal-
  ously guards command rights. These realms also offer trans-
  portation and usually reimburse a mercenary group for up to
  sixty percent of its private transport costs. Support is also nego-
  tiable, but the low level of Periphery technology makes Periphery
  technicians of little use to many mercenaries.
  Corporations
  Corporations care about the bottom line, which has advan-
  tages and disadvantages for mercenaries. On the one hand, cor-
  porate executives recognize mercenaries as fellow independent
  businessmen and generally treat them with a degree of profes-
  sional courtesy. On the other hand, they carefully weigh costs
  and benefits in every negotiation.
  Lacking the huge financial
  base of most interplanetary governments, corporations typically
  bargain hard for every C-bill. Few try to retain command rights,
  but most are unwilling to pay private transport costs because they
  can usually offer a mercenary unit transport aboard their own
  JumpShips and DropShips. Salvage rights and technical support
  are negotiable, depending on the employer and the mission. A
  ’Mech manufacturer, for example, will bargain hard for salvage
  rights but be generous with technical support. Non-military firms
  tend to do just the opposite.
  Mercenary Units
  Only the larger mercenary commands subcontract work to
  other mercenary units, and when they do it generally means
  action. At present, the Kell Hounds, which dominate the region
  formerly known as the Arc-Royal Defense Cordon, are currently
  hiring mercenaries as part of their ongoing farm program and to
  bolster defenses in the Melissia Theater.
  Meanwhile, Wolf’s
  Dragoons are gathering mercenaries into their own Allied
  Mercenary Command (AMC) as a check on Word of Blake ambi-
  tions in the Chaos March.
  Good treatment can generally be
  expected between mercenary commands, along with fair pay and
  most rights. Command rights, however, can be a sticky issue,
  and normally remain with the hiring command. Fortunately, sub-
  contracted units can expect good salvage rights and fair support
  in return for this concession.
  CONTRACTS
  Contracts determine the responsibilities and rights of a mer-
  cenary force and its employer. Therefore, both parties should
  ensure that all their concerns are discussed during negotiations
  and specifically addressed in the final contract.
  MISSION TYPES
  Regardless of whether or not they are handled through the
  MRBC, mercenary missions are generally classified as defense,
  raids or assaults, indicating their overall intent. A fourth catego-
  ry includes covert operations, but generally such missions are
  highly sensitive and often require mercenary commands with a
  loose code of conduct to carry out. For this reason, Outreach
  and other MRBC-approved hiring halls do not sanction many
  covert missions.
  The twenty mission types defined below are recognized by
  hiring halls across the Inner Sphere and Periphery.
  Retainer (Defense)
  Retainer contracts place a mercenary command at the
  employer’s beck and call for a designated period, during which
  time it may be called upon for unspecified defensive missions that
  can range from relief to riot duty and even mole-hunting. The rest
  of the time, the mercenary force performs standard garrison duty.
  Retainer contracts typically run two years, and employers tradi-
  tionally pick up full transportation costs and reimbursement for
  out-of-pocket expenses incurred. Pay is average, with a ten- to
  twenty-percent bonus if and when combat occurs.
  EMPLOYMENT AND CONTRACTS
  
  24
  Riot Duty (Defense)
  The most unsavory of all defensive missions, riot duty
  involves using heavy assets against civilians.
  Under the Ares
  Conventions, such action is only allowed if the civilian targets are
  engaged in activity that is demonstrably harmful to a legal, inter-
  nationally recognized government or civil authority. Furthermore,
  the conventions prescribe that riot-control troops use the mini-
  mum force necessary at all times. For these reasons, many mer-
  cenary commands refuse riot duty unless they have trained
  infantry occupation forces. Riot duty does not pay well, and con-
  tracts run a minimum of three months.
  Security Duty (Defense, Covert)
  Security duty, also called “bodyguard” or “watchdog” duty, is
  a specialized form of short-term garrison duty that involves pro-
  tecting a specific person, object or place from attack and/or cap-
  ture. Corporations and planetary governments frequently employ
  mercenaries for security duty, but this type of mission does not
  pay well unless combined with cadre duty. Four months is con-
  sidered the minimum standard length of a security-duty contract.
  Mercenaries who specialize in covert operations may find
  their skills put to the test during covert security duty, which gen-
  erally implies a higher-priority individual or object to defend, while
  operating in uncontrolled areas under false pretenses. An exam-
  ple of covert security duty would be escorting a disguised House
  noble through enemy territory, through open streets and public
  transportation—rather than a standard security assignment,
  where bodyguards in plain view protect an official with a secured
  itinerary and travel route.
  Objective Raid (Raid)
  Objective raids, also known as tactical raids, are the most
  common type of mission a mercenary command may receive.
  These operations consist of infiltrating enemy lines to destroy a
  specific target, then pulling out. The target may be an installation,
  specific equipment or certain military command personnel—any-
  thing or anyone that might be considered a viable military objec-
  tive.
  A typical objective raid contract runs a minimum of two
  months, starting when the mercenary force reaches a designat-
  ed staging area.
  Because of the high risk and little chance of backup should
  events turn against the mercenaries, employers usually offer gen-
  erous pay and rights.
  Extraction (Raid)
  Extraction raids, commonly known as “smash-and-grabs,”
  are nearly identical to objective raids. In an extraction raid, how-
  ever, the mercenary group must capture a target and return it to
  the employer. Understandably, extraction raids that target people
  often become complicated if the target resists. In fact, if a mer-
  cenary unit extracts a hostile target who has no demonstrable
  military value, the unit, as well as the employer, may be charged
  EMPLOYMENT AND CONTRACTS
  Garrison (Defense)
  Running anywhere from one to five years, garrison duty is
  considered “gravy time” by most mercenary commands. A unit
  on garrison assignment may guard anything from a facility to a
  planet, defending against hostile raiders or even assault forces.
  Garrison duty on interior worlds frees up regular troops for hos-
  tile action. On border worlds, where combat is a real threat, gar-
  rison units maintain a fairly strict order of readiness and receive
  combat bonuses in the event of military action.
  Cadre (Defense)
  Cadre, or training, duty is possibly the lightest duty of all.
  Generally, a unit on cadre assignment trains corporate securi-
  ty personnel or a local planetary militia in combat tactics.
  Cadre duty is usually combined with a garrison contract when
  possible; larger mercenary units frequently detach and deploy
  a part of their forces (from a single lance to an entire compa-
  ny) on cadre duty while the rest of the unit is employed in
  another fashion. Normally, cadre contracts last from six to
  twelve months.
  Relief Duty (Defense)
  Relief duty generally runs two months or more, and entails
  reinforcing friendly military forces that are often in danger of
  being overrun. Mercenary groups that sign on for such assign-
  ments know they will be dropping into a war zone, to face an
  enemy command that may or may not have already smashed
  those they came to assist. Most employers are understandably
  desperate when hiring relief forces, and so mercenary units can
  usually bargain for excellent terms. However, command rights
  are a constant problem, as most employers prefer to attach the
  mercenary force directly to on-site troops. Because the enemy
  likely controls most approach paths to the battlefield, the danger
  of this assignment is apparent from the start.
  Defensive Campaign (Defense)
  Unlike a garrison assignment, mercenaries hired for defen-
  sive campaigns are expected to engage an active enemy and
  fight delaying actions until the employer can move additional
  relief forces into the area. Typically, units are hired for defensive
  campaigns only after an attack has begun or when the employer
  believes one is imminent.
  In the past, employers have tried to hire units on standard
  garrison contracts and then press them into defensive-campaign
  duty, but the Mercenary Review and Bonding Commission strict-
  ly prohibits such practices and imposes hefty fines against
  employers who hire units under false pretenses. Consequently,
  few employers attempt such deceptions nowadays, though mer-
  cenaries working outside MRBC protection take their chances.
  Defensive campaign contracts typically run a minimum of
  three months.
  
  25
  with kidnapping and may be legally compelled to repatriate the
  target. Most employers are willing to accept such risks, howev-
  er, because the extractions of key enemy leaders can severely
  cripple an opposing force, especially if the extraction is timed to
  occur immediately prior to a major raid or assault by or against
  the enemy.
  Extraction raid contracts usually run a minimum of three
  months but may last considerably longer depending on the
  complexity and secrecy surrounding the mission. Similarly, pay
  may vary greatly, depending on the danger involved and the
  contract length.
  Reconnaissance (Raid, Covert)
  Reconnaissance duty involves infiltrating an enemy world
  and testing the preparations, willingness to engage and overall
  expertise of the defending forces.
  Typically, reconnaissance
  raids are staged before a planetary assault or major raid, but
  must not alert the enemy that an attack is imminent. Therefore,
  recon forces must be able to move quickly, avoid detection and
  operate in small detachments.
  Most reconnaissance contracts run a minimum of one
  month, but typically employers sign the mercenary command for
  a “follow-up” planetary assault or another raiding mission that
  begins as soon as the recon contract expires. This allows the
  mercenary recon force to aid in the action. Pay and rights for
  reconnaissance contracts are generally above average.
  Covert reconnaissance raids stress infiltration even more
  than engagement, and may even require the mercenary com-
  mand to travel to the target incognito to gather information on
  troops strengths, deployments and equipment make-up in a
  more passive manner than a direct recon raid. As with all covert
  assignments, mercenary forces can expect little to no support
  from their employers if anything goes wrong and they are caught
  behind enemy lines.
  Diversionary Raid (Raid, Covert)
  Typically staged just prior to a major assault or raid, a diver-
  sionary raid requires the mercenary unit to draw as many enemy
  troops as possible from the primary assault objective. This involves
  hitting hard and moving fast, typically with little to no battlefield sup-
  port close at hand. Because of the extreme danger of diversionary
  raids, employers offer incredibly high pay and negotiated benefits.
  Diversionary raid contracts rarely run longer than one month.
  As with the covert reconnaissance raid, the covert diver-
  sionary raid differs from the standard in style, but not in function.
  During a covert diversionary mission, the mercenary force must
  avoid capture at any cost for the length of the operation and pre-
  sent the appearance that anyone other than their employer is
  responsible for their actions.
  Planetary Assault (Assault)
  Mercenaries are generally hired to act as support forces for
  regular troops during planetary assaults. This duty involves heavy,
  protracted fighting, with contract durations of four months or longer.
  Employers usually offer generous pay, salvage and transportation
  rights, and are willing to negotiate support. However, employers
  almost never negotiate command rights on planetary assault con-
  tracts. Unless the mercenary force is an A-rated unit or better, it will
  always be placed under the direct command of the force leader.
  Pirate Hunting (Assault)
  Pirate-hunting duty is considered an excellent combat assign-
  ment for its fair pay and excellent salvage rights. Command rights
  are rarely a problem, and most employers provide adequate trans-
  portation reimbursement to carry out the mission. Few employers
  provide battlefield support, but mercenary units are unlikely to
  face opposing forces large enough to warrant reinforcements.
  Pirate-hunting contracts generally run about two months.
  Guerrilla Warfare (Assault, Covert)
  Guerrilla warfare is one of the most challenging and danger-
  ous missions a mercenary force can accept. Incorporating ele-
  ments of a planetary assault, cadre duty, reconnaissance and
  objective raids, these missions demand that mercenary com-
  mands operate behind enemy lines without support for extended
  periods. While on the job, the mercenaries harass the enemy by
  identifying and destroying vital targets, while training local allies
  (most often civilians) in the art of guerrilla fighting. Because of
  the obvious dangers, guerrilla warfare contracts offer the highest
  pay and most generous rights of any type of mercenary contract,
  with a typical length of around six months.
  Covert guerrilla warfare contracts differ from the norm only in
  the stipulation that the mercenary command never reveal the
  identity of its employer and take every step necessary to prevent
  such information from falling into enemy hands.
  Assassination and Terrorism (Covert)
  Assassination and terrorism missions are among the most
  underhanded contracts a mercenary command might ever be
  offered, and are not sanctioned by any MRBC-sponsored Hiring
  Hall. Essentially variants on objective raids and guerrilla warfare,
  these contracts differ in that civilians are classified as fair game—
  indeed, civilians tend to be the focus of attention. Less civilized
  governments and extremist groups are the most likely employers
  for mercenary assassins and terrorists, though some covert
  agencies within the Great Houses and minor governments may
  find use for such “outside services” when their own agencies are
  considered too compromised.
  Because of the heinous nature of these extremely covert
  assignments, payment and command rights are remarkably
  good, but transportation reimbursement and support is often
  lacking to ensure that no trails lead back to the employer.
  Espionage and Sabotage (Covert)
  Another variant on the standard guerrilla warfare contract,
  and similar to terrorism campaigns, the espionage/sabotage con-
  EMPLOYMENT AND CONTRACTS
  
  26
  tract requires a mercenary command to engage civilian and
  administrative objectives rather than military targets with an eye
  toward crippling the enemy’s infrastructure rather than the peo-
  ple. Espionage contracts often add clauses for relaying military
  and political intelligence as well, which an employer will presum-
  ably use in an invasion at some later date.
  Like assassination and terror campaigns, espionage or sab-
  otage missions pay well and command rights are almost always
  to the mercenary force’s liking, but at the cost of transportation
  and support reimbursement.
  Observation and Mole-Hunting (Covert)
  The observation contract is essentially a long-term reconnais-
  sance raid against an enemy objective, where the mercenary
  agent is expected to infiltrate and gather information on a subject
  or suspected activity without being detected. The observation mis-
  sion differs from other mercenary missions in a surprising lack of
  combat, with the focus more on intelligence gathering than battle-
  field victory. The typical observation contract runs anywhere from
  six months to a year, though some have lasted much longer.
  All standard stipulations of secrecy, protecting the identity of
  the employer and the lack of transport or battlefield support
  remain in effect with the observation campaign, but pay is excel-
  lent and command rights are almost invariably independent.
  The mole-hunting mission resembles the observation mis-
  sion, except that the mercenary command must infiltrate a cer-
  tain portion of its own employer’s operations to root out possible
  spies within the organization.
  Once located, enemy elements
  must be eliminated or merely reported by the mercenary com-
  mand.
  A typical mole-hunting stint runs close to six months,
  allowing mercenary operatives time to infiltrate and investigate
  security leaks.
  CONTRACTUAL TERMS AND
  OBLIGATIONS
  Traditionally, all responsibilities and contract lengths follow
  the standards set for the different mission types described in the
  preceding section. However, pay and all other contractual terms
  from command rights and mission pay to transportation, salvage
  and support rights are customarily negotiated by the employer
  and the mercenary command.
  The command’s expertise and
  history, as well as the mission itself, are the main factors affect-
  ing these negotiations.
  Mercenary commands are urged to obtain and study the
  details of proposed missions whenever possible before negotiat-
  ing and signing contracts.
  Command
  Customarily, command rights fall into four categories: inde-
  pendent, liaison, House and integrated.
  Independent command allows a mercenary force full battle-
  field autonomy, with no interference from the employer, his troops
  or a representative (though the mercenary force remains bound
  EMPLOYMENT AND CONTRACTS
  
  27
  terms. Mercenary commands should keep this in mind and never
  make concessions in other contract terms or payment in exchange
  for “generous” remuneration to cover overhead.
  Transportation
  As a rule, mercenaries can expect to be transported at the
  employer’s expense aboard their employer’s own DropShips and
  JumpShips. Many commands, however, do not care to rely on
  employer-supplied travel, especially in a hostile theater where
  rapid withdrawal may become necessary. If the employer lacks
  his own vessels or they are unavailable, he may suggest the mer-
  cenaries use private transportation instead. In this case, employ-
  ers offer to reimburse mercenaries for a certain percentage of the
  cost, whether via their own vessels or leased transports.
  Salvage
  Even before the Clan invasion and the appearance of
  advanced Clan technology on the modern battlefield, salvage
  rights were one of the most closely contested contract terms in
  a mercenary negotiation.
  Mercenaries have historically pre-
  ferred to keep whatever they capture, as battlefield salvage can
  dramatically increase the profit margins for a successful mis-
  sion.
  Employers, on the other hand, see salvage rights as a
  way to gain back some of the money they are spending on the
  mercenary unit, to say nothing of the potential to reverse-engi-
  neer captured enemy technologies. The method of assigning
  salvage rights has varied over the centuries, but currently four
  main levels of salvage rights are recognized by virtually every
  mercenary force and employer in the business: full, exchange,
  shared and none.
  Full salvage rights and no salvage rights are self-explanato-
  ry. In the former case, mercenaries can cart off all equipment
  captured during the mission, barring any objects or persons spe-
  cially designated by the contract (such as the targets of an
  extraction or objective raid). Gaining full salvage rights generally
  takes some hard bargaining, however. No salvage rights means
  that the employer is entitled to all salvage the mercenary force
  brings back. Employers rarely declare no salvage rights in the
  absence of at least liaison command, as the employer knows that
  a mercenary unit will not likely bring anything home it isn’t enti-
  tled to keep.
  A command with exchange rights must turn over all sal-
  vaged items to its employer at the end of the mission, and
  receives in exchange fair market value for a percentage of the
  items, paid in C-bills or materiel.
  Exchange rights came into
  widespread practice to address salvaged Clantech, and employ-
  ers customarily provide an equivalent item of advanced Inner
  Sphere technology when possible. As an ideal middle ground,
  most employers are willing to settle for exchange rights when it
  comes to salvage, as the employer generally gets first pick of the
  equipment to be exchanged.
  Shared rights are an alternative to exchange rights more
  common in the case of missions not directed against the Clans.
  EMPLOYMENT AND CONTRACTS
  to explain any questionable actions to the employer and the
  MRBC after the contract expires). Particularly during covert mis-
  sions, employers grant independent command rights because
  doing so shields them from any legal responsibility for the mer-
  cenaries’ actions under the contract.
  Under liaison command, the mercenary force accepts a liai-
  son who represents the employer and accompanies them during
  the mission. In exchange, the employer assumes limited legal
  responsibility for the actions of the mercenary force during the
  length of the contract. The liaison—usually a regular officer—
  monitors all mercenary command decisions and generally
  watches out for the employer’s interests.
  Depending on the
  power of the employer and the strength of the contract, a liaison
  can bring heavy pressure to bear on the mercenary force and
  can be a damaging witness in any post-mission hearing.
  Corporations, most Periphery realms and smaller states favor
  liaison command. However, most Great Houses will use liaisons
  if pressed for it, depending on the needs of the mission.
  Under House command, the mercenaries are placed under
  the direct authority of a regular military officer designated by the
  employer. This designated commander may dictate tactics and
  strategies to the mercenary group, but the mercenaries other-
  wise retain command integrity.
  Under this arrangement, the
  employer assumes full legal responsibility for the mission and the
  mercenaries’ conduct during the contract, unless the employer
  can demonstrate that the mercenaries willfully disobeyed the
  orders of their designated commander. The Successor States
  prefer House command, and the Lyran Alliance usually agrees to
  nothing less unless the mercenary command grants severe con-
  cessions elsewhere in the contract. Furthermore, certain close-
  ly coordinated raids, garrison and assault duties virtually
  demand House command to ensure all participating troops are
  properly deployed.
  Under integrated command, the employer assigns regular
  officers to most of the mercenary force’s command positions,
  effectively making the mercenaries a part of his regular forces.
  The employer assumes full legal responsibility for the mission
  and the mercenaries’ conduct during the contract, unless the
  employer can demonstrate that the mercenaries willfully dis-
  obeyed the orders of the designated commanders. Generally,
  employers use this arrangement when hiring mercenaries to bol-
  ster regular units for large assaults or raids, though most Great
  Houses grant a mercenary group House command rights if
  pressed.
  Understandably, mercenary leaders shun integrated
  command because it requires them to give up virtually all control
  over their troops.
  Overhead Compensation
  Overhead compensation is the amount of money the employ-
  er provides the mercenary command to cover out-of-pocket
  expenses incurred during a mission, such as food purchases,
  spaceport taxes and run-of-the-mill supplies. Typically, such costs
  are minor, and so most employers offer generous remuneration
  
  28
  Under this arrangement, the mercenary command keeps a cer-
  tain percentage of all salvaged items (figured by tonnage),
  while the employer receives the rest.
  Because mercenaries
  select the items they keep in this case, most employers prefer
  exchange rights.
  Support
  Support denotes how much of the mercenary unit’s techni-
  cal support costs the employer will reimburse.
  Support costs
  include the cost of replacement parts and materiel as well as out-
  side technical assistance.
  Customarily, employers offer either
  straight support or battle-loss compensation.
  Under a straight support arrangement, the employer agrees
  to pay a percentage of the command’s normal monthly technical
  expenses, including technician salaries and the costs of tools
  and materials.
  When combat is expected, a straight support
  arrangement usually benefits the employer, as the expenses of
  repairing battle damage can quickly exceed normal mainte-
  nance costs. On cadre missions and other light duty, such as
  garrison posts in “safe” zones, the arrangement usually benefits
  the mercenary unit.
  With a battle-loss compensation arrangement, the employer
  agrees to cover a percentage of the cost of repairing or replac-
  ing the command’s battlefield losses and damage. Customarily,
  the employer is required to compensate the unit within six
  months of the date of loss. This compensation is cumulative, so
  if a particular piece of equipment is destroyed and replaced four
  times over the course of several battles, the employer might owe
  a percentage of four replacements. Compensation can be paid
  in C-bills or a combination of C-bills and equipment, but a
  replacement item must exactly match the destroyed item.
  Withholding battle-loss compensation constitutes a breach of
  contract and exposes an employer to severe fines.
  Understandably, mercenaries expecting battle will push for bat-
  tle-loss compensation, while their employers prefer straight-sup-
  port terms (an employer will gladly agree to pay all of a unit’s reg-
  ular maintenance expenses rather than be responsible for
  replacing a handful of ’Mechs, which may be worth millions of C-
  bills). After salvage rights, this point may well be the hardest part
  of a contract to negotiate.
  EMERGENCY POWERS CLAUSE
  An emergency-powers clause is routinely included in almost
  every contract negotiated through the MRBC.
  This clause
  enables the employer to extend a contract and expand the mer-
  cenaries’ duties as necessary in the event of a declared state of
  emergency.
  Contracts may be extended only one month at a
  time, up to a maximum of three months (though negotiations may
  add or decrease the number of extensions).
  However, the
  employer must also pay a bonus for each emergency extension;
  typically, the amount increases each time.
  The mercenary command may later appeal the necessity of
  a state of emergency to the Mercenary Review and Bonding
  Commission. If the commission finds that the emergency was
  unjustified, it can force the employer to pay the mercenaries a fee
  up to three times the amount of the extension bonuses.
  BREACH OF CONTRACT
  The Mercenary Review and Bonding Commission handles all
  disputes over breaches of contract.
  A mercenary command or
  employer may breach a contract in several ways, as outlined below.
  A mercenary command may breach a contract by:
  • Taking improper action against non-military targets
  • Failing to perform contracted duties to the best of its ability
  and in accordance with the Ares Conventions or Outreach
  Accords
  • Displaying cowardice in the face of the enemy
  • Willfully disobeying its legally sanctioned commander(s) or
  willfully disregarding contractual obligations
  • Misrepresenting its qualifications or assets
  An employer may breach a contract by:
  • Misrepresenting the mission parameters in a contract
  • Through omission of fact or misrepresentation, luring a 
  mercenary command into situations where its survival 
  forces it to commit acts that violate the Ares Conventions
  or Outreach Accords
  If a mercenary command or employer accuses the other of
  breach of contract, or if the commission decides that circum-
  stances warrant an investigation, the commission reviews the
  facts for a full week.
  If the commission then determines that
  charges are justified, it sets a hearing date and freezes all funds
  in trust related to the contract. If a mercenary command stands
  accused, it is summoned to Outreach, paying for its own trans-
  port. An employer charged with breach of contract must appear
  before the commission or send a duly appointed representative,
  and must pay for any expense incurred in bringing the affected
  mercenary command to Outreach.
  Any party that refuses to
  appear receives a summary verdict of guilty; the commission
  reimburses any travel expenses for any party found not guilty.
  A panel of four commission members hears each case, ren-
  ders final judgment and determines appropriate punishment. A
  ComStar representative serves as panel chairman, and two
  panel seats are reserved for the political members of the com-
  mission, excepting representatives from the employer state or the
  state against which the mercenaries were fighting. The fourth
  seat on the panel is reserved for an officer of an A-rated merce-
  nary command. Any accused party may veto one panel mem-
  ber’s presence and request a replacement.
  A majority vote is
  required against the accused to bring in a guilty verdict.
  For mercenary commands, penalties for breach of contract
  can be ruinous. The minimum penalty carries an automatic forfei-
  ture of contract payment, a 20,000 C-bill fine and a one-month hir-
  ing ban. The average penalty for breach of contract runs closer to
  EMPLOYMENT AND CONTRACTS
  
  29
  tional seats have been offered to the Star League Defense Force
  and the Word of Blake. At present, neither of the latter two enti-
  ties has accepted.
  Through ComStar-bonded accounts, the commission acts as
  an escrow company for contract payments. Employers deposit
  the full amount of the contract in trust with the commission, which
  then authorizes the hired mercenary command to draw against
  this balance. The remainder is usually held until completion of
  the contract, at which time the commission deducts a five-percent
  handling fee based on the full contract amount. This system pro-
  tects employers from default by mercenary commands and guar-
  antees that mercenaries receive their final payments.
  NON-MRBC ENFORCEMENT
  PRACTICES
  At present, the MRBC’s authority is limited primarily to mer-
  cenary contracts taken or brokered through Outreach and
  Galatea.
  However, worlds such as Solaris VII, Arc-Royal,
  Fletcher and Heroditus remain havens of mercenary activity. On
  such worlds, the hiring practices are more informal and far less
  controlled by a fair and balanced arbitrator.
  Mercenaries who choose to do business outside the sanc-
  tion of the MRBC must rely on a cynical variant of the honor sys-
  tem, wherein they negotiate for a certain percentage of the con-
  tract up front (usually around twenty-five percent) and retain a
  copy of the agreement in case of any double-crosses, before tak-
  ing the assignment. If the mercenary commander feels, after car-
  rying out his end of the bargain, that the employer broke faith, he
  may appeal through that employer’s appropriate mercenary
  affairs division.
  In many cases, however, the outcome is less
  than desirable for the mercenaries.
  Because it exists to promote fair and honorable mercenary
  business practices, in rare instances the MRBC may serve as a
  binding third-party arbitrator for disputes over a contract negotiat-
  ed outside the commission’s jurisdiction. Doing so requires the
  mercenary commander and an employer representative to make
  the trip to an MRBC office once the commission has agreed via
  HPG to hear the case and view the evidence. Both the employer
  and the mercenary command must foot the bill for transit, and will
  not be compensated regardless of the verdict. The findings of the
  commission may result in fines similar to those for breaching
  MRBC-brokered contracts, but the commission does not have the
  authority to institute hiring bans or freezes in such cases and thus
  cannot truly enforce this judgment.
  Because all major employers are registered with the MRBC,
  mercenary commands that breach contract in a way that also vio-
  lates the Ares Conventions may be labeled rogue, whether or not
  they operate under MRBC aegis. In such a case, the renegade
  mercenary command becomes fair game for bounty hunters and
  other officially recognized mercenary forces.
  EMPLOYMENT AND CONTRACTS
  a fine of 50,000-100,000 C-bills and a six-month hiring ban. While
  under a hiring ban, the unit as a whole may not take a contract
  anywhere, and any attempt to do so results in additional fines and
  possible imprisonment. Members of a unit under ban may hire
  out individually, however. In extreme cases, the commission may
  order a command to disband, seize all of its equipment, institute
  a five-year hiring ban on every individual command member and
  order the imprisonment of members on Outreach. (The commis-
  sion has rendered such a verdict only once during its fifteen-year
  existence, against a ruthless command that considered burning
  an entire Rasalhagian city an appropriate distraction during an
  objective raid against Clan Wolf.)
  Against employers found guilty of contract breach, the com-
  mission levies a fine that can range as high as ten times the full
  contract value against the employer, to be paid to the mercenary
  command. The commission’s ability to enforce this is somewhat
  limited, but employers who defy the penalty are identified as
  “high risk” by the commission, warning other potential mercenary
  recruits away from doing business until the fines are paid.
  Mercenary commands that fail to comply with the commis-
  sion’s rulings may be designated rogue. In such cases, the com-
  mission may authorize other mercenaries to apprehend or even
  destroy the offending command. Employers who fail to comply
  may find themselves under a commission-instituted hiring freeze.
  In this case, all mercenary commands currently working for the
  employer are authorized to cease operations immediately with
  no fear of default, and other units are advised not to enter a con-
  tract with that employer.
  MERCENARY REVIEW 
  AND BONDING COMMISSION
  In response to a loss of employer confidence following the
  ComStar schism and the abortive Operation Scorpion, the
  ComStar Mercenary Review Board was dissolved in 3052 and
  replaced by the Mercenary Review and Bonding Commission.
  This body was organized by Wolf’s Dragoons and dedicated to
  promoting uniform standards of conduct among mercenary units
  and their employers. To this end, the commission oversees hir-
  ing practices on Outreach, adjudicates disputes between merce-
  naries and employees and serves as an escrow company for
  contract fees.
  The commission consists of representatives from all the
  major political entities in the Inner Sphere and officers from sev-
  eral elite mercenary commands. ComStar also retains a perma-
  nent seat on the commission, and its representative serves as
  chairman for all commission meetings. Representatives of the
  Great Houses and the Free Rasalhague Republic, along with the
  Dragoons, the Northwind Highlanders and the Blue Star
  Irregulars, hold six seats. The Magistracy of Canopus, Taurian
  Concordat and Marian Hegemony also have seats, while addi-
  
  30
  FIELD MANUAL: MERCENARIES
  Though they are not House troops by any stretch, most
  mercenary commands do hail from former House militaries,
  or can at least boast training from state-run academies. As a
  result, most modern mercenary forces maintain certain stan-
  dard operating procedures with regard to their arrangement
  and use of military assets. Moreover, most employ similar
  ranking conventions, and there even exist a few medals and
  decorations that are respected across the industry. The fol-
  lowing section outlines the most common of these proce-
  dures and conventions.
  BATTLEMECH ASSETS
  Most mercenary units rely heavily on BattleMechs. In fact,
  hundreds of smaller commands maintain no supporting aero-
  space, armor or infantry assets at all, largely because
  BattleMechs provide the most effective combination of armor,
  firepower and maneuverability for their cost and manpower
  requirements. Without a doubt, ’Mechs are the most versatile
  and durable battlefield assets available today, able to fight
  successfully in nearly any environment, withstand more pun-
  ishment and be restored to combat readiness more easily than
  almost any other element of modern warfare.
  Additionally
  (except in cases of the most serious damage, such as fusion-
  engine overloads or murderous concentrated fire), even
  BattleMechs rendered useless for combat can be salvaged for
  parts and materials worth several hundred thousand C-bills.
  Even a junked BattleMech is worth its weight in gold.
  Mercenary commands rarely favor any single weight class
  or type of BattleMech over another. Some commands, in an
  effort to spare themselves the added expense of
  ammunition, tend to lean toward “laser boats”—
  BattleMechs that mount more energy weapons than
  any other kind—while savvy commanders realize that
  the added benefits of ballistic and projectile weapons
  far outstrip the cost of ammo. Similarly, many small
  outfits load up on heavy ’Mech designs, mistakenly
  believing that larger machines will land them larger
  contracts—or at least help them survive until they find
  one. However, the most successful unit commanders
  know that a well-balanced mix of light, medium, heavy
  and assault machines is the best way to maximize
  their troops’ fighting (and earning) potential. Though
  some more successful units seem to contradict this
  general rule, such units often contain highly experienced
  MechWarriors, usually operate in conjunction with lighter sup-
  port units or have simply been very lucky.
  Another common trend among mercenary commands is a
  preference for ’Mech designs that originate from the region of
  space where the force itself first formed. For example, a force
  that employs a high number of Panthers and Dragons most
  likely originated in the Draconis Combine or near the Kurita
  border, while another force heavily reliant on Valkyries or
  Enforcers likely hails from the Federated Suns.
  Of course,
  such generalities are not always reliable; while working for dif-
  ferent Houses, salvaging enemy ’Mechs and trading with other
  mercenaries, older and more well-traveled commands eventu-
  ally gain considerable access to a wider variety of BattleMech
  designs, thus becoming more diverse.
  The high cost of most advanced-technology weapons has
  prompted many mercenary commands to operate their
  machines at upgrade levels lower than those of regular Great
  House ’Mech units, and they rely more on cheaper, more read-
  ily available parts. Additionally, few mercenary commands can
  afford to maintain and train a large tech-support staff, and so
  even those few commands that manage to salvage Clantech
  usually do not adapt it for use on their own Inner Sphere
  designs.
  Instead, many sell or trade such salvage for
  advanced Inner Sphere technology.
  BATTLEMECH ORGANIZATION
  For centuries, most mercenary groups organized their
  BattleMechs according to the standard Inner Sphere arrange-
  ment of four-’Mech lances grouped in three-lance companies,
  three-company battalions and three-battalion regiments.
  In
  recent years, however, some mercenary commands have
  begun to attach separate command lances to forces of battal-
  ion size or larger, and the arrangement has now become stan-
  dard in the mercenary industry.
  AEROSPACE ASSETS
  Nearly every mercenary command seeks its own DropShips
  and JumpShips because having their own transport provides
  them with unprecedented control over their own fortunes. Every
  merc has heard horror stories of being left behind after a failed
  STANDARD OPERATING 
  PROCEDURES
  STANDARD MERCENARY 
  BATTLEMECH ORGANIZATION
  Force Size
  Component Elements
  Total Strength
  Lance
  —
  4 BattleMechs
  Company
  3 lances
  12 BattleMechs
  Battalion
  3 companies + 1 command lance
  40 BattleMechs
  Regiment
  3 battalions + 1 command lance
  124 BattleMechs
  Reinforced
  Regiment
  4 battalions + 1 command lance
  164 BattleMechs
  
  31
  STANDARD OPERATING PROCEDURES
  match up surprisingly well against BattleMechs.
  With heavy
  armor or good maneuverability, an armored vehicle can usual-
  ly avoid the full brunt of a BattleMech’s weapons fire, and a
  coordinated attack by multiple armored vehicles can usually
  bring down an unwary MechWarrior’s machine.
  Many mercenary commands today seem to favor light hov-
  ercraft (such as the Condor or the Pegasus) and well-armed
  tracked vehicles (like the Manticore or the Von Luckner). In bat-
  tle, they often use the heavier units to breach an enemy ’Mech’s
  armor, while the lighter elements perform scout missions or
  speed onto the battlefield to deliver a quick coup de grace
  against a weakened enemy element. Weapons fire from heav-
  ier units like the Schrek PPC Carrier or Demolisher Heavy Tank
  can penetrate a BattleMech’s armor with a single salvo, a con-
  cern for any MechWarrior, and a favored tactic of the experi-
  enced mercenary is to deploy such units in ambush or as part
  of a static defense position.
  Used in considerable numbers,
  armored vehicles can hold their own against an enemy force or
  provide excellent fire support for a BattleMech command.
  Some mercenary forces use their lighter, faster vehicles—
  and even VTOLs like the Warrior or Cavalry Attack Helicopters,
  despite their relative fragility—to spearhead assaults with light-
  ning-fast sweeps across the enemy line. These craft can do
  respectable damage before heavier units appear, harassing
  hostile formations and even, when properly deployed and
  expertly crewed, bringing down a few medium or heavy
  BattleMechs with minimal losses in manpower or equipment.
  Armor is typically deployed in battalion strength when
  attached to a BattleMech regiment and in company strength
  when attached to a BattleMech battalion. Except for fast scout
  designs, armor vehicles are rarely deployed in platoon-size
  detachments because such detachments are virtually defense-
  less against any force larger than another armor platoon.
  However, not all mercenary commands use armor exclusively for
  support. Several mercenary armor regiments operate throughout
  the Inner Sphere today, many specializing in garrison duty.
  ARMOR ORGANIZATION
  Mercenary groups commonly organize their armor in four-
  vehicle platoons, three-platoon companies, three-company
  assault; owning a DropShip virtually ensures that a merc
  company can lift off from a battlefield at any time. Owning
  a JumpShip offers even more freedom, enabling a merc
  command to exit a star system at any time regardless of
  commercial shippers’ schedules and space availability.
  Finally, owning such vessels can save a command millions
  in transportation costs.
  JumpShips, however, remain prohibitively expensive.
  Though a fair number of commands manage to purchase
  their own DropShips, only the most successful can afford
  to buy JumpShips. As for WarShips, despite their rising
  prominence in the fleets of the Great Houses, almost no
  mercenary commands—Wolf’s Dragoons and the Blue Star
  Irregulars notwithstanding—possess such craft.
  As the con-
  struction of even the lightest corvette represents a monumental
  sum and hundreds of man-years in development time, these
  vessels are simply not built for mercenary commands at pre-
  sent, and it remains highly unlikely that they ever will be.
  Mercenary forces generally possess relatively few aero-
  space fighters, simply because most commands view aero-
  space fighters as a poor investment. For one thing, aerospace
  fighters are not nearly as resilient as BattleMechs.
  When
  operating in a planetary atmosphere, a damaged aerospace
  fighter is likely to plow into the ground at an unforgiving speed,
  destroying the machine (and its pilot, if he is unlucky enough
  not to eject first). By contrast, a BattleMech that falls to the
  ground usually survives the mishap with a scratch or two. In
  space, damaged aerospace fighters are likely to collide with
  other vessels or simply vanish into the void, beyond effective
  detection range, in a matter of seconds.
  Most of those commands that do include aerospace
  assets maintain one fighter for every twenty-four BattleMechs,
  only half the one-per-company ratio recommended under stan-
  dard tactical doctrine. As a result, most mercenaries rely on
  their employers to provide aerospace support when neces-
  sary. When a mercenary unit maintains sizable aerospace
  assets, veteran and elite pilots customarily fly these craft.
  AEROSPACE ORGANIZATION
  Mercenary aerospace assets are usually arranged
  according to the old Star League lance-squadron-wing
  scheme, sometimes with a separate command element.
  (Aerospace companies and regiments were actually devel-
  oped between the first two Succession Wars for ease of
  record-keeping.) Some mercenary commands still use the
  company designation of twelve fighters, but most have long
  since abandoned it.
  ARMOR ASSETS
  Unlike most Great House armies, mercenary commands
  have always shown affection for armored vehicles.
  Inexpensive and easily repaired, armored vehicles usually
  STANDARD MERCENARY 
  AEROSPACE ORGANIZATION
  Force Size
  Component Elements
  Total Strength
  Air Lance
  —
  2 aerospace fighters
  Squadron
  3 lances
  6 aerospace fighters
  Wing
  3 squadrons 
  + command lance
  20 aerospace fighters
  Regiment
  2 wings 
  + command lance
  62 aerospace fighters
  
  32
  STANDARD OPERATING PROCEDURES
  battalions and three-battalion regiments. If the unit is operat-
  ing independently, it usually contains a command platoon as
  well, attached at the battalion level—or a full command com-
  pany, if the armor formation is regiment-sized.
  When armor provides support for BattleMechs, the
  BattleMech commander typically also directs the armor force,
  but this is not always the case.
  INFANTRY ASSETS
  Mercenary 
  commands 
  typically 
  use 
  infantry 
  as
  security/garrison troops or in specialist roles because most
  commands are usually unwilling to accept and unable to afford
  the heavy casualties that normally result when deploying such
  forces in front-line combat.
  Security/garrison duties such as quelling civil unrest  (for
  which BattleMechs are particularly ill-suited) is one of the mis-
  sions that infantry normally performs; another is simple base
  and DropShip security for the main command force. Infantry
  are also commonly used to secure territory claimed by a mer-
  cenary command’s ’Mech forces.
  Specialist infantry detach-
  ments, such as commando squads, engineering crews,
  artillery crews and even dedicated anti-’Mech squads have
  proven their worth on many battlefields.
  Scout-specialist
  infantry squads can also infiltrate enemy positions and operate
  behind hostile lines much more easily than other battlefield
  units, capabilities that make them an ideal choice for demoli-
  tion, sabotage and intelligence-gathering missions.
  Battle Armored Infantry
  Growing steadily in prominence since the Truce of
  Tukayyid in 3052, battle armor has become an increas-
  ingly common sight on the modern battlefield, enabling
  mercenary commanders to field more resilient and pow-
  erful infantry assets than ever before. However, at pre-
  sent Wolf’s Dragoons remains the only mercenary outfit
  that possesses the facilities and knowledge base
  required to produce and maintain large quantities of bat-
  tle armor. Other large mercenary commands that have
  used such assets, such as the late Gray Death Legion
  and the Kell Hounds, possess Inner Sphere-designed battle-
  suits, not quite as strong as the Dragoon Elemental design but
  slightly more versatile.
  INFANTRY FORCE ORGANIZATION
  Most mercenary commands organize their conventional
  infantry assets into seven-troop squads, four-squad platoons,
  three-platoon companies, three-company battalions and three-
  battalion regiments. (Infantry companies, battalions and regi-
  ments customarily include extra command squads as well.)
  Mercenary battle armor is organized in four-man squads
  and three-squad platoons. Because they are rare among merc
  units, battlesuited troops are usually deployed in three-squad
  platoons rather than the five-squad regular-infantry platoons
  favored by some House militaries. In an exception to the four-
  man squad rule, Wolf’s Dragoons organize their battle armor
  troops into five-man Points that reflect the unit’s Clan origins.
  TECHNICAL AND 
  MEDICAL SUPPORT
  Technical and medical support assets are one of a merce-
  nary unit’s deepest concerns because mercenaries do not
  have the vast support resources available to regular army
  troops.
  A mercenary command must rely on those they can
  afford to bring with them aboard their vessels, along with those
  few outside technicians and medics who can at times be
  recruited from within the unit’s deployment region.
  Outside
  techs and doctors can be quite expensive, however,
  and these elements of a mercenary command sim-
  ply cannot be risked in a combat zone like regular
  army troops.
  For these reasons, any mercenary command
  that hopes for long-term success must recruit
  accomplished field-support personnel as vigorously
  as it recruits its combat personnel.
  Indeed, the
  expertise of most mercenary support staffers aver-
  ages out at veteran quality, rather than the regular
  expertise found in House army support branches.
  Technicians with expertise in Inner Sphere
  advanced technology or Clan tech are especially
  STANDARD MERCENARY 
  ARMOR ORGANIZATION
  Force
  Component Elements
  Total Strength
  Platoon
  —
  4 vehicles
  Company
  3 platoons
  12 vehicles
  Battalion
  3 companies +1 command platoon
  40 vehicles
  Regiment
  3 battalions + 1 command company
  132 vehicles
  STANDARD MERCENARY 
  INFANTRY ORGANIZATION
  Force
  Component Elements
  Total Strength
  Squad
  —
  7 troops
  Platoon
  4 squads
  28 troops
  Company
  3 platoons + command squad
  91 troops
  Battalion
  3 companies + command squad
  278 troops
  Regiment
  3 battalions + command squad
  834 troops
  Battle Armor Squad
  —
  4 troops
  Battle Armor Platoon
  3 battle armor squads
  12 troops
  
  33
  STANDARD OPERATING PROCEDURES
  sought after, as are proficient “meatball surgeons” capable of
  quick-and-dirty medical handiwork even under fire.
  Unfortunately, few mercenary commands can afford
  enough technicians and medics to provide 100 percent of their
  support needs. Paying a large support staff can quickly bank-
  rupt a merc force unless it is constantly in combat, which no
  command ever is (or truly desires to be). Therefore, most mer-
  cenary forces maintain just enough support staff to provide sixty
  percent of their regular maintenance needs, a level that ensures
  the force’s ability to always field a good portion of its machines
  in excellent repair without causing undue financial strain.
  RANK STRUCTURES AND
  INSIGNIA
  Most mercenary forces build their chains of command
  around a simplified version of the standard Star League rank
  structure, as shown in the Typical Rank Structure Table above.
  Most forces have also developed their own unique insignias
  that loosely reflect the rank structure, but several mercenaries
  have been known to shun such insignia as symbols of the
  unproductive bureaucracy and elitism that plague so many reg-
  ular military units and forced them to go independent in the first
  place. A few who do wear insignia show their personal disdain
  for such things by wearing them as cufflinks, on their hats or on
  their chests, in defiance of standard military practices.
  Brigadier General
  In the Successor State armies, a brigadier general (or
  simply, general) is an aide to a general. In the mercenary pro-
  fession, where the largest commands may possess multiple
  regiments, this rank is often used to identify the senior regi-
  mental commander.
  Colonel/Captain (Admiralty)
  Mercenary colonels typically com-
  mand regiments, though many battalion
  commanders style themselves colonels
  as well.
  In multi-regimental mercenary
  forces, the senior colonel is commonly
  considered first among equals, though
  many Successor State militaries require
  the senior colonel of a mercenary force to
  at least temporarily assume the rank of
  brigadier general to facilitate a smooth
  chain of command during operations.
  The admiralty rank of captain
  denotes the commanding officer of a mer-
  cenary DropShip or JumpShip. Historical
  tradition and practical necessity prohibit
  the presence of more than one captain
  aboard ship, and so any other captain aboard a DropShip
  assumes the courtesy title of commodore while on board
  (which confers no additional authority). For the same reason,
  non-admiralty captains (such as BattleMech, aerospace or
  armor force commanders) assume the courtesy title of major
  while on board.
  Lieutenant Colonel/Commander (Admiralty)
  The rank of lieutenant colonel is generally reserved for senior
  battalion (wing) leaders or the executive officer of a regiment.
  Admiralty commanders serve as executive officers or senior
  department heads aboard mercenary DropShips and JumpShips.
  Major/Lieutenant Commander (Admiralty)
  Majors typically command full battalions of BattleMechs,
  infantry or armor, while aerospace majors command abridged
  or full aerospace wings. Occasionally, majors serve as direct
  aides to colonels and other higher-ranking officers. The admi-
  ralty equivalent of a major, a lieutenant commander, common-
  ly oversees large departments on DropShips and JumpShips.
  Captain/Lieutenant (Admiralty, Support)
  Captains command BattleMech, infantry or armor compa-
  nies, or aerospace squadrons, but may also serve as aides to
  colonels and other higher-ranking officers.
  Officers of the
  equivalent admiralty rank, lieutenant, command large work
  centers or small departments, or serve as aides to captains
  and commanders.
  In technical or medical support forces, the rank of lieu-
  tenant is generally awarded to master technicians responsible
  for overseeing the maintenance of regiments or several inde-
  pendent battalions. This rank is an honorary position and con-
  fers no inherent authority or privileges, aside from senior rank
  over the relevant support staff.
  TYPICAL  RANK STRUCTURE
  Ground Forces
  DropShip and JumpShip Crews
  Technical Support Staff
  Brigadier General
  —
  —
  Colonel
  Captain
  —
  Lieutenant Colonel
  Commander
  —
  Major
  Lieutenant Commander
  —
  Captain
  Lieutenant 
  Lieutenant
  Lieutenant
  Ensign-Lieutenant J.G.
  Master Technician/Engineer
  Enlisted Personnel
  Sergeant
  Chief Petty Officers 
  Senior Technician/Engineer
  Corporal
  Petty Officers
  —
  Profession Title
  Spaceman
  Technician/Engineer
  
  34
  STANDARD OPERATING PROCEDURES
  Lieutenant/Ensign (Admiralty)/Master Technician (Support)
  In mercenary forces, lieutenants lead lances, elements or
  platoons. Sergeants are typically promoted to this rank after
  learning command skills.
  The admiralty rank of ensign is a probationary title for
  junior officers. After one year, an ensign is automatically pro-
  moted to lieutenant junior grade, provided that the ensign has
  committed no offense requiring disciplinary action.
  Ensigns
  typically command smaller work centers aboard DropShips
  and JumpShips.
  Master technicians are responsible for the care of vehicle
  battalions or aerospace wings, and oversee the battalion’s tech-
  nical support staff.
  Aboard DropShips and JumpShips, their
  equivalent (master engineers) are responsible for all mainte-
  nance requirements and also command the ship’s technicians.
  Sergeant/Chief Petty Officer (Admiralty)
  Sergeant is considered the senior enlisted post in a vehi-
  cle platoon, BattleMech lance or aerospace squadron, while
  infantry sergeants commonly serve as squad commanders. In
  mercenary forces, sergeants are often considered officers-in-
  training, and are routinely promoted to lieutenant. Some mer-
  cenary sergeants also commonly serve in the place of lieu-
  tenants, retaining their enlisted ranks.
  Chief petty officers are the senior enlisted supervisors of
  other enlisted personnel on a DropShip or JumpShip. Depending
  on the size of a ship and its crew, the crew complement may
  contain chief petty officers of three different grades:
  chief, senior chief and master chief.
  Senior technicians oversee the mainte-
  nance of aerospace squadrons or BattleMech
  and vehicle companies.
  Aboard a DropShip or
  JumpShip, a senior technician may oversee the
  ship’s weapons or engines.
  Corporal/Petty Officer (Admiralty)
  The rank of corporal is a type of “middle management”
  position rarely used outside infantry forces. A corporal’s job is
  often defined as taking the commanding officers’ orders, lis-
  tening to how the sergeant wants it done, and then figuring out
  how it has to be done and explaining that to the lower ranks.
  Admiralty petty officers perform much the same task.
  Profession Title/Spaceman/Technician
  In mercenary forces, MechWarriors, armor crews, infantry-
  men and pilots are simply referred to by their job titles and
  rarely wear any rank insignia. Aboard spacefaring ships, the
  generic shipboard personnel who make up the bulk of the labor
  force hold the rank of spaceman.
  Ideally, a technician (tech) and his crew of astechs (assis-
  tant technicians) are responsible for maintaining a single
  
  35
  STANDARD OPERATING PROCEDURES
  naries in formal settings wear dress uniforms saved from for-
  mer duty in regular armies, or a “generic” dress uniform only a
  hair removed from civilian formalwear.
  Some mercenary commands have dress uniforms con-
  nected to the command’s history. For example, the Northwind
  Highlanders’ tartan kilts, formal shirts and war sashes date
  back to that unit’s origins on ancient Terra. Other commands
  employ striking uniforms in which members cannot help but
  take pride. The dazzling dress uniform of the Kell Hounds, for
  example, features a double-breasted jacket cut to resemble a
  large hound’s head, with ears at the shoulders and a muzzle
  fastening down near the belt.
  MEDALS AND 
  DECORATIONS
  The notion of mercenaries awarding medals and decora-
  tions may seem incongruous, considering how assiduously
  most mercenary commands avoid rank insignia, titles, uniforms
  and other trappings of regular military service. Most mercenar-
  ies recognize medals and decorations as the cheap flattery they
  are, but certain awards have gained at least some currency in
  the mercenary profession as well as in regular army units.
  THE HOUND’S TOOTH
  The Hounds’ Tooth is a white enamel pin in the shape of a
  large canine tooth. It is awarded by the Kell Hounds only to
  warriors outside the mercenary command who have fought
  BattleMech or aerospace fighter. However, mercenary forces
  rarely maintain large support staffs, and so a single technician
  may be responsible for an entire element, lance or platoon,
  and usually lacks enough astechs. Engineers are the general
  technicians on DropShips and JumpShips; they perform all
  maintenance and run engine-room control panels.
  UNIFORMS
  Few mercenary commands enforce strict uniform dress
  codes. After all, the attention paid to such inessential regula-
  tions is one of the main reasons that drive many regular sol-
  diers to become mercenaries to begin with. Most mercenary
  commands allow their warriors to dress as they want, as long
  as an individual’s clothing does not hinder his or her perfor-
  mance of duties or offend local sensibilities. For example, a
  mercenary MechWarrior commander may allow her troops to
  wear garish colors, but no infantry commander would let his
  troops wear “hunter orange” in the field because such clothing
  would endanger their lives and jeopardize their mission.
  Some larger, more respectable (and typically, more suc-
  cessful) mercenary forces have established their own uniform
  styles, in the hopes of fostering a sense of camaraderie and
  “team identity” among their ranks.
  DRESS UNIFORMS
  Only very successful mercenary commands can afford
  such luxuries as dress uniforms. Consequently, most merce-
  
  36
  BattleMech. The decoration confers a pledge from the Angels
  to extend whatever aid they can to the recipient whenever he
  or she requests it.
  THE WALLS OF HONOR
  The Walls of Honor on Outreach are (currently) a series of
  four three-meter wide, five-meter tall, rectangular columns of
  polished black marble. Etched into each face and lacquered in
  gold are thousands of names, mercenary logos and dates.
  Commissioned by the MRBC in 3060, this solemn memorial
  was originally intended solely for all mercenaries killed or miss-
  ing in action during Operation Bulldog, but professional sol-
  diers killed or lost since the Clan Wars have been added in
  subsequent months and years. Each entry on the wall includes
  the warrior’s name, mercenary force logo, and year in which he
  or she was reported lost.
  Plans are already underway to
  expand the site by adding two more columns to the row, which
  stands on a special ferrocrete deck overlooking the shores of
  Lake Kearny. The new columns will commemorate all the mer-
  cenaries who fell during the FedCom Civil War or in related
  combat actions.
  Inclusion of a warrior’s name on these walls is restricted to
  those from mercenary commands with the highest citations for
  honor and excellence in the mercenary profession, as deter-
  mined by a special review panel chaired by the MRBC.
  Currently, this panel includes permanent representatives from
  the MRBC, the Northwind Highlanders, Wolf’s Dragoons and
  the Kell Hounds, but three “floating” seats are set aside every
  year for additional high-rated mercenary commands.
  THE SHIELD OF VALHALLA
  The Shield of Valhalla is a relatively new award for merce-
  naries who stage from Solaris VII. Commissioned in 3064 by
  Lord Jarvo Parmus, a former merc turned noble resident of
  Silesia in Solaris City, the award consists of a short blue and
  gray ribbon, at the end of which hangs a bronze medallion in
  the shape of an ancient Viking helmet set against two crossed
  battleaxes on a circular field.
  The Shield is worn like a standard campaign ribbon, and is
  awarded only to those mercenary MechWarriors who can veri-
  fy that they have successfully killed at least one enemy
  BattleMech from each weight class during the performance of
  a mercenary contract. The warrior must also prove that he or
  she took the contract on Solaris VII.
  STANDARD OPERATING PROCEDURES
  alongside them and earned their respect through a demon-
  stration of skill, courage and honor—three qualities strongly
  reflected in their founding members, Morgan and Patrick Kell.
  THE BLUE STAR
  Also called the Blue Star of Kerensky, this Star League
  medal was originally created to recognize the “unswerving loy-
  alty in the face of great hardship” displayed by veterans of the
  Amaris Civil War.
  Exactly thirty-seven of the medals were
  awarded after that campaign. When Kerensky called for the
  Exodus, every Blue Star recipient stayed behind, unwilling to
  break their pledge to act as defenders of the Inner Sphere.
  Thirty-two of those medal recipients formed the core of the
  Blue Star Irregular mercenary regiments. (Three had retired
  and have since passed away, and two of the original recipients
  dropped from sight a year after the Exodus.)
  Traditionally, whenever a medal holder passes on or
  retires from active duty, his Blue Star medal passes to an
  active member of the mercenary command. The new medal
  recipient is selected by a vote of the entire multi-regimental
  force for his or her loyalty to the Irregulars and commitment to
  the honorable conduct of war.
  Previous medal bearers are
  allowed to nominate their successors, and their nominations
  count for fifty votes.
  To date, no nomination has ever been
  overturned by popular vote.
  Twice, a Blue Star holder has left the Irregulars to serve
  with another mercenary force, but both times the medal was
  returned after the individual’s death in combat.
  Only one
  medal has ever been lost to battle damage, but a new one was
  crafted from the metal of that warrior’s Rommel-class tank.
  The Blue Star is a piece of blue steel edged in red enam-
  el, with a gold-etched shield in its middle.
  LEGION OF KARSSKHOV
  The Legion of Karsskhov is awarded by Avanti’s Angels in
  recognition of a sacrifice beyond the call of duty made to pro-
  tect an Angels member or the Angels as a whole. To date, five
  warriors have been inducted into the Legion of Karsskhov
  since its inception in August of 3058—four of them posthu-
  mously, including founding member Brent Karsskhov, who
  gave his life to protect the Angels’ executive officer.
  Any individual awarded the Legion of Karsskhov may dis-
  play the Legion emblem, the black silhouette of a Phoenix
  Hawk flanked by two golden angel wings, on his or her
  
  37
  FIELD MANUAL: MERCENARIES
  The following information provides a sampling from the
  MRBC’s Mercenary Force Briefs Database, highlighting more
  than sixty individual mercenary commands currently employed
  or known to be seeking employment in the Inner Sphere and
  Periphery. These represent just a few of the hundreds—if not
  thousands—of mercenary forces at large throughout the Inner
  Sphere, and while many routinely do business through the
  MRBC’s offices on Outreach, not all of them are registered with
  the Commission. The inclusion of such a broad range of com-
  mands is intended to provide prospective employers with a bet-
  ter understanding of the different types of mercenary forces upon
  which they already rely, or may choose to rely in the future. The
  profiles of several noteworthy groups have also been expanded
  to include particularly interesting sections of their histories, tac-
  tics and traditions. The following briefs include the Dragoons
  Rating and a condensed history of each mercenary command,
  describe available forces and composition, and highlight excep-
  tional officers, tactics and strategies. A detailed explanation of
  the Dragoons Rating system appears in the overview of the
  Mercenary Review and Bonding Commission in the Employment
  and Contracts section, p. 19.
  Each type of mercenary force within a command is identi-
  fied by one of the following unique symbols:
  warriors rarely show mercenaries any professional courtesy until
  a merc command reaches Veteran status. Elite forces are rare,
  comprised of some of the Inner Sphere’s most experienced and
  highly sought-after mercenaries. Elite mercenary commands—
  the type of forces featured in holoadventures—are famous for
  their exploits and usually receive the respect they deserve.
  A mercenary command’s current employer typically assigns
  its loyalty rating, Questionable, Reliable or Fanatical.
  Questionable mercenaries are those with a reputation for break-
  ing contracts or skirting the legal edges of contract violation,
  though newly formed mercenary forces without any track record
  may also receive this tag. Most employers recognize this distinc-
  tion and will give a new command the benefit of the doubt, though
  employing any other type of Questionable force is a gamble.
  Reliable commands are those that continue to uphold their con-
  tracts in the face of adversity, such as delinquent pay in arrears
  or unfair treatment, or that have remained loyal to a particular
  employer over many years. A Fanatical rating for a mercenary
  command does not mean blind loyalty to an employer in the
  sense of a House command willing to rush to its death in service
  to its government. Instead, a Fanatical mercenary force simply
  strives to uphold its end of a contract regardless of unfair terms,
  lack of support or even in the face of treachery. It generally takes
  a cataclysmic event, such as outright betrayal, to force such a
  mercenary command to break a contract.
  MERCENARY FORCE BRIEFS
  The force descriptions include the force's size, standard
  quality rating and general loyalty/reliability ratings. A force size
  can range from a single lance to an expanded regiment. Most fol-
  low standard Inner Sphere organizational schemes (see
  Standard Operating Procedures, p. 30), except where noted in
  the individual brief.
  The standard quality rating represents an estimation of a
  force’s overall skill and combat experience, averaged over
  assignments with several employers or over several years with a
  single employer. In general, commands with a higher quality rat-
  ing consistently perform better than those with lower ratings,
  regardless of other factors. The standard ratings, used through-
  out the Inner Sphere and Periphery, are Green, Regular, Veteran
  and Elite. A Green rating typically identifies a force largely made
  up of unblooded or inexperienced troops, but might also apply to
  more seasoned soldiers if the command is untested in battle.
  Regular forces are comprised of troops with average ability—sol-
  diers with at least some proven combat experience who have
  worked together for some time. Veteran commands have several
  years of active combat experience and are usually tapped for
  more vital (and dangerous) missions. As a rule, regular House
  AEROSPACE
  ’MECH
  ARMOR
  INFANTRY
  SPECIAL
  
  38
  ALWAYS FAITHFUL
  ALWAYS FAITHFUL: HONEST TO A FAULT
  Originally formed from a mishmash of SLDF and Rim Worlds regulars, the Always Faithful
  Brigade spent the First Succession War fighting for the Capellan Confederation, where heavy com-
  bat against House Marik cost them much of their Star League equipment. Lured into House Kurita’s
  service, the mercenaries fell afoul of the Combine’s infamous “company store” policy; their growing
  debts forced them to undertake many nasty assignments. Another force would have jumped con-
  tract, but the Faithful stayed true to their name. Upon capturing Davion JumpShip parts, the Faithful
  settled their accounts and departed Combine space. Reorganized into a single regiment at the start
  of the Third Succession War, this command served the Lyran Commonwealth on the Marik and
  Kurita fronts, seeing action in the heavy fighting around Tamar.
  Aldo Lestrade, Duke of Summer, feared the Combine might strike into the Isle of Skye—under-
  standable, given that a previous raid had cost him several family members and left him seriously
  wounded. Having often berated then-Archon Katrina Steiner for leaving the Commonwealth open to
  possible Kurita attack, Lestrade was determined to ensure that Summer, at least, would be defended, and thus hired the Faithful in 3026.
  Ultimately, Lestrade succumbed to a mortal threat not from Combine BattleMechs, but a presumed Kuritan assassin who penetrated the
  formidable security of Castle Lestrade and poisoned him with a rare neurotoxin.
  After Duke Lestrade’s death, unrest in the Free Worlds League provided the now-unemployed Faithful with work once more. First
  Duncan and later Thomas Marik employed the command in the campaigns to bring the breakaway Duchy of Andurien back under League
  control. During Operation Guerrero, Thomas “loaned out” several mercenary commands, including the Faithful, to the Capellan
  Confederation for their joint assault on the Sarna March. Though initially successful, the advance bogged down, eventually creating the
  Chaos March, and the Faithful were battered on the chaotic fields of Caph. Only the arrival of Word of Blake troops imposed a degree
  of order, and the troubled world became a Blakist protectorate.
  The Blakists were busy elsewhere, deploying elements of the Fourth Division and the mercenary Hsien Hotheads to protect the HPG
  on Hsien. Fearing the troops’ appearance as a prelude to a takeover attempt, anti-Capellan factions formed an uneasy alliance and hired
  the Always Faithful. The Blakist forces have made no overtly hostile moves, but Colonel Riel is concerned that the single Militia Level III
  he supposedly faces is actually a significantly larger force.
  The regimental insignia is a flaming sword, upraised against an inverted yellow triangle. BattleMechs use standard camouflage, but
  incorporate black trim in memory of the unit’s fallen.
  Dragoons Rating: B-
  OFFICERS
  Running his force and worrying about finances have worn Colonel Riel down, and his health is failing. Though he remains a capa-
  ble commander on good days, his doctor fears that the stress of combat could prove too much. Despite this, Riel has put off retirement,
  believing the Faithful could be ripped apart as his executive officer, Lt. Colonel Brian Renollds, and Major Deng Xiao of the Seventh
  Striker Battalion vie for control. Major Xiao is the unit’s force’s most tactically astute officer, and the other battalion commanders often
  defer to his suggestions, much to the irritation of Lt. Colonel Renollds (whom Xiao considers barely competent).
  TACTICS
  The Andurien campaign cost they Faithful their aerospace and infantry support, forcing them to fall back on direct tactics. Where
  possible, they try to fix an opponent in position and then use heavy ’Mechs to pummel a few lances before support can arrive. In con-
  trast, Major Xiao prefers to keep his battalion mobile, whittling away at the flank of an enemy and avoiding a head-on confrontation.
  SUPPORT
  Continuing financial difficulties have eroded the regiment’s support arm. Currently the mercenaries can only generate fifty percent
  of what they require. Similar difficulties during the Second Succession War forced the unit Faithful to sell their JumpShips and DropShips.
  Heavy ’Mechs are the regiment’s mainstay, including many
  stripped-down Star League-era designs (though a few have
  recently been refurbished). Battalion designations date back to
  the era when the Faithful fielded a full brigade. Though not
  fanatical about their history, members of the Faithful enjoy
  regaling new recruits with tales of their unit’s proud history.
  Always Faithful
  Regiment/Regular/Reliable
  CO: Colonel James Burrill Riel
  XO: Lt. Colonel Brian Renollds
  2nd Assault Battalion: Major Akira Sugioka
  5th Dragoon Battalion: Major Mordred Chivas
  7th Striker Battalion: Major Deng Xiao
  
  39
  THE ARCADIANS: DOGS OF WAR
  In the wake of the War of 3039, the militaries of the Federated Suns and Lyran Commonwealth
  were in a severe state of flux, especially with both nations continuing to unify their militaries into the
  AFFC. A number of officers and senior NCOs from both militaries chose to leave or retire, or found
  themselves the victims of cuts made in the name of streamlining. A few Federated Suns officers saw
  a tremendous opportunity in this post-war environment. They began to quietly recruit individuals
  from within the AFFS ranks to join them as they finally went independent.
  In the spring of 3042, twenty senior field-grade officers retired. Immediately cashing out their
  pensions and rounding up additional investment capital to purchase a regiment of BattleMechs—
  mostly older equipment destined for the scrap heap–they also brought with them more than
  enough officers and NCOs to fill enough billets for a typical AFFS ’Mech regiment. Thanks to the
  many contacts earned in a lifetime of service, these senior officers immediately landed garrison
  contracts with several major FedSuns defense suppliers.
  These initial contracts gave the mercenary force, christened the Arcadians, time to rebuild their ancient machines and ready access
  to lostech advances. Most importantly, these early contracts garnered them simple and profitable assignments, augmented by the occa-
  sional raiding mission, just to keep their skills honed.
  In the wake of the Clan Invasion, the AFFC took over the unit’s contract. They initially garrisoned the Capellan border, then served for
  five years along the Clan border before being rotated into the St. Ives Compact. There they almost immediately became embroiled in
  Chancellor Liao’s invasion of the Compact, and were recalled when that realm fell to the Confederation in June of 3063. The Arcadians
  were then routed to the world of Talcott, to hold the planet—and especially the GM manufacturing facilities there—for Duke George Hasek.
  Following the end of the FedCom Civil War, they took up station on Acamar, protecting it from the occasional Capellan-sponsored foray.
  Currently, the Arcadians are not registered with the MRBC. The mercenaries’ insignia is a crossed sword and lightning bolt set upon
  a gold shield.
  Dragoons Rating: Unrated
  OFFICERS
  Brigadier Michael Penne is the Arcadians’ ultimate leader. He is one of the original twenty founding members, elected as the unit’s
  force’s commander by those officers. Sixteen other founding members remain with the command, mostly serving in staff and advisory
  roles, though Colonel Andrews and Lt. Colonels Estevez and Prentiss prefer to remain in the field with their troops.
  TACTICS
  Equally proficient in traditional AFFS-style combined-arms fighting and unsupported battles, the Arcadians prefer to engage at
  range, peppering an enemy with withering fire before a flanking force rushes in to deliver the coup de grace.
  SUPPORT
  The Arcadians started life with a large and competent technician corps and have grown from there. Over the years they have pur-
  chased enough DropShips to transport the entire force and have signed long-term contracts providing them with two JumpShips for their
  exclusive use.
  The Arcadians
  Reinforced Regiment/Veteran/Fanatical
  CO: Colonel Bradley Andrews
  XO: Lt. Colonel Willard Estevez
  The majority of the force’s 126 BattleMechs are of relative-
  ly recent construction, including several Avatars and Sunders,
  as well as two Templars given to them by Duke Hasek. The first
  two battalions are the heaviest and serve as a shock force,
  while the third is a highly mobile cavalry squadron, able to run
  down almost any enemy.
  1st Arcadian Air Wing
  Reinforced Wing/Regular/Fanatical
  CO: Major Kelli Winston
  THE ARCADIANS
  This aero wing, consisting mostly of Stukas, Transgressors
  and Eagles, is the Arcadians’ most valuable and least known com-
  bat resource. The pilots are virtually fearless in their delivery of
  ordnance to the battlefield, especially in fast and low strafing runs.
  8843rd Armored Regiment
  Reinforced Regiment/Veteran/Reliable
  CO: Lt. Colonel August Prentiss
  The 8843rd—absorbed almost wholesale from a demobilized
  AFFS regiment fifteen years ago—has one cavalry squadron and
  two heavy battalions, one of which fields an entire company of
  Arrow IV-equipped Demolishers. The cavalry squadron has an
  attached mechanized infantry battalion that includes one company
  of battle armor, likewise a gift from Duke Hasek.
  
  40
  AVANTI’S ANGELS
  AVANTI’S ANGELS: TRIAL BY FIRE
  Born during the hard years of the original Clan invasion, Avanti’s Angels were treated as a sac-
  rificial force to be thrown into the teeth of the enemy when regular army commands turned in retreat.
  Their nothing-to-lose attitude followed them through campaigns in the Chaos March, the Periphery,
  and even in a short stint during the Star League Defense Force’s annihilation of Clan Smoke Jaguar.
  Recently, with the FedCom Civil War threatening the GioAvanti merchants in Skye, the Angels’
  commander took a leave of absence from his own command and led a small detachment back to
  his homeworld to aid his estranged family. Operating without a contract, the abbreviated Angels
  reportedly staged hit-and-run raids against pro-Katherine forces on Syrma and then pro-Victor forces
  on Zebebelgenubi. How this served GioAvanti interests is unknown, though without oversight any com-
  plaint that may surface against the mercenaries will likely be handled from higher levels in the LAAF.
  Avanti’s Angels employ a pristine white paint scheme with gold trim. The commander’s ’Mech, “Archangel”, is
  treated with a mother-of-pearl finish and has flames licking up the sides of its legs. The command insignia is a portrayal of the Greek
  character Icarus flying too close to the sun.
  Dragoons Rating: B+
  OFFICERS
  Commander Marcus GioAvanti hails from an influential merchant family in the Isle of Skye and attended the New Avalon MechWarrior
  Academy.Troubled relations with his family forced him out of the academy and eventually led him to Outreach.These strained feelings did not
  stop the commander from leading a portion of his force home during the recent civil war, though he left again without much fanfare (or, appar-
  ently, remuneration) only a few months after Peter Steiner-Davion assumed the archonship. Commander GioAvanti never signs away tacti-
  cal command rights.
  TACTICS
  The Angels specialize in hitting hard and fading fast—“seizing the initiative and throttling it,” as Marcus GioAvanti likes to say. They
  have also learned to salvage “on the fly.” MechWarriors are trained to quickly but carefully sever limbs, legs, and even heads and chunks
  of torso from fallen enemy ’Mechs.
  This mercenary command trains in tactical doctrine from single combat to six-’Mech lances, and can reorganize to any configuration in
  mid-combat. This kind of flexibility allows the Angels to adjust to any surprise thrown at them on the battlefield, and can generate chaos
  among any enemy force wedded to static combat tactics. GioAvanti constantly remixes his lances and companies, even renaming them in
  order to keep their working style from becoming predictable.
  SUPPORT
  The Angels’ DropShip assets are impressive for the command’s size. The Heaven Sent is an upgraded Union-class ship used as
  the main deployment vessel. Its second DropShip is an ancient Fortress, used primarily as a mobile maintenance depot. The Head of a
  Pin, or Pinhead, is held together by patches and a great deal of “happy thoughts” by the mercenary force’s technicians.
  Angels Aerospace
  2 Lances/Regular/Reliable
  Lance Cmdr: Nathaniel Klepper
  Using older Stingrays and a pair of refurbished TR-14
  Transgressors, the Angels can cover themselves on battlefield
  insertions and fly high-altitude reconnaissance. Still, Commander
  GioAvanti knows these are his most vulnerable resources.
  Frugality and judicious use of aerospace assets allows the Angels
  to maintain this risky venture.
  Angels Special Assault Force
  Mixed Company/Veteran/Reliable
  Force Cmdr: General Hanford Lee
  The assault force is a mixed company of armor and motorized
  infantry. The Angels field a lance of mixed-weight hovercraft; the
  infantry train in everything from anti-’Mech to recon functions.
  Avanti’s Angels
  2 Companies/Veteran/Reliable
  CO/ 1st Company: Marcus GioAvanti
  XO/ 2nd Company: Charlene Boske
  Always riding the edge of Elite status, the Angels never quite
  make that final break. Battlefield attrition and an occasional stroke
  of misfortune always seems to beat them back down to Veteran
  status.
  The Angels deploy a large number of older machines,
  including a few never upgraded with modernized weaponry.
  Only two lances incorporate post-3055 designs. Making up for
  this, the mercenaries own approximately forty tons of Clan tech-
  nology that they have managed to jury-rig into their Inner
  Sphere designs; their command lance includes a C3 network .
  
  41
  BANNOCKBURN’S BANDITS
  BANNOCKBURN'S BANDITS: STEADY ON.
  For a unit whose symbol is a hand clutching a bag of gold, Bannockburn’s Bandits has
  been remarkably stable in its dealings with the Taurian Concordat. One of the oldest mer-
  cenary commands in the Periphery, the Bandits have been in service to the Concordat
  longer than many more prominent forces have even existed.
  This record becomes truly impressive when considering that the Bandits’ 'Mech
  assets tend to be on the light side and have been since 2997, when they left their last
  employer, the Draconis Combine, citing unfair treatment. For nearly a century since, not
  much has changed for the Bandits, apart from the names of unit commanders and a recent tech-
  nological upgrade provided in recognition of their long and faithful service. Though their combat
  units are far from pristine, the Bandits’ two ’Mech battalions, aerospace squadron, and infantry com-
  panies, are well maintained and piloted by competent warriors.
  These mercenaries positively drip with tradition, and one of their proudest is loyalty. In 3064, the
  Bandits’ commander, Colonel David Bannockburn, renewed his contract with the Taurian Concordat, refusing a potentially more lucra-
  tive offer tendered by Marshal Cham and the secessionist Calderon Protectorate movement. His harsh and very public refusal forced
  Marshall Cham to transfer his generous offer to the Clean Kill mercenary command instead.
  Dragoons Rating: C
  OFFICERS
  Colonel David Bannockburn, a descendant of the original Bandits commander who led them into the Periphery, is a skilled officer
  with a good reputation for using his forces effectively. His executive officer, Lieutenant Colonel Katherine Morgan, is an experienced sol-
  dier with a reputation for saying no.
  TACTICS
  The Bandits use a variety of fast-moving strike and fade tactics, combined with aerospace artillery support. They have a reputation
  for hitting an enemy flank at just the right moment when fighting alongside Taurian Regulars in a defensive environment, while their offen-
  sive tactics generally focus on striking to demoralize an enemy force in its rear areas.
  SUPPORT
  Bannockburn's Bandits have only enough technical support to handle 75 percent of their maintenance needs.The unit owns its own
  DropShips, but relies on its employer for JumpShip assets.
  Bannockburn’s Bandits
  2 Battalions, 1 Company/Veteran/Reliable
  CO: Colonel David Bannockburn 
  XO/1st Battalion: Lt. Col. Katherine Morgan 
  2nd Battalion: Major Isaac Carter
  Headquarters Company operates primarily as a fast-reac-
  tion force and general fix-it formation to cover the flanks of the
  two line battalions. Also attached to the HQ Company are most
  of the Bandits’ rear-area support troops, including recruiters,
  trainers and transport personnel.
  First Battalion (Morgan's Lancers) conducts ground-based
  recon and spotter duties, as well as fast strikes at enemy weak
  points and rapid advances in broken country.The battalion also
  trains heavily in other light cavalry missions and has a reputa-
  tion for sturdiness under severe pressure.
  Second Battalion (Carter's Commandos) are short one
  company, with survivors of India Company having been folded
  into David and Echo companies after losses in the Pleiades
  offensive. The Commandos specialize in fast strikes into
  enemy rear areas.
  Bannockburn Aerospace
  Squadron/Veteran/Reliable
  Squadron CO: CWO Harriet Swiller
  The Bandits’ aerospace fighters are divided into two-fighter
  lances, with one lance assigned to each battalion and the
  Headquarters Company.
  The Bandit's Boys
  2 Companies/Veteran/Reliable
  Infantry CO: Maj. Benedict Washington III
  Golf and Huey Companies were originally components of the
  two ’Mech battalions, but have become more independent in the
  wake of changes to the Bandits’ organization. This new status
  reflects the greater trust Colonel Bannockburn has placed in
  them. Both infantry companies are motorized forces with anti-
  ’Mech training.
  
  42
  BARRETT’S FUSILIERS
  Barrett’s Fusiliers
  Regiment/Veteran/Reliable
  CO: Colonel Nikita Barrett
  XO/1st Battalion: Lt. Colonel Franco Hudmeyer
  2nd Battalion: Major Sasha Rayners
  3rd Battalion: Major Robert "Bama" Baumhauer
  The Fusiliers favor fast, maneuverable machines. Each bat-
  talion has one assault and two battle companies. Just over fifty
  percent of the regiment has been upgraded, with more expect-
  ed by year’s end. New machines, like House Liao’s Jinggau,
  have been seen in their ranks. The Fusiliers also deploy a regi-
  mental command company and battalion command lances.
  Barrett’s Armored Cavalry
  Reinforced Battalion/Veteran/Reliable
  Armor Cmdr: Major Andrew Jacobs
  BARRETT’S FUSILIERS: THE LIGHT MUSKETEERS 
  The Fusiliers were raised by founder, Alonzo Barrett, of House Steiner’s Third Royal Guards, who
  resigned in 2995 to strike out on his own, gathering a core company of veteran MechWarriors, and a fight-
  er squadron to form his own mercenary command. A consummate historian, Barrett researched his fam-
  ily heritage and discovered his descent from a member of the French Royal Guard once known as The
  King’s Musketeers. Starting a unit tradition, he equipped his troops with epées and Musketeers’ uniforms
  for dress occasions.Though much of their missions were uneventful, Barrett’s Fusiliers managed to claim
  a full ’Mech battalion with aerospace support that included a new Overlord-class DropShip captured from
  the Eighteenth Dieron Regulars during the defense of Sevren earlier that year.
  During the Fourth Succession War, Barrett’s Fusiliers took a pounding on Sabik, losing half the com-
  mand to Kingston’s Caballeros, but returned after six months’ rest to help destroy the Fourth Proserpina
  Hussars on La Blon. After the war, they signed with the Free Worlds League, where they would remain until
  3057, eventually expanding to regimental size. Relations between the League and the Fusiliers had begun to
  wane by then, but the mercenaries still played a role in Operation Guerrero, fighting on Shuen Wan before they
  received orders to support Liao troops. Despite the death of Colonel Raul Barrett in the final days of the war, who had
  commanded since his father’s death in 3035, the Fusiliers’ professionalism allowed them to continue on under the command of Raul’s son,
  Nikita Barrett. The Capellans treated the regiment well, and at the end of Operation Guerrero, Nikita Barrett opened talks with House Liao
  for a new contract. The LCCC, catching wind of this, moved to secure the Fusiliers with a remarkably generous counteroffer that the
  younger Barrett found himself unable to refuse, preventing the Fusiliers from leaving the Free Worlds’ employ.
  Barrett’s Fusiliers paint their machines olive drab. The unit new insignia depicts a musketeer with a drawn epée, on which is the
  inscription, “All for one and one for all.”
  Dragoons Rating: B+
  OFFICERS
  Colonel Nikita Barrett is a new breed of Fusilier officer. A graduate from the Orloff Military Academy, he proved himself a capable
  commander on Old Kentucky. He is a natural leader with a solid grasp of the combined-arms tactics that have become so important in
  the modern battlefield.
  TACTICS
  With the inclusion of combined arms, anti-’Mech infantry, and guided munitions, the Fusiliers have become more effective. Today,
  the regiment employs cavalry-style attacks coupled with precision bombing and artillery support.
  SUPPORT
  The Fusiliers have full tech support, as each MechWarrior is qualified to repair his or her own machine while working with the reg-
  iment’s techs and astechs. The Fusiliers have three Overlord- and two Fortress-class DropShips.
  Originally a company of LRM carriers, the Cavalry soon
  grew to incorporate a company of mobile artillery vehicles and
  Schiltrons. After Operation Guerrero, they received a full com-
  pany of hovertanks, including Regulators, from the CCAF. The
  Cavalry even claims a company of jump infantry and another of
  mixed Longinus and Achileus battle armor, compliments of their
  new contract with House Marik.
  Barrett’s Bombardiers
  Wing/Veteran/Reliable
  Infantry Cmdr: Major Franz Gregoravich
  For more than thirty years, the Bombardiers were the stal-
  wart support of the Fusiliers’ ground forces; they’re now an inte-
  gral part of any battle plans. Adept at precision bombing and
  ground support, the wing are equipped with advanced fighters,
  including a few Shivas.
  
  43
  BATTLE MAGIC
  BATTLE MAGIC: SUPPORT SPECIALISTS
  A mercenary command formed by ’Mech Magic, Incorporated and trained by Dragoon technicians
  to master Clan technology, Battle Magic has established a reputation for technical excellence. The
  skilled technicians of the support company work with militias or other mercenary units, aiding them in
  upgrading existing equipment with recovered lostech, installing new Inner Sphere technology or even
  fitting and maintaining Clan-made equipment. Battle Magic often raided into the Clan occupation
  zones to acquire Clantech, but with the spoils from Operation Bulldog and the Jade Falcon Incursion
  flooding the market, it has become more cost-effective—and less risky—to pay the market price.
  Captain-tech Jana Nakitsu kept her command out of the fighting in the FedCom Civil War.
  Battle Magic has since made a healthy living selling its technical expertise to broken mercenary
  forces that streamed back to Outreach to rebuild.
  Having mastered many of the secrets of Clantech, Battle Magic recently expanded its field of exper-
  tise to include battle armor, a relatively rare but gradually expanding new weapon in many mercenary arse-
  nals. Rumor has it that Captain Quaid is working with the Blackwell Corporation to develop an inexpensive and
  reliable battle armor design for the mercenary market.
  Battle Magic uniforms and equipment use a gold-on-black color scheme. The unit’s insignia is a black lightning bolt spread over a circular
  gold field. It is worn as a shoulder patch on uniforms or painted on ‘Mechs, vehicles and battle armor wherever the warrior or his crew desires.
  Dragoons Rating: A+
  OFFICERS
  Though confined to a wheelchair, Jena Nakitsu continues to direct the daily activities of her command. Battle Magic technicians have
  even modified the cockpit module of a BLR-4S BattleMaster to accommodate her wheelchair in the passenger position.
  Captain Regina Quaid brings with her ten years of experience gained as part of the Federated Commonwealth’s battle armor devel-
  opment program, and now commands the Tech Raiders Armored Infantry.
  TACTICS
  The addition of battle armor and OmniVehicles gives Battle Magic an even wider range of tactical options. Diversionary tactics are
  still the norm, but with infantry to back up their armor and ’Mechs, these mercenaries rarely run into any situation they cannot handle.
  SUPPORT
  Battle Magic possesses no integral transport assets, preferring to hire DropShips and JumpShips on a contract-by-contract basis
  rather than tie up resources on expensive ships. With so much technical skill on hand, the unit has more than sufficient support.
  Battle Magic
  Company/Elite/Reliable
  CO/Support Commander: Captain-Tech Jena Nakitsu
  With Clantech more widely available, Battle Magic techni-
  cians have continued to familiarize themselves with Clan
  weaponry. Following the acquisition of an ATM system, Jena
  Nakitsu has directed her crew to assess the possibilities of
  adapting conventional LRM launchers to use multiple munitions.
  Battle Magic ’Mechs
  2 Lances/Veteran/Reliable
  BattleMech Cmdr: Captain Sloan DeVries
  Battle Magic played on its reputation to acquire a
  number of advanced designs, including four OmniMechs, but
  with only eight qualified MechWarriors, the command cannot
  field all the equipment on hand. Many of these ’Mechs have
  seen extensive rebuilding to showcase specific aspects of Clan
  technology.
  Battle Magic Air Support
  2 Lances/Veteran/Reliable
  Wing Commander: Captain Simon Klause
  A pair of Eisensturm OmniFighters recently replaced two of
  the wing’s much-modified craft. The Air Support pilots are still
  experimenting with different weapons configurations, but with
  access to Clan weaponry, these heavy fighters will doubtless prove
  deadly regardless of the payload.
  Battle Magic Tech Raiders
  2 Companies/Veteran/Reliable
  Armor Cmdr: Captain Regina Quaid
  The Tech Raiders have developed a pack-rat mentality that
  would drive the commander of a conventional force mad. Their
  vehicles sometimes resemble mobile scrapheaps, so large is the
  quantity of salvaged equipment tied onto their external cargo racks.
  The Raiders have expanded their capabilities through the
  acquisition of several Bandit Hovertanks from the Dragoons and
  the addition of a few standard Inner Sphere battle armor suits.
  
  44
  THE BLACK OUTLAWS
  Black Outlaws
  Reinforced Battalion/Veteran/Reliable
  CO: Major Freeman Johnson
  Able Company: Captain Jacob Best
  Baker Company: 1st Lieutenant Brian Pohanka
  Charlie Company: 1st Lieutenant Alvin P. Hill
  The command lance is made up of five Inner Sphere
  OmniMechs operating independently of the companies to sup-
  THE BLACK OUTLAWS: DARK PHOENIX
  The Outlaws arose from a battalion of Federated Suns MechWarriors who mutinied on
  Halstead Station late in 3039. Commandeering four DropShips and one of the attached JumpShips,
  they fled the FedSuns and made their way to the Rasalhague Republic, where they offered their ser-
  vices as mercenaries. A Rasalhague representative jokingly called them outlaws because of their
  appearance, and the name stuck. Commanded by then-Major Donald Trent, the Outlaws garrisoned The
  Edge, located on the border of the Republic and the Periphery, until the arrival of the Clans.
  In March of 3050, elements of Clan Wolf’s Sixteenth Battle Cluster landed on-planet, and the Outlaws
  met them on the Plains of Torneträsk. Though they attempted to fight a set-piece battle against the Clan, only
  two companies of Outlaws survived to withdraw to Rodigo. In May of that same year, Clan Wolf forces appeared
  again over that planet, as if following the Outlaws like a dark cloud. History repeated itself on Rodigo, with only a
  battered remnant of the command able to retreat to Memmingen.
  On Memmingen, the Outlaws were able to rest and replace some material losses, where they met up with the
  Black Omen, another mercenary command mauled by the Clan invaders on Damian. (Lack of HPG communications caused both groups
  to be listed as destroyed until after the Clan War.) For their survival, both commands found it prudent to form an alliance. In late November
  3051, the Wolves jumped into the Memmingen system to face a defending force that included the Third Drakøn, the Outlaws and an
  armored division. During the battle, the Outlaws overran a Wolf supply cache, capturing much needed supplies, two Clan BattleMechs,
  and four second-line warriors. Major Trent ordered his Outlaws offworld upon receiving word from the Drakøn’s commander of Star
  Colonel Marcos Radick’s actions against the village of Danton, but died in action just after issuing the command.
  The Outlaws withdrew to Ueda, where Major Edwina Forrest of the Black Omen, the most senior commander between the two sur-
  viving forces, was made overall commander for both. The Outlaws were then transferred to Karbala, where they spent four years replac-
  ing lost materiel and manpower. The Outlaws renamed themselves the Black Outlaws, in recognition of their camaraderie with the Black
  Omen, and Major Forrest reorganized the force into a Clan-style Cluster with a command lance. Shortly thereafter, a small force of Black
  Omen warriors reclaimed their independence and departed for the Draconis Combine. In 3067, the Outlaws transferred to Tukayyid under
  contract with ComStar.
  The Black Outlaws paint their ’Mechs raven black with a mural of a red, orange and gray phoenix covering the torso. The command’s
  insignia is a phoenix set on a blood-red inverted triangle trimmed in black and is placed on the shoulders and flanks of all units.
  Dragoons Rating: A
  OFFICERS
  The Outlaws are led by Major Freeman Johnson, who assumed command after Major Forrest’s mysterious death on Tukayyid. An orig-
  inal Outlaw, Major Johnson is a skilled tactician and expert at small-unit operations. He is a natural leader and has the Outlaws’ full support.
  TACTICS
  Having battled and survived Clan Wolf in three major engagements during the invasion, the Outlaws have developed a unique per-
  spective on Clan warfare, and honed their skills accordingly. As a result, the mercenary command is highly experienced in Clan Trials
  and adept at manipulating the spirit of the Trial without breaking the letter of its rules.
  SUPPORT
  The Outlaws have their own Invader-class JumpShip and four Union DropShips. Their technicians provide only fifty percent of the
  command’s support, though ComStar technicians presently provide the balance. The Outlaws are ninety percent upgraded with Star
  League tech.
  port them as necessary. Able Company is the command’s battle
  unit, made up of fast mediums and heavies. Baker is the recon
  unit, made up of jump-capable light and medium ’Mechs. Charlie
  Company is the assault company, with no ’Mechs weighing less
  than 80 tons, and its third lance is made up entirely of Clan Wolf
  freeborn warriors plus one MechWarrior who won a slot in the
  lance. This lance has a Warhammer IIC and a Highlander IIC, the
  only Clan ’Mechs in the command.
  
  45
  THE BLACKHEARTS: SMOOTH OPERATORS
  Until recently, the exact details of the Blackhearts were more rumor than fact. When asked,
  members always stated that their command arose from former Star League forces stranded in the
  Periphery, where they operated until 2866, when Archon Elizabeth Steiner hired them during a mer-
  cenary buildup. Early in 3028, Lyran intelligence uncovered evidence revealing the mercenaries’ ori-
  gins as elements of the former Special Armed Services, special teams that served in the Regular
  Army’s elite anti-terrorist organization. Recruited only from Terran Hegemony troops, the SAS estab-
  lished itself as the Star League’s premier covert operations team, with about a hundred battalions of
  SAS teams active by 2753, all dedicated to finding and rooting out terrorist groups "without resort-
  ing to equally violent actions" (though such was not always the case).
  Faced with this revelation, Colonel Johnson confirmed that her command had originated from
  the Seventy-seventh SOG, which operated in the Taurian Concordat. Believing his command was
  about to be cashiered, Colonel Johnson was stunned when General Nondi Steiner offered the
  Blackhearts a part in Operation Götterdämmerung. In June 3028, the entire command was transferred from
  Anywhere to Ridderkerk, their jump-off point. On August 25th, the Blackhearts landed on Basiliano with the Twenty-
  fourth Arcturan Guards, engaging the Night Stalkers and forcing them to withdraw. Following Basiliano, the Blackhearts captured Kufstein
  and Engadine, while supporting the Twenty-sixth Lyran Guards. Following the war, the Blackhearts moved on, signing a contract with the
  Free Worlds League. During Operation Guerrero, they operated with Capellan guerrillas on Capolla, but departed shortly after defeating
  the Lyran garrison, after discovering that their Capellan allies were Zhanzheng de guang terrorists.
  The Blackhearts paint their machines in a black, white and gray tiger-striped camouflage pattern.Their insignia is a light blue kite shield,
  trimmed in gold. The shield bears a red and white checkered device in its center, with red hearts in the upper left and lower right corners.
  Dragoons Rating: B
  OFFICERS
  Colonel Marcus Johnson assumed command when Sandra Johnson retired. A consummate professional whose grasp of tactics and
  special operations is eerily brilliant, Marcus is a natural pilot and commander who leads by example.
  TACTICS
  The Blackhearts cross-train in a variety of tactics and are equally adept at every style from small-unit combat to regimental maneu-
  vers. They excel at nighttime operations, where they operate freely using their special training.
  SUPPORT
  SAS doctrine dictates that SOG units have self-contained support for field operations. The Blackhearts adhere to this doctrine, pro-
  viding all their own technical support. Transportation includes three Overlords, two Fortresses, two Seekers, a Vengeance and two
  upgraded Triumph DropShips for special missions.
  The Blackhearts
  Regiment/Veteran/Reliable
  CO: Colonel Marcus Johnson
  XO/7th Striker: Major Glen Allen Stryker
  21st Light Horse: Major Tammie La Franc
  35th Dragoon: Major Bekkard Jamieson
  The regiment includes an independent command lance for
  the battalions and the regiment as a whole. The Seventh
  deploys medium and heavy BattleMechs and is the command’s
  workhorse. The Twenty-first consists of light ’Mechs and serves
  as a screen/recon force. The Thirty-fifth Dragoon deploys
  assault and heavy ’Mechs. All of these machines are 90 percent
  upgraded with Star League technology.
  Blackhearts Armored Cavalry
  Regiment/Veteran/Reliable
  Cavalry Cmdr: Major Thaddeus Cameron
  The Fourteenth ACS is a cavalry squadron comprised of hover
  and tracked vehicles.The Fifty-sixth Artillery is the Blackhearts’ mobile
  artillery squadron, including Long Toms. The Seventy-seventh is the
  Blackhearts’special operations command and makes strict use of hov-
  ercraft and VTOLs.The regiment has 25 percent upgraded equipment.
  Blackhearts Flying Lions
  Wing/Veteran/Reliable
  Wing Cmdr: Major Ariel Summerfield
  The Flying Lions are descendants of an original SAS aero-
  space wing. The wing remains organized according to its original
  SLDF scheme, containing fifty-four fighters in nine squadrons. All
  pilots are trained in all aspects of fighter tactics, including ground
  support. The wing is equipped with 45 percent upgrades.
  THE BLACKHEARTS
  
  46
  BLUE STAR IRREGULARS
  BLUE STAR IRREGULARS: BUCKING THE ODDS
  The Blue Star of Kerensky was a Star League medal awarded to veterans of the Amaris Civil
  War in recognition of “unswerving loyalty in the face of great hardship.” Only thirty-seven of these
  medals were conferred before the fall of the League and Aleksandr Kerensky’s Exodus. Every recip-
  ient chose to remain behind, keeping their pledge to act as defenders of humankind.
  Two recipients later dropped out of sight and three others passed away before Colonel
  Jeremiah Brighton put out the call in 2788 for all medal winners to join him in resurrecting the honors
  and traditions of the Star League Army. With the bulk of these troops coming from the disbanded
  1894th Light Horse, Twenty-first Rim Worlds and the Avatars of Painful Death, these regiments re-
  formed as a mercenary command. The newly christened Blue Star Irregulars chose House Davion as
  the most honorable of available masters, and have served that House well for nearly three hundred years.
  When Kerensky’s descendants returned to the Inner Sphere, the Blue Star Irregulars saw them as
  a perversion of the great general’s vision, rather than the evolution of it. Hard-pitched fighting between the Blue
  Stars and Jade Falcons destroyed the Avatars and all but decimated the Twenty-first Rim Worlds. Though the bat-
  tered command managed to pull back with some gains made, it would take them years to rebuild even two full regiments.
  The Irregulars spent another decade sparring against the Falcons, including some hard fighting in the middle of the Steiner-Davion
  civil war. Many good warriors fell, including several Blue Star caretakers, but the Irregulars nonetheless answered the call when Morgan
  Kell summoned them in support of Peter Steiner-Davion’s move to assume the Archonship. Brutal fighting on Tharkad broke the 21st
  Rim Worlds and severely wounded the Light Horse, but support from the highest levels of the new Lyran state makes it likely that the
  Irregulars will return to full fighting strength before resuming duty in the Federated Suns.
  ORGANIZATION AND COMMAND
  Regimental commanders must be caretakers of the Blue Star of Kerensky. Most battalion commanders are also caretakers, though
  this is not required. Earning one of these medals—typically upon the death or retirement of an active member—is thought to be a large
  step toward some kind of command position. The commanding officer of the 1894th Light Horse is considered the overall commander
  of the Irregulars.
  Both regiments employ regimental and battalion command lances. The Light Horse works well in combined-arms operations, but
  the reconstituted Twenty-first lacks the easy working relationship enjoyed by its companions. The Irregulars field some of the most
  advanced ’Mech designs in the Inner Sphere, including two full companies of Clan Omnis.
  SUPPORT
  The Blue Star Irregulars remains the only Inner Sphere mercenary command in control of a WarShip. Kerensky’s Blues is a Fredasa-
  class vessel, captured from Clan Jade Falcon during a combined assault by the Irregulars and Hell’s Black Aces in 3055. The WarShip
  suffers constantly from poor maintenance, and during the space battle over Tharkad it took a critical pounding. Though obviously too
  large and costly for the Irregulars to fully support, they refuse to give it up. The unit also owns enough JumpShips and DropShips to
  transport the entire command.
  Problems with the Kerensky’s Blues excepted, the Irregulars’ staff provides roughly 90 percent of all technical support. This includes
  field maintenance on two companies of Clan OmniMechs, though any major overhaul of these machines is contracted out to Wolf’s
  Dragoons or the Wolves (in-Exile).
  COLORS AND INSIGNIA
  Blue Star field uniforms consist of dark blue, silver-trimmed flight suits for pilots; dark blue one-piece body suits for MechWarriors;
  and dark blue padded fatigues for armor and infantry. Dress uniforms are dark blue trousers with dark silver piping, a dark silver band-
  ed collar shirt and a dark blue vest. A jacket-cape and knee-high black boots complete the officer’s dress, while enlisted ranks wear a
  standard jacket. Rank and unit insignia are worn on the left sleeve cuff of both jacket and shirt.
  For their BattleMechs and vehicles, the 1894th employs a dark blue paint scheme with lots of silver-steel striping. The Twenty-first
  uses a solid dark blue scheme that appears black under any but the best lighting. The force insignia is a blue-steel star set against a sil-
  ver shield and is placed on the upper torsos of ’Mechs. Unit members also wear this as a patch on the left breasts of their uniforms.
  Regimental crests are worn as patches on sleeves, right above rank insignia.
  The Blue Star irregulars currently hold thirty-one of the original thirty-seven Blue Stars of Kerensky. Caretakers may wear them at
  high-dress functions only, pinned to the left breast. A thirty-second medal was recently lost to Clan Jade Falcon, which the mercenary
  command plans to get back. One of the five lost medals has also turned up recently, on display in the Snord museum on Clinton.
  Negotiations to return that medal to the unit are not faring well.
  
  47
  1894TH LIGHT HORSE
  1894TH LIGHT HORSE: KEEPERS OF THE FLAME
  The Light Horse shows no hesitation when demonstrating its loyalty to the Irregulars or to the
  Steiner-Davion line. In 3057, Katherine invited the Irregulars to remain in Lyran space as a most-favored
  command, supporting her over her brother, Victor. Colonel Lwai lost little time in arranging his reply.
  Early in 3058, he sent his message to Tharkad: The Blue Star Irregulars will forever support a rightful
  claim to the Federated Commonwealth.The regiment then abandoned its garrison on Rasalgethi, mov-
  ing into the Arc-Royal Defense Cordon and submitting to Morgan Kell’s command.
  During the FedCom Civil War, the regiment made good on its pledge by joining the task force
  that stormed Tharkad in support of Peter Steiner-Davion. Though the mercenaries had wanted more
  than anything to move to Victor’s side, events conspired against them and Kell had made a con-
  vincing case for kicking out Katherine’s stronger support first. The 1894th fought and won several
  crucial battles, but took a heavy morale hit when they could not reach the besieged Twenty-first Rim
  Worlds before the second Irregulars regiment was decimated.
  The 1894th rallied in time for the final push at Tharkad City, breaking through loyalist positions to bolster Peter’s sagging assault. With a
  heavy battalion moving in on the capital, the Eleventh Arcturan Guard tendered its surrender.
  The 1894th’s regimental insignia is a galloping brown and white pinto facing right, painted on the lower left torso of all BattleMechs.
  Sparks and silver-blue stars surround the horse’s feet as if struck from the ground upon which it runs, trailing behind in a swath across the
  entire torso. Stars are outlined in red for every kill made by the warrior. Aerospace fighters replace the pinto with a light blue Pegasus,
  armor with a heavy Clydesdale.
  Dragoons Rating: A*
  OFFICERS
  Wu Sen Tang rose to command after the battle for Tharkad City, and received a commendation from the new Archon. He accepted
  a temporary posting to Black Earth as the 1894th rebuilds with equipment drawn from Inarcs and Coventry, but has stated his desire to
  return to the newly reinstated Federated Suns.
  TACTICS
  With a confidence won over centuries, the 1894th specializes in high-speed maneuvers requiring tight formations and pinpoint timing.
  1894th Light Horse
  Regiment/Elite/Fanatical
  CO: Colonel Wu Sen Tang
  XO/ 1st Battalion: Lt. Colonel Tracy Jamison
  2nd Battalion: Major Peter Orullian
  3rd Battalion: Major Kelle Vozka
  The regimental command lance is a strengthened force of six
  ’Mechs. Generally, each Light Horse battalion is comprised of one
  heavy company, one medium and two mixed light/medium compa-
  nies. Battlefield losses currently have the unit down to 82 percent.
  First Battalion employs a full company of Clan BattleMechs
  and Omnis.The regimental and battalion command lances all con-
  tain at least one Clan machine as well.The command also boasts
  two companies of Inner Sphere OmniMechs upgraded with Clan
  technology sprinkled throughout the battalions.
  Star Hunters
  Strengthened Wing/Veteran/Fanatical
  Wing Cmdr: Major Iso Kasigi
  The Star Hunters field a host of 26 fighters, primarily light
  designs with a few mediums. After replacing losses over Tharkad,
  only half the fighters still employ Clan-tech weapons. The Star
  Hunters are grouped into four squadrons, with a two-fighter com-
  mand element.
  1894th Cavalry
  Battalion/Elite/Fanatical
  Armor Cmdr: Lt. Colonel Michael Mulvihill
  The 1894th’s heavy cavalry can engage the enemy without direct
  BattleMech support. Demolishers and Sturmfeur designs are
  favorites. As the unit rebuilds from the civil war, Lt. Colonel Mulvihill
  hopes to hang onto its new Elite status. There is also talk of building
  a fast-assault battalion of heavy hovercraft to support the Light
  Horse’s preferred flanking tactics.
  1894th Tactical Recon Group
  Battalion/Regular/Fanatical
  Infantry Cmdr: Major Karstan Rappahladron
  The First Company of these reconnaissance and covert-action
  specialists is equipped with VTOLs, while Second and Third are a mix
  of scouts, demolition experts and communication specialists. All work
  together to gather and assess intelligence, and then pass their find-
  ings along to the regiment.
  
  48
  21ST RIM WORLDS
  21st Rim Worlds
  Regiment/Regular/Reliable
  CO: Colonel Hank Hatfield-McCoy
  XO/1st Battalion: Major Preiss Whitcock
  2nd Battalion: Major Raffia Dayton
  3rd Battalion: Major Zachary Busch
  Even with new hand-selected recruits, the Twenty-first Rim
  Worlds has degraded beyond patch-and-fix repair. The regimen-
  tal TO&E is full of holes, currently standing at only 58 percent
  manpower and 46 percent materiel. The only shining star in this
  situation is a full company of Clan OmniMechs and BattleMechs
  now distributed throughout the regiment’s command lances. As
  with the 1894th, regimental command is made up of six
  BattleMechs rather than the usual four. The Twenty-first Rim
  Worlds traditionally relies on heavier designs than the Light
  Horse, a tradition they are unlikely to give up as they rebuild.
  21ST RIM WORLDS: ASHES TO ASHES
  The Twenty-first Rim Worlds has been here before. Hammered into near-oblivion by Clan Jade Falcon
  in 3054, only thirty-two MechWarriors and fewer BattleMechs survived, yet they managed to rebuild more
  rapidly than most by recruiting warriors Dispossessed by the Clan assault.
  This time, after suffering hideous losses in the mountain passes of Tharkad, the Twenty-first is rebuild-
  ing again, from forty-one warriors but only twelve serviceable machines. The Golden Lions did a thorough
  job of smashing the Twenty-first into a materiel sinkhole, but they could not break the spirit of such a strong
  command. Morgan Kell assisted by letting the Irregulars search his Kell Hounds’“farming teams” for members
  that matched the command’s fighting philosophies and style. Archon Peter Steiner-Davion likewise came
  through with the promise of resources channeled from Inarcs and Coventry.
  Many Lyran officers expected the Irregulars to return to the Federated Suns (and likely wished for
  it, with the heavy draw the mercenaries would be on the Lyran logistics corps), but they have remained for
  more than material support. In fact, an incident with the Twenty-first prompted Colonel Wu Sen Tang to accept
  a Black Earth posting instead. In the Jade Falcon strikes a few years before, the Clan had taken one of the reg-
  iment’s Blue Star caretakers as bondsman, and with him one of the coveted Blue Star medals. Intelligence placed
  both up near the Melissia Theater in Lyran space.
  It may seem ludicrous to some to risk restarting another war for the sake of one warrior and a piece of metal, but that is exactly what
  the Irregulars may do; as long as they have the support of Morgan Kell and Peter Steiner-Davion, they are likely to get what they want.
  The insignia of the Twenty-first is a phoenix, painted on the lower right torso of a ‘Mech. Ablaze with blue fire, the phoenix throws off
  sparks and blue stars in all directions. Stars are trimmed in red to denote each individual kill.
  Dragoons Rating: B-
  OFFICERS
  Colonel Hank Hatfield-McCoy was never considered high-command material, and would likely never have progressed beyond battalion
  commander had battlefield attrition not thrust him into full command of a battered regiment.Though a good tactical officer, lack of strategic train-
  ing and a noted tendency toward self-centered action have plagued his career.The heavy losses on Tharkad might yet serve to mellow the man
  into a good commander, but his selection of young Preiss Whitcock as his second rather than long-time veteran Zachary Busch is worrisome.
  TACTICS
  The Twenty-first Rim Worlds is developing strong night-fighting skills, enhanced by Colonel Hatfield-McCoy’s training plans that include
  direct-fire training without the aid of targeting systems. Whether or not this pays off in the long run is anybody’s guess.
  Neutron Blues
  Wing/Veteran/Fanatical
  Wing Cmdr: Major ReAnn “Rumor”Youngcolt
  The Blues are comprised of twenty fighters, scrambled into three
  squadrons of six and one command element. Most of the craft date
  from before the return of the Clans, though losses over Tharkad have
  brought the unit a recent gift of four new Lyran OmniFighters.
  3rd Assault Avatars
  Mixed Battalion/Veteran/Reliable
  Force Cmdr: Lt. Colonel Nepharus Angvanharobis
  As part of the post-Tharkad recovery, Nepharus championed the
  idea of combining armor and infantry into a new mechanized force
  that could shoulder more battlefield responsibility.The Avatars, a rein-
  forced assault battalion of four four-lance companies, was the result.
  Using heavy and assault-class vehicles to the exclusion of all else,
  two of these companies are full armor. Two others are mechanized
  infantry that now includes artillery, VTOL support and an anti-’Mech
  command squad, plus two squads of battlesuits.
  
  49
  BROADSWORD LEGION
  BROADSWORD LEGION: WARRIORS OF STEEL
  Though none will admit it, the Broadsword Legion owes in its formation in part to Precentor Martial
  Victor Steiner-Davion. Colonel Kari Marita, a popular Level III commander in ComStar’s 166th Division,
  resigned her commission upon Victor’s appointment as Precentor Martial. Rather than defect to the Word of
  Blake, she made her way to Outreach with her modified Thug seeking employment as a mercenary. Her res-
  ignation prompted more than 30 percent of her former division to follow suit. On Outreach, Marita’s former
  troops convinced her to form her own command. The Broadsword Legion was born.
  Many of the Broadsword Legion are survivors of Tukayyid. Charged with defending the city of Skupo,
  the 166th Division engaged the Thirteenth Wolf Spiders, who had slipped in behind them. All but shattered
  after a days-long hit-and-run battle against the Wolves, the 166th was still struggling to rebuild when the
  ComStar and Word of Blake schism occurred. Though they remained with ComStar after that, when Victor
  Steiner-Davion was proclaimed Precentor Martial, many like Kari Marita chose to leave rather than serve
  under a deposed House Lord. The members of Broadsword Legion refuse to serve the Federated Suns or
  the Lyran Alliance, home realms to the man they call “the Blasphemer”.
  The command has stayed true to its origins, organizing as a Level III-Rho unit. A good portion of the com-
  mand’s vehicles is Star League or better quality. The Legion possess Clan tech but has only two operational Clan
  Jagatai OmniFighters.The Legion’s infantry are equipped mostly with Raiden and Kanazuchi battle suits, with a squad of Purifiers recent-
  ly acquired from unknown sources. They have spent months training together to hone the skills they once possessed and have logged
  many hours on the Dragoons’ training grounds for operating in an urban environment. More than one observer has noted that the Legion
  exhibits skills beyond those indicated by their current rating, which can be attributed to their previous experience.
  Colonel Marita has ordered all Legion units painted gunmetal gray. The insignia uses a broadsword pointed down set on a bronze
  Roman legionnaire shield that shows the old ComStar logo on its face.
  Dragoons Rating: C
  OFFICERS
  Colonel Kari Marita is an inspirational leader, gifted ’Mech pilot and superior tactician. Quiet and unassuming, she gives precise instruc-
  tions on what she wants, and at times is just as involved in getting it done. Her senior officers are former members of the 201st Division who
  escaped Terra when the Blakists attacked, and were subsequently transferred into the then-Demi-Precentor’s command. Both are excep-
  tional warriors and strong leaders, complementing their commander. One is rumored to be the sister of a senior Free Capellan officer.
  TACTICS
  The Legion is slowly transforming itself into a unit that prefers to operate in urban and nighttime settings. Close combat, ambushes
  and sniping tactics are getting special attention.
  SUPPORT
  One area of concern for Colonel Marita has been the lack of full support. The Broadsword Legion has acquired just enough former
  ComStar technicians to give them 50 percent support. The Legion has a modified Triumph-class DropShip, the Damocles, to provide
  transport for the entire command, but no JumpShip.
  Broadsword Legion
  Battalion/Green/Reliable
  CO/Excalibur Company: Colonel Kari Marita
  Toledan Company: Captain Nicole Doles
  Claymore Company: Captain Elizabeth Joyce
  The Broadsword Legion is organized in three mixed com-
  panies, each comprised of two demi-companies each. They do
  not use lances but instead subdivide the demi-companies into
  three two-unit squads, an arrangement that gives them tactical
  flexibility to meet opponents who may underestimate the troop
  strength they are facing.
  Excalibur Company, the force command element, contains a
  demi-company of ’Mechs and hovertanks. Though Colonel Marita’s
  ’Mech is equipped with Clan ER PPCs and C3i, the rest of her
  MechWarriors use older designs favoring survivability with their
  own modifications.
  Toledan Company is made up of a demi-company of C3i
  ’Mechs and one of battle armor infantry. The infantry uses recently
  acquired Bandits and Blizzards as transport, plus two modified
  Cavalry transport VTOLs.
  Claymore Company is the Legion’s heavy assault force. The
  ’Mechs in this command are Star League heavy and assault
  designs supported by a demi-company of heavy tracked vehicles
  and the two Clan fighters.
  
  50
  BRONSON’S HORDE
  Bronson's Horde
  Expanded Regiment/Veteran/Questionable
  CO/Command Battalion: Colonel Dwayne Bronson
  XO/1st Battalion: Lt. Colonel Robyn Bronson
  2nd Battalion: Major Tomas Malec
  3rd Battalion: Major Jan Hlavac
  While executing a garrison contract for Ceres Metals,
  Dwayne Bronson expanded his command lance into a compa-
  ny and then a battalion, which acts as the command unit for the
  entire regiment. The regiment contains more than fifty assault-
  class ’Mechs and is classified as a heavy force. The group also
  contains two companies of advanced-design Vindicators pur-
  BRONSON'S HORDE: 
  SWORN TO VENGEANCE
  Bronson’s Horde began with the mass desertion of most of the Eridani Light Horse mercenary
  command from its then-commander, Colonel William Bronson, believing that he had lost touch
  with their proud Star League traditions. Finding his command reduced to a mere handful of loyal
  troops in 2869, the enraged Bronson withdrew to the Periphery, to rebuild his command from
  the dregs of humanity. He employed a rigorous training program to whip this rabble into fighting
  shape and carve a new mercenary command in his own image, motivated by a vow of
  vengeance that he passed to his son, Russel. In 2946, Russel Bronson led the Horde in a bru-
  tal surprise assault against the Eridani Light Horse on New Karlsruh, delivering a crushing blow
  before the Light Horse rallied to drive the Horde back.
  That renegade assault cost the Horde more than a regiment of troops and its DropShip assets;
  it also ruined a reputation that had taken nearly eight decades to forge. Few reputable employers remained
  willing to trust them with high-paying contracts after that, and over the next decade, a full regiment of
  MechWarriors quit, a misfortune that Russel Bronson blamed on the Eridani Light Horse, perpetuating the vendetta that continues today.
  3063 found the Horde employed by the Marian Hegemony at the start of its Circinus campaign. Assigned to assist Marian forces in
  the defense of the Illyrian worlds, the Horde suddenly broke contract to sign on with the Circinians—an act of treachery that, according
  to some observers, led to the ultimate failure of the Marian invasion. This egregious breach of contract has hurt the Horde’s Dragoons
  rating and caused the Hegemony to call for the Horde to be declared rogue. It has also added to the mercenaries’ already unstable rep-
  utation and accounts for their Questionable loyalty rating. Following the Circinus campaign, the Horde signed a long-term contract with
  the Word of Blake—a move that could potentially place the Horde in direct opposition once more to their ancient nemesis in the Eridani
  Light Horse, thanks to the latter’s alliance with ComStar and the new SLDF.
  The Horde uses a sunset-orange paint scheme with black striping on its ’Mechs, a scheme detractors say makes them look like a
  "jack o' lanterns with legs." The unit's regimental insignia is the black silhouette of a saber-wielding horseman rampant, set over a cir-
  cular shield of mottled gold and red.
  Dragoons Rating: C
  OFFICERS
  The generations of Bronsons who have commanded the Horde have proved capable leaders, but each one has been hampered by
  an irrational hatred of the Eridani Light Horse that often clouds their judgment. Dwayne Bronson, the Horde’s current commander, and
  his sister Robyn demonstrate the same devotion to this inherited vendetta.
  TACTICS
  Horde commanders rarely divide their forces, preferring to use the regiment's full strength during all engagements. Typically, the
  Horde uses concentrated-fire attacks to open a large hole in its opponent's forces. Then one battalion keeps the hole open while the
  remaining three roll over and decimate a sizable portion of the opponent's troops.
  SUPPORT
  Bronson's Horde owns two Invader-class JumpShips and enough DropShips to transport the entire regiment. Its technical support
  staff is rated at 80 percent optimum.
  chased through Ceres Metals, as well as two companies of post-
  3050 'Mech designs.
  Bronson's Vengeful Spirits
  2 Wings/Green/Reliable
  1st Wing Cmdr: Major Paul Russo
  2nd Wing Cmdr: Major Stanislav Chistov
  Half of the Horde's Second Wing (the Dark Shrouds) is rated
  Regular, with the remaining pilots rated Green. Each wing boasts
  a full squadron of Transit aerospace fighters, acquired while the
  Horde served a garrison contract with Ceres Metals.
  
  51
  BULLARD’S ARMORED CAVALRY
  BULLARD’S ARMORED CAVALRY: 
  BLACK PANZERS
  During its long years of employment with the Capellan Confederation, Bullard’s Armored Cavalry has
  earned a reputation for being greedy and opportunistic. Founder Richard M. Bullard never did anything to
  change this perception. In fact, he was proud of it, even though the command’s seedy reputation got them in hot
  water three times during their service to House Liao. In 2987, the Cavalry stole gold from a Davion treasure trove
  on Aosia. In 3027, they launched an unsanctioned raid on Bromhead, to relieve the local bank of its money and
  effectively deny pay to local FedSuns troops stationed on-planet. In 3058, amid the chaos that erupted while on
  Carver V, it’s the Cavalry’s new commander, Colonel Frank Bullard (the founder’s grandson), decided the time
  had come for his command to strike out on its own. At this point the commander of Third Company, Captain
  Gary Larsen—an honorable man—decided he’d had enough of the Bullards’ pirate-like actions. Larsen chal-
  lenged Bullard and the Cavalry polarized into two warring factions. When the dust settled, Larsen departed with
  one of the regiment’s four DropShips—a Union—and headed for the Periphery, along with all of its infantry and armor support.
  Bullard’s remaining force was effectively shattered. With less than half a battalion of operational ’Mechs, his troops were uncere-
  moniously discharged from their service to House Liao on a technicality. Those who remained made their way to Outreach, where they
  were forced to live in the shanties of Harlech’s TempTown. Bullard was just about to disband the mercenary command when Colonel
  Wayne Waco, the informal head of TempTown, contacted him and introduced Bullard to representatives of the Circinus Federation.
  Bullard soon negotiated a new contract under which the Cavalry received new ’Mechs to replace its losses.
  Bullard’s Armored Cavalry uses an olive-drab paint scheme with brown and yellow highlights. Its insignia is a black tank on a yellow
  disc, its turret a stylized red “B”.
  Dragoons Rating: D-
  OFFICERS
  Colonel Frank Bullard is a carbon copy of his grandfather and just as unscrupulous. He is cavalier about most things except money and
  will do just about anything to earn it, legal or otherwise. Despite being a charlatan in many respects, Bullard is a fine tactician and adept at
  mobile warfare. He served with the Second Confederation Reserve Cavalry before assuming command from his dying father in 3057.
  Major Markus Teng-Li is an enigma compared to his commander. A former officer in the Capellan Dynasty Guards, he was cashiered
  for unknown reasons. Using ingenuity and luck, he escaped the Confederation with his stealth Marauder and made it to Outreach, where
  Bullard found him by accident. Not one to look a gift horse in the mouth, Bullard signed Markus on.Teng-Li quickly asserted himself, prov-
  ing his worth and earning command of the unit’s second company.
  TACTICS
  Bullard specializes in cavalry-style tactics and mobile warfare. He uses his BattleMechs in lance formation for fast strikes and
  assaults, each lance supporting the other in coordinated attacks from two directions.
  SUPPORT
  Despite losing half of his technical support team to Larsen, Bullard retained enough to keep his command operational, though main-
  tenance on newer units is difficult and costly in time and money. The unit has an aging Fortress and two Union DropShips to transport
  the command and all the supplies they need.
  Bullard’s Armored Cavalry
  Battalion/Regular/Questionable
  CO/1st Company: Colonel Frank Bullard
  XO/2nd Company: Major Markus Teng-Li
  3rd Company: Captain Jebadiah Banes
  The companies are comprised of older variants of classic
  designs like the Marauder, Thunderbolt, and Shadow Hawk
  ’Mechs. Bullard’s command lance, however, consists of a new
  BattleMaster, Goliath, Archer and Warhammer, the latter a
  sign-on bonus from the Cricinians. First Company is outfitted
  with heavy and assault ’Mechs, while Second Company is
  made up of fast mediums and lights. Third Company, the recon
  force, is made up solely of light ’Mechs.
  Bullard’s Armored Lancers
  2 Companies/Regular/Questionable
  Armor Cmdr: Captain Willie “Popcorn” Hollis
  After the debacle on Carver V, Bullard lost his entire armor
  command. Thanks to Colonel Waco, Bullard located some down-
  and-out tank crews and infantry in TempTown and outfitted them
  with older Condors, Drillsons, Gladius and Fulcrum hovertanks.
  The company’s mixed infantry attachment includes a platoon of sal-
  vaged standard Gray Death battle armor.
  
  52
  BURR’S BLACK COBRAS
  Burr’s Black Cobras
  Reinforced Battalion/Regular/Questionable
  CO: Colonel Richard Burr
  Aide: Captain Dana Burr
  Hood Company: Major Samuel Adams
  Strike Company: Major Johnny Swift-Eagle
  Fang Company: Major Helen Schappel
  BURR’S BLACK COBRAS: STRIKE FORCE
  The Cobras’ history dates back to the beginning of the First Succession War, when several battered
  regular army units formed Baldwin’s Cobras Heavy Brigade. During the war, they were constantly referred to
  as Crater Makers because of their reliance on artillery, so Baldwin subsequently renamed his brigade the
  Crater Cobras. The mercenaries served throughout the Inner Sphere, bypassing only the Draconis Combine,
  whose ruling House they blamed for the Star League’s fall. The Black Cobras Regiment fought numerous
  engagements against the Combine, engaging the Thirtieth Dieron Regulars twice and decimating it in their
  second encounter. During the Fourth Succession War, the Black Cobras and its sister regiment, the 789th
  Striker, were selected to take Sarna alongside the Fifth Syrtis Fusiliers and the Second Screaming
  Eagles. There, they faced all five McCarron’s Armored Cavalry regiments. By the time relief came, the
  Fusiliers were dead and the Black Cobras had suffered heavy casualties. After the war, both Crater
  Cobras regiments left the Federated Suns for the Free Worlds League, and served the League for more
  than twenty years, even fighting off a few FedCom raids. During Operation Guerrero, Thomas Marik sent
  the Black Cobras to Nanking to pacify that world. The mission ended dramatically when presumed
  Zhanzheng de guang terrorists sabotaged and destroyed three Crater Cobra DropShips as the merce-
  naries attempted to land on Nanking. Only two companies survived the disaster.
  When the League refused to indemnify Colonel Burr for the losses caused by the Zhanzheng de guang attack outside of combat,
  Burr and his surviving Cobras left for Outreach, where they spent four years regrouping and retraining. After several successful short-
  term contracts, Burr’s force developed a solid reputation. In 3065, the Word of Blake hired them on behalf of the exiled government of
  Bryant, to assault the planet and defeat the Bryant Regulars. Supported by Blakist forces and Jacob’s Juggernauts, the Cobras’ combat
  experience and coordinated assaults overcame the odds against them, and they shattered the Regulars’ line north of the planetary cap-
  ital. The Cobras replaced their battlefield losses with the remaining Regulars’ ’Mechs, which gave them enough to form a reserve. The
  also have received upgraded ’Mechs for 40 percent of the force, directly from Terra as payment by Word of Blake.
  The Cobras have kept to their traditional colors of black with yellow trim. The unit insignia is a striking black cobra on a yellow field,
  which is painted on the backs and upper right legs of the unit’s BattleMechs.
  Dragoons Rating: C
  OFFICERS
  Colonel Burr is a troubled man, having driven himself hard to rebuild his command. His ambition is fueled by his unbridled hatred
  for Thomas Marik. Impressed by his passion for the Cobras and his concern for those who serve under him, his men and women have
  stood by him, demonstrating loyalty few mercenary leaders enjoy.
  TACTICS
  Flanking attacks and counterattacks have become the Cobras’ area of expertise. They use their light and medium ’Mechs to harass
  opponents and goad them into turning toward their attackers, which then allows the assault force to hammer them in waves.
  SUPPORT
  After Bryant, the Cobras acquired enough new technical support personnel to bring them up to 80 percent optimum. The command
  owns an Overlord and a Union DropShip, which the Bryant government allowed them to keep.
  The Black Cobras currently consist of a sole ’Mech battalion.
  To honor their dead comrades, Burr renamed his companies after
  the fallen squadrons. Hood Company uses fast maneuverable
  medium ’Mechs. Strike Company is comprised of fast light ’Mechs,
  while Fang Company serves as the battalion’s assault command.
  
  53
  CAESAR’S COHORTS
  CAESAR’S COHORTS: 
  LEGION OF THE DAMNED
  Caesar’s Cohorts arose from former members of the Marian Hegemony’s Praetorian Guard
  who left their homeworlds in late 2975, rejecting the piracy that had then become an accepted way
  of life among their former brethren. They formed the Cohorts on the principles they believed the
  Praetorian Guard had been meant to follow. Life was not easy for this burgeoning command, as con-
  tracts came few and far between for a command with no experience.
  The Cohorts got their first break when the Lyran Commonwealth offered them a garrison con-
  tract for the Bowie Industries plants on Wyatt in 2984. The assignment, however, would prove cost-
  ly. In 2991, Marik Guard forces launched an assault on Wyatt as part of their Operation Killing Stroke,
  and caught the planet’s defenders flat-footed. When the Marik troops landed, they quickly over-
  whelmed the Seventeenth Arcturan Guards and then turned their force against Caesar’s Cohorts.
  Thrown back after the loss of their commander, the Cohorts nevertheless attempted to intercept the
  four new Chippewa fighters captured from Bowie Industries by the Marik invaders. Intercepted by the
  last two Cohorts aerospace lances, the Marik units destroyed them. This final blow of the disastrous Wyatt campaign ended the Cohorts’
  seven-year Lyran contract and sent them to look for greener pastures.
  The command’s next contract for the Free Worlds League placed them on Epsilon, a garrison mission that enabled them to stabilize
  their shaky morale and slowly mend their battered equipment. The pay was steady and by 3025 they had earned enough to upgrade their
  strength and their living conditions. When the Fourth Succession War erupted, the Cohorts found themselves anxiously awaiting orders
  based on rumors that “something big” was about to happen. Soon afterward, however, Operation Dagger brought House Marik into the war,
  but left the Cohorts sidelined. Major Orosco, his temper getting the best of him, voiced his displeasure loudly and publicly. Subsequently, the
  Cohorts were fired and ordered out of Marik space. Having failed to make it in the Inner Sphere, they returned to the Periphery.
  In the Magistracy of Canopus, they found refuge and more garrison employment, taking up station on Lockton in early 3030. They
  participated in the Andurien-Canopian invasion of the Capellan Confederation in September of that year, and performed better than their
  Canopian counterparts, thanks to their experience in fighting House troops. On Drozan, the Cohorts put up a spirited defense against
  Kincade’s Rangers and even deflected one assault from elements of the Warrior House Dai Da Chi. However, Major Orosco ultimately
  withdrew, knowing that the Capellan force was more powerful then than his employer realized. Since then, the Cohorts have returned to
  defending Lockton, working in tandem with Ramilie’s Raiders.
  The Cohorts’ colors are bronze with red and white highlights. The unit’s insignia is a bronzed Roman shield with a silver inlay back-
  ground and a Roman sword dagger pointing downward.
  Dragoons Rating: C
  OFFICERS
  In his youth, Worrell Orosco was a lanky, ambidextrous country boy whose fists were as quick as his temper, but time has dimin-
  ished both somewhat. He assumed command after the disastrous campaign on Wyatt, and ever since, his leadership has solidified and
  united his command, making them a valuable asset for the Magistracy.
  TACTICS
  The Cohorts prefer echelon formations that mutually support each component unit. They have mastered mobile defenses using ter-
  rain and the environment to their advantage.
  SUPPORT
  With the help of the Canopian government, the Cohorts now provide 65 percent of their needed support. They own four Union-class
  DropShips to transport the entire command.
  Caesar’s Cohorts
  Reinforced Battalion/Regular/Reliable
  CO: Major Worrell Orosco
  Praetorian Guards Company: Captain Clay Orosco
  Centurion Company: Captain Raul Clarkson
  Legionnaires Company: Captain Allison Rubens
  Caesar's Cohorts adopted the Marian Hegemony’s new style of
  organization in 3049 to emphasize their roots, but field three cen-
  turies per company instead of two. Praetorian Company deploys
  mostly assault and heavy 'Mechs, while Centurion and Legionnaires
  field mostly medium and light ’Mechs. The Cohorts are 40 percent
  upgraded, thanks in part to the Magistracy and the Capellans.
  
  54
  CAMACHO’S CABALLEROS
  Seventeenth Recon Regiment (Camacho’s Caballeros)
  2 Battalions/Elite/Reliable
  CO: Colonel Carlos “Tiburón” Camacho
  XO: Lt. Colonel Gavilán “Falcon” Camacho
  1st Battalion: Force Commander Kali “Dark Lady” MacDougall
  4th Battalion: Force Commander Bobby “Navajo Wolf” Begay
  Scout Company: Lt. SG Daniel “Rooster” Morgan
  Aerospace Squadron: Captain Sharon “Dragon” Omizuki
  CAMACHO’S CABALLEROS: 
  AGAINST THE UNIVERSE
  As a Free Worlds League officer, young Carlos Camacho backed Duggan Marik’s attempt to
  become Captain-General, until a bomb attack left Janos, Duggan, and (apparently) Thomas Marik
  dead, leaving the throne in the hands of the vindictive Duncan Marik. Instead of waiting for the
  inevitable, Carlos chose exile, forming the Seventeenth Recon Regiment from loyal retainers and
  allies from the Southwestern worlds.
  After the disastrous defense of Jeronimo against Clan Smoke Jaguar, the Seventeenth subsist-
  ed on a string of poorly paying contracts until 3056, when Chandrasekhar “Uncle Chandy” Kurita,
  CEO of Tanadi Computers, hired them to defend his Hachiman headquarters. False rumors of a
  breakthrough in hyperpulse technology at Tanadi required the Seventeenth to defend the Tanadi com-
  pound against Blakist attackers masquerading as the Ninth Ghost Regiment.
  Tanadi’s international interests  led to the Caballeros’ redeployment to Towne, to protect compa-
  ny assets there during the Lyran secession from the Federated Commonwealth. This task became complicated when the Black Dragon
  Society compromised the Fifteenth Dieron Regulars and the rogue Combine regiment descended on Towne. Salvage from the battle for Port
  Howard expanded the Camachos regiment to four ’Mech battalions, and Chandrasekhar Kurita arranged to have his “pet mercenaries” par-
  ticipate in the celebrations for the Coordinator’s birthday as a reward. Eager for revenge after the Towne debacle, the Black Dragons attempt-
  ed to use the Seventeenth’s ’Mechs to assassinate Theodore Kurita, but though they managed to prevent the attempt, desperate fighting cost
  the Caballeros a battalion of ’Mechs and the lives of many warriors.
  After Operation Bulldog the Caballeros were deployed to secure Tanadi assets on liberated worlds, only to be caught in the Ghost
  Bears’ attack. The regiment survived the fighting, but lost Force Commander Bar-Kochba and most of his Battalion on Luzerne.
  Resembling a circus or gypsy caravan more than a combat unit, with the MechWarriors of the Seventeenth are permitted to decorate
  their BattleMechs as they see fit. The regimental insignia consists of a howling coyote, sitting with its head silhouetted against a full moon.
  MechWarriors often display personal crests or other decorations.
  Dragoons Rating: B-
  OFFICERS
  Worn down by the loss of his daughter on Jeronimo and the responsibilities of command, Colonel Carlos Camacho plans to hand com-
  mand over to his son and return home to Galisteo soon. Unfortunately, Gavilán Camacho has long lived in the shadow of his sister, Patricia,
  and many Caballeros doubt his abilities. Since Port Howward, however, Gavilán has matured, and his battlefield performance against the
  Ghost Bears has begun to silence even his harshests critics.
  Lt. SG Cassandra “Abtakha” Suthorn was “recruited” during a raid on Larsha in 3047 after she disabled a Caballero Wolverine with noth-
  ing but a rifle and a broom handle. She has refined her anti-BattleMech skills since and is credited with more than forty kills.
  TACTICS
  Whether engaged in offensive or defensive operations, the Caballeros depend heavily on the skills of Scout Company. When attacking,
  scouts identify weak points in the enemy’s defenses and set up decoys or strike at critical command-and-control targets. When defending,
  these scouts identify probable routes of enemy advances and guard against some of the more improbable ones.
  SUPPORT
  Unlike many support elements, Captain Marshal “Astro Zombie” Harris’ support company has often been called upon to take up arms
  and fight. As a result the support staff are ten percent understrength. The Caballeros depend on their employer for transport, lacking both
  DropShips and JumpShips.
  The Caballeros are amongst some of the most skillful ’Mech
  pilots in the Inner Sphere. Many recruits are drawn from the Trinity
  Worlds, where massive ranger cattle can only be handled by ranch
  hands piloting industrial ’Mechs like the popular CattleMaster.
  Thus, most Caballeros have years of piloting experience before
  they ever sit in a BattleMech.
  The Caballeros’ heavy aerospace squadron was captured
  from the Fifteenth Dieron Regulars. Captain Omizuki, formerly of
  the Fifteenth, elected to sign on with the mercenaries.
  
  55
  CANOPIAN HIGHLANDERS
  CANOPIAN HIGHLANDERS: 
  UNDER NEW MANAGEMENT
  Long a mainstay with the Magistracy of Canopus, the Canopian Highlanders never fear a loss of
  identity, so many were shocked when the mercenaries, who despised the Inner Sphere since their post-
  Reunification War foundation, took a job with the Federated Commonwealth in 3059. Filling in for units
  shifted for operation Operation Bulldog, Colonel Wood noted that she was garrisoning Periphery bor-
  der worlds, where the people were hardly different from those technically in the Periphery. The Inner
  Sphere contract was also a chance for healing to take place, but the FedCom didn’t do its part to mend
  old wounds. After two years without receiving the advanced technology they had been guaranteed, the
  Highlanders returned to the Magistracy in disgust.
  The Highlanders saw more of the same over the next few years, protecting the Magistracy against ban-
  dit raiders, and enjoying the local pleasure circuses. In 3064, they were shifted to Ballad II where they practiced
  various combat simulations. Locals often marveled at the realism of these war games, as the Highlanders fre-
  quently returned from these months-long ventures in sore need of repair. Colonel Wood, however, declared these
  combat exercises a smashing success as her command became more seasoned.
  In 3067 the Highlanders had returned to Gallis for some rest, relaxation and refitting, when tragedy struck on 30 April. While Colonel
  Wood was attending a conference on Canopus, an explosion blew apart her command’s officers’ mess in the middle fo a senior staff meet-
  ing run by her then-executive officer Ashly Benton. Colonel Wood rushed back to Gallis in time to keep the unit from fragmenting, then set
  about interviewing replacements. Meanwhile, the investigation into the explosion continues, with leads implicateating at least three differ-
  ent pirate bands, though some fragmentary evidence also suggests elements from the Marian Hegemony may have been involved as well.
  The Highlanders employ a green with gold striping paint scheme. The regimental insignia is a stylized planet wearing a tam-o-
  shanter cap. It is painted on the upper left torso of ’Mechs, right wings of aerospace craft, and worn as a patch on the right shoulder.
  Dragoons Rating: A+
  OFFICERS
  Colonel Wood has had to make some tough choices and is relying heavily upon her new commanders. She trusts her instincts when
  choosing people for the job and is hoping to have her faith rewarded when the Highlanders next see action. Major Slodowska is a rising
  star in the unit, and is seen as Wood’s eventual replacement.
  TACTICS
  Despite a new batch of commanding officers, force cohesion remains as high as it has always been, a credit to the traditions of the
  Highlanders and Colonel Wood’s leadership. First Battalion usually attempts to fight defensively while the Second attempts to lure the
  enemy into long, drawn-out battles. Third Battalion has created an unusual tactic, using fires to channel enemy forces.
  SUPPORT
  Thanks to their long history with the Magistracy, the Highlanders are well cared for. It is unclear, however, how much of the
  Highlanders’ support works directly for the mercenary command.
  Canopian Highlanders
  Regiment/Regular/Fanatical
  CO: Colonel Judith Wood
  XO: Major Marie Sklodowska
  Colonel Wood commands the Second Battalion directly, as
  the Highlanders do not believe in independent command ele-
  ments for the most part. Each battalion has a company of upgrad-
  ed ’Mechs with a few others scattered throughout the regiment.
  The Dawn Patrol
  Wing/Regular/Fanatical
  Wing Cmdr: Major Amedeo Avagadro
  First Flight includes more seasoned pilots and medium
  fighters, whereas Second Flight has some lighter fighters
  mixed in. Unlike his predecessor, Major Avagadro prefers that his
  fighter craft not be attached to any unit, but instead be assigned
  where needed.
  The Bannermen
  2 Regiments/Regular/Reliable
  Infantry Commander: Colonel Dorothy Crowfoot
  1st Regiment: Major Rosalind Franklin
  2nd Regiment: Major Irene Joliot-Curie
  The Bannermen use an independent command platoon of
  motorized infantry carried by VTOLs to provide superior mobility, an
  innovation approved by Colonel Crowfoot because she oversees
  multiple regiments. The First Regiment relies on independently
  operating companies, while the Second fights with heavier units in
  standard battalion formations.
  
  56
  21ST CENTAURI LANCERS
  21st Centauri Lancers
  Regiment/Elite/Fanatical
  Co: Colonel Evelena Haskell
  XO: Lt. Colonel Ryan “Blade” Searcy
  1st Battalion: Major James LeMonds
  2nd Battalion: Major Katherine Li-Smith
  3rd Battalion: Major Ty Van Trahn
  Heavy and assault ’Mechs make up the Lancers’ indepen-
  dent command company, and each command lance is equipped
  with a ComStar-supplied C3i system. Each Lancer battalion
  also fields at least one assault and light lance. Working with
  ComStar gives the Lancers access to the best technology the
  Inner Sphere has to offer, including some choice Clantech.
  21st Centauri Air Lancers
  Wing/Elite/Fanatical
  Wing Cmdr: Major Mario von Fürstenburg
  After-action reports from battles with the Clans emphasize
  the importance of having effective air cover. Toward this end, von
  Fürstenburg is working to strengthen his command into a rein-
  forced wing. The new squadron, unlike the majority of the Air
  Lancers, will be equipped with heavy rather than medium fighters.
  21ST CENTAURI LANCERS: 
  BEST OF THE BEST
  With a long and glorious history of honesty and integrity, the Twenty-first Centauri Lancers
  demand the same integrity of their employers. Word of Blake treachery nearly shattered this image,
  however, when they captured the Lancers’ dependents, to infiltrate Terra under Lancers colors in
  3057. Until the truth came out, the Lancers’ reputation was badly tarnished. Since then, the merce-
  naries have been awarded a new contract with ComStar, but the scars of the Blakists’ treachery may
  take a long time to fully heal.
  In the field, the Lancers sport appropriate camouflage, though their parade scheme paints all
  BattleMechs and aerospace fighters a striking royal blue. Vehicles use camouflage suited to the terrain in
  which they expect to operate.The Twenty-first Centauri Lancers’ insignia is a pair of crossed lances flank-
  ing a cockpit canopy, all set on a vertical purple banner.
  Dragoons Rating: A*
  OFFICERS
  Colonel Evelena Haskell is the last in a long line of Haskell commanders. Her designated successor, Lt. Colonel Ryan Searcy, has
  made quite a reputation for himself at the controls of his Berserker. Always in the thick of the fighting, Searcy believes in leading from
  the front, but Haskell has been working hard to convince him of the importance of keeping the bigger picture in mind.
  TACTICS
  The Lancers avoid restrictive terrain where possible, preferring open field combat, and also possess extensive experience operat-
  ing in unusual conditions, such as darkness or non-standard gravity. If the Lancers’ reputation is not intimidating enough, their phenom-
  enal gunnery skills often do the trick.
  SUPPORT
  The Lancers’ technical division is one of the best in the Inner Sphere, capable of providing a level of support far beyond minimum
  requirements.Two lithium-fusion-equipped Star Lord-class JumpShips and a small fleet of DropShips provide sufficient capacity to trans-
  port the entire unit and their dependents.
  21st Centauri Armored Lancers
  6 Companies/Veteran/Fanatical
  Armor Cmdr: Major Wu Ti Seng
  Rather than deploy in battalions, Major Seng operates his
  companies as independent formations. Leading his troops from the
  Third Armored Command Company, Seng moves the Twenty-third
  Recon, Fifth Fire Support, Eleventh Fire Support and Second
  Assault companies across the battlefield as dictated by the current
  situation. A sixth company, the Seventeenth Armored Recon, is
  permanently attached to the Lancers Command Company.
  21st Centauri Security Lancers
  Reinforced Battalion/Elite/Fanatical
  Infantry Cmdr: Major Josep Kovrigin
  Thanks to the contract with ComStar, the Lancers’ First and
  Fifth companies now deploy battle armor. The regular infantry of
  Second and Third companies safeguard Lancer bases of operation
  and ensure the safety of the Lancers’ dependents. Colonel Haskell
  is determined that the unit never again be made to choose
  between its reputation and the lives of its dependents. The battal-
  ion’s Fourth Company consists of one platoon of artillery and two
  more of field scouts.
  
  57
  CLEAN KILL
  CLEAN KILL: MISTAKES WERE MADE
  Formed a number of years ago, the Clean Kill mercenary organization has had a somewhat
  checkered past. One of many "also rans" in the mercenary business, this force has never achieved
  the prominence its commander, Major Phormes Bullard, believes it deserves.
  Previously based on Jansen's Hold in the Taurian Concordat, the Clean Kill was transferred to
  Althea's Choice in 3062. Recently, Major Bullard accepted a contract with Marshall Cham's
  Calderon Protectorate, a contract that netted the Kill some of its first real military victories and inval-
  idated the command’s long-standing agreement with the Taurian Concordat's central government.
  This contract, offered only after Bannockburn's Bandits vocally and publicly refused it, underscores
  recent press reports in the Taurian Concordat that hint at rivalry between Major Bullard and Colonel
  Bannockburn. This alleged rivalry dates back to the Detroit Crisis, the attempted secession of the New
  Colony Region and the death of then-Protector Jeffery Calderon. MRBC analysts note that Clean Kill’s
  acceptance of service with the Calderon Protectorate stands in violation of the unit’s Taurian contract, resulting
  in a recent breach-of-contract charge that has cut into the battalion’s Dragoons Rating.
  The Clean Kill presently has upgrade level of 30 percent. Its insignia is a ’Mech’s head seen through rifle-scope crosshairs.The sym-
  bol is displayed on the left chest of ’Mechs, the glacis plate on tanks and the tail/vertical stabilizers of aerospace fighters. Clean Kill paints
  its units in dark gray and green highlights with black trimming.
  Dragoons Rating: F
  OFFICERS
  Major Phormes Bullard is described as an arrogant man with a short temper. He often wears his hair long and heavily styled. A bar-
  ber trims his natty beard once a week, and he favors long uniform overcoats displaying the Kill's colors along with a large assortment of
  ribbons. Major Bullard pilots an AS7-D Atlas, upgraded with Star League era technology.
  While the Clean Kill possesses quite a bit of artillery, its longest-range guns are under the control of CWO Michael Board, a former
  Capellan officer. Board is adept at squeezing the best performance from a piece of tube artillery and has been given four of them, with
  a platoon of infantry to crew the monstrosities under the major's watchful eye in Headquarters Company. Board is a professional in vir-
  tually every way, and, has been seen in the company of Captain O'Reilly when both were off-duty.
  TACTICS
  The Clean Kill uses maximum-force techniques, including mass bombardment and long-range fire. Despite its name, the unit tends
  to leave a lot of collateral damage in its wake. Frontal assaults and broken-field fights are common, and the Kill has trained extensively
  in close-quarters brawling.
  SUPPORT
  The Clean Kill has technical support sufficient to maintain full readiness under most conditions. They have enough DropShips to
  move their main body of forces, but no JumpShips.
  Clean Kill
  Mixed Battalion/Regular/Reliable
  CO/Headquarters Company: Major Phormes Bullard
  Assassin Company: Captain Charles Stanworth
  Bludgeon Company: Captain Helen Narbon
  Crush Company: Captain Kailynn O'Reilly
  The Clean Kill boasts a full battalion of ’Mechs with armor
  and artillery support integrated at the company level.
  Headquarters Company consists of two lances of assault
  ’Mechs and one lance of four towed Sniper artillery pieces
  under the command of CWO Michael Board.
  Assassin Company—the only all-’Mech company—is pri-
  marily a medium-weight force equipped with a variety of
  designs from 45 to 55 tons, whose primary roles are recon-
  naissance and fast-strike duties. Bludgeon Company is a mixed
  force of four Ontos heavy tanks and eight BattleMechs that range
  from 75 to 85 tons. All Bludgeon ’Mechs have hands, and this com-
  pany specializes in close-quarter combat in urban areas. Captain
  Narbon has a bad reputation with civilian leaders, derived from her
  almost insane glee at rampaging through downtown areas, while
  missing the street entirely.
  Crush Company is the Clean Kill's light artillery park. Four of
  the company’s ’Mechs are Catapults equipped with Arrow IV
  launchers. Like Bludgeon, Crush Company also fields vehicles in
  its third lance—four Po heavy tanks. Captain O'Reilly commands
  her company from the hatch of one of these vehicles, and is most
  experienced in defensive fighting.
  
  58
  CRIMSON CURSADERS
  Crimson Crusaders
  Company/Veteran/Reliable
  CO/ 1st Lance: Major Brent Matis
  2nd Lance: Lieutenant Troy Montgomery
  XO/ 3rd Lance: Captain Juell Nahibra
  Matis took his time replacing his command’s lost ’Mechs,
  but eventually purchased four new medium ’Mechs from Vicore
  and other Federated Suns companies. Second Lance suffered
  the most against the Falcons and has been the slowest to
  recover. The company is 60 percent upgraded with the latest
  technologies available.
  CRIMSON CRUSADERS: 
  A JADE FALCON LEGACY
  Born from the horrors of the Clan invasion, the Crimson Crusaders have the Jade Falcons to thank
  for their existence. When the Falcons invaded and captured Dompaire, they killed the local duke and his
  son, leaving the family’s vast wealth to Brent Matis—a MechWarrior in the Eighth Lyran Regulars. Matis
  invested a portion of his newfound wealth in his own command, the Crimson Crusaders, and made up for
  his lack of command experience by surrounding himself with veteran warriors, supplying those
  Dispossessed by the Clans with new ’Mechs. Major Matis then turned the Crimson Crusaders into a com-
  bined-arms battalion armed with the best weapons his money could buy, and trained this new command in
  combined-arms tactics specifically aimed at countering the Clans.
  The Crusaders spent the next new few years on the Jade Falcon/Lyran border garrisoning the world of
  Graceland. In September 3062, Matis received intelligence from an unknown source that his cousin, Selena, was liv-
  ing in the capital city of New Dompaire, and, after consulting his command, launched an unsanctioned raid into Jade
  Falcon territory. Departing from Graceland, the Crusaders secretly journeyed to their commander’s homeworld, where
  Colonel Matis issued a batchall for Selena. Defending the planet were the elite warriors of the First Falcon Jaegers, who accepted the
  challenge after some serious discussion.
  Both forces met in the rolling forested plains west of the capital city. Using both armored supporting fire lances for support, Matis’
  BattleMechs attacked the Falcons while his infantry hid. The combined fire of the armor lances and Crusaders’ ’Mechs stopped the
  Falcon Binary cold, but the Clansmen managed to rally and force the Crusaders back, briefly. The Crusaders’ tenacity won the day, how-
  ever, when their anti-’Mech infantry ambushed the Jaegers. With half his troops destroyed, the Falcon commander withdrew, but the
  Crusaders’ victory had cost them nearly as much--half their infantry, four ’Mechs, and all of its armor assets were lost.
  En route back to Lyran space with his cousin, Major Matis received word that the FedCom Civil War had erupted. Rather than choose
  sides, he took his battered command directly to Outreach, where they sat out the war recovering from their battle with the Falcons.
  The Crusaders paint their machines a deep crimson with gold trim, along with a jade green slash mark on the left arm of each ’Mech.
  The unit crest is the flag of Dompaire—a pair of crossed golden cutlasses and a golden key over a black triangle.
  Dragoons Rating: B-
  OFFICERS
  Major Brent Matis is a proud commander. His unit performed above expectations against Clan Jade Falcon, laying the groundwork
  for the day they can liberate his family’s homeworld. His success against the Falcons has made the rounds on Outreach. Matis’ execu-
  tive officer, Captain Juell Nahibra, is an outstanding strategist and tactician who plans the missions for the command.
  TACTICS
  Using long-range fire support from artillery and support vehicles, the Crusaders employ their highly mobile ’Mech forces to engage
  targets from range. Maneuvering on the battlefield in special terrain has become this command’s forte. Such tactics proved valuable in
  their engagement with the Falcons.
  SUPPORT
  The Crusaders quickly brought their damaged units back to operational status thanks to excellent technical support. The tech staff
  assembled by Major Matis generates more than enough man-hours to maintain the ’Mechs and vehicles.
  The Bloody Feet
  2 Companies/Veteran/Reliable
  Infantry Cmdr: Captain Talia Reskovichia
  No one in the Crimson Crusaders has earned their pay like the
  members of the Bloody Feet. Losing half their number during their
  encounter with the First Falcon Jaegers proved to the soldiers that
  they needed better protection to survive on the battlefield, and so
  Captain Reskovichia requested that Major Matis outfit the unit with
  battle suits. Matis recently obtained two full companies’ worth of
  standard battle armor to protect his infantry.
  
  59
  51ST DARK PANZER JAEGERS
  51ST DARK PANZER JAEGERS: 
  PIRATE HUNTERS
  Colonel Troy Allen grew up in the usual aristocratic way, attending privileged schools and
  tutored courses of learning. Having a bent toward the military, he graduated from the Gienah State
  Academy of Military Services. After serving in the Dixie TMM for a decade, he returned home to
  look after affairs of state. Though in line for the barony, he left the succession to his siblings after
  becoming disgusted by the politics surrounding the union of the Federated Commonwealth, in
  particular everything to do with Melissa Arthur Steiner-Davion. He convinced several friends, for-
  mer classmates and confidants to join him in an adventure that formed the foundation of the
  51st Dark Panzer Jaegers. After fulfilling two minor contracts, the core group expanded its
  operations and pursued more lucrative assignments.
  The most notable contract for the Jaegers began in 3062 and only recently ended. Hired
  by the Word of Blake, the Jaegers were ostensibly tasked to hunt pirates within the boundaries
  of the Free Worlds League. Though several verified conflicts did occur—the most notable being a
  clash on Campoleone against a large force of unknown origins, in which the Jaegers emerged victorious—the mercenary command
  remained under the radar for most of that time. Where the Jaegers might have been or why the Free Worlds League did not hire them
  to hunt in their own territory remain mysteries.
  The Jaegers’ logo shows a boxer dog (fawn coloration, black muzzle, ears cut and standing straight up) standing in profile facing
  left, on a Steiner blue circular background whose edges fade into the camo pattern of the unit. The words "51st DPJ" appear above the
  boxer. ’Mechs and battle armor display the logo on each shoulder, while vehicles display it on the glacis of each turret and aerospace
  fighters on both sides of the fuselage. Any additional numbering identification appears below each insignia.
  The Jaegers do not use any specific paint scheme, but instead paint their machines appropriately to the mission.
  Dragoons Rating: B-
  OFFICERS
  Reflecting his continuing disillusion with power politics, Colonel Allen prefers to remain aloof from what he calls “petty conflicts.” He
  refuses to involve the 51st in any situation he finds seedy, preferring to accept contracts that forward his ideals of improving the living
  conditions and peace of people throughout the inner Inner Ssphere and Periphery.The Fifty-first ends up taking many garrison and pirate
  hunting contracts, both tasks for which the unit is particularly well suited.
  Though this “holier than thou” attitude has forged strong ties between Colonel Allen and his troops, it often causes problems with
  other mercenary commands and has led to several rivalries—most notably with Kirkpatrick’s Invaders, whose commanding officer,
  Damon Kirkpatrick, can’t abide what he calls “Panzer hypocrisy.”
  TACTICS
  The Fifty-first specializes in pirate hunting, preferring for long-range combat and not being dependent on ammo-fed weaponry. This
  state of affairs pleases the command’s employers, because it means they need to provide little in the way of ammunition during a con-
  tract. The Jaegers can pursue pirates with a doggedness that has made them one of the most effective pirate-hunting merc units in ser-
  vice, even surpassing the vaunted Markson’s Marauders.
  SUPPORT
  Following their lucrative contract with the Word of Blake, the Jaegers have the support staff and revenue to more than meet their
  maintenance and support demands. The unit maintains its own DropShips: a Seeker, an aging Excalibur and a new Assault Triumph—
  the latter obviously handed over to the Jaegers for services rendered during their contract with the Word of Blake. No one knows pre-
  cisely what those services were, nor have the Jaegers divulged that information. The Fifty-first does not own a JumpShip.
  51st Dark Panzer Jaegers
  Regiment/Veteran/Reliable
  CO: Sir Colonel Troy “Trashborn” Allen
  XO: Lt. Colonel Ty "Timex" Allen
  Wraiths Battalion: Major Mark Gerhart
  Shadow Thieves Battalion: Major James "Turbo" Chaney
  Demon Spawn Battalion: Sir Major Bruce "Phoenix" Van Etten
  The Jaegers almost exclusively deploy BattleMechs. Currently
  the unit is down a company and a half, mostly in vehicles and aero-
  space assets; they were almost down a battalion, but part of their
  payment from the Word of Blake was a company of ’Mechs field
  upgraded with advanced technology. The Jaegers’ small infantry
  detachment is almost exclusively reserved for rear-echelon and
  DropShip security, as well as limited Special Forces actions.
  
  60
  THE DIOSCURI
  The Dioscuri
  2 Battalions/Veteran/Questionable
  CO/1st Battalion: Colonel Timothy Nels
  XO/2nd Battalion: Colonel Brenda Nels
  First Battalion is organized as an assault force, divided into
  four reinforced heavy/assault companies of sixteen ’Mechs
  each, plus one independent command lance. Second Battalion
  is a standard medium/heavy force of forty ’Mechs including its
  own command lance. Half of all Dioscuri ’Mechs are upgraded,
  some with captured Clan technology.
  THE DIOSCURI: RIDING THE LIGHTNING
  Once numbering two regiments, the hard-hitting Dioscuri was reduced to barely a battalion of
  ’Mechs and MechWarriors by the Clan invasion.The decimated command recruited warriors from
  similarly shattered mercenary forces, quickly recovering to field two full battalions and a mixed
  regiment of conventional troops by 3058.
  The Dioscuri was well on the road to full recovery of at least one regiment when the
  FedCom Civil War intervened. Originally posted to Bountiful Harvest by Victor Steiner-Davion,
  with orders to support the Kell Hounds' operations in the Arc-Royal Defense Cordon, the Dioscuri
  were transferred to Kikuyu in early 3064 to support the Sixth Donegal Guards, where they faced
  Clan Jade Falcon's Delta Galaxy during the Falcon Incursion. Forced to bear the brunt of the heav-
  iest engagements, the mercenaries were reduced once more to barely a battalion of ’Mechs and a bat-
  tered conventional regiment before General Sharon Bryan pulled the Sixth Donegal’s ’Mech forces off
  Kikuyu during a brief lull in the fighting. Undersupported when hostilities renewed, the Dioscuri was finally
  forced to abandon Kikuyu for Morges, and spent the remainder of the war licking its wounds in the company of Clan Wolf (in-Exile).
  The Dioscuri paint their machines in a chaotic swirl of dark blue and black with silver-white lightning streaks. The mercenaries’
  insignia is the hand of Zeus reaching out of a web of lightning. The insignia is placed over the upper left torso of their ’Mechs or on the
  sides of aerospace fighters and vehicles.
  Dragoons Rating: C+
  OFFICERS
  Colonels Timothy and Brenda Nels have vowed to rebuild the Dioscuri again to regimental strength, and both continue to work
  toward that goal even today. Timothy Nels has an instinctive feel for where the greatest threat lies on a battlefield, and often acts pre-
  emptively to counter it.
  TACTICS
  The Dioscuri have changed many of their tactics to suit their reduced size. Second Battalion performs reconnaissance duties before
  engaging opponents in delaying actions designed to spread the enemy forces out so that the assault battalion can strike from the flank,
  often employing the command’s motorized infantry and VTOL detachment as part of its commander’s diversionary tactics. Colonel
  Brenda Nels’ mastery of such tactics ensures that enemy forces are usually spread all over the landscape in a vain effort to hunt down
  her troops when the assault battalion reaches the battle.
  SUPPORT
  The Dioscuri was forced to dismiss much of its technical support after the Jade Falcons decimated its regiments, and currently
  employ just enough technicians to support 80 percent of their required maintenance. The mercenaries possess no JumpShip or
  DropShip assets.
  The Brotherhood
  Regiment/Regular/Reliable
  Infantry Cmdr: Lt. Colonel Boyd Deveraux
  The Brotherhood is composed of two scout companies sup-
  ported by VTOLs and conventional aircraft, one artillery company,
  one security battalion of heavy foot soldiers, and one motorized
  battalion. These troops usually deploy with the BattleMech force.
  
  61
  THE DISMAL DISINHERITED
  THE DISMAL DISINHERITED
  When conversation turns to the most successful mercenary units in the Inner Sphere, few people
  mention the Dismal Disinherited, instead focusing on relative newcomers like Wolf’s Dragoons or the
  Kell Hounds. Yet the Disinherited have one of the longest histories of any mercenary command, hav-
  ing survived and thrived throughout the Succession Wars and the Clan invasion.
  Formed in the wake of the First Succession War by a group of former Capellan MechWarriors, most
  of whom descended from members of the original SLDF, the Disinherited left their homeland and made
  for the Free Worlds League, hounded by CCAF troops until they reached Oriente, where Captain-General
  Charles Marik granted them asylum. In return for Marik’s aid, the Dismal Disinherited--a moniker these
  refugee MechWarriors took in recognition of their origins--signed a long-term contract with the League that
  carried them deep into the years of the Second Succession War. The early Disinherited MechWarriors
  gained the most prestige during that conflict, serving almost exclusively along the League-Confederation
  border, and earning a reputation for exceptional skill and honor common to few in those brutal times.
  The mercenaries took heavy casualties during that war, but maintained their strength by recruiting heavily from their own families
  as well as from those warriors leaving FWLM service. After spending two decades in the League, the Disinherited received an offer from
  the Lyran Commonwealth they could not refuse. Their departure from the Free Worlds carried on a long tradition of accepting lengthy
  contracts, a tradition that continues today.
  The Disinherited continued in this fashion throughout the Fourth War and the Clan Wars that followed, serving their last two con-
  tracts with the Federated Suns and the young Federated Commonwealth. Of late, the Disinherited have focused their energies more on
  serving smaller and more independent powers, including the Magistracy of Canopus and even the fractured realms of the Chaos March,
  and remain heavily active in the March, where they collaborate with Wolf’s Dragoons to blunt ongoing Word of Blake incursions through-
  out the region.
  COMMAND
  A lifelong member of the Disinherited, General Terrence Krieger spent his youth learning about the traits of leadership the hard way.
  He initially rebelled against his parents, both senior Disinherited officers, as well as other Disinherited officers, and consequently spent
  a great deal of time in the brig. When he wasn’t locked up, he wasted his days playing pranks and engaging in other “irresponsible” activ-
  ities. Not until he took part in a near-disastrous assault on the Combine world of Kaznejoy did he change his outlook on life. Now 55, he
  remains something of an unpredictable man who is nearly fearless on the battlefield.
  FORCES 
  The Disinherited have fielded three full ’Mech regiments for more than a century. Following the Fourth Succession War, when the
  AFFS proved to the rest of the Inner Sphere the value of conventional armor on the modern battlefield, the Disinherited devoted con-
  siderable resources toward building up similar supporting forces, and transformed their infantry units into mechanized troops capable of
  keeping up with the rest of the command. They stopped short of fully integrating their ’Mechs and armor, however, preferring instead to
  attach supporting elements as needed.
  SUPPORT
  The Disinherited are readily able to handle all of their maintenance requirements, thanks in no small measure to the fact that every
  one of their MechWarriors, pilots and crews is capable of performing double duty as an astech. This policy frees more experienced and
  capable technicians to repair heavily damaged equipment.
  The Disinherited have a fleet of DropShips and JumpShips able to transport each of the three ’Mech regiments, plus their support-
  ing units. The JumpShips came after the Fourth Succession War, when the Federated Suns captured a quite a few from the Capellan
  Confederation and subsequently sold off some to select mercenary units. Ironically, the Disinherited purchased the Invader-class Star
  Burner, one of the ships from which their progenitors served before leaving the Confederation.
  COLORS AND INSIGNIA
  The Dismal Disinherited have no specific parade scheme, instead employing camouflage appropriate to the climate and terrain to
  which they are assigned. When camouflage is not appropriate, they often paint their equipment in drab reds and browns, though that
  choice comes less from tradition than from the simple fact that the primers they use come in those colors.
  The unit insignia shows a torch radiating rays of light in the darkness, and appears on the left shoulders of Disinherited ’Mechs, the
  left sides of their vehicles and on the left wings of their fighters. Individual regimental insignias are worn on the opposite side.
  
  62
  FIRST DISMAL DISINHERITED
  1st Dismal Disinherited
  Regiment/Veteran/Fanatical
  CO: General Terrence Krieger
  XO: Colonel Roderick Astbury
  The First has thrived with the debut of so many XL-
  equipped ’Mechs in the past fifteen years. Consisting primarily
  of medium and heavy machines, the First is a powerful force to
  be reckoned with. Common ’Mechs include the Lynx, Nightsky,
  Wraith and Falconer, all speedy designs with significant punch.
  FIRST DISMAL DISINHERITED: 
  KRIEGER’S PLAGUE OF LOCUSTS
  While serving the Free Worlds League in the Second Succession War, the Dismal Disinherited
  began to attract more and more attention and recruits. For a while, these additions simply made up for
  combat losses, but by the end of the war, the Disinherited had four full and highly skilled battalions.
  During the short lull between the Second and Third Succession Wars, the mercenaries split
  this reinforced regiment in half, forming two very different forces in the process.The First Regiment
  was transformed into a fast recon and cavalry unit, though it would take the battle for Dromini IV
  to make them adjust fully to that new role. On Dromini IV, the First swarmed the battlefields with
  fast-moving BattleMechs that kept Combine troops two and three times their size pinned down long
  enough for the heavier Second Regiment to move in and destroy. Unfortunately, when Combine
  forces overran a Steiner supply depot, the First’s lines of communications were lost, forcing them to
  retreat off-world rather than risk destruction.
  In the nearly two centuries since, the Plague of Locusts—the name assumed by the regiment after
  Dromini IV—has garnered an interstellar reputation and often receives seemingly impossible raiding and reconnaissance missions, tasks
  at which they rarely fail. Currently assigned to New Canton, they have been busy chasing down raiders, pirates and pro-Capellan gueril-
  las who still haunt the world. Though they inhabit the planet alongside the mercenary command Stalwart Support, the two commands
  have not interacted much, with the Disinherited operating as an independent force.
  The insignia for the First Disinherited is a stylized insect wielding a rifle.
  Dragoons Rating: A+
  OFFICERS
  As commander of the entire Disinherited, General Krieger is the titular leader of the First Regiment, but Colonel Roderick Astbury
  truly leads the Plague of Locusts. Astbury began his military career at the Blackjack School of Conflict and served in the combined AFFC
  until just before the Clan invasion, when he left the service as a major and joined the Dismal Disinherited. An unusual officer even for a
  graduate of that unique Lyran academy, Astbury found a home for his atypical leadership style and tactical mind in the First Regiment,
  where he has served ever since.
  TACTICS
  The First Regiment uses its speed to force battles onto fields of its own choosing. Its MechWarriors alternate between closing with an
  enemy for powerful hit-and-run strikes and firing from range, a tactic that helps prevent any single element from sustaining serious damage.
  When possible, the First will coordinate with Disinherited’s artillery, delivering precision Arrow missile attacks in the middle of huge melees.
  SUPPORT
  Even with the assistance of the regiment’s MechWarriors, the First often finds itself in a maintenance backlog after a few engage-
  ments. As a result, a disproportionate percentage of the Disinherited’s entire technical staff is commonly assigned to the First.
  1st Strike Wing
  Wing/Elite/Fanatical
  CO: Major Teddy Rex
  The First Strike Wing flies primarily heavy aerospace fighters,
  specializing in providing precision close air support bombing
  strikes and especially area denial attacks.
  1st Armored Cavalry
  Reinforced Regiment/Veteran/Fanatical
  CO: Lt. Colonel Penny Linn
  Consisting of two battalions of fast tanks and hovercraft, two of
  mechanized infantry and one of mixed tube artillery and air-defense
  tanks, the First Cavalry can effectively stall almost any opponent it
  comes across, freeing the ’Mech regiment to strike at will.
  
  63
  SECOND DISMAL DISINHERITED
  SECOND DISMAL DISINHERITED:
  MORRISON’S CRYPT KICKERS
  Formed in 2867, the Second Regiment was assigned the heaviest ’Mechs in the Disinherited. At
  the time, this amounted to almost eight companies of machines.While the Disinherited devoted most of
  its resources to filling out the First Regiment, the Second took up station within the Federation of
  Skye, placing them in position to move quickly to almost any border region within the Lyran
  Commonwealth. As it turned out, shortly after the official debut of the First Regiment, the
  Disinherited were called upon to defend the world of Dromini IV against a massive Kurita assault.
  Though the First Regiment became the star of the Dromini battle, the Second served as
  the mercenaries’ hammer, delivering heavy fire against the Draconian invaders, but at a terrible
  cost in men and machines. When the Disinherited were finally driven off the world, the Second had
  sustained such severe losses that the regiment stood down for a year to rebuild. Rather than request an
  easier assignment, the Disinherited returned to the Combine front, with the Second leading the way in battle.
  Such actions became a tradition for the Disinherited, with the Second Regiment serving as the unit’s steel core and absorbing the
  brunt of all damage. Thanks to this grim tradition, the Second has been rebuilt time and again throughout its long history, most recently
  during the Third Succession War almost seventy years ago. Since then, with the exception of a few forays into Combine space during
  the War of 3039 and the Ronin War, the entire command has served only in low-level conflicts. Currently garrisoning Tall Trees in sup-
  port of the Allied Mercenary Command, the Second is not actually working for the planetary government or that of the Saiph Triumvirate,
  but is in place to prevent any further Capellan or Word of Blake expansion within the Chaos March.
  The insignia of the Second Regiment is a booted foot standing on a fallen gravestone.
  Dragoons Rating: A-
  OFFICERS
  Colonel Hopin Morrison has spent his entire adult life as a mercenary MechWarrior, though only the last decade as a member of
  the Disinherited. He began his career in the Lexington Combat Group and transferred through two other commands before finding him-
  self back in the Lexington Group for a concurrent assignment with the Disinherited, who intrigued him. A graduate of some of the
  Federated Suns’ most prestigious military education programs, including the Federation War College, Colonel Morrison rapidly ascend-
  ed to command of the Second. Additionally, as the unofficial chief of strategy and tactics, he oversees operations and training plans for
  all of the Disinherited.
  TACTICS
  The application of overwhelming force defines the Second Regiment, which commonly engages in full-frontal assaults.
  SUPPORT
  Under normal operations, the Second is more than able to handle its support needs. When the First and Second operate together
  in heavy combat, however, their combined support needs can overtax the Disinherited’s abilities.
  2nd Dismal Disinherited
  Regiment/Regular/Reliable
  CO: Colonel Hopin Morrison
  XO: Lt Colonel Shi Vo Ktendi
  The second battalion is the lightest and swiftest of the
  Second’s complement, fielding mostly fast heavy ’Mechs with a
  handful of mediums and assaults. The other two battalions are
  composed of an equal number of heavy and assault machines
  that emphasize firepower and armor over speed and mobility.
  2nd Attack Wing
  Wing/Elite/Fanatical
  CO: Major Etta Foley
  Like the First Strike Wing, the Second flies mostly heavy fight-
  ers, though these fighters are primarily Rievers and Transgressors
  that mount heavy-bore autocannon and the like.
  2nd Armored Regiment
  Reinforced Regiment/Regular/Reliable
  CO: Lt. Colonel Valeri Erikksen
  Like the First Armored Cavalry, the Second Armored fields
  five battalions—two of mechanized infantry, one of artillery and
  two of armor. The two armored battalions are mostly assault
  machines like the Demolisher, Ontos and SturmFeur.
  
  64
  THIRD DISMAL DISINHERITED
  3rd Dismal Disinherited
  Regiment/Veteran/Reliable
  CO: Colonel John Marik-Johns
  XO: Lt. Colonel Kolt Alexandrov
  Once filled with medium ’Mechs, over the past two decades
  the Third has begun to take on more and more fast heavies, giv-
  ing it great speed and significant firepower. Only the third bat-
  talion lacks significant mobility.
  Serving as the regiment’s
  anchor point, this battalion fields slower ’Mechs like the
  Hunchback and the Cobra.
  THIRD DISMAL DISINHERITED: JOHNS’
  HOSTILE HELLRAISERS
  The Dismal Disinherited’s reputation as skilled, fearless, and seemingly unstoppable merce-
  naries had already been established by the middle of the Second Succession War, and continued
  to build from there. They jumped from assignment to assignment, never turning away from a diffi-
  cult battle and always giving their all—actions that ensured they would either cow their opponents
  into running or force them into a costly stand-up battle. They also garnered heftier paychecks and
  significant battlefield salvage, as well as a steady stream of MechWarriors eager to join this com-
  mand. By the beginning of the 31st century, the Disinherited had once again grown large enough to
  form another regiment. Focused around maneuverability and shock, the Third Regiment boasted two
  battalions of jump-capable ’Mechs, mostly mediums, each led by a company of rare Land-Air ’Mechs—a
  fact that initially earned the regiment the nickname of “Hostile LAMs.”
  The Third’s first assignment, in service to House Marik, was an assault on the Capellan world of Menkalinan in 3002. The
  Disinherited surprised the defending troops with their newly formed Third, pushing this highly mobile regiment deep into enemy’s rear
  areas while the first two regiments held them in place. As soon as the Liao commander realized who he was fighting, he called in sig-
  nificant reinforcements, with every fresh battalion and regiment pushing hard to break the Disinherited. Ultimately, League military com-
  manders pulled the mercenaries out, but not before they had inflicted more than three times the losses they suffered, the majority attrib-
  uted to the Third’s disrupting actions behind enemy lines.
  The Disinherited’s contract with House Marik ran out shortly thereafter and they left to take up station in the Federated Suns, where
  they once more faced Confederation forces in a drive toward Kittery. Afterward, the Disinherited moved to the Combine border, giving
  the regiment time to rebuild and refit.
  Unfortunately, the scarcity of replacement equipment and attrition slowly whittled down the regiment’s invaluable LAM complement.
  By the beginning of the second half of this century, they had retired their last LAM lance; two non-functional Phoenix Hawk LAMs today
  sit in a mobile museum run by the Third’s officers.
  The Third’s insignia shows the outline of a ’Mech walking through a hellish blaze.
  Dragoons Rating: A-
  OFFICERS
  Distantly related to the Free Worlds League ruling line, Colonel Marik-Johns’ family has served the Disinherited for more than a cen-
  tury. Though independently wealthy, he and his progenitors never traded on their name or fortune until Colonel Marik-Johns took charge
  of building the Disinherited’s armored regiments, when he used family contacts to secure favorable deals with League military suppliers.
  TACTICS
  Though not as quick as the First Regiment, most of the Third has superior mobility and can readily pass over or through almost any
  terrain.The rest is transported by DropShip to the battlefield, often executing dangerous combat drops right on top of an entrenched enemy.
  SUPPORT
  Like the other two Disinherited regiments, the Third possesses sufficient technical crews to complete routine maintenance, though
  in times of heavy action the unit may have to scrimp by as techs are reassigned to other priorities.
  3rd Attack Wing
  Wing/Veteran/Reliable
  CO: Major Hoyt Sledin
  Operating on the same principles as the other two wings, the
  Third Attack flies primarily heavy fighters and specializes in close
  air support for its ground forces.
  3rd Armored Regiment
  Reinforced Regiment/Regular/Reliable
  CO: Lt. Colonel Jules Chochrane
  The regiment’s three armor battalions each field four compa-
  nies, one each of mobile artillery and fast hovercraft, and two oth-
  ers comprised of heavy tanks.
  
  65
  THE DRAGONSLAYERS
  THE DRAGONSLAYERS: BLOOD
  VENGEANCE
  Renowned for their hatred of all things Kurita, the Dragonslayers are long-term employ-
  ees of the Lyran Commonwealth and later the Federated Commonwealth. Mauled in the War
  of 3039, the two Dragonslayers regiments subsisted on a string of private sector contracts
  until hired by the AFFC to reinforce the Clan border on Mogyorod, where they were immedi-
  ately attacked by Jade Falcon raiders hoping to test the new arrivals. The cost of driving off
  the Falcon probe was high—two companies of BattleMechs destroyed.
  Eager to recover their personnel, the mercenaries agitated for an assignment to hit back,
  and in 3053 the AFFC finally relented, allowing their Second Regiment to raid Quarrell. The
  Commonwealth viewed the results as a qualified success, but the Dragonslayers considered it a
  disaster. Second Regiment took heavy damage and the Commonwealth-supplied intelligence on the
  location of their comrades proved false. Bitter over the outcome, the mercenaries hid some of the Clan
  technology they had salvaged, effectively breaching the terms of their contract. When the Federated
  Commonwealth learned of this duplicity, Mogyorod’s planetary commander directed the Northwind Highlanders’ First Kearny Highlanders
  to forcibly seize the contraband technology. Unable to resist the Highlanders’ dawn assault, the Dragonslayers were forced to surrender.
  Found guilty of contract violation by the MRBC, the mercenaries consolidated their depleted forces and departed for Canopus.
  In 3066, Marshigam’s Legionnaires borrowed the Dragonslayers from the Magistracy and launched a disastrous attack on the Marik
  world of Conquista. In desperate need of funds after that, Colonel Sturm Hellecksen accepted what promised to be a lucrative contract
  for the Marian Hegemony, which began hiring mercenaries after being soundly trounced by the nearby Circinus Federation.
  Forsaking camouflage, the Dragonslayers use a red and white paint scheme on their ’Mechs and aerospace fighters. Their insignia
  is a mounted knight driving his lance into the chest of a rearing dragon. That the dragon just happens to resemble the crest of House
  Kurita is dismissed by Dragonslayers as a coincidence.
  Dragoons Rating: C
  OFFICERS
  Sturm Hellecksen is an excellent MechWarrior and leader who can inspire his troops to try almost anything. However, his fiery tem-
  perament makes him a poor administrator, a fact to which the regimental records stand as mute testament. Lieutenant Colonel Cazzell is
  little better than his superior at administration, but Major Jennifer Eberhardt brings a degree of sanity to the Dragonslayers’ management
  TACTICS
  Since their relocation to the Periphery, the Dragonslayers have become skilled at small unit tactics. When facing a larger force, Colonel
  Hellecksen attempts to fight on mountainous or heavily forested terrain that will break the battle up into a number of small skirmishes.
  SUPPORT
  The Dragonslayers have always had difficulty maintaining sufficient technical support. Despite their best efforts, the command is cur-
  rently 25 percent under its optimal support level.
  While under contract with the Magistracy of Canopus, the Dragonslayers were denied the opportunity to capture several pirate
  DropShips, as the contract’s salvage rights gave their employer first option. With no such impediments in their new contract, Major Wong
  is determined to add to the unit’s aerospace assets. Until then, the Dragonslayers lack DropShips and JumpShips.
  The Dragonslayers
  Regiment/Veteran/Reliable
  CO: Colonel Sturm Hellecksen
  1st Battalion/XO: Lt. Colonel Domonic Cazzell
  2nd Battalion: Major Jarrod Davis
  3rd Battalion: Major Jennifer Eberhardt
  The Dragonslayers are a medium ’Mech regiment. With
  most of their equipment coming from the Federated
  Commonwealth, designs such as the Enforcer and Hatchetman
  are common. Though the unit lost its hoard of Clantech, almost
  half the ’Mechs mount some kind of advanced equipment, giv-
  ing the regiment a significant technological edge out in the
  Periphery.
  Dragonslayer Air Wing
  Wing/Regular/Reliable
  Wing Cmdr: Major Hubert Wong
  With fast medium fighters, the Dragonslayers Air Wing spe-
  cializes in interception and space superiority. While able to carry
  out ground support and bombing missions, the aging Corsairs and
  Lightnings are somewhat limited in the quantity of ordinance they
  can deliver.
  
  66
  FEDERATED FREEMEN
  Federated Freemen
  Regiment/Veteran/Reliable
  CO: Colonel Xavier Pelt
  XO: Lt. Colonel Starling Groh
  The regiment is still rebuilding after suffering heavy losses
  during the Capellan-St. Ives War and later police actions in the
  FedCom Civil War (including the suppression of several
  Confederation-sponsored uprisings on Monhegan). Duke
  Hasek has promised the Freemen priority access to quarter-
  master supply lines, though a number of key AFFS units have
  even higher priority, leaving little for the mercenaries. Colonel
  Pelt is currently exploring other supply avenues.
  FEDERATED FREEMEN: 
  SWORDSMEN OF THE SUNS
  Like those of the Arcadians, the founding members of the Federated Freemen received
  their initial training in the FedSuns military and later chose to go independent as mercenar-
  ies. In fact, it was the successes of the Arcadians that convinced Lieutenant Colonel Xavier
  Pelt to build his own mercenary command. By the mid-3040s, the newly formed AFFC was
  suffering significant growing pains, with a number of former AFFS officers expressing increas-
  ing discontent about the way their superiors were handling the integration of the Davion and
  Steiner militaries. A distinguished officer from the Davion Brigade of Guards, Pelt had been
  assigned to the FedCom Corps, where he and several of his fellow MechWarriors felt their
  careers were languishing.
  Pelt still felt strongly committed to the Federated Suns and wanted to continue his service to its
  people, but always dreamed of commanding a regiment in battle. He retired in 3047, called upon dozens of
  skilled officers with whom he had served over the last twenty years, and put together a core group of officers to help
  him build his dream. For the next two years, Pelt and his cohorts recruited heavily from ex-AFFS/AFFC MechWarriors they knew, building
  a family of individuals who shared similar feelings and ideals. Soon enough, they had assembled a battalion. While he led the battalion on
  a number of high-risk assignments, several of his fellow retirees continued to recruit MechWarriors for the newborn Federated Freemen.
  The Clan War put an end to the Freemen’s ability to recruit, but provided several opportunities for service within the Federated Suns
  half of the FedCom that wouldn’t have been possible a year or two earlier. The Freemen garnered a number of high-profile garrison con-
  tracts that brought them prominence within FedSuns military circles, enough so that when the war ended they were able to recruit suf-
  ficient MechWarriors to fill out a regiment. They also maintained close contacts within the FedSuns defense industry, allowing them
  access to materiel that most mercenary units of their status could not hope to purchase.
  In the decade between the end of the Clan War and the beginning of the FedCom Civil War, the Freemen served in each of the
  FedSuns marches, as well as within the St. Ives Compact during the Capellan-St. Ives War. At the end of that conflict, the Freemen
  returned to the Capellan March, where they served Duke Hasek in his attempt to keep the entire region from disintegrating.
  The insignia of the Federated Freemen is two swords crossed over a stylized sunburst.
  Dragoons Rating: B
  OFFICERS
  Colonel Pelt started his military career by enlisting in the AFFS at the age of seventeen, and quickly advanced after winning the
  Diamond Starburst during the Fourth Succession War. Still idealistic for a man of his experience, he is a demanding but fair commander.
  TACTICS
  Though the ’Mech regiment is organized into three standard battalions, Freemen ’Mechs and vehicles often rearrange themselves
  into six or more mixed subcommands to confuse enemies and maintain a highly mobile battlefield.
  SUPPORT
  The Freemen field a Triumph, two Overlords, four Unions and a Mule, as well as full engineering and technical staffs, though they
  rely on the AFFS and/or independent JumpShips for interstellar transport.
  First Freemen Auxiliary
  2 Battalions/Regular/Reliable
  CO: Major Veronica El Tarkh
  Once a full regiment, the auxiliary took heavy losses in the
  past five years. Of its two reinforced battalions, the first consist
  mostly of heavy and assault tanks while the second, rebuilt almost
  from the ground up, fields primarily fast hovertanks.
  
  67
  FIGHTING INTELLECTUALS
  FIGHTING INTELLECTUALS: ROCKY START
  A charismatic and skilled battlefield commander who graduated with high marks from the
  Draconis Combine’s prestigious Sun Zhang MechWarrior Academy, Shinto Kubusaka served
  with the DCMS for the better part of a decade, a veteran of Operation Bulldog and the Ghost
  Bear War. Despite being praised and decorated for his remarkable record, then-sho-sa
  Kubusaka resigned his commission, gathered several like-minded warriors and struck
  out on his own, taking his hard-won Grand Dragon with him.
  Hoping to learn the ropes of mercenary command from such accomplished masters as
  the Kell Hounds, Kubusaka eschewed the hiring halls on Outreach in favor of Arc-Royal. There,
  he gathered enough troops to fill a combined-arms command. He insisted that his new recruits be
  not simply good warriors, but also scholars in their own right. In Kubusaka’s words, “Mere honor is noth-
  ing without the culture to back it up.” This policy set back his timetable and even led to defections by some
  recruits when their would-be commander floundered on payment in the unit’s early days.
  Despite these setbacks, the Fighting Intellectuals were born in 3066, their name a tongue-in-cheek ref-
  erence to Kubusaka’s preference for scholar-warriors. With a full ’Mech company, nearly a full aerospace
  squadron and just enough technicians to keep their machines running, the command cut its teeth on its first successful contract: a raid
  on a pro-Katrina supply depot on Laiaka as part of the Hounds’ mercenary farming program.
  The successful operation enabled Kubusaka to hire additional troops and encouraged him to take a second objective raid, this time
  for Baron Rupert Kerr, a minor noble on Kandersteg. Believing the mission was little more than a punitive strike between feuding Lyran
  nobles, Kubusaka led his Intellectuals to the objective only to find it defended by a full mixed battalion of LAAF troops, which pummeled
  his command in a brief yet fierce engagement.The Intellectuals lost half their aerospace assets and suffered heavy damage.Withdrawing
  without even scratching the contracted objective, the demoralized mercenaries returned to Atocongo to recover.
  The Fighting Intellectuals use whatever camouflage pattern applies best to the terrain in which they will be fighting. Their insignia is
  a simple yellow diamond, reminiscent of a common traffic sign, with the words Genius At War crudely written in the center.
  Dragoons Rating: C
  OFFICERS
  Captain Tae Kwon Kocheke is an imposing figure whose dark complexion and permanent scowl only enhance the intimidation fac-
  tor of his heavily muscled physique. The latter has led many to speculate that he is a displaced Clan Elemental, a claim he emphatical-
  ly denies. In truth, Kocheke appears to simply be another of Kubusaka’s handpicked intellectuals, whose schooling includes advanced
  physical sciences and biochemistry as well as tactical and battlefield skills learned at the Arc-Royal Combat Training Program.
  SUPPORT
  With only enough technicians to service ten of their twelve BattleMechs and half their fighters in any given week, the Fighting Intellectuals
  are currently suffering from a distinct lack of capable tech support.The unit’s single Union-class DropShip, currently employed by Kubusaka on
  a long-term basis, is barely adequate for transport. Kubusaka therefore often leaves a portion of his force behind on attack missions, to simpli-
  fy support and transport needs.
  Fighting Intellectuals
  Company/Regular/Reliable
  CO: Major Shinto Kubusaka
  XO: Captain Tae Kwon Kocheke
  The Intellectuals’ ’Mech force contains a mix of older chas-
  sis, though many of these sport upgraded technology.The com-
  pany’s most prized possession is a captured Clan Puma,
  claimed when Kubusaka recruited its warrior on Arc-Royal.
  Soaring Intellectuals
  2 Air Lances/Green/Reliable
  CO: Captain Ronnie Hartland
  The Soaring Intellectuals employ a lance each of mis-
  matched light and medium-weight aerospace fighters. Captain
  Ronnie Hartland, the Intellectuals’ air group commander, prefers to
  use the lighter craft as scouts, and leads the medium lance on
  DropShip escort and ground attack missions.
  Intellectuals Security Detachment
  Platoon/Regular/Reliable
  CO: Sergeant Waldo Ferrigno 
  The Intellectuals’ infantry support includes two squads of jump
  troopers and two motorized infantry squads who typically serve as
  the Intellectuals’ scouts and spotters when not tasked with secur-
  ing the command’s headquarters or DropShip.
  
  68
  FIST OF MOKAL
  Fist of Mokal
  Battalion/Veteran/Reliable
  CO: Major Rocco Valdez
  Deccan Horse Company: Captain Maria Valdez
  Poona Horse Company: Captain Jezebel Jhingan
  Scinde Horse Company: Captain William Hobson
  FIST OF MOKAL: DESPERADOES
  Major Rocco Valdez built his mercenary command in 3054 around a group of warriors cast
  aside from forces shattered during the Clan invasion, and spent two years hammering this group
  of individual soldiers into a single-minded, battle-ready combat command dubbed the Fist of
  Mokal.Valdez, a former Marik officer, used his contacts in the FWLM to land a contract for his new
  command, and in June of 3056, they were sent to garrison the FedCom border world of Berenson.
  There they spent a year in relatively quiet training. In 3057, during the Marik-Liao invasion of the
  FedCom, the FWLM loaned the Fist of Mokal to the Capellans, where they fought alongside
  Jeffrey’s Own on Sheratan.
  The Fist landed in the capital after finding the planet lightly defended, claiming Sheratan for
  House Liao. This enraged the Sheratan Knights, staunch FedCom supporters, who converged on the
  capital and engaged the Fist in a furious hit-and-run battle. Stunned, senior commander Major William
  Jeffreys of Jeffrey’s Own ordered the Fists’ command company to hunt down the Knights, leaving their other
  company behind in the capital. Aided by Liaoist guerrillas, the Fist MechWarriors found and destroyed a battalion
  of Knights, but the surviving defenders set the forest ablaze, killing the pursuing mercenaries and the rest of the
  Liaoist troops, while Jeffreys’ company escaped. The remaining Fists in the city retaliated by killing thousands of civilians in a fit of rage.
  When word of this atrocity got out, the FWLM voided the Fist of Mokal’s contract and proscribed the unit; the Fists and Jeffrey’s Own
  were considered outcasts. Wolf’s Dragoons would not allow them on Outreach, and they were forced to head for Galatea, where Major
  Valdez considered disbanding his command and simply disappearing. He changed his mind, however, when an elderly demi-precentor
  from the Word of Blake approached him and Jeffreys, willing to vouch for both commands and overlook the past if they would work for
  the Word. Valdez and Jeffreys both agreed, more out of necessity than any sympathy with the Blakists.
  Both commands landed on Terra Firma and soon formed an alliance with a Blakist-friendly separatist group. Together, they defeat-
  ed most of the local opposition within three weeks, before moving on to do the same on Capolla. After just two weeks of fighting there,
  Capolla was secured, and the Terracap Confederation formed. Meanwhile, Liaoist sympathizers continued guerrilla operations against
  the invaders. In 3066 Major Jeffreys was kidnapped and brutally murdered by Zhanzheng de guang terrorists on Terra Firma. Not want-
  ing another Sheratan, Major Valdez met with the outraged MechWarriors of Jeffrey’s Own and convinced them that the consequences
  of acting out their fury weren’t worth it. He then asked them to merge with the Fist as one command and swore they would make the
  Liaoist terrorists pay dearly together. Jeffrey’s Own accepted his offer, and true to his word, Valdez spent the next year purging the plan-
  et of Zhanzheng de guang with some help from the Word of Blake. Thanks to the government of the Terracap Confederation, The Fist of
  Mokal is a full battalion now and effectively serves as Terracap’s standing army.
  Fist of Mokal warriors paint their machines silver with red and black highlights.Their insignia is crossed armored fists on a red shield
  trimmed in black.
  Dragoons Rating: B-
  OFFICERS
  A former officer in the Regulan Hussars, Major Rocco Valdez is a Hindu, and named his command after a Hindu warrior king. He is
  a charismatic leader with an air of confidence that inspires those who follow him.
  TACTICS
  The Fist uses a variety of tactics dictated by the situation on the ground. They prefer mobile warfare to being bogged down, and
  excel in close-quarters combat such as in forests or urban environments.
  SUPPORT
  The Fist’s technical support staff provides 90 percent of the unit’s needs. The command owns three Union-class DropShips.
  Each company is named for a famous armored regiment from
  India’s past. Deccan and Poona, the workhorse companies, are
  each comprised of one heavy battle lance, a medium striker and
  an assault lance. Scinde Horse is comprised solely of medium and
  light jump-capable BattleMechs equipped with MASC or TSM. The
  company fields a command lance, and possesses more than 65
  percent upgraded, equipment including two OmniMechs.
  
  69
  THE FURIES
  THE FURIES: THE BEST OF A BAD SITUATION
  Born from a DCMS armor regiment that mutinied after years of neglect two centuries ago, and
  named by accident when a Galatean clerk mistakenly entered then-commander Li Sook Fry’s name
  as Li Sook Fury, the Furies have acquitted themselves admirably over the years in service to various
  smaller employers throughout the Inner Sphere and Periphery. After concluding a recent contract with
  the Duchy of Small in the Chaos March, the Furies signed on with the Terracap Confederation for gar-
  rison duty on Capolla. Since arriving, this armored regiment has taken on the job of training the plan-
  etary militia in basic armor tactics, and some locals have even joined up with the mercenaries.
  A standing stipulation in all contracts taken by the Furies since their first missions in the March is
  that the regiment not be required to face any Great House invasion force larger than battalion strength.
  This stipulation is designed to keep the unit from being left high and dry by a lazy or negligent employ-
  er. When the Furies transferred their command to Capolla, they invoked this same provision.
  The regiment paints its vehicles in standard camo patterns to suit the landscape. The regimental
  insignia, a spotted cat-woman in front of a large yellow moon, is painted on the left sides of vehicles.
  Dragoons Rating: A
  OFFICERS
  Christopher Wu Teng Fury, captain of Second Company, is the son of the Furies’ present commanding officer, Colonel Ria Sung-hei
  Fury. A natural tactician, Captain Fury received formal training through the OMTC on Outreach, where he led an armor battalion to an
  embarrassing defeat over a Dragoons major's ’Mech company during a simulated battle. In live exercises with the Furies, his company
  has defeated entire armor battalions.
  TACTICS
  Colonel Ria Fury has time and again demonstrated mastery of the "divide and conquer" strategy, using carefully planned harass-
  ment tactics to force enemy units to spread themselves out in an effort to engage her troops before bringing concentrated firepower to
  bear on a vulnerable spot in the enemy's lines.
  SUPPORT
  In terms of DropShips, the Furies can cover all of their transportation needs, but rely on commercial or employer-provided
  JumpShips for interstellar travel. Every member is a trained assistant mechanic, and the unit has enough skilled mechanics to rate full
  tech support.
  The Furies Command Company
  Company/Veteran/Reliable
  CO: Colonel Ria Sung-hei Fury
  The Furies' three-platoon command unit employs fast
  medium-weight hovercraft equipped with advanced weaponry
  and (in some cases) XL engines, including two Drillsons
  (StreakSRM variants). The vehicles of Colonel Fury's platoon
  are well armored to ensure survivability, while the craft of the
  two remaining platoons mount larger weapons to help provide
  adequate protection for the colonel. Traditionally, the command
  company adopts a different battalion's insignia for each battle,
  to keep enemies from easily identifying them as the Furies’
  command force.
  The Furies
  Regiment/Regular/Reliable
  XO/1st Battalion (The Tisiphones): Lt. Colonel Erik Gray
  2nd Company: Captain Christopher Wu Teng Fury
  2nd Battalion (The Alecto): Major Tramyr Adragon
  3rd Battalion (The Magaeras): Major Steven "Stumpy" Thomas
  All three Furies battalions contain a mix of hovercraft, wheeled
  and tracked armor platoons. Each battalion also contains com-
  mand platoons outfitted with vehicles that have been upgraded to
  advanced standards.
  Each battalion employs its own insignia, which appears on the
  right front fender of all vehicles. The Tisiphones (Avengers of
  Blood) sport a blood-red silhouette of a large cat, while the Alecto
  (Implacable Ones) employ a design that looks like claws ripping out
  of the vehicle’s armor. The Magaeras (Jealous Ones) battalion
  uses a preening Bengal tiger with a bloody muzzle as their insignia.
  
  70
  THE GREEN MACHINE
  The Green Machine 
  Battalion/Green/Questionable
  CO/Alpha Company: Colonel Maxwell Green
  XO: Captain Rheannon Slyghe
  Bravo Company: Captain Joel Willard
  Charlie Company: Captain Phyllis Margrove
  Alpha Company (including the headquarters lance
  attached to it) and Charlie Company are composed of light and
  medium BattleMech designs, while Bravo Company includes
  the Machine’s heavy assets. Bravo Company is led by a former
  infantry corporal, Joel Willard (age 29), who has little formal
  training in leadership or tactics and even less talent. Willard is,
  THE GREEN MACHINE: 
  THE BITTER TASTE OF DECAY 
  Sometimes a unit becomes "long in the tooth," inexperienced in the rigors of heavy com-
  bat through years of fulfilling relatively easy contracts. For the Green Machine, twenty-five years
  of garrison work, while enough to pay for some upgrades, is still garrison work; this mercenary
  command has not seen combat in more than two decades, and it shows. In 3050, the Machine
  was stationed on Kowloon, in the Lyran half of the Federated Commonwealth, but unlike many
  mercenary forces in the area, they were not tapped to fight the Clans, instead assigned to guard
  a series of minor industrial plants there and later on Purvo, by the St. Ives Compact border. By
  mid-3062, most of the Machine's experienced MechWarriors and officers had either retired or
  found work in more active, better-paying commands. Colonel Green sought replacements wherev-
  er he could, but the results became painfully obvious in exercises last year, when Purvo's militia
  defeated the mercenaries in a three-day simulation. Had it been a real battle, the fighting would have
  cost the Machine 85 percent casualties. Not surprisingly, Purvo’s authorities declined to renew their contract.
  The Green Machine is currently located on the minor hiring world of Westerhand, where their lackluster reputation is not so obvi-
  ous among the hordes of new commands and “also-rans” in slightly worse shape. Speculation on the future of this mercenary force
  tends to assume that history will repeat itself, and that the most talented new recruits will find more lucrative employment elsewhere
  after a bit of seasoning.
  The Green Machine’s insignia is a BattleMech foot crushing a building, on a circular field. It is painted on a ’Mech’s left leg and worn
  as a patch on the right shoulder. Unit colors are primer and green with rust-brown highlights.
  Dragoons Rating: F
  OFFICERS
  Colonel Maxwell Green is getting old while his unit, paradoxically, is getting young. Currently, his executive officer and Alpha
  Company commander is only nineteen years of age. The commander of Bravo Company is an “adult juvenile delinquent”, and Charlie
  Company’s commander is an alcoholic wreck considered too incompetent to remain in Lyran service. In spite of these difficulties, Colonel
  Green is desperate to have some kind of battlefield victory before he dies.
  Green's executive officer, Captain Rheannon Slyghe, is a gifted natural tactician recruited by Colonel Green at a New Year’s party
  in TempTown. A top student in combined-arms classes, Captain Slyghe recently dropped out of the Outreach Mercenary Academy to
  take her commission with the Green Machine. Her desire for an early career start, as opposed to finishing her education, may cause her
  difficulties if and when this mercenary command finally collapses.
  TACTICS
  Once a strong line-combat unit, the Green Machine is now barely fit to carry out urban support missions.The combination of Colonel
  Green’s advanced age—he will celebrate his 71st birthday this year—and the inexperience and incompetence of the command cost the
  unit dearly in a simulated exercise against a minor planetary militia.
  SUPPORT
  The Green Machine has barely enough technical support to keep 85 percent of its machines running at any given time. The bat-
  talion moves in a single, dilapidated DropShip, and has no JumpShip assets.
  however, utterly fearless.With ’Mech designs running from 60 to 75
  tons, most of which lack jump jets, Willard’s Bravo Company is the
  slowest company in the Green Machine.
  Captain Phyllis Margrove was once a competent officer with
  an unremarkable record, but she has bounced through the merce-
  nary profession for years. When sober and not paralyzed by
  depression, she brings a solid grasp of tactics and discipline to her
  command, whose members almost universally call her "Mom".
  Fortunately, Margrove has recently been sober more often than
  drunk, and she has begun pushing her personnel through a heavy
  cycle of basic competence exercises. Her Charlie Company, how-
  ever, is shorthanded, with two three-’Mech lances.
  
  71
  GREENBURG’S GODZILLAS
  GREENBURG’S GODZILLAS: LIGHTS!
  CAMERA! ACTION!
  Mordon Greenburg made himself a household name as a veteran MechWarrior and com-
  bat correspondent during the Third Succession War. While doing research on Galatea,
  Greenburg met Philippe Rodan, survivor of the ill-fated Brownlee’s Barracudas. The two fell
  to talking, and somewhere during that night formulated a plan: With backing from one of the
  major broadcast networks, Mordon would film a documentary covering the first year of a new
  mercenary force. The Tharkad Broadcast Company was enthusiastic about the project, but
  stipulated that Mordon Greenburg lead this new command. Thus, viewers across the Inner
  Sphere were treated to a view of mercenary life as Colonel Greenburg showed them the back
  streets and hiring halls of Galatea, the tense negotiations over the contract points and the best
  bars and clubs on the Warrior’s World. His holovid show, “Greenburg’s Godzillas”, was relatively
  successful initially, but falling ratings eventually persuaded worried TBC executives to can it.
  The Godzillas remained in service, however, but saw little action in the Fourth Succession War.
  During the War of 3039 and the Clan invasion, the mercenaries served in a supporting role for the Federated
  Commonwealth, but were rarely called upon to fight. With some relief, Ivo Greenburg—Mordon’s son—declined to extend the Godzillas’
  contract past 3052, preferring instead to take up a garrison post in his native Free Worlds League. The Godzillas were among the mer-
  cenaries Thomas Marik provided to Sun-Tzu Liao for Operation Guerrero, and helped push the Fifth Syrtis Fusiliers RTC off the Sarna
  March world of Bora. A few years later, when the Combine bolstered the DCMS in preparation for its drive against the Smoke Jaguars,
  the Godzillas were among the mercenaries hired by House Kurita, but when that contract expired, the mercenaries found themselves
  stuck on Cabalrai.
  The Godzillas favor a dark green paint scheme, sometimes accented with lighter green scales and the classic “shark teeth” nose
  art. Though considered by others to be unprofessional, corporate logos and advertising appear on Godzillas units, the quantity and size
  of which is proportionate to the fame of the warrior. The regimental insignia is the profile of a fearsome green lizard against a red disk.
  Dragoons Rating: C
  OFFICERS
  Like his father, Ivo Greenburg is keenly aware of the power of the media, and makes a point of keeping the press on his side. Lacking
  funds to pay for passage to Outreach, Colonel Greenburg has been forced to look for other sources of income, and has begun collabo-
  rating with a Luthien-based film company on several projects.
  TACTICS
  Something of a showman, Colonel Greenburg has trained his troops in close and open formation precision drill. Hours of such prac-
  tice allow the Godzillas to smoothly maneuver as a single unit, often catching an enemy flat-footed. The mercenaries then chew up a
  few companies before the rest of an opposing force can mount a coherent response.
  SUPPORT
  With no DropShips or JumpShips, the Godzillas depend on their employers or hired transport. Technical support, however, can see
  to the maintenance needs of 70 percent of the regiment. When needed, the Godzillas’ creative techs can mock up the exterior of
  BattleMechs to resemble other models for theatrical productions, a technique the regiment recently used when playing a Galaxy of assault
  OmniMechs in the final battle sequence of Takura Migaki’s classic, “The Thirteenth MechWarrior”.
  Greenburg’s Godzillas
  Regiment/Veteran/Reliable
  CO/1st Battalion: Colonel Ivo Greenburg
  XO/2nd Battalion: Major Simon Verhoeven
  3rd Battalion: Major Joss Ridley
  Greenburg’s Godzillas do not employ separate regimen-
  tal or battalion command units. Each battalion consists of
  three companies. The majority of the unit’s BattleMechs are
  medium and heavy designs, most of which predate the Clan
  invasion. Half these ’Mechs incorporate new technology, and
  the Godzillas recently received a company of OmniMechs from
  the DCMS.
  Greenburg’s Ghidorahs
  Wing/Veteran/Reliable
  Wing Cmdr: Major Philippe Rodan
  Rodan’s fighter wing specializes in atmospheric operations
  such as ground support, and several fighters have been modified
  into advanced holo-camera platforms.
  
  72
  HARCOURT’S DESTRUCTORS
  2 Battalions/Regular/Reliable
  CO: Colonel Kamala Rahman
  Harcourt’s Alien’s CO: Major Hannah De Vries
  Drummond’s Destroyers CO: Major Alesha Lorre
  While the majority of the advanced tech in the unit
  resides within the heavy 'Mechs of the Aliens, the Destroyers
  maintain a decisive edge in sheer tonnage and firepower.
  Forbes’ Cavaliers
  Regiment/Regular/Reliable
  CO: Lt. Colonel Marie Kuperus
  The Cavaliers are mainly composed of APC’s and infantry
  support vehicles. During combat operations, the Cavaliers and
  Irregulars rarely deploy independent from each other.
  HARCOURT’S DESTRUCTORS:
  EXPECTED TO SURVIVE
  The Destructors have lived up to their ratings since entering the service of the Magistracy of Canopus in
  3003. A reliable mercenary force which can be expected to perform its duties with precision, they found a chance
  to excel when the St. Ives Armored Cavalry and other Capellan units probed the Magistracy border in the 3020’s.
  Since then the Destructors have made themselves of use to the Magistracy by hunting down different pirate
  bands, typically by deploying one of their component 'Mech battalions with some support on extended search and
  destroy missions.
  More recently Colonel Rahman’s unit was redeployed to Addasar, on the border of the so-called New Colony
  Region. Here their mission profile has been expanded to prevent potential trouble in the newly formed Fronc
  Reaches from spilling over in to Canopian space. They share this particular mission directive with the Canopian
  Brigade, a unit who the Magestrix hopes will learn a great deal from the Harcourt’s Destructors. The Destructors
  continue to send out search and destroy expeditions as they did while stationed on new Abilene, although strange-
  ly enough rumors circulate of Harcourt’s Aliens and Drummond’s Destroyer 'Mechs on maneuvers in the Fronc
  Reaches. So far they have not been confirmed nor denied by MAF sources.
  The Destructors’ isnignia is a hand holding a mace aloft, set against a white field. The hand varies with the
  two battalions, appearing green and four-fingered for Harcourt’s Aliens, and distinctly pink and human for
  Drummond’s Destroyers. Both battalions employ a black-on-green variant of standard forest camouflage, regardless of actual terrain.
  Dragoons Rating: D
  OFFICERS
  Colonel Kamal Rahman has long since been operatonal commander of the Destructors. Of Taurian decent, she is credited by many
  as a driving force behind the level of respect the mercenary command currently maintains within the MAF. While it is uncommon for her
  to take to the field of combat, she does have a rare and sought-after Mobile HQ at her disposal. It is widely assumed that this vehicle
  does not have all its techncial abilities in good repair. In the few instances where the Harcourt Destroyers cooperated with the Canopian
  Brigade, Colonel Joppa and her staff were spotted aboard the mobile HQ though.
  TACTICS
  Harcourt’s Aliens are the lighter of the two 'Mech formations, and typically attempt to use their mobility to their best advantage when
  in the field. It is not uncommon for them to attempt to drive or lead hostile units straight in to the heavier Drummond’s Destroyers.
  SUPPORT
  The Destructors possess suffiecient DropShip support to transport most of their unit, but rely on Magistracy resources for interstel-
  lar travel. The majority of their equipment is in decent repair, but a chronic lack of qualified technicians does leave the majority of equip-
  ment behind in their maintenance requirements.
  Harcourt’s Destructors
  Harcourt’s Irregulars
  Battalion/Green/Reliable
  CO: Major Joseph Marsipan
  The Irregulars fuction as the unit security force. They
  see combat on those rare occassions where the Drummond
  Destroyers are in a position to call in additional firepower to suppl-
  ment an ambush.
  
  73
  HARLOCK’S WARRIORS
  HARLOCK’S WARRIORS: GLADIATORS UNITED
  During the Chain Gang raids in 2825, House Kurita dropped a company of criminals, hopped
  up on combat drugs, onto Kobe. Led by Rasalhagian rebel Sven Harlock, this force destroyed the
  local water processing plant, but when Harlock moved to escape, they ran into bandits piloting older
  Star League ’Mechs. With the Lyran reinforcements called to defend Kobe only hours away, Harlock
  and the bandits agreed to join forces, and the bandit leader suggested a one-on-one duel between
  himself and Harlock for leadership. Despite his less advanced ’Mech, Harlock defeated the bandit in
  close-quarters combat, then ordered his warriors to withdraw to the bandit DropShips and retreat.
  Starting with a low-paying, high salvage job for House Marik, Harlock’s Warriors used their
  gladiatorial combat abilities to their advantage. By 3020, the mercenaries had grown to regimental
  size, with full armor and infantry support, and had begun to take on fewer heavy combat assign-
  ments by the late 3050s. The unit lingered in garrison duty until the FedCom Civil War, when Major
  General Robert Koenig of the AFFS attempted to free Small World from pro-Katherine loyalists. The
  general sent out a call for mercenary forces and then-Captain Larette Thomas took his company to
  assist, over objections from Warriors commander, Samantha Viele.
  As part of two ad-hoc mercenary battalions, commanded by Major Donna Wilson, Captain Thomas led his Warriors to victory after
  victory, using standard divide-and-conquer strategy, until the loyalist forces surrendered a month later. Upon his return to the Warriors,
  Colonel Viele ordered the renegade captain’s court-martial, but instead, Thomas invoked the command’s old dueling custom, demand-
  ing a chance to replace Viele. With many of the Warriors on the fence, Viele acceded. Captain Thomas used his recently modified Victor
  brilliantly, closing in and wielding a targeting-assisted rotary autocannon and MRMs to quickly cripple Viele’s ’Mech. With her defeat,
  command of the Warriors fell to Thomas.
  Unfortunately for the Warriors, the duel did not settle everything. During their first training exercise after the transition, Viele attempt-
  ed to destroy Thomas’ entire command lance to wrest back control, an action that caused the deaths of more than a dozen warriors and
  the expulsion of twice as many more, including Viele herself.
  The unit’s parade colors are black with yellow and blue trim. Prominent on all the ’Mechs is the Warriors’ insignia, a white battleaxe
  on a black background in a yellow border.
  Dragoons Rating: B
  OFFICERS
  Colonel Thomas is a capable leader, but is working hard to adjust to his new role. Major Petruzzelli is a stellar MechWarrior who has
  been thrust into a leadership role, leading from his Spector at the front.
  TACTICS
  The Warriors function adequately as a unit but excel at individual combat. They often seek to spread out the opposition and engage
  them apart from one another.
  SUPPORT
  The unit has just enough technical support to keep up with its needs and DropShips capable of transporting 80 percent of its forces.
  Harlock’s Warriors
  Regiment/Green/Reliable
  CO: Colonel Larette Thomas
  XO: Major Kenneth Petruzzelli
  The rebuilt unit is currently operating with a command lance,
  a full battalion of regular troops under Major Petruzzelli and two
  understrength battalions with two companies each of mainly
  green warriors. The regiment’s ’Mechs mainly consist of highly
  mobile, medium-weight machines. Major Petruzzelli’s battalion
  usually scouts out and diverts the enemy into the waiting arms of
  the newer warriors, though this has only occurred in simulations.
  Faraday’s Falcons
  Squadron/Regular/Reliable
  Squadron Cmdr: Captain Michael Faraday
  The squadron sat out the inter-unit conflict between Thomas
  and Viele, and remains a stabilizing influence. Dog fighting is
  their forte.
  
  74
  HELL’S BLACK ACES
  Hell’s Black Aces
  Regiment/Elite/Reliable
  CO: Colonel Hohiru “Great Wyrm” Tanaga
  XO: Lt. Colonel Andrea “Cat’s Eyes” Macianni
  1st Wing: Major Wynn “Lady Doom” Sung
  2nd Wing: Major Jason “Daemon” Windgate
  3rd Wing: Major Kerrin “Tsunami” Osikana
  HELL’S BLACK ACES: BANDIT DAYS
  Ever since fleeing the Confederation in 3011, Hell’s Black Aces has built up a reputation as one of the few
  aerospace-only mercenary units in existence and one of the best mercenary units period. Of Capellan heritage
  originally, the mercenaries have assimilated over time a sizeable portion of Kurita pilots, who have risen
  through the ranks to hold many command slots.
  In early 3063, during the height of the Capellan Xin Sheng movement, a member of Chancellor Sun-
  Tzu Liao’s staff overrode the normal negotiation process and offered some rather generous terms to gain
  the Aces’ services. Excellent pay, full salvage rights and preferred-buyer status for the new aerospace lines
  in production on Victoria were on the table. The Aces even bargained to allow one of their fighter wings to
  hire out to other factions, provided it was to undertake no assignments against the Confederation during the
  rest of the regiment’s stay.
  Months into the contract, the reasons for the CCAF’s unusual generosity became clear when the
  Chancellor personally called for the Aces to “rejoin the family it had once fled”. The regiment’s current com-
  mander, Hohiru Tanaga, a man of Combine origins, has so far declined this offer, but pressure from within the
  unit may eventually prompt him to at least open talks in order to retain his command’s cohesion.
  The Aces’ fighters and flight suits are bone-white. Their insignia, placed on the left wing of aerospace craft
  and the left breast of their flight suits, is a black spade surrounded by a corona of flame. The more kills each pilot has, the bigger the
  corona around the spade. Small ace-of-spades playing cards also appear on the right side of most Aces’ fuselages, one for each com-
  bat kill.
  Dragoons Rating: A+
  OFFICERS
  After quietly assisting the Draconis Combine in combat against the Ghost Bears and the Federated Commonwealth, Colonel Hohiru
  Tanaga has brought his record of kills to forty-six, six kills away from a “full deck” of fifty-two kills.
  Major Wynn “Lady Doom” Sung is the highest-ranked officer of pure Capellan ancestry. Born into the Aces, she only heard stories
  about Maximilian and Romano Liao’s purges of the military, and never witnessed one. This left her with a better impression of the Liao
  bloodline than others at the time, and she has become a key supporter of reintegration with the CCAF. Winning many to her cause, she
  may threaten mass desertion soon to force the issue.
  TACTICS
  Hell’s Black Aces are commonly split between two or three different assignments, currently rotating between training cadets at the
  Liao Conservatory of Military Arts, standard combat duty in and out of the Chaos March, and occasional moonlighting as air support for
  other employers (the latest of these being the Draconis Combine).
  Each wing has acquired its own specialty. First Wing has become expert at navigating cluttered battlefields such as asteroid belts.
  Second Wing has taken advantage of the Capellan WarShip fleet, practicing assaulting and defending capital ships in its spare time.
  Third Wing enjoys atmospheric combat instead of null gravity space fighting; its pilots are masters of the “nape-of-the-earth” flying tech-
  nique and often provide close air support to ground units.
  SUPPORT
  The Black Aces were finally able to acquire an ancient Invader-class JumpShip with the help of the CCAF, and christened this ves-
  sel Charon, after the ferryman who takes dead souls across the mythical River Styx. All the vital systems were in working order, but just
  about everything else needed major reworking, if not replacement. This new burden has dropped the Aces’ technical support to just
  below 85 percent. Capellan technicians loaned to the command at no additional cost have taken up the rest of the slack.
  Just about every Black Aces fighter carries upgraded weapon-
  ry, with at least one piece of Clantech to give an added edge in
  combat. While most of the regiment is made up largely of Capellan
  expatriates, pilots of Combine origin take up most of the officer
  positions, and the First Wing even has two Falcon bondsmen pilots
  to go with its squadron of Clantech OmniFighters.
  
  75
  HSIEN HOTHEADS
  HSIEN HOTHEADS: WARM HEAD, COLD HEART
  Roderick Twohy, Duke of Hsien, was forced to flee his homeworld when the Capellan Confederation
  snapped it and many other Terran Hegemony planets up after the fall of the Star League in 2781. With
  no hope of liberating his world, Twohy formed the loyal retainers who had followed him into a mercenary
  company named the Hsien Hotheads. Growing to a full BattleMech regiment, the Hotheads displayed
  a talent for raiding and lightning-fast planetary assaults.
  Needing high-paying assault assignments to maintain a small fleet of JumpShips, but only receiving
  garrison assignments, the Hotheads slid into debt with the LCAF. By 3053, the mercenaries were trapped
  in a long-term contract, when Colonel Gnaeus Fitzgerald suddenly and inexplicably came up with the
  funds to buy out his command. The Hotheads then headed into the Periphery, where they promptly van-
  ished. Many suspect that the Word of Blake hired them and that the mercenaries operated in camps in the
  Deep Periphery—far from the watchful eyes of ComStar—to assemble and train an army, and the tactics
  used during the Blakist attack on Terra in 3058 certainly match those favored by the Hotheads. Whatever took
  place, the Hsien Hotheads surfaced again in 3061 on Gibson, under the command of Colonel Brenn Twohy.
  In 3064, the pro-Capellan government of Hsien awarded the planetary HPG contract to the Word of Blake,
  forcing ComStar off that world. To protect the HPG, the Blakists deployed a Level III unit from their Fourth Division and the Hsien
  Hotheads. In response, though previously at odds with one another, the Dendeez Province and Baron Montong buried their differences
  and hired the Always Faithful mercenary regiment. Both are nervous about the return of the Twohy family to Hsien, as is the increasing-
  ly paranoid planetary government.
  The Hsien Hotheads’ insignia is a flaming red skull-like mask set on a black shield. All units employ a flat black paint scheme with
  the cockpit wreathed in fire.
  Dragoons Rating: C
  OFFICERS
  There has always been a Twohy in the Hotheads, and Colonel Brenn Twohy is a direct descendant of Duke Robert Twohy of Hsien.
  Details of Brenn’s assumption of command remain part of the mystery of his Hotheads’ brief disappearance. To the discomfort of Hsien’s
  government, Twohy’s arrival was widely celebrated by the citizens, and while Brenn has so far refrained from becoming involved in local
  politics, he has received pledges of allegiance from several minor factions.
  TACTICS
  Speed and decisiveness are the hallmarks of the Hotheads’ tactics. Years of raiding and planetary assaults have made the merce-
  naries expert at dropping into combat, often reserving as much as a full battalions aboard orbiting DropShips for rapid insertion once the
  other two battalions have lured the enemy out of position.
  SUPPORT
  The Hotheads’ association with the Word of Blake has revitalized their technical support team, which can now supply 90 percent of
  the regiment’s requirements. The surviving DropShips and JumpShips used by the Twohy family to escape the Capellans during the First
  Succession War easily enable the Hotheads to transport their entire command.
  Hsien Hotheads
  Regiment/Veteran/Reliable
  CO: Colonel Brenn Twohy
  1st Battalion/XO: Lt. Colonel Chris Derochie
  2nd Battalion: Major Madeleine Vermaak
  3rd Battalion: Major Charlie Hossenlopp
  Unlike most planetary assault forces, the Hotheads have
  traditionally employed medium rather than assault BattleMechs.
  Assault operations take place against highly fluid strategic situ-
  ations, and the Hotheads have found that mobility often counts
  far more than firepower. More recently, a number of faster heavy
  ’Mechs have started to appear in the ranks, many of them
  upgraded “Phoenix” designs. Strangely, most of these machines
  do not appear to have come from known manufacturers.
  
  76
  JACOB’S JUGGERNAUTS
  Jacob’s Juggernauts
  Reinforced Company/Green/Reliable
  CO: Captain Jacob McDaniels
  The Juggernauts’ contract includes a clause that
  allows them to purchase equipment at preferential rates from
  their Word of Blake employers. McDaniels jumped at the
  chance, acquiring a Lightray and a Locust straight off the pro-
  duction line.
  Three of the four lances consist of light and medium
  BattleMechs, with a fourth lance of heavies. Most of the equip-
  ment dates back to before the Clan invasion, but upgrade pack-
  ages have been purchased for almost half of them.
  JACOB’S JUGGERNAUTS: 
  AMBITION THWARTED
  Formed from a handful of MechWarriors recruited from the Class Two and Three Solaris
  VII fight circuit, the Juggernauts quickly added two more lances and heavy armor support to
  secure their first contract in the Chaos March. Serving the Sarna Supremacy until that fledgling
  state became a Capellan Protectorate in 3059, the Juggernauts then subsisted on a string of
  poorly paying contracts with the Styk Commonality, Duchy of Small and Epsilon Indi.
  The Juggernauts’ luck changed in 3066 when Word of Blake recruiters approached
  them. Though the pay offered was low, the Blakists also offered substantial support and
  access to new equipment at bargain rates. Given their poor monetary and supply situation,
  Captain McDaniels accepted the offer and the Juggernauts went into action alongside elements
  of the Seventh Division and Burr’s Black Cobras on Bryant.
  With the creation of the Chaos March, the world of Bryant had dissolved into anarchy. Seizing the opportunity, Viscount
  Dvensky—a petty warlord—took control of the planet and used his personal troops to raid neighboring systems. Before long, other
  raiders started to use Bryant as a base of operations. Finally pushed to the limit of their endurance, the local populace secretly band-
  ed together and sent an appeal for aid to the Word of Blake. The Blakist and Cobra troops launched a short but decisive campaign
  that erased Dvensky’s Bryant Regulars from the face of the planet, while the Juggernauts performed search-and-destroy operations
  against independent bandit groups.
  The Juggernauts have added white trim to their basic camouflage paint scheme to denote their employment with the Word of Blake.
  Their insignia remains a hybrid composed of the upper body of a Blackjack BattleMech and the lower half of a Von Luckner tank.
  Dragoons Rating: D
  OFFICERS
  When the Juggernauts first formed, all members competed in a simulator battle to decide who would command. Thankfully the vic-
  tor, Jacob McDaniels, has proven to be a skilled MechWarrior and a master of small-unit tactics. While grateful for the chance that work-
  ing for the Word of Blake provides to rebuild his command after all those lean years, McDaniels has clashed several times with Precentor
  Yoshizumi (commander of the Blakist unit Long Night) over interpretation of command rights under the current contract.
  TACTICS
  Captain McDaniels and Lt. Coreesto have been working to develop coordination between the Juggernauts’ ’Mech and armor ele-
  ments. One tactic that the Juggernauts have employed with a fair degree of success is to use the three lances of light and medium
  ’Mechs to lure an opponent into a prepared killing zone, where the remaining heavy lance and two lances of armor can open up from
  hidden positions.
  SUPPORT
  Captain McDaniels has attracted a number of technicians orphaned by the destruction of other units in the Chaos March, raising
  the Juggernauts’ support capabilities to 40 percent optimal. While the unit’s current contract does not include spectacular pay, the gen-
  erous support package and access to Blakist equipment stockpiles more than make up for the shortfall.
  The company still lacks JumpShip and DropShip support, having had to spend most of its available funds to rebuild to full strength.
  Juggernaut Armor
  2 Lances/Regular/Reliable
  Armor Cmdr: Lieutenant Santos Coreesto
  Lieutenant Coreesto has managed to get six of his Von
  Luckner tanks fully operational. A pair of Brutus assault tanks fresh
  from the Kressly WarWorks on Epsilon Eridani brings the unit up to
  strength. A talented armor commander to whom the Juggernauts
  owe much of their success, Coreesto is becoming increasingly
  worried about the ultimate price the Blakists will exact for their
  apparent generosity.
  
  77
  KELL HOUNDS
  KELL HOUNDS: OUTSIDE THE RULES
  Formed in 3010 by Morgan and Patrick Kell—perceived by many “as a bunch of spoiled rich kids
  playing at being soldiers”—the Kell Hounds founded their early success on a solid technical support base,
  which drew experienced warriors to their command. More than this, the Kell brothers’ gifts in strategy, tactics
  and leadership served them well throughout their early missions, with victories against House Marik in service
  to the Lyran Commonwealth and against House Kurita while in service to the Federated Suns.
  Then came Malloy’s World, the legendary campaign where the Kell Hounds stood up to the elite forces of
  Yorinaga Kurita and his Second Sword of Light. Afterward, Morgan Kell inexplicably broke up the regiment and exiled
  himself to St. Marinus House, a religious retreat on Zaniah.This defection, as Hound veterans still call it, left Patrick Kell
  with only a mixed battalion, but he continued to command and refine this force despite the unexpected loss. Upon
  Patrick’s death at Yorinaga’s hands in 3027, Morgan returned to lead the Kell Hounds, recalling all those warriors sent away
  eleven years earlier. During the Fourth Succession War, the Hounds faced Yorinaga Kurita once more, and Morgan defeated him in a one-sided
  duel. With Yorinaga’s subsequent suicide, several of his former command then joined the mercenaries.
  The Hounds have remained a formidable mercenary command ever since, expanding in size and prestige. A monetary bequest from the
  late Archon Katrina Steiner enabled Morgan Kell to add a second regiment to his force. By the time of the Clan invasion, the two Kell Hounds
  regiments were among a handful of mercenary commands able to survive the invaders’ onslaught and contribute to two of their worst defeats
  on the battlefields of Twycross and Luthien. More recently, they have seen action as the core of the Arc-Royal Defense Cordon, a temporary
  military district formed by Grand Duke Morgan Kell upon the Lyran secession from the Federated Commonwealth.Though his declaration direct-
  ly defied the authority of Archon Katherine Steiner-Davion, Kell’s stated intent to protect the Alliance against Jade Falcon attacks and the posi-
  tion of his troops and those others who flocked to his new fief made him an indispensable asset in defending the Clan/Alliance border.
  Both Kell Hounds regiments played key roles during Operation Bulldog, helping to accelerate the demise of the Smoke Jaguar Clan, but
  Morgan Kell’s contribution to the FedCom Civil War truly attests to the history and integrity of this mercenary force. Under no contract, motivat-
  ed solely by patriotism and duty to his distant relatives in House Steiner, Morgan Kell journeyed back to St. Marinus House during the peak of
  the fighting to bring Peter Steiner-Davion out of his own self-imposed exile.Together with the Kell Hounds, the man who would be Archon then
  went on to win back the Lyran capital from the grip of Katherine Steiner-Davion.
  COMMAND
  When negotiating contracts, the Kell Hounds strive to retain strategic and tactical command rights whenever possible. Failing that, they will
  fight for the right to veto any strategic plan that leaves their force in an untenable or unacceptably dangerous position.
  Morgan Kell himself remains active in politics since the end of the FedCom Civil War, continuing to support the new reign of Peter Steiner-
  Davion and helping to normalize relations between the Alliance and the Wolf Clan (in-Exile), made possiblebythe Arc-Royal Protocols.
  AVAILABLE FORCES AND ORGANIZATION
  The Kell Hounds employ separate command structures for battalion and regimental forces plus an overall unit command lance. Each regi-
  ment consists of three ‘Mech battalions, a fighter wing and a jump infantry battalion. Official numerical designations describe the position of every
  ground-force company by regiment and battalion.For example, the designation for First Regiment, Third Battalion, Second Company is the 132nd
  Company.This includes infantry battalions, which are designated as Fifth Battalion. Aerospace squadrons employ bird names instead.
  SUPPORT
  The Kell Hounds’ impressive technical staff now enjoys the luxury of not only the Kell-owned Eire BattleMech factory on Arc-Royal, but the
  added technical support from Clan Wolf (in-Exile)’s facilities and expertise as well. Together, these assets provide the Hounds with a support
  base almost on par with Wolf’s Dragoons, enabling them to maintain their substantial Clantech equipment.
  The Hounds’ transport fleet includes three Invader-class JumpShips and enough DropShips to provide nearly 150 percent of the force’s
  transport capacity. Consequently, up to a third of the fleet may be under repair at any single time without hindering the Hounds’ ability to trans-
  port their entire command.
  COLORS AND INSIGNIA
  Black and red are the official colors of the Kell Hounds, and their formal insignia is a black hound’s head set against an inverted red trian-
  gle.The insignia is worn as a patch on the left breast of all duty uniforms and painted on the left torsos of the command’s BattleMechs, left wings
  of fighters and the left fenders of vehicles.
  The Kell Hound dress uniform is a red, double-breasted jacket with black trim and black pants tucked into knee-high black boots.The jack-
  et front is tailored to resemble a hound’s head, with the ears lying up by each shoulder and the muzzle fastened down at the waist.
  Commendations or campaign ribbons are fastened to the left ear.
  
  78
  UNIT COMMAND LANCE
  Kell Hounds Unit Command Lance
  Lance/Elite
  CO: Lt. Colonel Daniel W. Allard
  Allard and “Cat” Wilson have both refused to give
  up their old Inner Sphere BattleMech designs, but each
  machine has been fully upgraded with Clan technology. The
  other two members of the command lance pilot Clan
  OmniMechs, a Gladiator and a Timber Wolf.
  UNIT COMMAND LANCE: 
  LETTING SLIP THE DOGS OF WAR
  The Kell Hounds’ Unit Command Lance is never hired out or specified by contract, and thus does not receive a Dragoons Rating.
  However, the Hounds always retain the right to deploy their command lance with any of their contracted forces. This arrangement keeps
  the Unit Command Lance outside of any employer’s chain of command, and leadership of the entire Kell Hounds runs from the com-
  mand lance to the senior regimental commander. Typically, the command lance accompanies one of the two Hounds’ regiments into the
  field. If both regiments are hired separately, the command lance attaches itself to the one with the more challenging contract.
  In the defense of Luthien, the Unit Command Lance included five BattleMechs, as Morgan Kell returned from retirement to lead the
  Hounds one last time. At one point during the battle, a Nova Cat Binary forced a breach in the Hounds lines and had begun to split the
  Second Regiment when the Unit Command Lance stepped in and stopped the advance cold—and even threw back the first few
  OmniMechs. The Second Regiment then rallied to Morgan’s side, closing the breach and driving the Nova Cats back.
  The Unit Command Lance bears no special insignia apart from the standard Kell Hound logo.
  OFFICERS
  Lt. Colonel Daniel W. Allard has again assumed full command of the Kell Hounds. Like all other active Kell Hound commanders,
  Allard refuses to assume the rank of colonel while Morgan Kell remains alive, out of respect for the mercenary force’s founder. Though
  he is regarded as the Hounds’ overall commander, he has been known to step aside in favor of Morgan Kell on more than one occasion.
  Allard prefers light BattleMechs, pilots a fully upgraded Wolfhound and is renowned for his ability to take on and defeat heavier
  BattleMechs. He is married to Megan Kell, Morgan’s daughter, but no one in the command doubts that Allard earned his position as com-
  mander through his ability and accomplishments.
  Sergeant Clarence “Cat” Wilson is the Kell Hounds’ senior enlisted MechWarrior. He has repeatedly refused promotion above the
  rank of sergeant, but is included in mission briefings and strategic planning sessions like any staff officer. Extremely loyal to the Kell
  Hounds, Wilson has appointed himself the commander’s bodyguard.
  TACTICS
  Lt. Colonel Allard prefers the age-old divide-and-conquer strategy. Fighting alone, he depends on his Wolfhound’s superior speed
  to first string out any opposing force and then to double back to deal with individual enemy units. When leading a lance, he likes to roam
  ahead of the other BattleMechs and then lead an enemy right back into an ambush from the rest of his lancemates. On the battalion or
  regimental level, Allard often detaches small units to lure an enemy off in many directions, forcing him to divide his units so that the Kell
  Hounds need not fight the enemy’s entire force simultaneously.
  
  79
  FIRST KELL HOUNDS REGIMENT
  FIRST KELL HOUNDS REGIMENT:
  THE WILD HUNTERS
  One of the most experienced mercenary forces in existence, First
  Regiment has battled such prestigious units as the Combine’s Second Sword of
  Light and the elite Genyosha. They served under the command of Prince Ian Davion,
  rescued a Lyran Archon-designate and participated in the defense of Luthien. More recently, they
  defended Pesht from a Smoke Jaguar counterattack and helped secure Jeronimo during Operation Bulldog,
  and were even present during the final assault on Tharkad near the end of the FedCom Civil War. Though these recent campaigns were
  hard-fought, the Wild Hunters remain at better than full strength, bolstered by the Hounds’ legendary technical support base.
  During downtime on Arc-Royal, First Regiment often takes part in war games with the resident Wolves (in-Exile). These exercises
  are occasionally included as part of the Arc-Royal Combat Training Program’s field studies, and many of the ARCTP’s instructors are
  First Regiment veterans.
  The First’s insignia is a black leash and broken dog collar studded with spikes, and is painted on the right arms of the regiment’s
  BattleMechs. Battalion insignias, if any, are painted on the lower left legs of ’Mechs or on fighter afterburners.
  Dragoons Rating: A*
  OFFICERS
  The son of Yorinaga Kurita and a former Genyosha member, Lt. Colonel Akira Brahe joined the Hounds because of the respect and
  honor Morgan Kell paid his father and the Genyosha—qualities that Brahe found lacking in the late Coordinator Takashi Kurita’s treat-
  ment of Yorinaga Kurita and Brahe’s old command.
  Major Christian Kell, also raised in the Draconis Combine, is an excellent first officer for Brahe. Born to Patrick Kell’s mistress on
  Murchison, the young Kell sought out his uncle Morgan at the age of sixteen. After accepting him into the Hounds, Morgan took him to
  Outreach to train under Wolf’s Dragoons.
  TACTICS
  The Wild Hunters specialize in complex maneuvers meant to confuse and harass enemy forces. In the middle of combat, the three
  battalion command lances often unite to form an OmniMech company with full C3 network support, while another favored tactic involves
  sending out multiple flanking units.
  The third companies of each First Regiment ’Mech battalion are specially trained for particular terrain. The 113th Company is the
  Hounds’ urban-warfare unit, trained and configured for fighting in the tight confines of cities, while the 123rd Company is an amphibious-
  warfare unit and the 133rd specializes in jungle operations. The 133rd is also the Hounds’ only four-lance company, and its only force
  that uses camouflage patterns on its ’Mechs.
  The Wild Hunters
  Reinforced Regiment/Elite/Fanatical
  CO: Lt. Colonel Akira Brahe
  XO/1st Battalion (The Dragon Dogs):
  Major
  Christian Kell
  2nd Battalion (The Wild Dogs): Major Sara O’Cathain
  3rd Battalion (The Mutts): Major Tomas Rochefort
  The Wild Hunters possess a company of Clan OmniMechs
  salvaged from Luthien, which Akira Brahe has distributed
  among his battalion command lances. The regimental and bat-
  talion command lances use Inner Sphere designs that have
  been fully upgraded with Clantech weapons and equipment,
  and also boast C3 systems.
  Of the regiment’s three battalions, only the Dragon Dogs
  sport an insignia, a fire-breathing mongrel with blood-red eyes.
  Following Kell Hounds tradition, the command lances usually
  attach themselves to the battalion’s second companies.
  The Bird Dogs
  Wing/Elite/Fanatical
  Wing Cmdr: Major R.O.B. “Rob” Kirk
  The Bird Dogs’ twenty fighters are divided into a two-fighter
  command element and three six-fighter squadrons—Raven, Crow
  and Blackbird. The majority of these craft are Inner Sphere designs
  featuring upgraded technology, though each squadron’s command
  element also boasts Clan weaponry.
  The Pit Bulls
  Battalion/Elite/Fanatical
  Troop Cmdr: Major Michlan Finn
  The Pit Bulls are a highly trained jump infantry battalion,
  composed of a command squad of ten troopers, a company of
  fifty jump troops and two companies of twelve battle armor troop-
  ers each. Though most of the battlesuits are standard Inner
  Sphere designs, the Pit Bulls claim two squads of Clan Elemental
  armor gifted to them by Phelan’s Wolves, and a squad of Fenrir
  armor captured on Tharkad.
  
  80
  SECOND KELL HOUNDS REGIMENT
  The Scrapping Pack
  Reinforced Regiment/Elite/Fanatical
  CO: Lt. Colonel Scott Bradley
  XO/1st Battalion (The Greyhounds): Major Pete
  Watson
  2nd Battalion (The Wolfhounds): Major David Smith
  3rd Battalion (The Junkyard Dogs): Major Gwyneth Murdoch-
  Wilson
  The Scrapping Pack uses upgraded Inner Sphere ’Mechs,
  as well as an allotment of Clan OmniMechs that Bradley keeps
  together in a single company (the 222nd) and uses as a ready-
  response force during larger engagements. In a departure from
  his father’s tenure as commander of the Second Regiment,
  Bradley has also encouraged a sense of identity among the
  Scrapping Pack. Where once only the Junkyard Dog battalion
  had its own insignia—a likeness of a rusted clockwork dog – the
  First and Second battalions now also sport their own logos. The
  Greyhounds’ insignia features its namesake animal streaking
  across a blue field, its hindquarters dissolving into a comet’s
  tail, while the Wolfhounds’ insignia is a caricature of a
  Wolfhound BattleMech’s head set on an inverted red triangle.
  SECOND KELL HOUNDS REGIMENT: 
  THE SCRAPPING PACK
  Morgan Kell formed the Scrapping Pack around select personnel from smaller mercenary
  units whose commanders had answered his summons to return from the Defection. These com-
  manders had employed Kell Hound training procedures and tactics with their own commands, so
  the transition from smaller forces back to the Hounds came easily for them. For the first year, each
  company was assigned a liaison officer from the original regiment who monitored basic training pro-
  cedures and advised the actual company commander. Within a year, the new regiment had
  already attained an Elite rating.
  The Second Kell Hounds took part in the defense of Luthien and served during Operation
  Bulldog with the capture of Yamarovka. During the recent FedCom Civil War, the Scrapping Pack
  served as a home defense force, protecting Arc-Royal while the First battled on Tharkad.
  The Second Regiment’s insignia is a large black hound in mid-leap, half-framed by a red
  star. The insignia is painted on the right shoulders of the unit’s BattleMechs. Battalion and
  squadron insignia are painted on the lower left legs of BattleMechs and the afterburners of fighters.
  Dragoons Rating: A*
  OFFICERS
  Lieutenant Colonel Scott Bradley looks, sounds and acts so much like his father, the late Scott Bradley Sr., that most public records
  confuse when the elder Bradley retired and the son stepped in. The forty-year old Bradley, raised and trained as a mercenary brat, finds
  the confusion mildly disturbing, but has also used it to win the trust and respect of his older troops who remember serving under his
  father. Bradley has maintained the Second Regiment’s strategic and tactical doctrines in another seamless transition of command, but
  emphasizes a sense of friendly competition between his battalions and often trains them against one another during downtime.
  TACTICS
  The entire Second Regiment is well trained for night maneuvers and conducts most of its exercises under such conditions to retain
  this edge. In addition, the third companies of each battalion are trained and equipped for battle in special combat environments. The
  213th Company is a zero-G warfare unit, while the 223rd Company specializes in long-range operations, and the 233rd Company serves
  as the hostile-environment specialist.
  The Retrievers
  Wing/Veteran/Fanatical
  Wing Cmdr: Major Adam Fox
  Formerly known as the Foxfire Fighters, the Retrievers were
  adopted by the Kell Hounds after the Battle of Luthien when their
  commander, Major Fox, a former Kell Hound hired by Morgan, offi-
  cially merged his command into the Hounds. The three Retrievers
  squadrons are known as Falcon, Eagle and Merlin flights, and
  Major Fox leads them from an elite command element of two fight-
  ers. As with all Kell Hounds forces, the fighters are upgraded to
  roughly 80 percent Clantech standard.
  The Bad Dogs
  Battalion/Veteran/Fanatical
  Troop Cmdr: Major Amanda Cooper
  The Bad Dogs possess a battalion command squad of ten
  troops, three fifty-man companies and one company of twelve bat-
  tlesuited troops using Inner Sphere and Clan Elemental armor.
  Each conventional company has a specialty. The 251st Company
  (The Pathfinders) is primarily scouts. The 252nd Company special-
  izes in regimental security and the 253rd specializes in demolition.
  
  For more information, contact the Mercenary Review and Bonding Commission, Outreach. Copyright © 3067 MRBC.
  
  BATTLE
  MAGIC
  BATTLE
  MAGIC
  A technician watches
  carefully as a newly
  repaired fighter
  engine test-fires.
  Technician
  Corporal
  Sergeant
  Lieutenant
  Captain
  Captain-tech
  Rank Insignias
  
  After the Juggernauts’ 
  defeat on Nanking,
  this tanker takes 
  no chances during 
  her cigarette break.
  JACOB'S
  JUGGERNAUTS
  JACOB'S
  JUGGERNAUTS
  
  After scrounging for
  hours, this thirsty
  MechWarrior finally finds
  a few drops of "lostech."
  WILSON'S 
  HUSSARS
  WILSON'S 
  HUSSARS
  
  This Kell Hound's
  medals and combat
  experience have
  not prepared him
  for the matrimonial 
  battlefield.
  KELL
  HOUNDS
  KELL
  HOUNDS
  Rank Insignias
  Lieutenant
  Captain
  Major
  Colonel
  General
  MechWarrior
  Corporal
  Sergeant
  
  The extravagant dress
  uniform of the Dragoons
  clearly shows their elite
  status.
  WOLF'S
  DRAGOONS
  WOLF'S
  DRAGOONS
  
  Mercenary
  Paint Schemes
  Dragonslayers
  (Tarantula)
  Hsien Hotheads
  (Hunchback)
  Avanti’s
  Angels
  (Thunderbolt)
  Black
  Outlaws
  (Victor)
  
  Mercenary
  Paint Schemes
  Comancho’s
  Caballeros
  (Tarantula)
  Lone Star Regiment
  (Hunchback)
  51st Dark 
  Panzer
  Jaegers
  (Thunderbolt)
  Vanguard
  Legion
  (Victor)
  
  81
  KHORSAKOV’S COSSACKS
  KHORSAKOV'S COSSACKS: DEBT OF BLOOD
  This regiment of native-born Tikhonov MechWarriors and pilots holds a deep and abiding hatred of
  House Liao, which dates from the days just after the end of the Fourth Succession War. Khorsakhov’s
  Cossacks signed on with the St. Ives Compact in 3054 and served faithfully through the Capellan-St. Ives
  War. After the end of hostilities, the Cossacks separated from its sister regiment, Rubinsky’s Light Horse,
  when released from their contract to Duchess Candace Liao. Immediately taking a contract with the
  Federated Suns, the Cossacks arrived on Bell during the FedCom Civil War and remained there for
  the duration of that conflict, awaiting any opportunity to exact retribution upon the Confederation for
  atrocities committed during the war against St. Ives.
  Though separated now from the Light Horse, the Cossacks still cling to their old ways. They do
  not employ independent command lances as do most other large mercenary forces, but this does
  not appear to have diminished their fighting capability. Their attitudes toward the Capellan
  Confederation, however, remain extreme. Generally speaking, this regiment, while ordinarily classified
  as Reliable, becomes Fanatical during any mission opposing Capellan forces.
  On the whole, the BattleMechs fielded by the Cossacks reflect their beginnings on Tikonov. The unit
  overwhelmingly favors designs that originated on that world, such as the Grand Titan or the Jackal. St. Ives-
  created designs such as the Helios also have their place in the unit, but under no circumstances will the Cossacks
  purchase or field any Capellan-made ’Mech designs.
  The Cossacks paint their machines a flat rust-red color.Traditionally, each MechWarrior gives his BattleMech a name, which is paint-
  ed across the back of the machine in Russian. The force insignia is a Cossack horseman riding out of a golden circular field and wield-
  ing a flaming saber. This emblem is painted across the right torsos of unit BattleMechs and the left fuselage sides of aerospace fighters.
  Dragoons Rating: B
  SUPPORT
  During the Cossacks' first contract, with Earthwerks Unlimited, the mercenaries had a standing agreement that allowed the firm
  to retain the services of Cossacks technicians when they were not needed by the regiment, providing the regiment with a broad sup-
  port base. Most of these techs followed the Cossacks through their St. Ives Compact service, and they currently contribute to the
  Cossacks' 90 percent support rating.
  Even though they have spent most of their career as corporate security, Khorsakhov’s Cossacks have managed to assemble some
  impressive transport assets.Three Overlord-class DropShips and an Invader-class JumpShip provide enough capacity to move the entire
  command at once.
  OFFICERS
  Lt. Colonel Sergei Krivokrasov has only recently come into command of the Cossacks' Second Battalion. A youngster at 28, Lt.
  Colonel Krivokrasov shot up through the ranks to gain his position more through his organizational skills and gifts as a strategist than
  through seniority and battlefield prowess.
  TACTICS
  The Cossacks tend to be reactive in their tactics, letting the other unit make the first move rather than seizing the initiative. When
  the regiment is committed, the bulk of the unit charges the enemy head on, relying on concentrated fire and their heavy weight to carry
  the day while keeping on the move and rotating units on and off the front lines in order to keep the enemy guessing.
  Khorsakhov’s Cossacks
  Regiment/Veteran/Reliable
  CO/1st Battalion: Colonel Mikhail Khorsakhov
  XO/2nd Battalion: Lt. Colonel Sergei Krivokrasov
  3rd Battalion: Major Boris Panchenko
  The First Cossacks are considered a heavy regiment,
  though they field an equal mix of assault, heavy and light
  designs. Second Battalion is the regiment's lightest unit, while
  First Battalion has two full companies of assault machines. The
  regiment is 30 percent upgraded.
  True Flight
  Wing/Veteran/Reliable
  Wing Cmdr: Major Simone Platt
  True Flight's eighteen heavy fighters often engage in head-on
  attacks that can break the nerve of less experienced pilots. The
  wing's aerospace fighters are considered 20 percent upgraded and
  are divided into Arrow, Dart and Sling squadrons. Each squadron
  uses an insignia of a mounted Cossack wielding the squadron's
  namesake weapon.
  
  82
  KILLER BEES
  Killer Bees
  Battalion/Regular/Reliable
  CO: Major Ernst Murdoch
  XO: Captain John Smith
  KILLER BEES: DEATH BY PAPER CUTS
  Formed in 3025 by Cal-Boeing test pilots hungering for more excitement, this command quick-
  ly built a reputation for daring. After demonstrating skill as a light recon and raiding force against the
  Capellans, the Killer Bees were employed by the Lyran Commonwealth along its Combine front until
  the Magistracy of Canopus offered a lucrative cadre contract. Fighting alongside their pupils in the
  Andurien-Canopian strike against the Confederation, the Bees were directed to meet McCarron’s
  Armored Cavalry (part of the Capellan counterattack) head on. Major Murdoch refused the order.
  Quoting his right (as stated in the contract) to preserve his troops from unnecessary damage, he
  removed the Killer Bees from the battlefield and declared their contract null and void.
  The War of 3039 saw the Killer Bees raiding into the Combine’s Alshain Military District, where
  Captain Smith’s ground-pounders demonstrated their special ops training in the capture of an Invader-
  class JumpShip. However, the expense of maintaining a JumpShip threatened to bankrupt the Killer Bees.
  Desperate for money, pilots even flew their machines in air shows to keep the unit going. Major Murdoch jumped
  at a contract to hunt bandits for the Free Rasalhague Republic, despite the state’s notoriously poor treatment of
  mercenaries. Rooting out bands of pirates, the Killer Bees roved through the near Periphery until 3048, when Irian
  BattleMechs hired them to provide additional security. This lucky break spared the Bees from the Clan juggernaut.
  The Bees’ experience in the Periphery made them obvious candidates for the ComStar-Combine efforts to locate the Clan
  Homeworlds. House Kurita agents contacted Major Murdoch privately, and the mercenaries worked alongside the Explorer Corps until
  3060, when the success of Operation Bulldog marked an end of Combine funding and a cutback in Explorer Corps operations. The Star
  League Intelligence Command’s Special Circumstances division then offered to pick up the contracts for the Explorer Corps’ best mer-
  cenaries, including the Killer Bees and the mercenary command, as the largest of these groups, became the nucleus around which the
  special Fury Teams would be formed.
  When engaged in field operations, the Killer Bees make extensive use of camouflage colors—indeed, the technical support teams
  are widely regarded as the best camo artists in the business. On parade, however, their equipment sports garish yellow and black stripes.
  The Bees’ insignia is a formation of three bees set on a red and white shield. While under contract to the Star League, the Killer Bees
  also display the Cameron Star.
  Dragoons Rating: C
  OFFICERS
  Major Ernst Murdoch is an experienced stunt pilot who has flown everything from a Boomerang spotter to a Behemoth-class
  DropShip. He has petitioned ComStar for the chance to practice his skills at the helm of the Invisible Truth, but the Precentor Martial is
  unwilling to let Murdoch put a battlecruiser through it’s paces.
  Captain John Smith’s murky past may lie within the Federated Suns’ intelligence community, but the captain is extremely evasive
  when anyone inquires about his life before becoming a mercenary. Since joining the Bees, he has built a small but talented recon and
  special ops team.
  TACTICS
  If forced to fight, the Killer Bees use their only real advantage—speed—to conduct hit-and-run operations. When supported by heav-
  ier units, such as artillery or LRM-equipped ’Mechs and armor, their scout platoons operate as forward observers and can call devas-
  tating fire down on unsuspecting targets.
  SUPPORT
  Thanks to long-running contacts with Cal-Boeing, the Killer Bees have no trouble maintaining their VTOLs in excellent condition.The
  unit’s BattleMechs are likewise adequately supported, in part because of the lower costs of maintaining light units.
  The Killer Bees have their own transport, a Seeker-class and two Leopard-class DropShips. The garishly painted Invader-class
  JumpShip, Queen Bee, provides the mercenaries with full transport capabilities.
  VTOLs make up almost half the Killer Bees’ equipment, with a
  squadron of aerospace fighters included for long-range reconnais-
  sance. A company of light BattleMechs outfitted with active probes
  and ECM suites and two platoons of scouts equipped with a mish-
  mash of vehicles round out the unit.
  
  83
  KNIGHTS OF ST. CAMERON
  KNIGHTS OF ST. CAMERON: 
  KNIGHTS ERRANT
  Formed in 2956, the Knights of St. Cameron are an oddity among mercenary units. Martin
  Gluck, a retired LCAF MechWarrior, was also a Believer of the Saints Cameron, a cult that
  revered the memory of Jonathan, Jocasta and Simon Cameron. Gluck set out to find men and
  women whose ancestors had served in the SLDF, intent on creating a force to participate in what
  he termed “the ongoing struggle between good and evil.” Some thought Gluck was crazy, but many
  applicants were drawn by his call. In true chivalrous fashion, the two regiments of Knights formed
  by Gluck often performed freelance jobs, such as defending a poor Periphery world, for little or
  no pay. As a result their ’Mechs and their finances were often in poor shape.
  Believed destroyed by Clan Wolf, the Knights stunned the Inner Sphere when some of
  them reappeared with several heavily laden DropShips in 3053. Led by Mortimer Dewey, they
  rebuffed all inquiries as to where they had been, and sent out a new call for recruits, once more only
  accepting troops whose families had served in the original SLDF. Once more people flocked to the Knights’ banner, where Dispossessed
  MechWarriors received ’Mechs and others received advanced weapon upgrades.
  During the FedCom Civil War, the Knights were stationed on Ft. Loudon, where they became unwilling allies of the Fifth Alliance
  Guard. During the battle for the city of Carentan it is difficult to say who was more surprised. Lieutenant-General Ito hoped only that the
  Knights would distract the Davion Guards. Likewise, Marshal Orsina of the Guards did not consider the mercenaries much of a threat.
  The tightly coordinated combat drop into the city performed by the Knights’ Second Battalion caught both by surprise. With two conven-
  tional regiments captured by the Knights, the Fourth Davion Guards ultimately withdrew from the planet.
  The unit insignia is the emblem of the Cult of the Saints Cameron—the three Swords of Saint Cameron arranged in a fan. This is
  displayed on a BattleMech’s right leg or an aerospace fighter’s starboard wing. Each ’Mech battalion also has an insignia, displayed on
  the left leg. First Battalion uses a blue sun that radiates beams of light, Second Battalion, a stylized representation of the habit worn by
  Benedictine nuns, and Third Battalion a bloody throne. Fighters display an angelic figure kneeling in prayer on their port wings.
  Dragoons Rating: B+
  OFFICERS
  Colonel Dewey’s rebuilding program has transformed the Knights. Once little more than a laughingstock, under his leadership, the
  regiment faced the redoubtable Fourth Davion Guards—and won.
  Lt. Colonel David Robstein is a follower of the One Star Faith. While many find his sad devotion to that discredited religion amusing,
  none can find fault with his performance. Robstein faces battle with a detachment many find unnerving, but not as unnerving as the way
  his Excalibur dances through enemy formations without taking a single hit.
  TACTICS
  The Knights demonstrate an aptitude for dueling similar to the Clans’ zellbrigen tradition. Should the situation call for it, however,
  they show no hesitation in resorting to group fire, ambushes or physical attacks.
  SUPPORT
  With an apparently bottomless war chest, the Knights can field a support team equal to the task of keeping all their equipment in
  perfect condition. When they reappeared over Crimond, the Knights possessed two Invader-class JumpShips and enough DropShips to
  transport the whole unit. Though clearly old, these ships are in excellent repair.
  Knights of St. Cameron
  Regiment/Veteran/Reliable
  CO: Colonel Mortimer Dewey
  1st Battalion/XO: Lt. Colonel David Robstein
  2nd Battalion: Major Jenifer Ustus
  3rd Battalion: Major Kenneth McKinnon
  Unrecognizable as the poorly equipped regiments the
  Clans devoured so easily in 3050, all but a company of the
  Knights mounts advanced technology. The other ’Mechs are
  piloted by warriors who believe that the man, not the machine,
  counts most. Medium ’Mechs are common, but each battalion
  also has two or three heavy or assault lances mixed in. Military
  analysts are at a loss to explain the phenomenal improvement in
  ability the Knights have exhibited since returning to known space.
  Angles of St. Cameron
  Wing/Veteran/Reliable
  Wing Cmdr: Major Salvador Ben-Shimon
  Many of the Angels’ medium fighters are old Star League
  designs, but have also been upgraded extensively with newer Inner
  Sphere technology.
  
  84
  THE KRUSHERS
  The Krushers
  Regiment/Elite/Fanatical
  CO: Colonel Duchess Alys Rousset-Marik
  Aide: Colonel Jiri Rousset
  Despite the unit’s de facto blacklisting for the duration of the
  FedCom Civil War, the Krushers have exploited their contacts
  within the FWL’s military-industrial complex (and the dissatis-
  faction of other groups within the League toward the Captain-
  THE KRUSHERS: BLOODY HARVEST
  Formed in 3037 by Kristen Marik, youngest sister of Captain-General
  Thomas Marik, the Krushers undertook numerous contracts with the FWL and
  ComStar before accepting employment with the Lyran Alliance. Their deployment
  to Coventry represented the achievement of a dream, a manifestation of the trust and
  reputation the regiment had garnered in its two decades of existence. For several years,
  the Krushers prospered in the Alliance. Then came the FedCom Civil War, to Kristen a terri-
  ble reminder of her teenage years in the FWL.
  Coventry was a prime target of the pro-Victor forces. Together with the Coventry Jaegers,
  the mercenaries received orders to hold key sites for Katherine’s troops and to coordinate with pro-
  Katherine authorities. This included their employment as shock troops against the recalcitrant
  Coventry CPM, orders that Kristen found unsavory but had little choice but to obey. The Krushers
  destroyed the pro-Victor CPM, but that was not enough for the pro-Katherine commander of the Coventry Jaegers, Jason Walker. Despite
  Thomas Marik’s tacit alliance with Archon Katherine, Walker decided that the Krushers too posed a threat to the Alliance and attacked
  the bloodied mercenaries with his fresh troops. Ana Marik, Kristen’s eldest child, died in the initial battles and the regiment fled its gar-
  rison posting, battling Lyran forces on several occasions as they sought to reach the safety of the Free Worlds League. Janos Rousset-
  Marik, Kristen’s only son, died in this exodus and Colonel Marik herself received mortal wounds in the regiment’s last battle on Arcadia.
  A mere two companies survived, rescued by FWL forces under the command of Kristen’s brother-in-law, Marshall Jeremy Brett.
  Ownership and command of the regiment passed to Kristen’s surviving child, Alys. Though a graduate of Princefield, the new
  Colonel Rousset-Marik was not an experienced field commander or administrator and thus left day-to-day running of the remaining forces
  in her father’s hands while she took up her mother’s abandoned role of Duchess of Augustine. This landholding became the unit’s can-
  tonment. While Alys sought political redress for what she regarded as her family’s abandonment by the FWL—the raid that extracted the
  unit was unsanctioned—her father, Colonel Jiri Rousset, began the slow process of rebuilding the unit and restoring its reputation.
  Despite the wealth of the Rousset-Marik family, reconstruction was a long drawn-out process not helped by an ongoing dispute
  between the unit, the Alliance and the MRBC over whether the unit had broken the terms of its contract by fleeing to the League. Only
  with the end of the FedCom Civil War in April 3067 was conclusive evidence brought to light that Jason Walker’s actions had abrogated
  the contract, clearing the Krushers’ name. A certain stigma remains, however, and the unit has yet to be upgraded to the A rating that
  another unit of its experience and equipment would enjoy.
  Dragoon Rating: B
  OFFICERS
  Jiri Rousset serves as de facto commander of the regiment while his daughter wages her political campaign throughout the League.
  With three decades of military experience, he is an accomplished field commander and administrator but lacks the political savvy of his
  wife and surviving child. He is wary of Alys’ political crusade against her uncle—in particular her recent “Great Debate”—and has
  stressed the mercenaries’ loyalty to the League while doing all he can to support his daughter.
  TACTICS
  The Krushers are adept at night fighting and engagements in low visibility, coordinating their actions with a combination of pre-plan-
  ning and cutting-edge secure communications.
  SUPPORT
  In addition to full DropShip and JumpShip support, which fortuitously survived the unit’s battles with Lyran naval forces, the Krushers
  have re-equipped themselves with the League’s advanced technology, including OmniMechs. They also have full technical, medical and
  administrative support.
  General and his policies) to rebuild to battalion strength. Both
  Colonel Rousset and Duchess Alys intend for the unit to return to
  regimental strength in the next few years, funded by future con-
  tracts, and they continue to refer to the Krushers as a regiment.
  The unit currently has representatives on Outreach seeking con-
  tracts (though not with the Alliance). In the meantime, they remain
  in the nominal employ of the FWLM via the Duchy of Augustine.
  
  85
  LANGENDORF LANCERS
  LANGENDORF LANCERS: 
  LOYALTY AT A PRICE
  During the First Succession War, the depredations of Capellan raiders prompted the wealthy
  merchant princes of Calloway VI to form their own private army, but as the war dragged on, the
  merchant cartels found their often-headstrong troops difficult to deal with. With losses mounting
  on the Lyran and Capellan fronts, the LCCC became desperate for fresh troops. When the lead-
  ers of Calloway VI offered to loan their troops to the League, Captain-General Thaddeus Marik
  gratefully accepted their support. Once deployed, the cartels transferred the command’s assets to
  the LCCC and washed their hands of the lot of them.
  Formally renaming themselves the Langendorf Lancers (after General Mortimer Langendorf,
  the old warhorse Calloway VI’s merchants had hired to form the force), the force became a con-
  ventional mercenary command, and Calloway VI received generous tax breaks. The Langendorf
  Lancers’ long association with the Free Worlds League came to an end in 3058, when the
  Capellan Confederation bought out their contract. Ordered to support pro-Capellan factions on Epsilon Indi, the Lancers fought a pro-
  tracted campaign against the forces of Duke Abraham. Just when Abraham’s forces were about to succumb, the duke called in his own
  mercenary troops. Deployment of Wolf’s Dragoons and the Tooth of Ymir has restored the status quo.
  Eschewing camouflage, the Lancers use a red and white color scheme applied like a knight’s quartered surcoat. The regiment’s
  insignia is a golden lance over a white L on a black square, all set on a blue field.
  Dragoons Rating: B+
  OFFICERS
  Starting with less than a battalion of washed-up mercenaries with an attitude problem, Colonel Gregory Millsey has built the unit
  into a well-equipped regiment (though the attitude problem remains). Millsey is a competent—but uninspired—battlefield commander,
  which has allowed the understrength Tooth of Ymir to dictate the course of the Lancers’ recent engagements on Epsilon Indi.
  TACTICS
  The Lancers’ origin as a defensive force has colored their preference for drawn-out defensive campaigns. Not only does this reduce
  the damage the Lancers generally take, but it also extends the period over which they can draw combat pay. Unless presented with an
  incredibly tempting opportunity—such as an enemy’s supplies—the Lancers rarely move from their positions.
  SUPPORT
  Despite being well equipped, the Lancers are facing a support crunch, with their technical staff able to cover only 75 percent of the
  unit’s requirements. The unit depends on their employer or third parties for all transport needs.
  Langendorf Lancers
  Regiment/Regular/Reliable
  CO: Colonel Gregory Millsey
  1st Batt/XO: Force Commander Yance Gascoine
  2nd Battalion: Force Commander Eun-Mee Ahn
  3rd Battalion: Force Commander George Wesley 
  The lower maintenance costs of medium-weight ’Mechs
  over heavier units makes them popular among the cost-con-
  scious Lancers. LRMs, Gauss rifles and heavy autocannon
  are rare because of the high cost of ammunition for these
  weapons. Colonel Millsey’s regimental command company
  fields several heavy BattleMechs, as do the independent bat-
  talion command lances.
  Though the Lancers are no longer fulfilling the cushy gar-
  rison contracts they found so profitable, they have still man-
  aged to obtain several OmniMechs and renovated Phoenix
  designs. Apparently their current employers have good contacts
  and large purses.
  Langendorf Attack Wing
  Reinforced Wing/Green/Reliable
  Wing Cmdr: Major Ally Birke
  Hurt by the lack of air cover during the advance into the Sarna
  March, Colonel Millsey quickly rectified the problem by courting the
  services of the Night Things, a mercenary fighter squadron. Using
  these flyers as a core, Millsey has built them into a reinforced wing
  of four squadrons.
  With only a smattering of upgrades, the new Attack Wing is
  poorly equipped and lacks coordination. Upgrading both before her
  flyers are called into action is Major Birke’s top priority.
  
  86
  LEATHAL INJECTION
  Lethal Injection
  2 Battalions/Regular/Questionable
  CO: Colonel Ryan O’Neil
  Strike Battalion: Major Henry Mosely
  XO/ Battle Battalion: Major William Ramsay
  Colonel O’Neil leads from an independent command lance,
  which he often attaches to Battle Battalion. Almost half the
  LETHAL INJECTION:
  INAUSPICIOUS BEGINNINGS
  Some mercenary commands are born out of fury, others from a desire
  for independence or justice, and still others arise from events that left them
  little recourse. Lethal Injection came about as the result of a tax write-off. In a bar on
  Outreach in 3056, Ryan O’Neil and William Ramsay were discussing the creation of a
  mercenary battalion. They had the contacts but were short on the cash to get their
  venture going. In the booth next to them was Kit deSummersville, a colonel
  from the Magistracy of Canopus visiting Outreach for training exercises
  with Wolf’s Dragoons. With bank accounts overflowing from redesigned
  casinos in his county, deSummersville leaned over and proposed a
  business agreement. In exchange for fronting cash and offering his
  resources to secure them a contract, the newly formed mercenary com-
  mand would give him a portion of its net profits.
  With a larger bankroll, the men set their aim to build an entire regiment. After evaluating the candidates, they formed a force two
  battalions strong, then set off for Hardcore, where deSummersville had arranged a garrison contract. This assignment would allow the
  newly created Lethal Injection some time to develop cohesion, made easier by the fact that O’Neil had hired almost two companies of
  his former comrades to disperse around the ranks, chosen for their combat prowess and for their ability to lead and motivate troops.
  Lethal Injection’s initial training, however, came less through exercises than through actual combat with pirate raiders. The mercenaries
  thus quickly became apt at setting up ambushes and traps on the fly, but their only major engagement to date occurred during the FedCom
  Civil War. Attempting to take advantage of the chaos, a battalion of Shen-sè Tian dropped on Zanzibar and attempted to raid a storehouse of
  myomers. As the Strike Battalion, led by Major Mosely, met them with fast hit-and-run tactics, half of Battle Battalion rose from hidden posi-
  tions to surprise the bandits. When the marauders tried to retreat, they found themselves encircled. The pirates finally managed to punch
  through, but not without major losses. Given this victory, Colonel O’Neil believes the Injection is now ready for the next step in its evolution.
  The unit's parade colors are black with salmon and teal piping, rare but striking in the military realm. Its logo is a grasshopper hold-
  ing an extremely large syringe.
  Dragoons Rating: D
  OFFICERS
  Colonel Ryan O’Neil has all the traits desirable for the leader of a new mercenary command. He is a proponent of quick flanking
  attacks, which have proven successful against the pirates faced so far.
  Major Henry Mosely is a young and brilliant tactician. Graduating at the top of his class from the Robinson Battle Academy, he
  served well, but felt restricted in the FedCom military structure.Though tactically creative, he has trouble rallying and inspiring his troops.
  The commander of Battle Battalion, Major William Ramsay, is almost Mosley’s opposite—a good leader, but hardly an exceptional
  soldier, who prefers traditional operations. However, Colonel O’Neil’s flanking tactics are starting to grow on him.
  TACTICS
  Much like Inner Sphere politics, Lethal Injection likes to rely on stabbing the enemy in the back. They are particularly skilled at infil-
  trating the enemy’s rear once the opponent has committed his forces. Strike Battalion works well on the offensive, but suffers trouble
  when outnumbered. Battle Battalion has experience at ambushing enemy forces.
  SUPPORT
  Lethal Injection has more than enough the support--something on which Count deSummersville insisted when the command was
  raised—and occasionally loans technicians to Longwood’s Bluecoats in trade for some training time with that veteran unit. In addition,
  Colonel O’Neil has managed to put together a collection of DropShips sufficient to transport 75 percent of its troops.
  Injection consists of new ’Mechs with state-of-the-art equipment,
  mostly found in the medium ’Mech-intensive Strike Battalion.
  Battle Battalion is populated mostly by heavy machines without
  XL engines, with a few mediums and assaults thrown in to expand
  its overall capabilities.
  
  87
  LINDON’S BATTALION
  LINDON’S BATTALION: 
  STRENGTH THROUGH ADVERSITY
  At its height, Sarah Lindon’s command achieved regimental strength, but the mercenaries fared
  badly at the hands of Clan Jade Falcon. Reduced to a reinforced battalion, they were hired by
  Theodore Kurita to act as peacekeepers in the Chaos March in 3057, where they quickly found them-
  selves in the middle of a three-way fight for control of Caph. The Battalion’s contract on Caph was
  terminated in late 3062, when defending against attacks by the FedCom’s Draconis March became
  the Coordinator’s new priority.
  Returning to Outreach, Lindon was contacted by Commander Jaime Wolf of Wolf’s Dragoons.
  Distrustful of Word of Blake activities in the Chaos March, the Dragoons’ leader subsidized the cost of
  recruiting reputable mercenaries to help protect vulnerable worlds. Lindon accepted a contract to support
  the independent government of Liberty (previously known as Carver V), where Chaos March raiders and pro-
  Capellan terrorists were making the world especially vulnerable to the Blakists’ “gunboat diplomacy”.
  From the moment the Battalion landed, they became targets of terrorist attacks, and all the signs indicate that Chancellor Sun-Tzu
  Liao has yet to relinquish his plans to retake the world. Equally worrying is the growing sphere of influence projected by the Word of
  Blake. While their presence on several Chaos March worlds has done much to limit bandit activities, Colonel Lindon believes the benign
  façade of Blakist activities must cover some hidden agenda.
  Lindon’s Battalion uses a gray and red paint scheme. Their insignia, a golden knight chess piece set over a circular blue field, is
  painted on the torsos of ’Mechs or on the fuselage of fighters. Fighters are also decorated with the image of a green bird, plastered
  across the nosecone as if the fighter had just rammed it.
  Dragoons Rating: A+
  OFFICERS
  Colonel Sarah Lindon previously served as executive officer to her brother, Owen, until his death in the War of 3039. Now over sev-
  enty, she has been forced to relinquish battlefield control of the unit to her son, Hugh, who has learned well at his mother’s side, but dis-
  plays a reckless streak that sometimes prompts him to act before he has a complete picture of a situation.
  TACTICS
  Speed and stealth have always been the Lindons’ hallmarks, and securing an advantageous position from which to spring a sur-
  prise attack is a favored tactic. Making extensive use of C3 technology, Lindon’s Battalion tries to concentrate fire on a few targets and
  take them down before racing off to set up in a new position.
  SUPPORT
  With attrition in the Chaos March foiling attempts to build up the Battalion, the mercenaries have excess DropShip capacity at pre-
  sent. The technical support staff has been cut back to a level sufficient to meet the battalion’s current requirements.
  Lindon’s Battalion
  Reinforced Battalion/Veteran/Reliable
  CO: Colonel Sarah Lindon
  XO/1st Battalion: Lt. Colonel Hugh Lindon
  First Battalion fields four companies and an independent
  command unit of six ’Mechs. Aside from three lances of heavy
  ’Mechs, the rest are light and medium designs. Upgraded ver-
  sions of pre-3050 ’Mechs are common, but the Battalion recent-
  ly purchased several Phoenix redesigns that incorporate C3
  technology. Before the contract with the Draconis Combine
  expired, Colonel Lindon was able to secure an additional C3
  network to give her command full coverage. In addition, a hand-
  ful of Clan pulse lasers, captured during their last encounter
  with the Jade Falcons, have been used to upgrade several
  Battalion ’Mechs.
  Lindon’s Air Wing
  Wing/Elite/Reliable
  Wing Cmdr/1st Squadron: Major Willemena Hillard
  2nd Squadron: Captain: Frank Rivera
  Following losses to Clan Jade Falcon, the wing was reorga-
  nized into two six-fighter squadrons; each led by a command ele-
  ment. Though the light and medium fighters are older designs,
  almost half have been refitted with double heat sinks or extended
  range lasers. Major Hillard assumed command of the wing when a
  pro-Capellan sniper killed her predecessor, Erik Bjorgenson, short-
  ly after arriving on Liberty.
  
  88
  LONE STAR REGIMENT
  Lone Star Regiment
  Regiment/Veteran/Questionable
  CO: Colonel Meschach Granger
  Aide: Captain Peter Fahrbach
  Ranger’s Battalion/XO: Major Isaac Howard
  Dragoon’s Battalion: Major Brian Lim Yen-Yang
  Light Horse Battalion: Major John LaVigne
  LONE STAR REGIMENT: 
  THE SPIRIT OF THE STAR
  The first recorded appearance of the Lone Star Regiment was in 2825, when they appeared on
  Somerset, a former Rim Worlds planet shattered during the Star League’s death throes. The Lone Star
  itself formed from survivors of the 205th BattleMech Division and the Seventy-seventh Amaris Dragoons,
  plus elements from the 331st Division who refused to join Kerensky’s Exodus.Together these commands
  gathered on Somerset to escape the holocaust then threatening to engulf the Inner Sphere.
  History is not clear on the exact details of what happened when the Lyrans later invaded Somerset,
  but the planet spent years recovering from nuclear fallout afterward. As a result of the Lyran attack, the
  Lone Star regiment fled into the Draconis Combine, where the DCMS welcomed them with a garrison
  assignment on the Rasalhagian world of Volders. In 3030, Takashi Kurita’s “Death to Mercenaries” decree
  forced the regiment to leave the Draconis Combine after two centuries of faithful service. They contacted
  the Federated Commonwealth and secured a garrison contract in the Sarna March. For the next twenty years
  they fended off Capellan-backed raiders on Raballa. One such raid killed Colonel Raymond Granger, leaving
  George Brown, the next senior officer, to command the Lone Star until Raymond’s son, Meschach, would be ready
  to replace him. In 3050, the Regiment refused a new contract with the Federated Commonwealth and instead moved
  on to the Taurian Concordat.
  For nearly seventeen years, the Lone Star remained in the Concordat before Colonel Brown, still at the helm, signed a deal to pro-
  vide security for General Atomics on Epsilon Eridani. The Lone Star arrived only to find another unit, Redfield’s Renegades, already on
  planet under contract to Minroc Mining. A few weeks later in the Shamus Mountains, the regiment’s namesake battalion fought a major
  skirmish against a Renegade battalion, leading to the deaths of many warriors and civilians. The Renegades, having deployed in search
  of a rumored lostech cache, began the clash by accidentally firing on and killing a Lone Star MechWarrior on patrol. For two days, both
  mercenary forces pounded each other mercilessly, and in the end the Renegades withdrew from horrendous losses. The Lone Star took
  equally serious casualties, with roughly two-thirds of the involved battalion destroyed, but the windfall of the lostech cache enabled them
  to replace much of their lost equipment. Afterwards, several Lone Star warriors questioned Colonel Brown’s leadership, blaming him for
  the loss of civilian lives. A vote of no confidence paved the way for Meschach Granger’s return to assume his long-denied command of
  the regiment, and the Regiment has since turned its sights on locating the parts to repair its newly-acquired Colossus-class DropShip.
  The Lone Star Regiment paints its BattleMechs rust brown with tan highlights. Its insignia is a Cameron Star pointing downward on
  a white shield trimmed in yellow-gold.
  Dragoons Rating: B+
  OFFICERS
  Colonel Meschach Granger—a devout Jew—spent his youth on Robinson, the center of the Jewish faith in the Federated Suns.
  Graduating with honors from Robinson Battle Academy, he served under Duke Tancred Sandoval during the FedCom Civil War in the
  Second Robinson Rangers. In July 3067, he returned to the Lone Star to assert his birthright and command the Regiment. With the war-
  riors behind Granger, Colonel Brown relented and resigned.
  Captain Peter Fahrbach is Granger’s tactical officer, a childhood friend of the colonel who served with him in the Robinson Rangers.
  TACTICS
  The Lone Star Regiment has developed a strong defensive philosophy and tailored their tactics accordingly.
  SUPPORT
  The Regiment’s technicians provide 85 percent of the technical support needed, but for a time the regiment lacked material readiness
  thanks to Periphery duty. With the new contract in the Inner Sphere, the Lone Stars’ equipment is back up to normal levels. The command
  owns an Invader-Class JumpShip, three Overlords and a recently captured Colossus-class DropShip.
  Upon assuming command, Colonel Granger disbanded the
  Lone Star Battalion and reorganized the regiment’s roster to place
  veteran leadership throughout the command while allowing the
  force to deploy command lances on the regiment and battalion
  levels. Thanks to the spoils of the lostech cache found on Epsilon
  Eridani, the Regiment’s ’Mechs currently boast 60 percent
  upgraded technology.
  
  89
  LONGWOOD’S BLUECOATS
  LONGWOOD’S BLUECOATS: 
  POLITICAL PROFIT
  For most mercenaries, the Periphery is the end of a career gone wrong. Longwood’s Bluecoats
  have prospered in the Taurian Concordat, proving the rule by being an exception.
  The Bluecoats have seen considerable action in the past few years, resulting in some attrition in its
  ranks, but a particularly grievous loss was that of Captain Augustus Foley, who died on a pirate-hunting mis-
  sion. The death of this imaginative officer dulled the command’s range of creative strategies, but a worse loss
  came when the survivors of his company deserted, taking the mercenaries’ Overlord DropShip with them.
  Though always quick to complain about their commander, they appeared unwilling to remain in the Bluecoats
  without him. (The deserters have since turned up on Outreach and Galatea, apparently in the process of form-
  ing their own command; Longwood’s attempts to reclaim their DropShip through legal means have failed.)
  The Bluecoats suffered additional attrition during several pirate raids in which they generally won, but at the
  cost of their few prized high-tech ’Mechs. This loss of equipment and the desertion of Foley’s Company have
  reduced the command’s Dragoons rating, at least according to Colonel Moses Longwood, but those in the know
  suggest that Longwood’s ability as a battlefield commander may be equally to blame. Reports that the Bluecoats’
  vaunted Veteran quality rating may also be under review strengthen this perception. Any downgrade would come at
  an inopportune time, however, since the recent troubles have only further motivated Colonel Longwood and his troops to
  look back at the Inner Sphere to seek their fortunes there.With decreased ratings, they may have to spend their money while unemployed.
  Longwood’s Bluecoats use camouflage to match the terrain of their current posting. Their insignia is a blue-coated pikeman, paint-
  ed along a ’Mech’s entire right torso.
  Dragoons Rating: C
  OFFICERS
  Colonel Moses Longwood has been playing the Federated Suns off against the Concordat for as long as his command has been
  stationed in the Periphery. He has prospered considerably from the Suns’ attempts to hire the mercenary command and the Taurians’
  efforts to maintain the Bluecoats, and wisely ensured that the members of his command see some of this wealth, to know that they are
  among the highest-paid mercenaries in known space.
  The riches he has acquired through this brinkmanship seem to have dulled his commitment to maintain the quality of the Bluecoats,
  however. With the loss of experienced officers like Major Tchorgin, as well as Foley’s desertion, Longwood has been unable to maintain
  his unit’s quality.
  TACTICS
  The Bluecoats continue to favor urban battlefields and are adept at arranging ambushes for a hostile force. The key to their success is
  the deployment of the Pikemen throughout a city, using the infantry regiment to keep track of enemy movements. Through them, the Bluecoats
  can redeploy their lines to take advantage of any perceived weakness, and are known to use indirect LRM attacks as well. They can operate
  with some efficiency in other terrain, but perform poorly in environments radically different from cities, such as swamps or wide-open spaces.
  SUPPORT
  The Bluecoats maintain only enough DropShip support to move their infantry and less than half their ’Mechs. An exchange program
  through the Trinity Alliance with the Lethal Injection mercenary command has allowed the Bluecoats to support all of their technical
  needs, even freeing up some of the Concordat personnel loaned to them.
  Longwood’s Bluecoats
  2 Battalions/Veteran/Questionable
  CO: Colonel Moses Longwood
  1st Battalion: Major Belinda MacKelvy
  2nd Battalion: Major Jorge Ustanicha
  The colonel leads his command company from his Templar
  OmniMech, a gift from Duke Hasek that caused considerable
  concern and doubt about his loyalties, and considerable sur-
  prise for his enemies.
  The Bluecoat Pikemen
  Regiment/Regular/Questionable
  Infantry Cmdr: Lt. Colonel Hendrik Klaastra
  The Bluecoat Pikemen are a light infantry force that mainly
  performs security duties, such as guarding the command’s base.
  They are also a skilled occupation force and have been called on
  for riot duty by the Concordat a few times in the past two decades.
  This has caused the trademark bluecoat to be less than popular in
  all but the highest social circles.
  
  90
  MARKSON’S MARAUDERS
  Markson’s Marauders
  Regiment/Veteran/Reliable
  CO: Colonel Patrick Markson
  XO/Command Lance: Lt. Colonel Phil Boyce
  1st Battalion: Major Monica Crowley
  2nd Battalion: Major Steve Malzberg
  3rd Battalion: Major John Gambling
  The Marauders contain no assault units, and thanks to
  those with MASC and triple-strength myomer, all their heavy
  ’Mechs can move as fast as 90 kilometers per hour. The regi-
  ment is two-thirds upgraded, with several OmniMechs acquired
  during their time serving the Combine. They maintain a rein-
  forced command lance headed by the executive officer, while
  Markson oversees the regiment’s day-to-day operations.
  MARKSON’S MARAUDERS: 
  OUT OF THE BLUE, IN THE BLACK
  Since their founding in 2928 by the survivors of the Twelfth Lyran Regulars, Markson’s
  Marauders have barely scraped along. Despite defending the capital of New Avalon, the mer-
  cenaries seemed always on the verge of bankruptcy. After the Fourth Succession War, they
  turned to pirate hunting on the backwater system of Estuan, resigned to a fate on a par with
  Wilson’s Hussars.
  However, in their proximity to the Pirate’s Haven Cluster, the Marauders found their niche.
  Not only could their light ’Mechs intercept and fend off pirates, they became adept at hunting
  down the bands that raided other systems, tracking them to their bases and wiping them out for
  the bounties. When the Clans struck, Patrick Markson declined a contract for what seemed to be a
  suicide mission, and instead traveled to Outreach, where they won a contract with the Dragon’s Wings
  Mining Corporation to defend its Periphery research stations. Years later, they learned Wings were actu-
  ally a front for the Combine’s search for the Clan homeworlds. Given lucrative terms, the mercenaries provided
  such reliable service that when the search project ended and they returned to Outreach, they were besieged by agents from almost every
  major power with generous offers for pirate hunting and escort contracts.
  The Marauders’ parade colors are light blue with gray and white to create an urban camouflage scheme, though changes occur with
  the terrain during combat. Their insignia is a red disk surrounded by the white outline of a snake on a yellow crest.
  Dragoons Rating: B+
  OFFICERS
  Colonel Markson is the great-grandson of the Marauders’ founder, and is credited with saving the command from destruction with
  the Combine contract that got it out of bankruptcy. He thus enjoys the fanatical loyalty from his troops.
  Lieutenant Kuby was a pirate commander hunted and eventually captured by the Marauders, whose skills, along with his reluctance
  to lower his squadron’s actions to the barbarism of other pirates, convinced Markson to give him a chance at legitimate work.
  TACTICS
  The Marauders are one of the only commands to employ the once-debunked tactics of Captain Mercer Ravannion, who theorized
  that light, fast ’Mechs could take on a heavier force and win. Markson uses his long-range units across the battlefield, wearing down and
  frustrating the enemy, drawing them out of their positions to give chase or be defeated through attrition. As this happens, the rest of the
  Marauders use their DropShips to deliver troops along the enemy’s flanks and rear, swarming and destroying the confused opponent.
  SUPPORT
  Lucrative contracts, combined with keeping their command to the bare necessities, have allowed the Marauders a surplus of tech-
  nical support to maintain all their units. They have enough DropShips to carry the regiment, but lack JumpShip support. The preponder-
  ance of smaller Leopard DropShips makes the chances of getting JumpShip support to carry their full DropShip load difficult.
  StarHunters
  2 Wings/Regular/Questionable
  CO: Captain John Bachelor
  XO/1st Wing: Commander Paul Alexander
  2nd Wing: Lt. Commander Curtis Sliwa
  2nd Squadron: Lt. Ronald Kuby
  Out of the rather large aerospace fighter and DropShip force
  the Marauders seem to command, only the Overlord, an old
  Fortress and the Mammoth of First Wing actually belong to the
  Marauders. Second Wing, the entire aerospace contingent and
  other DropShips of First Wing (including two Avengers) are free-
  lancers who signed on to provide additional escort duty. Should a
  DropShip captain decide to leave or not renew his contract, he will
  likely take his fighters with him.
  
  91
  MOBILE FIRE
  MOBILE FIRE: OLD LOYALTIES, NEW METHODS
  Devout supporters of House Steiner, Mobile Fire pledged support to Katherine Steiner-Davion on the for-
  mation of the Lyran Alliance. With little support among mercenaries, Katherine sought to raise her stock by
  demonstrating how generous the Alliance could be to “loyal” units. Mobile Fire received a steady stream of
  upgrade packages (diverted from pro-Victor line units) as part of a revised contract.
  After Archer’s Avengers struck at Odessa, an important world on the jump routes to Tharkad, Mobile
  Fire was redeployed—but they arrived too late to catch the Avengers. Unable to locate either Count Fisk or
  his son, the bulk of Mobile Fire remained on Odessa with Lieutenant Colonel Donald Moore (a distant rela-
  tion of the Steiner family) designated by Katherine as regent. First Battalion was later assigned to secure
  Cumbres and guard the border with the Arc-Royal Defense Cordon. After the FedCom Civil War, the merce-
  naries were reassigned to New Earth.
  Mobile Fire uses an all-purpose gray-green camouflage pattern for ground units and a gray-and-blue pattern
  for aerospace assets. The regimental insignia is a lit torch set over a black oval field.
  Dragoons Rating: C-
  OFFICERS
  The Moore family has been hereditary commanders of Mobile Fire, but Donald Moore was too young to assume the post when Quentin
  Moore was killed during the War of 3039. Fred Laurencin, a cousin of the Moore family, has assumed command until Donald is ready.
  TACTICS
  Mobile Fire divides into autonomous armor/’Mech combinations that specialize in different tactics. First Battalion concentrates on
  speed and stealth, while Second Battalion prefers low-visibility combat environments. Third Battalion is adept at defense missions, par-
  ticularly city defense.
  SUPPORT
  The recent influx of sophisticated equipment has stretched Mobile Fire’s technical support staff, and they currently can only provide
  80 percent of optimum support levels until they can complete their training. The unit has always relied on House Steiner for transport,
  and so possesses no DropShips or JumpShips.
  Mobile Fire
  Regiment/Green/Questionable
  CO/Armor: Colonel Fred Laurencin
  1st Battalion: Major Angela Davies
  2nd Battalion: Major Theodore Jacobs
  3rd Battalion: Major Paul Moore
  Originally an armor unit, Mobile Fire only received
  BattleMechs during the Third Succession War. As a result the
  chain of command passes through the armor corps before the
  BattleMechs. Medium and heavy armor dominates, with the
  three battalions fielding a mix of hover, tracked and wheeled
  units. Colonel Laurencin commands the unit from an indepen-
  dent command company of medium hovertanks.
  Mobile ’Mechs
  Regiment/Green/Questionable
  1st Battalion: Major Garth Rivers
  XO/2nd Battalion: Lt. Colonel Donald Moore
  3rd Battalion: Major Carol Creed
  Like the Armor Regiment, the ’Mech Regiment has lost its
  edge through steady attrition during the FedCom Civil War.
  While the majority of ’Mechs are light and medium weight, the
  regiment also now fields a number of faster heavy designs thanks
  to Katherine’s generosity.
  Moore and his MechWarriors believe Mobile Fire should
  explore the options offered by employment with the Word of Blake.
  Many also whisper that it is time for Laurencin to stand down.
  Air Mobile
  Wing/Green/Questionable
  Wing Cmdr: Major Yuri Vasavanovich
  Previously favoring Lucifers, Air Mobile used the command’s
  access to Alliance supplies to replace their oldest fighters with
  eight Eisensturm OmniFighters. With no separate command lance,
  Alpha Squadron received the lion’s share.
  1st Security Division
  Reinforced Battalion/Green/Questionable
  Infantry Cmdr: Major Vance Redding
  This battalion provides rear-area security for the three combat
  groups. Thanks to the generous supply situation the unit enjoyed
  during the reign of Katherine Steiner-Davion the battalion received
  three squads of older battle armor.
  
  92
  NARHAL’S RAIDERS
  Narhal’s Raiders
  Regiment/Regular/Reliable
  CO: Colonel Pedro Antonio Giraudoux
  XO/1st Battalion: Lt. Colonel Luigi Froeze
  2nd Battalion: Major Geraldine Tolly
  3rd Battalion: Major Try Sun Lok
  Since the Ghost Bear War, the loss of another company has
  forced the Raiders to restructure their command once again.
  Marionetti’s battalion was disbanded, and each remaining bat-
  talion has received an independent command lance to bolster its
  strength. The regimental command lance was made a company,
  with two additional units serving as bodyguards for Giraudoux.
  NARHAL’S RAIDERS: 
  BLOODIED BUT UNBROKEN
  Disgusted with Katherine Steiner-Davion, Colonel Giraudoux got his Narhal’s Raiders out of their
  contract and signed with the Draconis Combine to provide garrison support for Operation Bulldog.
  Though the Raiders saw no combat, their placement allowed better-equipped Combine troops to move
  into Smoke Jaguar territory while deterring any counterattack.
  After the operation ended, the mercenaries were reassigned to Rockland, and when war broke out
  between the Ghost Bears and the Combine, they were one of the few Combine forces free to conduct
  offensive operations into Ghost Bear territory. Assigned to assault Thule, Narhal’s Raiders eagerly
  dropped on-world to take on elements of Pi Galaxy, but their traditional brute force push was a disaster, as
  the Clan garrison destroyed a company of Raiders before they could even get into range. Though the Raiders
  fared better once they got in close, they lost nearly another company in the fighting while forcing the Clan troops
  to withdraw to the other side of the planet.They destroyed almost thirty Clan ’Mechs but did not want to push their luck,
  and so gathered what salvage they could and withdrew before reinforcements could arrive.
  Afterward, the Raiders were assigned to help push Duke Sandoval’s troops out of Combine space. Not wanting to fight people who
  could be Prince Victor’s allies, Giraudoux kept his troops out of the reprisal offensives. Instead, they were assigned to Fellanin II in case
  Sandoval wished to attempt another invasion.
  Narhal’s Raiders regularly use a brown and green camouflage paint scheme for field use and parades, and change these colors
  only when the scheme blatantly clashes with the battlefield terrain. Their insignia is a horned animal skull on a white-rimmed blue circle.
  Dragoons Rating: C+
  OFFICERS
  Giraudoux merely observed the FedCom Civil War, but cheered Victor Steiner-Davion on. Though he was eager to help Victor’s
  cause, the Coordinator won enough respect from him to keep his Raiders from deserting. By the time the mercenaries’ contract was up,
  the Civil War was in the final stages, so the colonel opted to stay on with the Combine for another tour.
  After five crashes, Major Jesse Hastings’ luck ran out when he was killed in a fighter crash. Captain Jessica Luch was promoted to
  major to take command, and renamed the command lance Swan. Her record is so far crash-free.
  TACTICS
  After the bitter conflict with the Ghost Bears, Narhal’s Raiders began to rethink their favored tactic of brute force. Concentrating their
  swiftest ’Mechs in Third Battalion, the rest now approach side by side, creating a semi-circle formation around the opposing force. Once
  the flanking ’Mechs pin the enemy force down, Third Battalion hits them in the rear. While sound in theory, the Raiders have yet to test
  this new tactic, which has also not changed their preference for close assaults, physical attacks and concentrating fire.
  SUPPORT
  The shrinking use of Clantech and decreasing quantity of BattleMechs has allowed the Raiders to field a more efficient technical
  staff, supplying roughly 75 percent of the command’s support needs.They have begun to focus more on sturdy low-maintenance designs,
  investing heavily in Streak SRMs, pulse lasers and MRMs, while extra-light engines and Ultra autocannon are uncommon.
  Giraudoux is interested in purchasing another DropShip, but he currently does not have enough funds to acquire another vessel and
  continue rebuilding his regiment.
  Through salvage and fast-talking, the Raiders have been able to
  upgrade 70 percent of their force. Only the command elements still
  carry Clantech, but a company of Combine OmniMechs is spread
  throughout the regiment.
  Narhal’s Flock
  Wing/Veteran/Reliable
  Wing Cmdr: Major Jessica Luch
  Unlike their ground counterparts, the aerospace wing has been
  able to rebuild to its full strength of one wing plus a command lance,
  but the technology of these fighters has dropped down to only 30
  percent upgrades.
  
  93
  NEW AVALON CAVALIERS
  NEW AVALON CAVALIERS: NEW AGE BUCKAROOS
  Mercenaries have always filled an important role in augmenting the AFFS, with several maintaining
  a long and extremely prosperous relationship with the High Command. Few have been celebrated quite
  as much as the progenitor of the New Avalon Cavaliers, however, at least in the media. Thanks to a
  series of holovids and novels, along with the accompanying merchandising efforts, those MechWarriors
  received more adulation than even the famed Wolf’s Dragoons and the Kell Hounds.
  The majority of these warriors were on the staff at the NAIS and initially formed the com-
  mand as a way to keep up their MechWarrior qualifications.Together with test pilots and reserve
  members of the Davion Brigade of Guards, plus a top-notch technical crew that likewise hailed
  primarily from the NAIS, these individuals became part of one of the most skilled BattleMech
  regiments in the Inner Sphere. But while they trained together on a regular basis—mostly in their
  free time and on vacations—they only rarely saw true action, instead limited to wargames against what-
  ever forces happened to be garrisoning New Avalon. In fact, the defense of Avalon City during the Fourth
  Succession War was the most prominent battle in which these warriors were ever involved as a single force.
  When the Clans arrived on the scene, these troops found that regular assignments were monopolizing their
  time, though they still officially remained on the books. By the time of Operation Guerrero, Dr. Anna Banzai, the titular leader of this irreg-
  ular and unorthodox command, acceded to the fact that her MechWarriors hadn’t assembled as a regiment for many years and so
  removed them from the active rolls.
  Then the FedCom Civil War flared and New Avalon was placed under virtual martial law. Unlike the First Davion Guards, who
  occupied their own base, the Cavaliers primarily lived and worked in Avalon City and were unable to assemble to oppose the
  Archon. Instead, they worked from the inside, impeding the Archon and her loyalists as much as they could, while constantly adding
  to a silent base of support.
  When the assault on New Avalon began, the Cavaliers rose up with the rest of the underground and systematically disabled the
  Archon’s communications and intelligence grid. As the fighting reached Avalon City, they took part in behind-the-scenes assaults that
  secured more than a score of important sites in and around the city, including the NAIS and the Fox’s Den.
  In the wake of the war, the survivors banded together and officially reformed their old command as the New Avalon Cavaliers. They
  have been pursuing a heavy training regimen and are once again rated as one of the most skilled mercenary units in the Inner Sphere.
  The Cavaliers’ insignia is a broadsword set upon an open book, with the words “Scientia Potentia Est” emblazoned on a ribbon
  underneath. They employ no standard scheme, but use whatever camo is appropriate to a mission.
  Dragoons Rating: Unrated
  OFFICERS
  Every one of the Cavaliers’ members is on the staff at the NAIS, a test pilot for the NAIS or Department of the Quartermaster, or is
  an AFFS reserve officer. Dr. John Parker, NAIS director of R&D, heads up this unique band of MechWarriors, with William Carruthers,
  the DQ Chief of Test Pilots and former AFFS colonel, serving as his deputy. Though cut from different bolts of cloth, these two individu-
  als complement each other well, giving the unit the unique leadership style it needs.
  TACTICS
  The Cavaliers have trained extensively over the past several months with members of the Davion Brigade, allowing its members to
  easily work in conjunction with any of the AFFS RCTs as readily as they can fight independently.
  SUPPORT
  The Cavaliers can call upon the impressive technical know-how of the NAIS and the resources of the AFFS DQ, giving them an
  edge over any other mercenary force in the Inner Sphere. Additionally, Field Marshal Sidney Zweibel, a former affiliate of the mercenar-
  ies and current member of the AFFS High Command, has been providing a great deal of assistance from his high position.
  New Avalon Cavaliers
  Reinforced Regiment/Elite/Fanatical
  CO: Dr. John Parker
  XO: William Carruthers
  Every one of the unit’s 153 BattleMechs is of recent manu-
  facture, and includes a number of Clan and Inner Sphere
  OmniMechs, most equipped with Clantech weapons. Many of the
  unit’s ’Mechs are personally owned by its members, though quite a
  number are officially “on loan” from the Department of the
  Quartermaster.
  
  94
  OLSON’S RANGERS
  Olson’s Rangers
  Battalion/Regular/Questionable
  CO/1st Battalion: Major Timothy Rain 
  The Rangers field a variety of ’Mechs, though
  designs from Shengli Arms are beginning to increase in num-
  bers. Rain seems eager to expand his force’s defensive abilities
  with the heavier Shengli designs. Supporters of the Rangers’
  roots in reconnaissance seem to have taken to the Duan Gung.
  They also look to Captain Schtaffel as their de facto leader.
  Whether this budding factionalism will lead to more than heated
  debates about tactics remains to be seen.
  OLSON’S RANGERS: ADAPT OR DIE
  The Rangers have typically specialized in reconnaissance. Preferring to support the oper-
  ations of other commands by deploying in battalion-sized or smaller forces, they have devel-
  oped a modest reputation as skilled scouts, which has kept their ratings fairly low while they
  struggled to acquire greater unit consistency. On the plus side, these talented scouts are often
  recruited by other commands.
  Sent to capture Acamar in October of 3066 by Sun-Tzu Liao, Olson’s Rangers grounded
  and quickly dispatched the gathering of smaller mercenary commands charged with defending
  the planet from pirates. However, before Olson could move on the planet’s government, the First
  Cunningham’s Commandos intercepted him, having been sent to Acamar by Duke Hasek, in
  order to prevent the world from falling into Confederation hands. The veteran Commandos had lit-
  tle difficulty crushing the battle-worn Rangers, who managed to retreat with barely more than a bat-
  talion’s worth of troops.Worse, Colonel Nicholas Olson himself was captured, and all subsequent attempts
  by the Rangers to organize a ransom for him have failed.
  Many expected Sun-Tzu Liao to disown the Rangers when they returned to Capellan space, but all were surprised when he
  instead assigned them to guard the Shengli Arms facilities on Victoria. Cynics suggest that he intends to subject this command to the
  infamous “company store” scheme, pointing out that Shengli Arms ceased recruiting for its own independent security force shortly
  after Olson’s Rangers arrived.
  Olson’s Rangers always fields their units with camouflage appropriate to their environment.Their parade scheme is a standard cam-
  ouflage pattern using the Olson family colors: blue, purple and black. The Rangers’ insignia is the silhouette of a face in profile with a
  ranger cap, shielding his eyes from the sun, set on a white disc.
  Dragoons Rating: D
  OFFICERS
  Faced with commanding a force crippled by its greatest defeat, hounded by debt collectors and leading warriors who quit rather than wait
  out the inevitable, Major Timothy Rain has risen to the occasion. He has kept some semblance of unity in the few survivors, and his enthusi-
  asm has caught on. Indeed, even Shengli Arms appears to be growing less unhappy with its inability to raise a force of its own choosing.
  Captain Fiona Schtaffel is a long-time compatriot of Colonel Olson, and has been vocal about making efforts to seek his release.
  Maintaining the regimental designation and Olson’s name seems to have gone some way toward supporting major Rain’s assurances
  that the colonel will be recovered. As the resident recon expert, Schtaffel’s accomplishments are impressive, and her ability has
  increased since she recently obtained enough stealth armor to re-equip her Wasp.
  TACTICS
  The Rangers tended to specialize in reconnaissance missions and still possess an above-average ability in this area. Another tra-
  ditional tactic they use, referred to as the Purple Mist, involves deploying a large amount of purple smoke rounds from its artillery unit,
  to disguise maneuvers or retreat.
  SUPPORT
  Even though a fair amount of the Rangers’ technical support crews have moved on after Acamar, they still retain a support rating
  just shy of 50 percent. They have lacked full DropShip support throughout their history, and Major Rain was forced to sell a Union to pla-
  cate some of the unit’s more ardent debt collectors.
  Olson’s Archers
  Company/Green/Questionable
  CO: Captain Shioban Morris
  The Archers are the Rangers’ support unit, usually tasked with
  base security and supporting the regiment. Only the Archers sur-
  vived intact when Cunningham’s Commandos devastated the
  Rangers on Acamar. Their four Thumper artillery pieces have been
  stationed permanently around the factory complex.
  
  95
  QUINT’S OLYMPIAN GROUNDPOUNDERS
  QUINT'S OLYMPIAN GROUNDPOUNDERS: 
  ON THE REBOUND
  Descended from a mercenary command known as Quint's Quartet, Quint's Olympian
  Groundpounders have served their employers with what can best be termed impeccable profes-
  sionalism. After spending roughly twenty-odd years in the employ of various minor Periphery
  realms, the Groundpounders signed a contract with the Circinus Federation at the start of the
  Clan invasion in 3050. At the end of their contract in 3058, the Groundpounders—who had pre-
  viously expressed a desire to return to the Inner Sphere mercenary market—surprised everyone
  by signing a new long-term contract with the Circinians instead.
  The Marian invasion of 3066 saw the Groundpounders performing garrison duty on the world
  of Maximillian, where they distinguished themselves in action against the Marians' III Legio Limitanei.
  The company's CO, Captain Herman Quint, died in combat—the Groundpounders’ only combat casual-
  ty—leaving his son Hilary to take over command. Following the war’s end, the Groundpounders returned to
  Diedre's Den to resume their garrison duties, though some reports indicate that this mercenary command renegotiated some points of
  its contract before doing so.
  The Groundpounders currently use a spotted desert camo scheme on their ’Mechs and vehicles. Their insignia is a simplified
  sketch of a red fist set on a royal-blue starburst, an insignia painted on the outside right shoulders and upper left legs of the com-
  mand’s BattleMechs.
  Dragoons Rating: C+
  OFFICERS
  Since taking over after his father's death, Captain Hilary Quint has done his best to carry on the family tradition of impeccably pro-
  fessional service to his force’s employers. In addition, Captain Quint has apparently taken the recent change in Circinian leadership as
  an opportunity to renegotiate the terms of his contract, with an eye toward upgrading his aging forces. A recent influx of new technolo-
  gy in the Groundpounders’ ranks indicates that he has been at least partially successful.
  TACTICS
  The Groundpounders compensate for their small size by relying on their recon forces to scout for the best combat terrain and provide
  warnings of enemy ambushes.Their preferred tactics involve working in limiting terrain with cover, allowing them to safely close with enemy
  units. The ’Mech support lance—currently including two upgraded Archers—generally takes the higher ground to provide overwatch and
  missile support, while the Saladins of Quint's Armored Cavalry seek out defensible ambush positions to surprise unwary ’Mechs.
  SUPPORT
  Captain Quint has done an excellent job of developing the Groundpounders' technical staff. Already, the Groundpounders employ
  enough techs to meet 80 percent of their required weekly maintenance. The mercenaries have two Leopard-class DropShips and no
  JumpShip assets; Quint is rumored to be negotiating for a third DropShip from his employers in order to have full transport capability.
  Quint's Olympian Groundpounders
  Company/Veteran/Reliable
  CO: Captain Hilary Quint
  XO: Captain Markus Naslund
  The Groundpounders are organized in a fairly straightfor-
  ward manner: a recon lance of light and faster medium ’Mechs, a
  support lance rated as heavy, and a combined command/fire
  lance of heavy and assault-class ’Mechs (including an advanced-
  tech Atlas). Once light on new technology compared to other
  units of their size, the Groundpounders have seen a gradual
  increase in upgrade kits since the end of the recent fighting.
  Quint's Armored Cavalry
  Platoon/Veteran/Reliable
  Armor Cmdr: Lieutenant Todd Bertuzzi
  The four Saladin assault hovertanks of Quint's Armored
  Cavalry were attached to the Groundpounders’ TO&E between
  contracts, but no one is sure where Herman Quint acquired them.
  Captain Hilary Quint takes great care in deploying them, commit-
  ting them to the battle only if their safe withdrawal can be assured.
  Quint's Security Division
  2 Squads/Regular/Reliable
  Infantry Cmdr: Sergeant Brendan Morrison
  The heavy infantry of Quint's Security Division normally carry
  laser rifles when assigned to a security detail, but they are equally
  proficient with the SRM packs they carry on the battlefield. Recent
  acquisitions by this force include three man-pack PPCs and a
  Thunderstroke Gauss rifle, which the troopers use to cover the
  withdrawal of the Saladins from a tight situation.
  
  96
  RAMILIE’S RAIDERS
  Ramilie’s Raiders
  2 Battalions/Elite/Reliable
  CO: Colonel Newton Ramilie
  1st Battalion: Major Paul Florey
  2nd Battalion: Major Nicholas Ramilie
  RAMILIE’S RAIDERS: A NEW HORIZON
  Long considered a virtual House unit for the Magistracy of Canopus, observers first noticed a crum-
  bling of that relationship more than five years ago, when Nicholas Ramilie took his son, Newton Ramilie
  II, from the boy’s mother’s palace. In the matriarchal Magistracy, Newton II, son of Magestrix Emma
  Centrella, stood little chance of ever becoming a major political influence, but was already a promising
  MechWarrior. The Raiders felt the time was coming for them to move on to the Inner Sphere and improve
  their profit margin.
  The Magistracy was loath to lose an elite unit so well equipped by Periphery standards, but while
  most of the senior staff seemed resigned to the Raiders’ departure, Senior General Hadji Doru came up
  with an idea. Rather than trying to find a replacement to make up for the loss in defense, the Magistracy
  would use the end of the Raiders’ contract to make the realm’s enemies less able to take advantage of
  the situation. Taking a page from Alessandro Steiner’s tactical book, Doru sent the Raiders on a
  deep raid into the territory of the most menacing Magistracy foe, the Marian Hegemony. Both
  parties saw it as a win-win situation—the Canopians thought to gain greater security and the
  Raiders to add to their luster on the mercenary market. Sadly, the Raiders lost their aerospace
  support, as that force chose to remain in the realm where its members had grown up.
  After several successful raids, the Raiders’ final goal was Illyria. They landed to find the Hegemony
  forces—the experienced Second Legio—ready for them. The Marians used the planetary capital as a rear defense and their lighter
  Second Cohort cornered them long enough to allow the other Marian forces to crush the mercenaries. Thanks to the Raiders’ greater
  skill, some of the force managed to hold off the Hegemony troops as their lone Overlord took off with half the command and hopped into
  the middle of the capital’s coliseum. Quickly re-deploying, the Raiders hit the Legio command center and forced the enemy to pull back
  in disarray. The forces in the city hit the lighter Cohort hard, scattering them as the remainder of the Raiders broke through the chaotic
  Hegemony lines to link up at the planet’s repair and refit station. With plenty of parts, the Raiders whisked themselves off-world, ready
  to head toward greater fortune, flush with success and better equipped than ever before.
  When they tried to enter the Free Worlds League on the way to Outreach, however, the League refused them entrance based on
  accusations of piracy. Skirting Marik space, the Raiders tried to cut through the Capellan Confederation, but old grudges and new alle-
  gations made them wary. Their funds running low, the mercenaries managed to land on Detroit just as the former New Colony Region
  was forging a new identity for itself as the Fronc Reaches. The Raiders quickly dispatched agents to clear up the dreadful accusations
  made against them and attempt to find a new employer.
  The Raiders use a dark red color scheme with black striping. The unit insignia is a pirate riding atop Leopard-class DropShip; it is
  painted on the torsos of the unit’s BattleMechs and the fuselages of its aerospace fighters.
  Dragoons Rating: F
  OFFICERS
  The Ramilie family continues to lead this command, with Newton on the rise. Some of the Raiders’ older members grumble that the
  Lao Hu 3C Newton’s sister Naomi gave him is the real source of his success on the battlefield.
  TACTICS
  The Raiders still like to split their first battalion and use their trident formation, grinding the enemy with their assault battalion while
  flanking with the rest.
  SUPPORT
  Thanks to a JumpShip stolen from the Confederation almost 50 years ago, the unit can transport itself without employer assistance.
  Though currently blessed with excess materiel, the Raiders have only 50 percent of the technical staff they need.
  Colonel Ramilie’s command company often attaches itself to
  the balanced First Battalion. Second Battalion is an assault force,
  with few medium ’Mechs and no light machines.
  
  97
  ROMANOV’S CRUSADERS
  ROMANOV’S CRUSADERS: 
  HONOR AND MERCY
  In 3055, Thomas Marik sponsored an independent command for MechWarriors of foreign nation-
  ality who had attempted to join the Knights of the Inner Sphere, thereby creating Romanov's Crusaders.
  As each of their members swore personal fealty to Thomas Marik, and received enormous support from
  the Captain-General in return, charges of nepotism created considerable political friction throughout the
  force’s inception.
  Despite this, the Crusaders have grown since their formation, and the multicultural command now
  contains members from across the Inner Sphere. Sir Krispin Romanov, dedicated to the same ideals of
  chivalry as the Knights, has forged this diversity into a strength, encouraging each member to remain an
  individual while still demanding strict discipline on the battlefield.
  Each potential Crusader must first perform a quest before joining. The quest’s exact nature is never
  defined; members are simply sent on their way, instructed not to return until they think they have fulfilled their
  task. Thus, the Crusaders’ insignia has appeared in almost every corner of known space, from the New
  Colony Region to the Marian Hegemony to the Outworlds Alliance. Usually a welcome sight, especially in the
  Periphery, these questing Crusader potentials enhance the reputation of this unusual command, even if they never
  become members themselves.
  The Crusaders’ color scheme is dull silver with gold trim. Their regimental insignia, painted over the “heart” of each ’Mech, is a
  medieval knight on a white charger, brandishing a sword of light and set on a green and blue shield.
  Dragoons Rating: B
  OFFICERS
  Krispin Romanov’s gruff and direct nature continues to help maintain unity within the Crusaders, and every Crusader has no doubt
  that Romanov treats him or her without prejudice or bias, so long as the soldier’s performance and behavior within the command
  remains exemplary.
  Executive officer Major Rynn Johansson is the Crusaders’ current Champion, an impressive accomplishment since Johansson suf-
  fers under the burden of several prosthetic implants, and the League-spawned social stigma that comes with them.
  Major Hiro Watanabi is unique even in a collection of mavericks. So far, he is the only Crusader to have been sent on a quest three
  consecutive times, and was only declared successful when he returned with a new member. Despite this, Watanabi has quickly risen
  through the ranks, and is considered by many to be the Crusaders’ best strategic mind.
  MechWarrior Josef Posavatz, Watanabi’s “recruit”, arrived with his Thug at the end of Watanabi’s final quest. Posavatz is quickly
  proving himself to be one of the Crusaders’ best MechWarriors. As one of the Unbound, he often departs the command for lengthy peri-
  ods, presumably undertaking new quests, though rumors suggest he is preparing to challenge the current Crusaders’ Champion.
  TACTICS
  Excelling at individual combat, the Crusaders are renowned duelists, and follow an archaic code of honor that reminds many of the
  Clans’ warrior ethics. This individualism causes the Crusaders to perform poorly as a force, however. Aware of this flaw, the Crusaders’
  officers have so far successfully minimized its consequences by fighting as few large-scale engagements as possible.
  SUPPORT
  The Crusaders own no transportation assets, and Romanov insists that all of their support must come on a volunteer basis. As a
  result, the Crusaders only have sufficient auxiliary DropShip support to transport less than half their total force. A Star Lord JumpShip,
  harkening from the Deep Periphery, has also joined the Crusaders’ ranks.
  The technical support situation has degraded since the Crusaders’ birth, unfortunately, and at present, only half this command sees
  its regular maintenance at any given time.
  Romanov’s Crusaders
  Reinforced Regiment/Regular/Fanatical
  CO/1st Battalion: Colonel Sir Krispin Romanov
  XO: Major Rynn Johansson
  2nd Battalion: Major Miaka Tanahome
  3rd Battalion: Major Miranda McPherson
  4th Battalion: Major Hiro Watanabi
  The Crusaders field BattleMechs from every known corner of
  the universe, though Free Worlds designs remain a small majority.
  Additionally, members who complete their quests are often given
  the opportunity to upgrade their ’Mechs. Many choose to add
  hatchets or swords.
  
  98
  RUBINSKY’S LIGHT HORSE
  Rubinsky’s Light Horse
  Regiment/Elite/Reliable
  CO: Colonel Marko Rubinsky
  1st Battalion: Major Cassandra Liao
  2nd Battalion: Major Pietr Borrz
  XO/3rd Battalion: Lt. Colonel Raymond Li Tran
  Since the war, the regiment’s medium and heavy ’Mechs
  have slowly been upgraded with newer technologies or replaced
  with newer ’Mechs, for a 50 percent overall upgrade rating. The
  regiment still favors hard-hitting machines of lighter weight; they
  RUBINSKY’S LIGHT HORSE: GREGOR’S LEGACY
  Captain Gregor Rubinsky (retired AFFC) formed the Light Horse in 3035 from retired and semi-retired veter-
  an MechWarriors on his homeworld of Tikonov, and the nearby worlds of Tigress and New Hessen. They served
  as part of Earthwerks’ security force, before joining Khorsakhov’s Cossacks in 3038. The two merged commands’
  similar fighting styles and common hatred of Romano Liao and her offspring made them a perfect fit, and just
  one month later, the Cossacks signed a contract with the St. Ives Compact.This move placed both units in close
  proximity to act against Sun-Tzu Liao, where they remained for the next twenty-five years.
  In 3040, the Light Horse was on Indicass when the Second Capellan Reserve Cavalry landed to destroy
  the new Ceres Metals plant there. The mercenaries engaged the Capellans in the Shoo-in Valley, even as
  the Second forced its way into the capital city, without any regard for civilian casualties. The Light Horse
  fought back with cavalry charges, and ultimately drove off the Capellans, but though the Ceres plant
  remained untouched, thousands of civilians lay dead.
  Marko Rubinsky, an ardent supporter of St. Ives’ Duchess Candace Liao, assumed command when his
  father died in 3046, and oversaw the Light Horse regiment’s upgrades, and the training of the second battal-
  ion of the SIMC’s Second St. Ives Lancers, a force commanded by Major Cassandra Liao. During this time,
  Cassandra and Captain Tamas Rubinsky—Marko’s son—formed a lasting relationship, that endured even through
  the horrors of the Capellan-St. Ives War, and the “Black May” nerve gas attack on Indicass that prematurely ended
  Tamas’ MechWarrior career. Though he has since received treatment at the renowned NAIS medical center, Marko’s prognosis remains
  questionable. Throughout the ordeal, Cassandra has never left his side.
  After the war, Rubinsky’s Light Horse stayed with the St. Ives Commonality after receiving a contract to personally serve Duchess
  Liao and her family, but Khorsakhov’s Cossacks did not, and the two mercenary commands separated once again. In May of this year,
  the Light Horse did not renew its Compact contract for reasons still unknown, but left on good terms, Cassandra Liao departing with the
  mercenaries. Once they were free, the Lyran Alliance promptly signed them, placing them on the recently reclaimed Jade Falcon border
  world of Blackjack. Colonel Rubinsky has drilled his troops on countering the Jade Falcons’ battlefield tactics ever since.
  The Light Horse paints its machines blood red. To distinguish from the Khorsakhov’s Cossacks, their insignia has been modified to
  that of a simple Cossack horseman.
  Dragoons Rating: A
  OFFICERS
  Colonel Marko Rubinsky’s strong will and unwavering strength of character has kept the Light Horse together throughout its dark-
  est days. With Tamas incapable of piloting a ’Mech, Lt. Colonel Li Tran is next in line to take command. Cassandra Liao was given com-
  mand of First Battalion, allowing Rubinsky to form a regimental command company.
  TACTICS
  The Light Horse has perfected the old-fashioned cavalry tactic of charging forward and then wheeling off to one side before regroup-
  ing and repeating the maneuver. Lighter ’Mechs charge up front to intimidate the enemy while the rear machines provide concentrated
  fire support. In open spaces, the Light Horse have proven deadly to any foe arrayed against them.
  SUPPORT
  The Light Horse has sufficient technical support to provide necessary maintenance and refit needs. They currently lack the support
  to keep machines operational during extended combat, a flaw being addressed by the command.
  have acquired many newer Davion-built Phoenix Hawks and
  Shadow Hawks.
  Breskin’s Pegasii
  Wing/Elite/Reliable
  Wing Cmdr: Major Stanislaus Breskin
  After the Capellan-St. Ives War, Major Breskin finally brought
  his wing to full strength by recruiting veterans of the recent fighting.
  The wing is 70 percent upgraded with new technologies.
  
  99
  SCREAMING EAGLES
  SCREAMING EAGLES: SOILED HONOR
  Comprised of remnants from the Star League’s 250th BattleMech Division, the Screaming
  Eagles became mercenaries after the League’s fall. By the end of the Second Succession War
  tremendous losses had reduced this command to two BattleMech regiments, yet they contin-
  ued to serve House Davion honorably for the next two centuries. In 3028, the Eagles took part
  in Operations Rat and Riposte, engaging Capellan forces on several worlds, but it was in the
  bloody fighting for New Canton, that their illustrious history was forever tarnished. After a long
  and frustrating chase, the Eagles’ First Brigade trapped the Fourth Confederation Reserve
  Cavalry at a destroyed bridge over the Canton River. Though the Capellans ultimately surren-
  dered, Colonel Opson Mathis, furious after the long pursuit, ordered the Liao warriors welded
  inside the cockpits of their disabled ’Mechs and pushed into the raging river, an act that mur-
  dered two dozen warriors. Mathis was cashiered and the Eagles expelled from Davion service,
  their reputation soiled.
  By 3053, the Screaming Eagles found themselves under a long-term defense contract with the Magistracy of Canopus, and were
  among the troops loaned to the support of Confederation operations near the Chaos March in 3059. While fulfilling this contract, the
  Second Brigade was ambushed by the Word of Blake’s elite First Division on Epsilon Eridani. The assault all but shattered the Second,
  whose survivors retreated to Kaifeng, where the Capellans refused them landing rights. The Second was forced to retreat again, this
  time to Outreach, prompting the First Eagles to abandon their garrison in support of their decimated comrades. In the midst of the shuf-
  fle, the truth of the Blakist attack came to light, exposing a decade-long spy game undertaken by the Second Brigade in secret alliance
  with House Davion. Charged with contract breach for abandoning their posts and spying for a foreign power, the Eagles were expelled
  from Canopian service, leaving their commander, Tam Lafayette, little choice but to fold her surviving units Second Brigade units into the
  First and depart for Davion space, ironically the only realm that would now accept the discredited command. James Sandoval, Duke of
  the Draconis March, hired the Eagles and assigned them to garrison Kilbourne against any overly adventurous Outworlds Alliance units
  and pirates, a posting that largely kept the regiment out of the FedCom Civil War.
  The Eagles use the Star League’s original colors on all their machines.Their insignia is a diving eagle set on a blue-green background.
  Dragoons Rating: B-
  OFFICERS
  Colonel Tam Lafayette assumed command when her father Samuel “Buck” Lafayette retired in 3060. Though adept in combined-
  arms tactics, she lacks corresponding strategic skills. Fortunately, the strategic genius of Lt. Colonel Chris Lewis makes up for that.
  Together they have brought esprit de corps back to the command.
  TACTICS
  The Eagles prefer combined-arms operations supported by armor and infantry, followed by artillery. Their heavy aerospace force
  uses guided Arrow IVs in conjunction with their infantry TAG forces to devastating effect.
  SUPPORT
  The Eagles barely have enough technical support for the entire command after the debacle on Epsilon Eridani, and are rated at 75
  percent. The command has enough DropShips and JumpShips now to move the entire command.
  Screaming Eagles
  Reinforced Regiment/Veteran/Reliable
  CO: Colonel Tam Lafayette
  XO/1st Battalion: Lt. Colonel Chris Lewis
  2nd Battalion: Major Alexander Cohen
  3rd Battalion: Major Louis Chasteen
  4th Battalion: Major Tu Faes D’Lihar
  The regiment deploys mostly medium ’Mechs, though each
  battalion has a company of heavy and assault ’Mechs as well.
  The regiment is fully upgraded with Star League technology
  with some OmniMechs sprinkled throughout. The regiment has
  battalion command lances, plus a regimental command com-
  pany.
  77th Heavy Armor
  Reinforced Regiment/Veteran/Reliable
  Armor Cmdr: Lt. Colonel Roger Durling
  The Seventy-seventh Heavy Armor is the last remaining force
  from the original armor command assigned to the Star League’s
  555th Honor Guard Brigade, and now includes elements from the
  decimated Fifty-second Battalion, formerly of the Second Brigade.
  The Seventy-seventh is equipped with heavy tracked and wheeled
  tanks, including a company of mobile artillery. Folded into this com-
  mand were the remaining two infantry battalions specializing in para-
  chute assault. Each battalion has one platoon of standard Inner
  sphere battle armor.
  
  100
  SIMONSON’S CUTTHROATS
  Simonson’s Cutthroats
  Regiment/Regular/Questionable
  CO: Colonel Victor Simonson
  XO/1st Battalion: Major Lars Syrstad
  2nd Battalion: Major Anthony Alicea
  3rd Battalion: Major Timothy Iroquois
  SIMONSON’S CUTTHROATS: 
  RELUCTANT RENEGADES
  Simonson’s Cutthroats descend from McGee’s Cutthroats, a mercenary command that
  rose from the remains of a smashed Marik BattleMech regiment, and served the Draconis
  Combine with distinction for the better part of a century. McGee’s Cutthroats made history dur-
  ing a routine raid against Alexandria in 2953, inadvertently initiating one of the biggest single
  campaigns of the Third Succession War by calling in DCMS reinforcements to battle the Lyran
  garrison. Over the years, the Cutthroats’ service to the Dragon was considered so valuable that
  they were among one of the Combine’s highest paid and best equipped hired guns.
  But times and fortunes change. In 3028, rising Kurita anti-mercenary sentiment led to the end
  of the Cutthroats’ longstanding service when then-Colonel Andrew McGee was deposed by his executive
  officer, Matthew Simonson, in a short but brutal power struggle. Once in command, Simonson invoked the reg-
  iment’s early escape clause and withdrew with his loyal troops to Galatea for repairs, recruits and a new employer.
  In the years that followed, Simonson’s Cutthroats recovered under a FedCom contract, serving in garrison roles on the Kurita bor-
  der. When the Clans appeared, then-commander Jeri Simonson balked at taking on any missions against the seemingly unstoppable
  invaders, and led his Cutthroats into the Periphery in 3051, where they survived by taking several contracts for the likes of the Marian
  Hegemony and Circinus Federation.
  In 3056, the Cutthroats, under a Circinian contract, came across the bandit leader Hopper Morrison and his Extractors. In the ensu-
  ing battle, more than two Cutthroats battalions were shattered, and many of the command were captured or killed by the bandits. Among
  the dead was Colonel Jeri Simonson, leaving his son, Victor, to lead the survivors and retreat deeper into the Periphery, vowing revenge.
  The Cutthroats vanished for almost five years.
  In 3061, they reappeared on the Chaos March world of Fletcher, with a total force of two battered, short-handed ’Mech battalions,
  and were contracted almost immediately by the Word of Blake to serve as additional garrison forces on Terra. Since signing with the
  Word of Blake, the Cutthroats have grown almost to their 3055 size, with equipment apparently provided by the Blakists.
  The Cutthroats’ insignia is a skull wearing a gas mask, set against a pair of crossbones on a circular gray field. Their color scheme
  is flat grey with black and blue highlights.
  Dragoons Rating: D-
  OFFICERS
  Colonel Victor Simonson is a bitter man who continues to grow more isolated from his subordinates in his all-consuming desire for
  vengeance against Morrison’s Extractors.
  Syrstad himself is a soft-spoken, gentlemanly officer with excellent administrative and leadership qualities. Many rumors name him
  the next successor to command should anything happen to Simonson. However, Syrstad’s combat skills are lackluster at best.
  TACTICS
  Because of their commander’s singular dedication to one day destroying the Extractors, who at last count numbered almost two regi-
  ments in size and prefer open-field engagements, the Cutthroats constantly train in guerrilla warfare tactics. Elements of this regiment are
  well versed in flanking maneuvers, the use of stealth and in setting up ambushes, particularly in built-up terrain such as cities and wood-
  lands, and under cover of night.
  SUPPORT
  The Cutthroats currently lack sufficient technical support to maintain all of the regiment’s equipment, though at present their
  needs are supplemented by Word of Blake “technical liaisons” who help keep most of their newer machines running. For transport,
  the Cutthroats rely on two old-model Overlord DropShips and an aging Invader-class JumpShip. A third Overlord, supplied by the
  Word of Blake as part of the sign-on deal, gives the mercenaries just enough capacity to transport their total ’Mech force.
  Though the Cutthroats’ BattleMech forces remain slightly
  understrength—Third Battalion is short by half a company—more
  than half of the command incorporates Star League-era technolo-
  gy, much of it provided by the Blakists. Many of these upgraded
  designs, however, are merely retrofits of classic models such as
  the Phoenix Hawks, Thunderbolts and Locusts.
  
  101
  SMITHSON’S CHINESE BANDITS
  SMITHSON’S CHINESE BANDITS: 
  ON THE ROPES
  Once a pillar of the mercenary community, with two whole regiments and various support
  units, Smithson’s Chinese Bandits were reduced to little more than a pair of wounded battal-
  ions going into the FedCom Civil War.This mercenary command has seen it’s share of ups and
  downs, even surviving a lawsuit by the “Friends of Cultural Heritage” who tried to force a name
  change upon it. Then came the FedCom Civil War and the battle for Small World. Outnumbered
  and attempting to cover too many positions at once, the Bandits were crushed by Archon
  Katherine’s loyalists, and came a hair’s breadth away from complete destruction.
  Yet just as the command’s tombstone was being etched, Captain Antoine Lavoisier man-
  aged a minor miracle of sorts. Using the blizzard they were fighting in as cover, he led his pursuers
  in a roundabout chase back to the remnants of one of the Bandits’ battalions. Convinced that the unit
  was destroyed, and in no hurry to count machines and bodies in the arctic chill, Lavoisier managed to lead
  most of his company and a few other stragglers to a nearby cave system. From there they hoped to form a resistance, and hung on until
  pro-Victor forces arrived to crush the opposition just two weeks later. Upon her liberation, Colonel Ada Gubser was relieved to find some
  of her command had survived the debacle, and together with the assistance of the other mercenaries who had helped tip the battle for
  Small World from the brink of defeat, gathered enough supplies and DropShips for the Bandits to limp back to Outreach and regroup.
  Rebuilding in a time when virtually everyone was doing the same proved more difficult than expected, and even attempting to sell
  off one of their Overlords to stockpile ’Mechs, parts, and personnel, proved difficult. Colonel Gubser has, however, had some success
  generating revenue by charging transport fees for passage on some of her Bandits’ surplus DropShips, but troop-running is hardly the
  business of a mercenary command. Major Lavoisier has lobbied for high risk/high reward missions as a go-for-broke approach, but as
  yet Gubser has been reluctant to look at anything with certain combat duty.
  The Bandits employ a green with gold striping color scheme for their machines. Their famous, three-circles insignia is painted on
  the upper left legs and right shoulders of all Bandit ’Mechs.
  Dragoons Rating: C
  OFFICERS
  Colonel Ada Gubser has rebuilt the Bandits before, but after returning from being held prisoner she appears gun-shy and lacking in
  confidence. While what little of the command staff that remains still trusts her ability to lead them, a growing minority is starting to talk
  of asking her to step down in favor of Major Lavoisier. For his part, Lavoisier has so far deferred to Colonel Gubser’s greater experience,
  noting that while the troops may recognize his brilliant tactical ability, his strategic and fiscal abilities remain untested.
  TACTICS
  The remaining Bandits still have expertise in jungle and woodland warfare and have managed to spend some time in the Dragoons
  simulators honing this specialty. Gubser and Lavoisier hope to use it as a key advantage in the future.
  SUPPORT
  The Bandits excel in technical support. With enough support staff to maintain almost two battalions, Gubser furloughed many tech-
  nicians but still claims a support rating of more than 200 percent.
  Transportation is another of the Bandits’ strengths, with the mercenaries claiming three Overlord DropShips, that can transport the
  entire force five times over. Gubser has been looking to use this capacity as a bargaining chip during contract negotiations, offering to
  provide intrastellar transportation for other forces accompanying the given mission.
  Smithson’s Chinese Bandits
  Reinforced Company/Veteran/Questionable
  CO: Colonel Ada Gubser
  XO: Major Antoine Lavoisier
  After the dust settled, the ’Mechs that survived Small World
  were all upgraded designs, all but two having XL engines. The
  Bandits currently operate with Gubser running a command
  lance while Lavoisier has direct command of the full company.
  They allocate their various units as needed, occasionally split-
  ting the force into two equal groups.
  Air Bandits
  2 Lances/Veteran/Reliable
  Wing Cmdr: Captain James Stillwell
  All of the Bandits’ air assets survived Small World, having
  been unable to assist in the arctic battles and unwilling to attack
  with no ground support. The Bandits’ fighters are all heavy fighters
  that have been upgraded.
  
  102
  SNORD’S IRREGULARS
  Snord’s Irregulars
  2 Battalions/Elite/Fanatical
  CO: Colonel Rhonda Snord
  XO/Lieutenant-Colonel Tasha Snord
  SNORD’S IRREGULARS: NEW BLOOD
  Ever since Cranston Snord split off from Wolf’s Dragoons in 3006, an air of romance and mys-
  tery has surrounded the Irregulars. Tales of their scavenger mentality and quirky behavior captured
  the popular imagination even before the revelation of their founder’s Clan origins. Their record of
  successes against the odds—no matter how unusual the methods—further solidified the
  Irregulars’ reputation, in particular their clashes with Clan Jade Falcon in the early 3050s which led
  to the formation of “Clan Snord.” Arguably, their greatest success was the capture of Camelot
  Command, a Star League-era naval facility that they placed under the jurisdiction of the Federated
  Commonwealth and later the Lyran Alliance. Camelot became the Irregulars’ base of operations for
  numerous raids against the Jade Falcons, but after the brutal clashes of the Refusal War, the Alliance
  felt the facility was too exposed to Clan predation and scaled back its operations. Shortly before the out-
  break of the FedCom Civil War, the Irregulars left the base in the hands of a skeleton Alliance staff and relo-
  cated to Skye Province, arriving on Odessa in mid-January 3063. Colonel Rhonda Snord refused to be drawn into the
  civil war but agreed to safeguard Lyran interests against outside aggression. She got more than she bargained for.
  Betrayed by Alliance representatives as part of a dispute with a third-party force, Archer’s Avengers, the Irregulars found themselves
  involved in a war they did not expect and bereft of their key leadership. Major “Shorty” Sneed died in an ambush and Colonel Snord her-
  self was badly hurt, leaving command of the regiment in the hands of her adopted daughter, Natasha. Eventually, however, the decep-
  tion wrought on the Irregulars and the Avengers came to light and the two commands agreed to end hostilities. Colonel Snord, recover-
  ing from her injuries, retired from direct command of the Irregulars and confirmed her daughter as regimental CO, instead managing the
  Irregulars’ legal action against the Alliance and Wolverton’s Highlanders. She planned to join her father at the Snord landholding on
  Clinton, but fate intervened once more.
  When the Falcons attacked the Alliance again, the Irregulars were among the units that moved against them. Rhonda Snord, with
  more than a decade’s experience of what she liked to call “budgie baiting,” resumed command of the Irregulars with her daughter’s bless-
  ing. They bloodied the 124th Striker Cluster on Rasalgethi but then found themselves facing almost an entire Falcon Galaxy and decid-
  ed discretion was the better part of valor. Rhonda could not, however, resist tweaking the Falcons’ noses and petitioned Adam Steiner
  to include the Irregulars in the Blair Athol garrison.
  The Irregulars’ insignia is a buffalo quarter from the defunct United States of America on ancient Terra; the Irregulars have no stan-
  dard paint scheme.
  Dragoons Rating: A
  OFFICERS
  Though Rhonda Snord officially stood down as commander of the Irregulars in 3063, she remains intimately involved in the unit’s
  political affairs and administration, freeing Tasha Snord to handle the frequent clashes with Jade Falcon forces. The colonel calls this her
  “Morgan Kell” phase and promises (smirking) to be as hands-off a commander as her father was before he retired to Clinton perma-
  nently. Tasha Snord groans at this, knowing her grandfather continued to pilot ’Mechs into his late 70s—her mother is only 67 and still
  an active MechWarrior.
  TACTICS
  The Irregulars have turned their unpredictability into a virtue, acting in ways their opponents do not expect and thus cannot easily
  counter. Furthermore, this erratic behavior leads enemies to underestimate them and the Snords give few opponents the opportunity for
  a rematch.
  SUPPORT
  The battle at Camelot Command left the Irregulars in possession of several Clantech DropShips that they have retrofitted to meet
  their needs. Together with several older DropShips and their own JumpShip, Harrier, the Irregulars can transport their full complement
  of troops and support services to wherever their contracts require. Their support personnel are likewise top-notch, including many for-
  mer Clansmen captured at Camelot Command and in later engagements, who regard service with “Clan Snord” as a great honor.
  The beating they suffered on Odessa has left the Irregulars
  understrength, but they remain among the best-equipped merce-
  nary forces, with almost half their ’Mechs and vehicles using Clan
  technology. The Irregulars possess only a small quantity of battle
  armor, the majority of it Clan designs piloted by Elementals.
  
  103
  STALWART SUPPORT
  STALWART SUPPORT: 
  CONVENTIONAL WARFARE
  When Harry Sanders initially founded Stalwart Support, he did not expect his command to see
  much combat. Relying on advertising to land lucrative low-risk missions, his target markets were
  nobles and governments who desired security forces for peace of mind but could not afford armored
  units. All began according to plan, with Sanders landing several easy security assignments for small
  independent factions.
  Upon the formation of the Chaos March, Sanders landed a contract with the new Saiph Triumvirate. As
  Count Balantine was consolidating his power on Saiph and Tall Trees, he needed more soldiers to act as
  police around the cities and ports of his homeworld.The price was right, so Sanders eagerly took the contract.
  Now, more than a decade later, Stalwart Support is still working for the dysfunctional Triumvirate, fight-
  ing the same guerrillas throughout the systems of this tiny empire. Despite the mercenaries’ effectiveness, the
  supply of guerrillas and equipment seems inexhaustible, prompting the frustrated Sanders to regularly increase his
  prices in reflection of his growing displeasure for anti-guerrilla operations. Recently, Count Balantine has been work-
  ing with the Word of Blake, and while they have provided valuable advice and new equipment to the infantry unit, Sanders has become
  nervous about the quirky nature of the Blakist agents; the recent arrival of Dismal Disinherited, who seem oblivious to the existence of
  a Level III Blake unit hiding on New Canton, has only exacerbated the situation.
  Stalwart Support’s Insignia is a silhouetted rifleman set on a gunmetal gray shield, riveted around the edges. The Insignia is worn
  on a sleeve patch or painted on the unit’s vehicles.
  Dragoons Rating: B+
  OFFICERS
  Colonel Sanders has left much of the heavy work to his subordinates, content to handle contract negotiations and act as liaison with
  other units on New Canton. Though not as fit as he once was, Sanders’ imposing figure still intimidates many of those around him. He
  easily asserts his authority in the field and when haggling with the unit’s contacts for equipment. Publicly claiming to be tired of the incom-
  petence of Count Balantine’s bureaucracy, Sanders raised his terms for contract renewal to a level Balatine does not seem inclined to
  accept; the count has sent agents to Outreach to negotiate on more reasonable terms.
  TACTICS
  After more than a decade of battling guerrillas, Stalwart Support has become expert at fighting in cluttered terrain. Equipped with artillery
  and air support that their opponents lack, the mercenaries have put these advantages to good use.While their motorized and jump infantry pin
  down enemy units, conventional fighters and artillery bombard the enemy positions. Should the guerrillas try withdrawing, they run into the kill
  box of the Black Ops and VTOLs. Stalwart Support has become so adept at artillery spotting that its soldiers regularly call for artillery even in
  urban environments. Near-pinpoint accuracy has kept collateral damage to a minimum, increasing the regiment’s reputation for skill in this area.
  SUPPORT
  Being an infantry regiment without much armor, Stalwart Support can maintain all of its equipment and (for a fee) equipment owned by a
  paying customer or friendly mercenary command.The regiment’s Condor DropShip was upgraded to a more advanced version with the profits
  from contract extensions in 3065, and Sanders has begun shopping around for another vessel to purchase upon signing on with his next
  employer. Sanders has shown interest in acquiring battle armor to add firepower to his heavy infantry platoons.
  Stalwart Support
  Regiment/Veteran/Reliable
  CO: Colonel Harry Sanders
  1st Battalion: Major Kelly Fitzpatrick
  XO/2nd Battalion: Lt. Colonel Wu Tsen Lo
  3rd Battalion: Major David Johnson
  Lieutenant Colonel Lo has taken over control of the regi-
  ment’s day-to-day operations, since he provided the cash to
  acquire the new weapons and experienced recruits. Because the
  command’s ongoing counter-insurgency operations have result-
  ed in low casualties, decent profits, and high recruitment over
  time, all standard infantry platoons have upgraded their squads to
  carry machine guns for greater combat effectiveness. Other platoons
  have remained the same, though Kilo, Foxtrot and Charlie compa-
  nies have taken the brunt of the casualties in the fighting and have
  been disbanded and rebuilt several times over.
  Recently, Colonel Sanders acquired man-portable LRM
  launchers and target acquisition lasers, which are spread equally
  throughout the regiment. No single platoon has enough to make a
  significant impact on overall battlefield tactics, and the launchers
  are used solely to suppress enemy positions until the artillery and
  air support arrive. TAG is deployed on a day-to-day basis depend-
  ing on operational needs.
  
  104
  TOOTH OF YMIR
  Tooth of Ymir
  Regiment/ Veteran/Reliable
  CO: Colonel Susan Brownell Shadwell
  1st Battalion: Major Alexander Barcalow
  2nd Battalion: Major Ivan Petrov
  3rd Battalion: Major Elizabeth Flores
  Heavy BattleMechs, many of them advanced Marik and
  Liao designs, dominate the Tooth’s ranks, though the First and
  Third Battalions each include a lance or two of older light and
  medium machines. The Tooth’s only assault ’Mechs incorpo-
  rate advanced technology and form a formidable company
  under Major Petrov’s command.
  TOOTH OF YMIR: SLEEPING GIANTS
  Blaming the incompetence of Lyran “social generals” for the destruction of his command by Marik
  troops in 2929, Hauptmann Simon Heller resigned his commission and founded his own mercenary com-
  mand: the Tooth of Ymir. Though largely successful for close to a century, while serving House Kurita in the
  Fourth Succession War, the Tooth was forced off Wheel by the First Narhal Raiders and Hansen’s
  Roughriders. Takashi Kurita’s infamous “Death to Mercenaries” order later on persuaded the mercenaries to
  leave the Combine, however, and they were drawn to the Free Worlds League’s breakaway Duchy of Andurien
  soon afterward. The ten-year War of Andurien Secession saw the Tooth fighting both Capellan and League
  forces, and the mercenaries performed well until Colonel Davis Heller’s heroic death in the defense of Xanthe III.
  Susan Shadwell, Heller’s successor, did not like the direction the war was taking, and declined to extend the
  Andurien contract. Instead, the Tooth headed into the Capellan Confederation, and remained there well into the
  3050s. Serving in the 3057 Marik-Liao assault on the Sarna March alongside Stapleton’s Grenadiers, the Tooth was
  directed to capture Sarna. Outnumbered by the planet’s defenders after the Grenadiers abandoned them, Colonel
  Shadwell had no choice but to surrender. Caught in the middle of the newborn Chaos March, the Tooth accepted a con-
  tract offer from the government of the newly declared Sarna Supremacy, and was immediately dispatched to “liberate”
  Sakhalin from the Kingston’s Legionnaires.
  The collapse of the Supremacy a few years later forced the Tooth to move on, but the Chaos March continued to be its prima-
  ry source for work. Wolf’s Dragoons, having recently aided Duke Abraham of Epsilon Indi, hired the Tooth in 3059 to restore the balance
  of power on that world. Since then, the Tooth has clashed many times with the Langendorf Lancers and their allies, the Capellan-spon-
  sored Epsilon Indi Freedom Brigade.
  Tooth of Ymir ’Mechs and vehicles use appropriate camouflage, but the head and shoulders or turrets are painted to give a frosted
  appearance. The Tooth’s insignia is a single canine tooth carved from ice.
  Dragoons Rating: B
  OFFICERS
  As senior battalion commander, then-Major Susan Brownell Shadwell assumed command of the Tooth toward the end of the War of
  Andurien Secession. While her tactics could hardly be called inspired, Colonel Shadwell has an excellent eye for terrain.
  Major Ivan Petrov is a man of seemingly inexhaustible patience. He is perfectly happy to hold his battalion in position for weeks or
  months if necessary, grinding away at any enemy foolish enough to directly assault his expertly positioned defenses. To take advantage
  of this tactic, the Tooth’s only assault ’Mechs have been placed under his command.
  TACTICS
  The Tooth of Ymir is especially effective when assuming a defensive posture. Its MechWarriors are expert at using any terrain to
  their advantage, and armor crews deploy in hull-down positions or use indirect fire tactics. Only once an enemy has worn itself out
  with fruitless assaults does the Tooth take the initiative to deliver a killing blow with their massed ’Mechs and armor.
  SUPPORT
  Lacking JumpShips, DropShips and aerospace fighters, the Tooth depends on employers for supply, transport and air cover. With
  technical support only capable of meeting 80 percent of their requirements, the regiment’s strength is slowly being eroded.
  Ymir Armored Fangs
  Regiment/Veteran/Reliable
  Armor Cmdr: Lt. Colonel Melora Rabin
  Originally the Eighteenth Shiro III Armored Brigade, this heavy
  militia regiment—complete with a company of Sniper artillery
  units—joined the Tooth after Davis Heller’s heroic stand saved
  them from annihilation under the guns of Duncan Marik’s assault
  ’Mechs.With the tide of war turning, the tankers decided not to stay
  and face Free Worlds justice.
  
  105
  VANDELAY’S VALKYRIES
  VANDELAY'S VALKYRIES: REBUILDING...
  Sometimes bad things happen to good people. Long a mainstay of the Taurian
  Concordat, Vandelay's Valkyries were a strong and stable command, nearing the point of
  being able to pick and choose their contracts. Thanks to the Trinity Alliance, they had even begun
  to incorporate upgraded hardware, courtesy of the Capellan Confederation, when disaster struck.
  While operating is support of Confederation actions in the St. Ives Compact, Colonel Faith
  Vandelay and her entire command company were wiped when Compact fighters intercepted and
  destroyed their inbound DropShip over Texlos. Decapitated, the Valkyries were demoralized before they
  even reached their landing zone, and strong counterattacks nearly shattered the mercenaries altogether.
  Then-Lieutenant Colonel Charles Houver of the Second Battalion took command of the crippled
  force and organized a defensive plan on the fly that enabled most of the survivors to retreat and
  regroup, saving the core of its First Battalion and the bulk of its ’Mech assets in the bargain.
  Unfortunately, these actions did not endear his command to the Taurian Protector, Grover Shraplen,
  who felt the Valkyries could have fought harder. Paid the balance of their contract and promptly termi-
  nated from their contract, the Valkyries were cut loose for their “poor performance”.
  The Valkyries’ insignia is a Romanized “V” with a Norse Valkyrie stepping through it, sword drawn. The logo is placed on the right
  leg and left shoulder of ’Mechs, turret sides on vehicles, left and right wings of aerospace units, and worn on the left shoulder of uni-
  forms. The Valkyries paint their machines in dark blue with tan highlights.
  Dragoons Rating: C
  OFFICERS 
  Colonel Houver was just part of the Valkyries’ supporting infantry when Colonel Vandelay died. Suddenly catapulted into command,
  he rushed to pull things together to save what remained of his troops. When the remaining MechWarriors and other officers chose to ele-
  vate him to overall command of the unit, he was more surprised than anyone.
  Sarah Vandelay, the second daughter of the late Colonel Vandelay, was not supposed to inherit command of the Valkyries; that place
  had been reserved for her older sister, who died with the command company. When ready, she is expected to assume overall command
  of the Valkyries, and to that end, Colonel Houver has already begun delegating many responsibilities to her as his executive officer.
  Consequently, Sarah is rapidly gaining experience in leadership and operations planning.
  TACTICS 
  Prior to the loss of their headquarters command, Vandelay's Valkyries specialized in fast advances over open ground. Currently,
  these mercenaries have no particular tactical specialty of note, though its new colonel has focused on small unit operations in a variety
  of conditions.
  SUPPORT
  Vandelay's Valkyries have one JumpShip and enough DropShips to transport their entire force.Their technical support staff can han-
  dle 85 percent of their maintenance requirements.
  Headquarters Element
  2 Infantry Companies/Regular/Reliable
  CO: Colonel Charles Houver
  The Headquarters element of Vandelay's Valkyries is
  mostly composed of personnel from the unit’s infantry compo-
  nent. This formation handles most of the unit’s on-the-ground
  logistical requirements, as well as providing MPs, guards and
  combat engineer support.
  Vandelay’s Valkyries
  'Mech Battalion/Green/Questionable
  XO/1st Battalion (Faith’s Own): Lt. Colonel Sarah Vandelay
  2nd Battalion (The Baggage): Major Lyta Hartford
  First Battalion is primarily a light ’Mech battalion, fielding two
  companies of light to medium designs, and one of heavies, plus a
  command lance of mixed medium to assault machines.
  Second Battalion is a mixed force comprised of a headquarters
  lance of heavy ’Mechs outfitted for long-range fighting, a company of
  medium BattleMechs, and another company of heavy tracked vehi-
  cles such as the Po, Manticore and Ontos. A third company consists
  of attack helicopters and “Slicks”—lightly armed, fast transport
  VTOLs—which are all supported by three platoons of jump infantry.
  
  106
  VANGUARD LEGION
  Vanguard Legion
  Regiment/Elite/Questionable
  CO: Colonel Chad Dean
  XO: Lt. Colonel Angie Binks
  1st Battalion: Major Ashton Allyson
  2nd Battalion: Major Trevor Dean
  3rd Battalion: Major Colin Chesley
  VANGUARD LEGION: SHOCK AND AWE
  Like many mercenary commands, the Vanguard Legion was formed from veterans of the ini-
  tial Clan invasion. Its founder, Chad Dean, felt that his old unit, the Twenty-fourth Arcturan Guards,
  had been left to die at the hands of the Falcons by the Lyran State Command. With such bitter
  animosity, the Legion quickly took on the aspect of a blood feud against anything remotely Lyran.
  The Legion took its first contract with the Draconis Combine. In the years following the
  Truce of Tukayyid, the Combine, alongside ComStar’s Explorer Corps, attempted to locate the
  Clan homeworlds. One way of doing so was to hire mercenary commands to head out on extend-
  ed missions into the Deep Periphery. The nature of the missions—the inherent risk of exploring
  new star systems, the length of the contracts and the sheer lunacy of risking breakdown in
  uncharted systems half a thousand light years from the nearest populated planet made each
  contract extremely lucrative. Upon their return to the Inner Sphere in 3060, the Legion found a
  universe vastly different than the one they’d left so many years before. Pragmatic about their
  failed bid to locate the Clan homeworlds, the Legion moved on and used the funds from the contract to expand to a full regiment in 3061.
  In 3062 the Legion was hired by House Davion and posted in the Capellan March. Soon afterward, the FedCom Civil War explod-
  ed. Having been moved to New Syrtis in the interim, the Legion played a pivotal role in stemming the advance of the invading loyalist
  army. During the conflict, however, the Legion’s hatred of anything Lyran boiled over and led to actions that came close to war crimes.
  Though no charges were filed—in fact, Duke Hasek specifically mentioned the “Legion heroes,” citing their defense of New Syrtis—the
  stain against the Legion has dropped the unit’s Dragoons Rating. The Legion went on to fight alongside Victor Steiner-Davion in liberat-
  ing New Avalon.
  Regardless of their activities during the civil war, and in spite of having lost more than half of their command, they are an elite, hard-
  ened force that any House would prize as part of its TO&E—provided the Legion is kept on a leash.
  The Legion’s logo is a stylized F. Uniforms are white with a sky blue stripe down the left chest and leg. The Legion does not use
  specific paint schemes, but rather whatever is appropriate for the mission.
  Dragoons Rating: C
  OFFICERS
  Colonel Chad Dean has two faces. The public one is a lackadaisical attitude and a friendly smile for anyone he meets. This façade
  is so well maintained that those who have known him for years insist it shows “the real Chad Dean.” Buried behind this affable front is a
  passionate, driven side, uncompromising and arrogant in assuming the colonel is always right. This hidden aspect of its commander’s
  character is what caused the Legion so much trouble at the end of the FedCom Civil War. However, it also allowed the Legion to survive
  against the massive onslaught of loyalist forces and it makes the Legion a frightening opponent to face.
  TACTICS
  A heavy regiment, the Vanguard’s philosophy is to hit hard and fast, depriving the enemy of any chance to erect a suitable
  defense. Even when placed in a defensive position the Legion will find a way to go on the assault, believing that the best defense is
  a better offense.
  SUPPORT
  Because it has lost so much equipment, the Legion has sufficient support staff and revenue to more than meet its maintenance
  demands. The Legion has no jumpShips, but owns its own DropShips: the Union-class Fist of Fury and the Overlord-class Swift Strike
  and Hammer of the Gods.
  The Legion exclusively fields BattleMechs. Though this
  emphasis on one type of force would hamper any lesser command,
  the Legion refuses to be bound by such limitations and usually
  finds a way to overcome them. Following its contract with the
  Combine and the salvage it gained after the FedCom Civil War, the
  Legion is currently at 90 percent upgraded technology, though
  none of it is Clantech.
  
  107
  12TH VEGAN RANGERS
  12TH VEGAN RANGERS: 
  TO PROTECT AND SERVE
  Originally part of the Duchy of Verde’s private army, the Twelfth Vegan Rangers became a
  mercenary command during the Second Succession War. Rather than see his forces absorbed
  into an AFFS now desperate for troops, Duke Solomon Nelson recognized an opportunity to prof-
  it from the situation, and relabeled his Rangers a mercenary command. This proved to be a
  shrewd business move that enriched Verde and saw his force expanded into a full four regiments.
  The Rangers served both the Federated Suns and Lyran Commonwealth with distinction.
  After seeing heavy action in the Galtor Campaign and the Fourth Succession War, the
  Rangers were spared the ravages of the Clan invasion, instead remaining behind as the anchor for
  FedCom border defenses in the Sarna March, where they remained until the Lyran secession in 3057.
  Had the secession not tied up vital JumpShips, the four mercenary regiments might even have slowed the
  Capellan assault long enough for reinforcements to arrive, but after the loss of one regiment’s worth of equip-
  ment, the outnumbered Rangers reluctantly fell back.
  Understandably, the Rangers harbored a dislike for Katherine Steiner-Davion ever since, holding her responsible for
  the losses suffered in the fallen Sarna March. Though pro-Victor, these professional troops had every intention of upholding their con-
  tractual obligations to the Federated Commonwealth even after her assumption of the Davion throne. Events would force their hand, how-
  ever, when pro-Katherine forces launched unprovoked attacks against the Rangers on New Aragon and Algol. Now committed to the
  fight, the Twelfth Vegan Rangers fought many battles during the FedCom Civil War, sending loyalists, Combine and Capellan mercenary
  units fleeing. Yet despite seeing almost constant action throughout the war, the Rangers emerged in surprisingly good shape.
  Field Marshal George Hasek has positioned Alpha and Beta Regiments to threaten the flank of any Capellan drive into the Achernar
  PDZ, freeing up additional forces to confront the Taurian Concordat.
  COMMAND 
  The commander of Alpha Regiment traditionally serves as the Ranger’s senior officer, receiving the rank of general. Tom Stancel
  replaced the brash, cigar-smoking Douglas Sheridan in 3048.
  Each Ranger regiment operates as an independent command. Originally, only the general could assume command over more than
  one regiment, and so Alpha Regiment was always part of a multi-regiment command. The Forth Succession War and the FedCom Civil
  War required a break with this tradition. In those instances where Alpha Regiment is not present, overall command falls to the senior
  regimental commander.
  AVAILABLE FORCES AND ORGANIZATION
  Losses sustained in the Sarna March forced General Stancel to disband Delta Regiment, with survivors assigned to bring Beta back
  to full strength. The FedCom Civil War inflicted even heavier casualties, especially on Gamma Regiment, which was folded into Beta
  Regiment during the conflict. Gamma Regiment has only recently been reactivated. One silver lining to this otherwise gray cloud is the
  advanced-technology weapons the Rangers salvaged from the forces they shattered, significantly upgrading their equipment.
  General Stancel has taken the opportunity to introduce new designations for the Rangers’ reorganized supporting units. By giving
  each unit it’s own identity rather than shackling it to one of the ’Mech regiments, he acknowledges their invaluable contributions to the
  Rangers’ ongoing success.
  SUPPORT
  The Rangers possess a large technical-support staff, a major asset in the heavy fighting in which the regiments were involved dur-
  ing the FedCom Civil War. With Gamma Regiment still rebuilding, their support rating is currently 140 percent of optimal.
  Many of Alpha Regiment‘s DropShips were destroyed on the ground at the start of the civil war. Luckily, the unit still possessed the
  transports previously used by Delta Regiment. The Rangers’ JumpShips can carry two thirds of their DropShips.
  COLORS AND INSIGNIA
  The Rangers use a standard camouflage scheme regardless of the terrain in which they are operating.The force insignia is the plan-
  etary shield of Vega, the emblem first used by the Vega Rangers. The insignia is displayed on a ’Mech’s torso or the sides of Ranger
  vehicles and fighters. Beta and Gamma regiments also display a regimental insignia on the upper left leg.
  
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  ALPHA REGIMENT
  Alpha Regiment
  Regiment/Elite/Reliable
  CO/1st Battalion: General Tom Stancel
  XO: Lt. Colonel Margaret Smythe
  2nd Battalion: Major Chris Jenkins
  3rd Battalion: Major John McCulloch
  Living up to their reputation, the warriors of Alpha
  Regiment came through heavy fighting of the civil war in good
  shape. The elite First Battalion fields heavy and assault
  BattleMechs (including a pair of Mad Cat Mk IIs liberated from
  loyalist forces), while Second Battalion (currently short one
  company) is divided evenly between all four ’Mech classes. The
  jump-capable heavy and assault ’Mechs of Third Battalion have
  adopted the new rotary autocannon as their weapon of choice.
  1st Vegan Attack Wing
  Wing/Veteran/Fanatical
  Wing Cmdr: Major Hrothgar Greene
  ALPHA REGIMENT: THE CONCRETE CRUSHERS
  One of the greatest mercenary leaders of the First Succession War, exiled Duke Lawrence
  Nelson followed the creed of the Vega Rangers (recorded in the Star League-era book, “Eleven
  Against the Stars”). Styling himself as the twelfth Vegan Ranger, Nelson used his reputation to
  assemble a force and reclaimed the usurped throne of Verde.
  The Concrete Crushers trace their history back to Nelson’s force and have fought in
  some of the most pivotal campaigns in the history of the Successor States. Their determined
  defense of Galtor III marked the end of the Third Succession War, and they began the Fourth
  Succession War assaulting St. Andre alongside the Davion Light Guards. Even when faced with
  overwhelming odds during the Marik-Liao assault on in the Sarna March, Alpha Regiment sur-
  vived in remarkably good shape.
  Any hopes the regiment had of remaining uninvolved in the brewing FedCom Civil War were dashed
  when the Third FedCom RCT commander disobeyed orders from his superiors to rotate off-world. Instead he
  launched an unprovoked attack on the First Aragon Borderers, freeing the Rangers to act against the loyalist unit
  while following the letter of their contract (Leftenant General Kirston of the Borderers was the director of New Aragon’s
  defenses). Alpha Regiment demolished the larger RCT before jumping to Algol to reinforce the other Vegan regiments. After defeating
  the Tikonov Republican Guards, Alpha was repositioned to help drive the Tenth and Twelfth Ghost Regiments from Addicks.
  With so many House units destroyed or heavily damaged, the Vegan Rangers are critical to Duke George Hasek’s efforts to secure
  the Capellan March.
  Alpha Regiment displays the combat command logo as its insignia.
  Dragoons Rating: A*
  OFFICERS
  Formerly an AFFC officer, Margaret Smythe’s in-depth knowledge proved invaluable in defeating the Third FedCom on New Aragon.
  Given an independent command, Smythe repeatedly struck at the loyalists’ most venerable points, softening them up for the killing blow
  by McCulloch’s Third Battalion.
  TACTICS
  Though highly specialized in city defense and assault tactics, Alpha Regiment can fight with equal effectiveness in almost any ter-
  rain. When operating in urban areas, the regiment tries to minimize civilian casualties by avoiding combat in densely populated sectors;
  preferring instead to fight in or near industrial complexes, spaceports or along deserted highways.
  During the FedCom Civil War, Alpha Regiment made extensive use of combat drops to deploy troops on the enemy’s flank. After
  inflicting heavy casualties, the Rangers would fall back to board their DropShips and repeat the operation.
  Medium-class fighters such as the Corsair dominate White,
  Grey and Black squadrons of the First Attack Wing, while Green
  Squadron has retained an independent command element. Most of
  the fighters are older designs, but many have received heat sink
  upgrades and a some boast upgraded weapons.
  1st Vegan Armored Regiment
  Regiment/Regular/Reliable
  Armor Cmdr: Lt. Colonel Iain Mullaley
  Each armor battalion fields two companies of heavy armor and
  one of light armor for reconnaissance. Captured Manteuffel and Ajax
  OmniVehicles became an unexpected bone of contention between
  the mercenaries and the AFFS Quartermaster Corps after the civil
  war. General Stancel maintained that the advanced equipment rep-
  resented a portion of the back pay owed to his troops, while the quar-
  termasters insisted that all advanced technology captured belonged
  to the Federated Suns as stated in the Rangers’ contract. In the end
  Field Marshal Hasek had to step in to settle the dispute.
  
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  BETA REGIMENT
  BETA REGIMENT: METAL MAYHEM
  Though overshadowed by the exploits of Alpha Regiment, only a fool would discount the abilities of
  Beta Regiment. Formed during the brief lull between the Second and Third Succession Wars, Beta cut
  its teeth fighting for the Lyrans against the Free Worlds League. A string of successes earned this
  command its nickname, and “The Victories” remained a thorn in House Marik’s side for years before
  being rotated back to serve alongside Alpha Regiment in the Federated Suns.
  After suffering fifty percent casualties during the Marik-Liao offensive, Beta was reinforced with
  the survivors of the disbanded Delta Regiment, adopting a new name at the same time. Shifted
  to support the beleaguered Gamma Regiment on Algol during the FedCom Civil War, Beta and
  Gamma suffered heavy damage at hands of the Republican Guard, but annihilated the Third
  Republican in return. By the time Alpha Regiment arrived to support them, Gamma was so
  depleted that its survivors were folded into Beta until the end of the war.
  With Algol secured, Beta was granted a respite in which to rebuild. Using salvaged
  Republican Guard equipment (much of it brand new), Beta could muster almost three battalions before Field Marshal George Hasek
  redeployed them to thwart Sun-Tzu Liao’s efforts in the Chaos March. Thinking to take advantage of the civil war, Chancellor Liao
  deployed Little Richard’s Panzer Brigade to secure the mineral-rich world of Genoa, but the heavy-handed intimidation tactics employed
  by the Brigade backfired, and the population immediately sided with the Rangers when they arrived a few days later.
  The Brigade never regained the initiative, and the running battle with Beta Regiment chewed up half their force and prompted the
  survivors to retreat to Arboris. Pausing briefly to salvage Panzer ’Mechs and armor, the Rangers followed, throwing the pitiful remnants
  of the Brigade off Arboris as well. By the end of 3067, both systems had rejoined the Federated Suns.
  Beta regiment’s insignia is a BattleMech’s fist on a red and yellow field.
  Dragoons Rating: A
  OFFICERS
  Colonel Miller al-Nahib has commanded Beta since before the Fourth Succession War. Unlike so many of his contemporaries, Miller
  al-Nahib has adapted easily to the radical changes in equipment, tactics and strategy the last forty years have brought.
  TACTICS
  Adept at open field warfare, Colonel al-Nahib deploys his First and Second battalions in a solid formation and uses elements of Third
  Battalion to bolster weak spots or execute flanking maneuvers.
  Beta Regiment
  Regiment/Veteran/Fanatical
  CO/1st Battalion: Colonel Miller al-Nahib
  XO: Major Sean Donovan
  2nd Battalion: Major Christina Truscott
  3rd Battalion: Major Alberto Ricceti
  Making extensive use of XL engine technology, Beta
  Regiment often surprises the enemy with superior speed when
  fighting with coordinated regimental maneuvers. The Rangers’
  technical support teams salvaged the best equipment from the
  Republican Guard and Little Richard’s Panzer Brigade, and
  Beta Regiment is completely upgraded with advanced
  weapons—including a lance of Capellan stealth machines sal-
  vaged on Genoa.
  2nd Vegan Attack Wing
  Wing/Elite/Regular
  Wing Cmdr: Major Melea Vogel
  The aerospace forces operating with the Republican Guard
  were poorly equipped, robbing the Second Attack Wing of the tech-
  nological bonanza enjoyed by Beta’s ground forces. Half the fight-
  ers, mostly medium-weight designs, have been upgraded with
  advanced heat sinks, but only a handful of extended range lasers
  have been installed to make use of them.
  2nd Vegan Armored Regiment
  2 Battalions/Regular/Reliable
  Armor Cmdr: Major Grady Poms
  After being mauled on Algol by the Fifteenth Deneb Light
  Cavalry, the Second Armored was rebuilt using half of the armor
  taken from Little Richard’s Panzer Brigade. First Battalion now
  fields a mix of light and medium armor and is best suited to recon-
  naissance. Second Battalion is dominated by designs such as the
  Brutus and Po.
  
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  GAMMA REGIMENT
  Gamma Regiment
  Battalion/Regular/Questionable
  CO: Colonel Christie Desantis
  XO: Major Lauren Marks
  Combat Loss Grouping (CLG) caught up with Gamma
  Regiment, eliminating the force’s lighter elements. Colonel
  Desantis has reorganized the survivors into three demi-compa-
  nies of heavy and assault ’Mechs. With the better part of a reg-
  iment’s worth of equipment to pick over, the Rangers’ techni-
  cians completely upgraded Gamma’s BattleMechs, and each
  company has a complete C3 network.
  3rd Vegan Attack Wing
  Wing/Elite/Reliable
  Wing Comdr: Captain Jaclyn Illeani
  Copper, Silver and Gold squadrons performed admirably to
  provide the Rangers with air cover on Algol, but paid a high
  GAMMA REGIMENT: THE DEADLY DANCERS
  Duchess Sarah Nelson formed Gamma and Delta regiments at the turn of the century, using
  salvage gathered by Alpha and Beta regiments. Since then, Gamma has earned the name “The
  Deadly Dancers” for literally dancing with death on no less than three occasions.
  During the Fourth Succession War, Gamma fought alongside Delta Regiment on Wei. Elements
  of Gamma were targeted with chemical weapons by Liao troops; half the regiment’s MechWarriors
  died in the desperate battle on Boganville Highway, fighting to finish the battle before the deadly
  UrbStyc-A penetrated their filters.
  Gamma was once again threatened with destruction by the Marik-Liao attack in 3057. Forced
  from Old Kentucky and then Pleione, Gamma suffered heavy losses against insurmountable odds.
  Desperately understrength, the Dancers faced even more casualties when the Tikonov Republican
  Guard’s Second Regiment launched an unprovoked attack as the mercenaries prepared to depart Algol to
  support Alpha on New Aragon. With the other two Republican Guard regiments soon joining the battle,
  Gamma only survived because of Beta Regiment’s timely arrival. By the time Alpha Regiment managed to
  destroy the Third FedCom RCT and jump to Algol as well, Gamma had been shattered in the heavy fighting.
  The surviving warriors of Gamma continued to fight as part of Beta Regiment, deploying in the Chaos
  March and bringing Genoa and Arboris back into the Federated Suns. Salvage from Little Richard’s Panzer Brigade gave the Rangers
  enough materiel to begin the rebuilding Gamma Regiment. Meanwhile, this force has been deployed as a strategic reserve on the oth-
  erwise unimportant world of Wappingers.
  The insignia of Gamma Regiment is a Victor BattleMech caught up in a tornado, set on a green field.
  Dragoons Rating: A
  OFFICERS
  Upon the death of her mother, Christie Desantis stepped forward to save Gamma Regiment from destruction in the Chaos March,
  only to see the battered command mauled again in the FedCom Civil War.Though Desantis has proven more than competent in the past,
  General Stancel is privately concerned that she may be losing her edge after failing to press the attack on several occasions.
  Major Lauren Marks, the Rangers’ intelligence officer, is one of the most senior Gamma warriors to survive Algol. His network of
  contacts was invaluable in keeping General Stancel appraised of the FedCom Civil War as it unfolded.
  TACTICS
  The newly reactivated Gamma Regiment has no standard tactics. Colonel Desantis firmly believes in giving her troops diverse train-
  ing in combined-arms operations, which Gamma’s enlarged conventional armor contingent will complement nicely.
  price for their efforts. Colonel Desantis kept most of her DropShips
  in orbit, from which the Third operated its fighters. This allowed the
  Rangers to easily track the Republican Guard units and freed
  ground forces from the task of protecting vulnerable landing fields
  and starports.
  3rd Vegan Armored Regiment
  Regiment/Green/Questionable
  Armor Cmdr: Lt. Colonel Tim Davidson
  The heavy and assault armor fielded by the Third Armored
  Regiment proved invaluable to the besieged unit during the open-
  ing days of the war. Digging into the rapidly disintegrating city of
  Debelne, the Manticores and Schreks of the Third Armored
  allowed Gamma Regiment to hold on until Beta Regiment arrived
  from Zurich.
  Colonel Davidson created a second battalion from salvage
  taken on Arboris, consisting mostly of Brutus and Po tanks.
  
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  WINFIELD’S REGIMENT
  WINFIELD’S REGIMENT: 
  RECAPTURING THE PAST
  In 2992, the Lyran Commonwealth formed Winfield’s Guard, a new command with which they hoped to
  replicate the abilities of the legendary Tamar Tigers and the Stealths, both troops which specialized in the kind
  of mobile operations for which the Commonwealth’s numerous heavy and assault units were ill suited. The
  results were mixed, and over the years Winfield’s Guard was reduced to a single regiment before facing the
  Jade Falcons. Over the course of two battles, the original Winfield’s Regiment was effectively destroyed.
  The few survivors who returned to friendly lines were absorbed into other battered FedCom units. Among
  them was Hauptmann Jeremiah Winfield, son of Leftenant General Davis Winfield, Duke of Winfield, who had
  been captured by the Falcons. Angered that the AFFC made no attempt to rescue his father or to liberate his
  homeworld, Jeremiah Winfield quit the military, liquidated what assets remained to his family, and raised a
  battalion around a core of survivors from the old regiment.
  Surprising everyone, Jeremiah hired his own command to mount an unsanctioned strike into the Jade
  Falcon occupation zone. Launching his raid against Butler in 3057, Winfield used the chaos following the
  Refusal War to penetrate the system. Though weakened, the Jade Falcons still made the attack costly.
  Colonel Winfield lost almost a company while failing to locate his father. He was, however, able to liberate
  some of the support staff captured back in 3050, and he even captured some Clantech.
  Winfield’s battered command received a frosty welcome upon returning to the newly formed Lyran Alliance. Archon Katherine Steiner-
  Davion did not want the Falcons stirred up enough to come over the border in force, and made her displeasure known to Jeremiah Winfield.
  Soon afterward, Winfield departed the Alliance and took his troops into service in the Chaos March. Taking short contracts, he continued to
  recruit personnel to build up the new regiment. In 3065, Colonel Winfield received an offer from the Marian Hegemony.With visions of Marian
  germanium blooming in his mind, Winfield swiftly signed on, only to get caught in the Circinus Federation’s counterattack.
  Winfield’s Regiment has adopted the green and black colors of its old House namesake. Its insignia is the flag of the fallen world of
  Winfield.
  Dragoons Rating: C-
  OFFICERS
  Colonel Jeremiah Winfield is a driven man. Knowing that family, friends and the world he expected to rule are all in the talons of the
  hated Jade Falcons, he has sworn to raise a force large enough to drive that Clan from the Inner Sphere. Jeremiah’s grandiose ambi-
  tions have made him unselective in his choice of recruits.
  TACTICS
  The regiment relies on the experience passed on by its original members of maneuvers, raiding and ambushes. Winfield’s Regiment
  never becomes heavily engaged with the enemy, preferring to use superior mobility to lure their enemies into ambushes, strike at their
  flanks, or hit their supposedly secure rear areas, where they can be defeated piecemeal.
  SUPPORT
  The regiment’s rapid growth has seriously overstretched its support staff, which can only supply 60 percent of its maintenance
  requirements. One saving grace is the technical knowledge carried by those bondsmen freed in the raid on Butler.
  Unable to find a ship captain willing to strike into the Jade Falcon Occupation Zone, Colonel Winfield had to purchase his own
  JumpShip. The three-century old Hartford, a Star Lord-class JumpShip, has seen better days but remains serviceable. However, the two
  Overlord-class DropShips no longer have sufficient capacity to lift the entire command.
  Winfield’s Regiment
  Regiment/Regular/Reliable
  1st Batt/CO: Colonel Jeremiah Winfield
  2nd Batt/XO: Lieutenant Colonel Freda Foh Shen
  3rd Batt: Kommandant Evan Burton
  The Marian contract has allowed Colonel Winfield to add a
  third battalion. Caesar O’Reilly has been generous (or desper-
  ate) enough to fund the purchase of three companies of new
  BattleMechs.
  Lighting Strike
  Wing/Veteran/Reliable
  Wing Cmdr: Major Marina De Vega
  The Lightning Strike was an independent mercenary heavy
  fighter wing until Colonel Winfield hired them to cover his incursion
  into the Jade Falcon Occupation Zone. Upon their return to Lyran
  space, Major De Vega found her unit tarred with the same brush as
  Winfield’s Regiment by the LAAF. With few options, the Lightning
  Strike tagged along with its employer.
  
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  WOLF’S DRAGOONS
  WOLF’S DRAGOONS: WOLF PACK
  Ever since their civil war, the Wolf’s Dragoons has spent its time replacing material loss-
  es while recovering from the effects. For the most part, they stayed out of the political quag-
  mire boiling over in the former FedCom, as well as the satellite conflicts with the Capellan
  Confederation and Draconis Combine, though they did answer a call for help from then-
  Archon-Princess Katherine Steiner-Davion when the Jade Falcons invaded Coventry.They
  also supported the Fourth Skye Rangers during the same invasion at the Battle of Morges,
  when the Falcons struck that planet for a second time. However, when the Word of Blake
  began to suborn what organized governments they could throughout the Chaos March, the
  Dragoons took it upon themselves to be advocates for those worlds without governments to
  represent them. They assembled an allied mercenary force to stop the Blakist takeover of the
  Chaos March, together with the likes of the Northwind Highlanders and the Dismal Disinherited.
  After gaining Chancellor Liao's promise to curtail activities within the March (for certain conces-
  sions), the Dragoons have attempted to contain the Blakists ever since. A number of pitched battles
  between Dragoons allies and Word of Blake forces—both regular militia troops and hired guns alike—have
  already occurred on several worlds, though no war has broken out.
  In general, Wolf’s Dragoons have only recently begun taking contracts again. Gamma Regiment recently signed a contract to gar-
  rison Tikonov, while Beta Regiment has just returned from serving Capellan interests on Epsilon Eridani. Alpha and Delta regiments have
  agreed to terms with the Draconis Combine to garrison worlds on the Ghost Bear Dominion’s border, and as of this writing, the Wolf
  Spider and Zeta battalions are slated to join their sister units in Kurita space. Meanwhile, Epsilon and Beta regiments remain on
  Outreach, standing by until they and the Home Guard can replace units lost or transferred off to round out the other commands.
  COMMAND
  Since his retirement, Supreme Commander Jaime Wolf has focused on governing Outreach. General Maeve Wolf now has complete
  command of the Dragoons, though Commander Wolf remains an active advisor to the general.
  The Dragoons like to retain strategic command rights, but do not insist on them. They never surrender their tactical command rights,
  however, and reserve the right for Commander Wolf’s and General Wolf’s command lances to deploy with any Dragoons unit.
  AVAILABLE FORCES AND ORGANIZATION
  The Dragoons field five reinforced combat regiments deployed with combined-arms support and two independent reinforced battal-
  ions. In addition, they can call upon the military resources of four operational commands: Aerospace, Support, Special Operations and
  Outreach Command.
  The Dragoons use a unique blend of Inner Sphere and Clan organization. As a whole, they field Inner Sphere-style four-’Mech
  lances and Clan-style five-’Mech Stars equally throughout the command. Aerospace and armor follow standard Inner Sphere doctrine,
  while Elementals are deployed in standard Clan formations. BattleMech companies are comprised of three lances normally named after
  the company’s commander. Each regiment is led by a combined-arms company consisting of a standard ’Mech lance, two ’Mech Stars,
  a fighter lance, an Elemental Point and a recon lance composed of a command van, four scout vehicles and a fast light or medium ’Mech.
  Each battalion is organized in three companies led by an independent command lance.
  Historically, Dragoons combat commands were organized according to a modified combined-arms configuration, with each regiment
  supported by an armored battalion, an Elemental battalion and aerospace wing when needed. In the wake of combat on Epsilon Eridani,
  however, the Dragoons have beefed up their lesser units, giving them broader tactical options in the field.
  SUPPORT
  The Dragoons have a variety of support forces that provide direct combat support to the front-line troops. The support staff’s other
  responsibilities include logistics, transport, technical support, security and intelligence, and they also maintain facilities on Outreach.
  Dragoons support is divided into six commands, each briefly described below.
  
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  WOLF’S DRAGOONS
  Dragoons Naval Command
  CO: Fleet Colonel Issola Chandra
  The Dragoons naval command consists of twenty-two JumpShips, eighty-one DropShips and two defense-and-recharge stations.
  The Aerospace Command was recently reduced to fill front-line losses. Though smaller, it still boasts six reinforced aerospace wings.
  The greatest strength of the Dragoons naval command lies in its six WarShips, each designated WDWS (Wolf’s Dragoons’ WarShip).
  The Dragoons’ WarShip fleet consists of the following vessels: Alexander (Aegis-class heavy cruiser); Beowulf (Congress-class
  frigate); Darius and Nelson (Lola III-class destroyers); Athena (Sovetskii Soyuz-class heavy cruiser), and the Mars (Vincent Mk 42-
  class corvette).
  Dragoons Combat Support Command
  CO: Colonel Jason Ward
  The Dragoons’ Support Command consists of a BattleMech fire-support battalion, two armored battalions and a full Elemental
  Cluster. Like the Aerospace Command, these forces have been reduced through transfers to depleted front-line commands.
  Dragoons Special Operations Command
  CO: Colonel Pietr Shadd
  This command consists of the Dragoons Special Reconnaissance Group, the Seventh Kommando and WolfNet, which handles the
  Dragoons’ intelligence needs. The Recon Group has been temporarily assigned to Alpha Regiment. Though they are some of the best
  in the Inner Sphere, some reports indicate that WolfNet and the Seventh Kommandos are suffering setbacks throughout the Chaos
  March that are seriously impeding their intelligence-gathering and other operations. Currently the Kommandos have three operational
  platoons out of five.
  Dragoons Outreach Command
  CO: Supreme Commander Jamie Wolf
  Outreach Command oversees the Dragoons’ Home Guard; Dragoons Contract Group; BattleMech, Armor and Infantry Operations;
  Outback Training; and Procurement Groups, including the Outreach Mercenary Training Command, where Jaime Wolf is an instructor.
  The Home Guard consists of a regular BattleMech battalion, two veteran armor regiments and five veteran infantry regiments. Personnel
  transfers to bolster front-line units have reduced the Home Guard’s numbers somewhat.
  Dragoons Technical Support Command
  Wolf’s Dragoons maintain a supremely skilled technical staff. Each command can supply all of the technical support needed to
  maintain their units to the Dragoons’ high standards. They can also call on support from corporations like Blackwell Industries in main-
  taining their forces. In addition, the Dragoons have advanced medical and research assets, including all health care providers on
  Outreach and combat mission personnel. These assets also include several research facilities and, according to rumor, a genetic-
  engineering laboratory.
  COLORS AND INSIGNIA
  The Dragoons prefer bold color schemes. BattleMechs are typically painted solid colors like red, gold or black. Fighters may be paint-
  ed bright canary yellow or fiery orange, though the classic red-on-black scheme is prevalent. Dragoons battle armor units employ cam-
  ouflage patterns, usually in the colors of their parent units. The Dragoons’ insignia is a black, snarling wolf’s head set on a circular red
  field trimmed in black.
  
  114
  ALPHA REGIMENT
  Alpha Command Company
  Reinforced Mixed Company/Elite/Reliable
  CO: Colonel Kelly Yukinov
  Aide: Lt. Colonel Ed Paschke
  Normally Alpha Command integrates with any combat unit
  in the regiment or brigade.
  Alpha Regiment
  Reinforced Regiment/Elite/Reliable
  Able Battalion: Major Dianne Pietre 
  Baker Battalion: Major Thom Dominguez
  Charlie Battalion: Major Anton Blake
  Able Battalion is this regiment’s workhorse unit; specializ-
  ing in holding enemy forces in place while Baker moves to hit
  their flanks. Baker, known as The Red Devils, specializes in
  coordinated assaults. Charlie is a true light horse unit; known as
  the Pathfinders, they excel in light recon attacks.
  Quicksilver
  Reinforced Regiment/Veteran/Reliable
  Armor Cmdr: Lt. Colonel Franklin Asawano
  Formerly a reinforced battalion of light and medium vehi-
  cles, this force grew almost overnight to regimental size with
  ALPHA REGIMENT: DIRE WOLVES
  Alpha Regiment is the elite of the elite, comprised of the most gifted and experienced warriors in the Inner
  Sphere. Led by some of the finest officers in the Dragoons and equipped with the pinnacle of Clan technology,
  OmniMechs, this regiment is a force to be reckoned with on any battlefield.
  Alpha was deployed along with Delta Regiment to aid training in the Arc-Royal Defense Cordon when the
  Falcons invaded the Lyran Alliance. Delta moved on to Coventry to aid Inner Sphere forces there, while Alpha
  faced the Falcons on Morges, and was instrumental in defeating the Falcons alongside the Fourth Skye
  Rangers and the Twentieth Arcturan Guards.
  Alpha and Delta regiments recently signed on with House Kurita, to garrison planets along the
  recently volatile Ghost Bear/Combine border. This move sends a strong signal to the Bears that any incur-
  sion will be met by the best and announces that the Wolf Pack is on the hunt again. In preparation for
  this contract, Alpha Regiment spent the last year undergoing intense training alongside Delta, with
  Gamma Regiment acting as the Ghost Bear Opposition Force. Alpha and Delta are each at full brigade
  size, in keeping with General Wolf’s new strategic and tactical doctrine. The extra forces needed—a
  reinforced aerospace regiment along with armor and infantry regiments—were drawn from the Dragoons Combat and Naval Support
  commands. To provide better capabilities, Alpha Combat Command has been assigned the WarShips Alexander and Mars.
  The regiment paints its units solid rust-red trimmed in black, and sports a Greek letter A as its insignia.
  Dragoons Rating: A*
  OFFICERS
  Colonel Kelly Yukinov, aka “The Invincible Ironman,” has led Alpha Regiment for more than two decades. Next to Commander Jaime
  and General Maeve Wolf, he is the most senior officer serving in the Dragoons. Colonel Yukinov recently announced that he will retire
  after Alpha has completed its assignment with the Draconis Combine.
  TACTICS
  Alpha specializes in open-field engagements where it can maneuver with its full regimental strength. The unit as a whole can oper-
  ate equally well in all terrain. Now at full brigade strength, this unit can integrate at the smallest level, enhancing its abilities on the field.
  command lances. The new arrivals dropped the unit’s overall rating
  to Veteran status.
  Brush Stalkers
  Regiment/Veteran/Reliable
  Infantry Cmdr: Lt. Colonel Quentin Shadd
  The Brush Stalkers were expanded to regimental size when
  the Dragoons changed their tactical doctrine. This regiment fields
  230 battle armored troops deployed in nine Stars and a command
  Point. The Brush Stalkers specialize in swarming techniques as
  well as headhunting missions.
  Wolf Riders
  Regiment/Veteran/Reliable
  Aerospace Cmdr: Lt. Colonel Regina Raines
  Transferred from the Dragoons Naval Command, the Wolf
  Riders are now permanently assigned to Alpha Regiment.
  Modeled on CCAF organization, the riders consists of three wings,
  including command elements, and are equipped with Clan and
  Inner Sphere OmniFighters of medium to heavy weight.
  
  115
  BETA REGIMENT
  BETA REGIMENT: TIMBER WOLVES
  Though equal in status with Alpha Regiment, Beta has lived in Alpha’s shadow since the Dragoons
  first entered the Inner Sphere. Reconstituted with “Dragoons war orphans,” Beta was first to take the field
  again carrying the Dragoons standard. Since that time, the regiment’s “orphans” have grown into their own,
  keeping Beta’s traditions alive. Among those regiments who followed Alpin’s faction during the Dragoons
  civil war, like the other Dragoons units, Beta was ravaged during the fighting and spent nearly four years
  rebuilding to operational status.
  When the Word of Blake began to extend its influence through worlds like Caph, Epsilon Eridani and
  Liberty, Beta Regiment was the primary Dragoons force that saw action across the worlds in the Chaos
  March. While stationed on Epsilon Eridani, Beta Regiment ran afoul of the Blakists’ First Division, and both
  elite units clashed over the space of several months. Unfortunately, the Dragoons’ lack of air cover cost them
  dearly in these battles, when Blakist aerospace forces destroyed two DropShips before they could even make
  planetfall. Lacking sufficient air, armor and infantry support, with supplies running low, heavy casualties and a 30
  percent attrition rate in equipment, Colonel Anton Rand ordered his unit to withdraw.
  Beta Regiment returned to Outreach battered, but functional. General Wolf agreed with Colonel Rand’s actions, noting that the
  defeat on Eridani owed more due to Dragoons tactical doctrine than to any failure on Rand’s part. Consequently the Dragoons made a
  major change to their strategic and tactical doctrine to bolster the operational strength of front-line units, beefing up the supporting forces
  now to deal with such threats as the Blakists presented. Presently, Beta Regiment has replaced its ’Mech losses with units from the
  Dragoons Combat Support and Outreach commands, but their support units have been slow to rebuild, as needed replacements were
  funneled to other front-line units. By the end of next year, however, Beta expects to be at full strength, including aerospace support.
  Beta Regiment paints all its machines emerald green. Its insignia is the Greek letter B painted on the left legs of ’Mechs, left wings
  of fighters and left fenders of all vehicles.
  Dragoons Rating: A*
  OFFICERS
  It is said that a command will emulate its commander if the officer deserves it, and Colonel Anton Rand is such a leader. A master
  of improvisation, Rand gives orders that often appear to make no sense until the big picture is revealed. This attribute kept his command
  together on Epsilon Eridani.
  Major Rhago Nova Cat is a zealous Dragoons convert in Beta Regiment. He has molded his Elementals into a terror on any battlefield.
  TACTICS
  Beta Regiment prefers sucker-punch or bait-and-switch tactics. Normally Charlie Battalion is held in reserve while the rest of the
  regiment disperses the battle over a wide area. Once the enemy has committed to the battle, Charlie is released with devastating effect.
  Beta Regiment
  Regiment/Elite/Reliable
  CO: Colonel Anton Rand
  Aide: Major Kyle Rubinsky
  Able Battalion: Major Janice Kyomita
  Baker Battalion: Major Keith Lomax
  Charlie Battalion: Major Andropov Keigs
  Able Battalion is a heavy unit that shoulders the toughest
  fighting of the regiment. Baker Battalion uses its superior
  mobility to exploit any openings. Charlie Battalion is the unit’s
  cavalry, made up of fast medium-weight ’Mechs. The regimen-
  tal command company was folded into the command to make
  up for its losses.
  The Long Riders
  2 Companies/Veteran/Reliable
  Armor Cmdr: Major Reba McClellan
  Before Epsilon Eridani, the Long Riders had earned back the
  Elite status that kept them from disintegrating under the relentless
  assaults by Blakist forces. The unit lost most of its heavy tracked
  vehicles in combat, leaving two full companies of heavy hovercraft.
  Replacements are due by end of the year, though crews are
  another story.
  The Kneecappers
  Elemental Battalion /Veteran/Reliable
  Infantry Cmdr: Major Rhago Nova Cat
  The Kneecappers have earned legendary status within the
  Dragoons. Their specialty in swarming an enemy ’Mech and dis-
  abling it by what they call “kneecapping” set the standard for battle
  armor infantry training. The unit is slightly down from its normal
  complement but is expected to return to full strength by the sum-
  mer of 3068.
  
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  GAMMA REGIMENT
  Gamma Regiment
  Reinforced Regiment/Elite/Reliable
  CO: Colonel Irwin Tyrell
  Aide: Major Lee San Quan
  Able Battalion: Major Patrick Simmons
  Baker Battalion: Major Cassie Nostra
  Charlie Battalion: Major Armand Nova Cat
  Able Battalion specializes in night operations. Baker
  Battalion is the regiment’s assault battalion. Charlie Battalion,
  known for a cautious approach on the battlefield, is this com-
  mand’s workhorse unit.
  15th Dragoons Heavy Armor
  Regiment/Veteran/Reliable
  Armor Cmdr: Lt. Colonel Hakim Bajjira
  Just recently promoted, Lt. Colonel Bajjira has molded this
  unit into one of the premier armor commands in the Dragoons.
  The 15th Fifteenth Dragoons is equipped with some of the
  heaviest main battle tanks made, including a hovertank compa-
  ny for reconnaissance in each battalion and mobile missile and
  tube artillery batteries.
  GAMMA REGIMENT: SHADOW WOLVES
  If ever a mercenary force had the ultimate underdog mentality, Gamma Regiment would be it. From its
  clash with McCarron’s Armored Cavalry on New Valencia in defense of Dragoons families, to its defense of
  Samho Plain on Wallacia while facing relentless attacks by two brigades of the Fusiliers of Oriente, Gamma
  has survived insurmountable odds. Not until the Dragoons civil war did Gamma succumb to bad luck when they
  chose to back Alpin. After the war, Gamma’s fate remained in doubt until Colonel Tyrell stepped in and convinced the
  Dragoons High Command that he could rebuild the unit. After expunging the misfits and malcontents, he recruited Clan
  warriors taken as bondsmen on Luthien to help him rebuild his command.
  Gamma spent the past four years in intense boot-camp training, including physical training, close-order drill and exten-
  sive study of Dragoons history and the unit’s Remembrance. Through diligent work, the regiment’s members achieved a
  new sense of direction and understanding of their own capabilities while renewing their sense of Dragoons identity. From
  3061 to 3066, Gamma Regiment served as an OpFor unit for both Dragoons’ forces and others in the AMC, such as
  Lindon’s Battalion.
  In early 3067 the Capellan Confederation approached the Dragoons for a contract to defend Tikonov. The Dragoons
  deployed Gamma Regiment to Tikonov in late spring of 3067 with little difficulty. The Dragoons WarShips Athena and Beowulf, which
  accompanied Gamma, broke the blockade, serving as escorts along with a screen of fighters and assault DropShips. Realizing the odds
  were stacked against them, the FedSuns troops did not attempt to challenge the Dragoons fleet. By early September of 3067 the
  Federated Suns withdrew from Tikonov, and both Dragoons WarShips returned to Outreach by early October.
  Gamma Regiment paints all its machines midnight blue. The unit insignia is the Greek letter B painted on the upper right legs
  of ’Mechs and the fuselages of fighters.
  Dragoons Rating: A*
  OFFICERS
  Colonel Irwin “Taskmaster” Tyrell is a hard but fair man, a staunch disciplinarian who demands excellence from his people, includ-
  ing himself. He believes hard work cleanses the soul and in doing it right the first time. He has assembled a command staff that shares
  his beliefs and helped him turn his unit around. Majors Cassie Nostra, Armand Nova Cat and Leon Winters have brought Gamma
  Regiment a renewed spirit of competition and comradeship.
  TACTICS
  Spending half a decade as Opposition Force for the rest of the Dragoons has given Gamma a vast arsenal of tactics to employ
  against any enemy in the field. The regiment is equally adept at Inner Sphere and Clan tactics.
  Guess
  Elemental Regiment/Veteran/Reliable
  Infantry Cmdr: Lt. Colonel Leon Winters.
  Like the other battle armor units, Guess was expanded to
  deploy nine Stars and a command Point. Lt. Colonel Winters has
  trained his command extensively in combined-arms operations
  with ’Mechs and specializes in headhunter operations.
  Howlers
  Regiment/Veteran/Reliable
  Aerospace Cmdr: Lt. Colonel Williams Leroux
  This regiment was assigned to Gamma as part of OpFor and
  has spent the past few years perfecting ground support, precision
  bombing and air superiority. The Howlers are equipped with heavy
  Clan and Inner Sphere OmniFighters.
  
  117
  DELTA REGIMENT
  DELTA REGIMENT: GRAY WOLVES
  Delta Regiment has had an illustrious career, from their hard-fought victory against the Blackwind Lancers in
  the city of Gethin on Halloran V, to their near-destruction at the hands of the Northwind Highlanders on a long-for-
  gotten hill during a battle for New Aragon. Through it all, the warriors of Delta Regiment never gave up; they dug in
  their heels and fought even harder. This tenacity was never more apparent than when the regiment had to fight
  for its life on Hesperus II. Dropping in behind the Lyran defenders’ lines, Delta had twenty percent of its forces
  crippled before grounding. Nonetheless, they still managed to break the Lyran lines and relieve the other
  Dragoon regiments engaged in the battle.
  Delta Regiment suffered one of its worst defeats on Crossing, where its soldiers suffered dearly against
  the best of the Draconis Combine. Delta survived those dark days and re-formed late in 3037, but did not deploy
  on its first mission until the end of following year. During a raid on Murchison, Delta ran into the Twenty-sec-
  ond Dieron Regulars, supported by armor and elite infantry. The Dragoons regiment was routed, suffering
  horrendous losses before limping back to Outreach. After spending a year rebuilding, they underwent train-
  ing by the “Black Widow”, Natasha Kerensky, until deemed ready for duty in 3045. They soon proved their
  mettle on Luthien against the Jaguars and Nova Cats.
  During the Dragoons civil war in 3055, Delta was busy fulfilling a garrison contract off-world and so was spared the slaughter. The
  regiment saw action on Coventry when the Falcons invaded in 3058, serving as part of a task force that included Waco’s Rangers. Delta
  Regiment fought the Falcon units hard, but was wounded in the same ambush that destroyed the Waco’s Rangers’ command. After being
  relieved, Delta returned to Outreach, where they spent several years rebuilding their losses, and finally deployed to the Draconis Combine.
  The regiment paints its units dusty gray. The regimental insignia is the Greek letter D.
  Dragoons Rating: A*
  OFFICERS
  A former infantry officer, Colonel Shelly Brubaker exemplifies the type of Dragoons officer that has risen to take command. Major
  Jerry Meander is the tactical officer, a former tanker whose knowledge of combined-arms tactics is unequaled in the Dragoons.
  TACTICS
  Now that Delta has added armor to its TO&E, it can employ cavalry tactics.The regiment uses its armor to harass the enemy’s flanks,
  while the heavier forces attack the front.
  Delta Command Company
  Reinforced Mixed Company/Elite/Reliable
  CO: Colonel Shelly Brubaker
  Aide: Lt. Colonel Bill Paxon
  Delta’s command company believes in getting up close and
  personal. Each OmniMech has at least one big-bore autocan-
  non that allows each soldier to engage in close combat.
  Delta Regiment
  Regiment/Elite/Reliable
  Able Battalion: Major Jerry Meander
  Baker Battalion: Major Trisha Vencinni
  Charlie Battalion: Major Paul Jacobs
  Able is known as the hard-hitting force, deploying Omnis
  and heavy ’Mechs. Baker Battalion is a reinforced reconnais-
  sance force of highly mobile, light and fast medium ’Mechs.
  Charlie Battalion, also known as Phalanx, excels in defensive
  formations in support of the rest of the command.
  75th Dragoons Heavy Armor
  Reinforced Regiment/Regular/Reliable
  Armor Cmdr: Lt. Colonel Stephen Rockwell
  A new unit drawn from the Home Guard and Dragoons
  Combat Command, the 75th was assigned to Delta Regiment in
  the last year. A hardcore tanker who rose through the ranks on his
  merits leads the unit. This armor regiment has four battalions
  equally comprised of heavy tracked, hover and artillery vehicles.
  Reddings’ Air Rangers
  Regiment/Veteran/Reliable
  Aerospace Cmdr: Lt. Colonel Joshua Reddings
  Reddings has had to retrain his command to work with the
  tankers as he did with the ’Mechs. So far they have proven up to
  the task. The Air Rangers retain their original organization of four
  fighters per lance.
  Winter’s Storm Wolves
  Reinforced Regiment/Veteran/Reliable
  Infantry Cmdr: Major Elias Winters
  With the recent change in tactical doctrine, Major Winters
  received complete authority to reorganize his command at the reg-
  imental level. He believes diversity produces strength and flexibili-
  ty. His command includes reinforced mechanized armored infantry
  and jump infantry battalions.
  
  118
  EPSILON REGIMENT
  Epsilon Command Company
  Reinforced Mixed Company/Elite/Reliable
  CO: Colonel Elizabeth Nichole
  Aide: Samuel Woo
  Listed as one of the heaviest units in the regiment, the
  command company has fourteen assault OmniMechs assigned
  to its roster.
  Epsilon Regiment
  Regiment/Elite/Reliable
  Able Battalion: Major Donald Larrios
  Baker Battalion: Major Jean McCluen
  Charlie Battalion: Major Erik Johnson
  EPSILON REGIMENT: DESERT WOLVES
  Epsilon Regiment’s combat record is every bit as impressive as those of the other Dragoons combat com-
  mand forces. They first saw action early in 3007 on Styk against the Fourth Reserve Cavalry at the outskirts of
  city of Hegemony Bay. While Alpha Regiment attacked Tao MechWorks, damaging it enough to delay produc-
  tion for half a year, Epsilon held off the Fourth long enough for Alpha to accomplish its mission. Late in March
  3008, on New Aragon, Epsilon was the only Dragoons regiment to defeat the Northwind Highlanders at Pillbox
  Hill in the Estacado Mountains. The bitter fight to take the hill was one of the most vicious battles fought on
  New Aragon, costing Epsilon the lives of several gifted warriors. As with the other Dragoons regiments,
  Epsilon has faced and survived adversity and odds that have destroyed lesser commands. Through it all this
  command found away to keep fate at bay until Misery. Touted as one of the largest ’Mech vs. ’Mech battles in
  known history, the Battle of Misery reduced Epsilon to four provisional companies. By the end of the Fourth
  Succession War, Epsilon was listed as destroyed.
  The regiment was reconstituted and back on active duty by 3042 thanks to the efforts of survivors like their
  current commander, Colonel Elizabeth Nichole. She assumed command of the regiment in 3046 and has led
  them through the dark times in the Dragoons history. During the Dragoons civil war, Colonel Nichole was forced to side with Alpin thanks
  to a slim vote by her warriors. As she did on Harrow’s Sun, she led her command in maneuvers that kept them out of the fighting for the
  most part, ensuring they would make it through relatively unscathed.
  When the FedCom Civil War erupted, the regiment found itself garrisoning the desert world of Kesai IV and conducting cadre train-
  ing. Leaving their post was not an option, so Colonel Nichole informed Duke Sandoval that the Dragoons wished to play no part in the
  civil conflict, and simply refused to participate in any actions for or against either side. In October of 3064 Epsilon was relieved by the
  First Ceti Hussars when the Dragoons’ contract expired. While returning to Outreach, the regiment suffered a tragic accident when an
  Invader-class JumpShip disappeared. Along with the JumpShip, Epsilon lost the Union-class DropShips Sunniva and Hebrides, carrying
  two companies from Charlie Battalion, and the Fortress-class DropShip Otsu, which was carrying all the secondary troops. Debris indi-
  cated that the ship exploded when it jumped. Epsilon, devastated, has been slow to recover their losses.
  The regiment paints all its machines solid tan. The unit insignia is the Greek letter E, located on the lower right torso of each ‘Mech.
  Dragoons Rating: A*
  OFFICERS
  The death of Major Dwayne Loveday with most of Charlie Battalion was a blow to the entire command. Captain Erik Johnson, the
  surviving senior officer, has nonetheless accepted the challenge of rebuilding his shattered command. With the influx of personnel from
  Dragoons Combat Support and the Home Guard, Johnson managed to replace the losses but not the experience. He has spent the past
  three years bringing the new arrivals up to the rest of the command’s level.
  TACTICS
  Colonel Nichole uses feints and delays, and then ambush tactics to enrage her opponent. Her soldiers engage in a grand battlefield
  dance of maneuvering until the enemy’s frustration gets the best of them, causing them to fall for the feint, whereupon Epsilon slams
  them down hard.
  Comprised of fast and maneuverable light, medium and heavy
  BattleMechs and OmniMechs, the warriors of Able Battalion—also
  called the Conquistadors—are adept at maneuvering in large for-
  mations with divergent forces. Baker Battalion, also known as
  Jean’s Lancers, is made up of medium OmniMechs equipped with
  jump jets.This battalion serves as the counterattack force when the
  enemy moves against the regiment. Charlie Battalion, called Erik’s
  Norsemen, has been rebuilt into the command’s assault unit.
  Charlie uses fast heavies and assault OmniMechs to pin down an
  opponent and batter them while the rest of the command maneu-
  vers into position.
  
  119
  WOLF SPIDER BATTALION
  WOLF SPIDER BATTALION: 
  THE WIDOW’S LEGACY
  Of all the Dragoons units, the Wolf Spiders—once known as the infamous Black Widow
  Company—are the most easily recognized. Formed during Anton Marik’s rebellion in 3014,
  they were a “last-chance” assignment for troublemakers and malcontents. Then-Captain
  Natasha Kerensky used an authoritarian command style to reform these misfit soldiers into an
  exemplary battlefield force.
  On Calloway VI they fought a desperate rearguard action that allowed their beleaguered
  sister Dragoons units to escape. The Black Widows then landed with Zeta Battalion on Lamon and
  faced the Seventeenth Arcturan Guards, who sprung a trap against them in one of the few times the
  Dragoons’ intelligence failed them. The Dragoons’ morale and experience allowed them to retreat in an orderly
  manner and withdraw. At Hesperus II, the Wolf Spiders forced a breach in the Lyran lines for Delta and Epsilon regi-
  ments to exploit. After a six-month refit period, the command saw action again on New Wessex, where they embarrassed
  Waco’s Rangers and the Twentieth Draconis Regiment, killing eighteen of the DCMS unit’s twenty-seven lances.The Black Widow’s finest
  hour began on Misery, where the Wolf Spiders were instrumental in helping defeat Minobu Tetsuhara, and ended at the Battle of Crossing
  with the Black Widow standing guard over the Wolves.
  During the years after the Fourth Succession War, the Black Widows were expanded to a battalion to generate money for the Dragoons
  while Colonel Wolf rebuilt his battered and depleted command. In that time the Widows performed just as they had before Misery. The
  Widows were on Hall in 3039, facing the Eighteenth Marik Militia. Newly reorganized, the Widows captured the Eighteenth’s Second
  Battalion and shattered the remaining militia command on Christmas Eve. When Beta Regiment was activated, Colonel Wolf brought the
  Black Widow Command back to train the remaining Dragoons regiments. When the Clans invaded the Inner Sphere and eventually recalled
  all the Bloodnamed warriors among the Wolf Spiders, John Clavell, an original member of the Black Widow Company, assumed command.
  During the Dragoons civil war, the Wolf Spiders fought under the command of then-Captain Maeve on the side of Colonel Wolf. The
  Wolf Spiders defeated Alpin’s force when Maeve killed him in single combat. The Spiders have spent the past six years operating in the
  Chaos March as a troubleshooter unit. They were on Hall in 3066 when they ran into a guerrilla group, first discovered on Helios, who
  called themselves the Bloody Hand. The Spiders lost two full Stars and a squad of commandos to terrorist-style suicide bombings before
  they cleared out the cell. The Bloody Hand subsequently turned up on Outreach after the Wolf Spiders returned there, causing minor
  damage at the ComStar compound and the power generating station outside Harlech. The Wolf Spiders are slated to depart for the
  Draconis Combine by month’s end.
  The unit paints its machines black with blood-red trim. The unit insignia is a wolf spider with a red hourglass on its belly.
  Dragoons Rating: A*
  OFFICERS
  Major John “Gentleman” Clavell is an aggressive commander who is not afraid to get into a fight. Captain Ian MacIntosh, his sec-
  ond-in-command, is adept at various tactics and anti-terrorist operations; he’s a former Kommando who tested out as a MechWarrior.
  TACTICS
  Clavell enjoys baiting an enemy with a Star of ‘Mechs while surrounding them with the rest of the unit in an ambush. The Wolf Spiders
  have become adept at anti-terrorism tactics and counter-insurgency, especially after their recent experiences on Hall.
  Wolf Spider Battalion
  Reinforced Battalion/Elite/Fanatical
  CO: Major John Clavell
  Spider Trinary: Captain Ian MacIntosh
  Tarantula Trinary: Captain Dirk Samuels
  Black Widow Trinary: Captain Stacy Church
  Major Clavell leads the Wolf Spiders’ command Star. The
  battalion deploys all Clan OmniMechs. Spider Trinary is the
  assault unit, with assault and heavy OmniMechs. Tarantula is
  the recon/scout unit, with light and medium OmniMechs. Black
  Widow has two medium Stars and a heavy OmniMech Star.
  Widow Flight
  Squadron/Elite/Fanatical
  Flight Cmdr: Captain Andrea Tyler
  The squadron consists of six heavy OmniFighters piloted by war-
  riors experienced in ground support operations and air interdiction.
  Third Infantry, Seventh Kommando (Gray Wolves)
  Kommando Strike Team/Elite/Reliable
  Infantry Cmdr: Lieutenant Gerald Davidson
  The Third are experts in 'Mech support operations, counter-
  terrorism and insurgency, and can operate in any type of environ-
  ment. This unit is the only one permanently assigned to the regi-
  ment’s ’Mech command.
  
  120
  ZETA BATTALION
  Zeta Battalion
  Reinforced Battalion/Elite/Fanatical
  CO: Colonel J. Elliot Jamison
  Able Trinary: Major Tara Lucas
  Baker Trinary: Major Tammy Markham
  Charlie Trinary: Captain Jimmy Two-Feathers
  Delta Trinary: Captain Rolf Wolfgang
  Epsilon Trinary: Captain Nikki Winters
  ZETA BATTALION: WOLVES OF STEEL
  No other unit in the Dragoons exemplifies power as Zeta Battalion does. The mere sight of Zeta’s ’Mechs
  on the field have caused many opponents to flee or surrender. The few who have faced this regiment’s fierce,
  nearly suicidal assaults and lived to tell about it give credence to its reputation. From the outset, Zeta was
  designed as an independent command, intended to break the strongest defenses, operating alone or in sup-
  port of other Dragoons regiments. The battalion’s MechWarriors, the Zetas, are probably the most reckless of
  the Dragoons, ever ready to throw themselves at the toughest enemy positions and the heaviest enemy
  ’Mechs. Assignment to the unit is purely voluntary, but the unit never lacks for applicants. Despite their
  kamikaze-like attitude, the Zetas are uncommonly well-disciplined and are all experts in BattleMech tactics,
  especially close assault and heavy fire support.
  This command has an impeccable combat record. On Halloran V, they drove back several heavy compa-
  nies of the Blackwind Lancers and secured a landing zone for the rest of the Dragoons. They saw action on
  Andre and Shensi in support of the attacking Dragoons regiments. On New Aragon they battled the elite
  Northwind Highlanders, suffering one the few defeats in their illustrious career. Facing the First and Second
  Kearny in the Estacado Mountains, they failed to dislodge the Highlander units. They did, however, smash through the defensive lines of
  Waco’s Rangers in the El Diablo Pass. The famous blood feud between the Dragoons and Waco’s Rangers erupted during that battle
  when a Zeta ’Mech stepped on Colonel Waco’s son, killing him after he had ejected from his own ’Mech. In revenge, Waco vowed to see
  the Dragoons destroyed.
  On Misery with the rest of the Dragoons, Zeta suffered the worst losses of any Dragoons unit in personnel and equipment. Zeta then
  retired to Robinson to rest and refit. Bolstered by MechWarriors from other units who had recovered from their wounds, Zeta returned to
  Misery in time to lift the Kurita siege and save what was left of the Dragoons.
  During the Dragoons civil war, Zeta Battalion broke contract to return to Outreach and join in the fight. Colonel Jamison chose to
  side with Alpin after arriving in the final days of the war. Colonel Wolf faced down Jamison in his ’Mech when Fleet Colonel Chandra
  declared the Trial over and Colonel Wolf victorious. Since then, Zeta Battalion has spent the past few years helping Gamma Regiment
  train the other Dragoons regiments. The battalion most recently returned from Epsilon Indi, where they encountered an unknown rebel
  force attempting to take control of the local government. Zeta engaged and destroyed the enemy formation, which deployed Clan ’Mechs
  in the field. After Zeta returned to Outreach, General Wolf authorized them to add two more Trinaries of mixed units. Zeta is slated to
  depart Outreach and join up with Alpha and Delta regiments for duty on the Ghost Bear/Combine border.
  Zeta paints its machines black.The unit’s insignia is a silver Greek letter Z located on the left arms and upper right legs of the ’Mechs
  and the fuselages of fighters.
  Dragoons Rating: A*
  OFFICERS
  Colonel J. Elliot Jamison has commanded Zeta for more than thirty years. The weight of command has taken a toll on him, and he
  has hinted more than once that he is ready to retire. Meanwhile, he is grooming Major Tara Lucas to assume command. A bright and
  exceptional leader, her skills in a ’Mech are almost unnaturally good.
  TACTICS
  Zeta is the one combat command that does not break up into smaller units. Instead, they meet their opponents head-on in a charge
  or by some other means. With the addition of armor and infantry, Zeta has modified its tactics to incorporate combined-arms operations
  for the first time.
  Zeta is comprised of the newest Clan assault and heavy
  OmniMechs. Alpha, Baker and Charlie are strictly OmniMech
  Trinaries, while Delta and Epsilon are integrated combined-arms
  Trinaries. Delta is made up of an artillery and an LRM OmniMech
  Star, a heavy hovertank Star and a Star of Elementals. Epsilon like-
  wise has one Star of assault OmniMechs with a Star of Elementals
  and a Star of aerospace fighters. Epsilon conducts headhunting
  operations and Delta serves as the harasser command.
  
  121
  FIELD MANUAL: MERCENARIES
  This section provides several new Life Paths to supplement
  those found in the character creation rules provided in Classic
  BattleTech RPG (CBT: RPG) and the Classic BattleTech
  Companion. These rules enable players and gamemasters to
  create characters better tailored to mercenary-based campaigns.
  MERCENARY AFFILIATION
  Technically speaking, being a mercenary is not an affiliation
  a character is born with. Even those born in a mercenary com-
  mand will likely be schooled in the customs of the realm that their
  mercenary command served most often. Some mercenary com-
  mands, however, are more transient than others. To reflect this,
  players of mercenary-born characters (as opposed to characters
  who become mercenaries later in life) should begin their charac-
  ter’s life under his or her birth affiliation first, using that affiliation
  to establish bonus skills, traits and at least the character’s Early
  Childhood Life Path. Characters who then take the Mercenary
  Brat Late Childhood path may be said to be adoptees or even
  dependents of an existing mercenary unit.
  Characters born into a mercenary command may take any
  standard Stage 1 Life Path, so long as it is not a Clan path
  (unless the character hails from a merc command with Clan ori-
  gins, which is exceedingly rare). All characters born into a mer-
  cenary command automatically take the Mercenary Brat path
  next (unless some event in early childhood steers them else-
  where).
  Alternatively, born mercenaries can take the Born
  Mercenary Brat path below.
  Though mercenary training academies exist, new merce-
  nary characters may also join up after undergoing training in a
  House military academy, or perhaps even after some real-life
  experiences. The additional traits and skills awarded from the
  Mercenary affiliation are in addition to those already obtained
  through the character’s primary affiliation.
  As long as they remain in service with a mercenary com-
  mand, all mercenary characters have a rank, reflected below by
  the Rank Trait. The level of this trait varies with past combat
  experience.
  Game Material
  Primary Language: Original Affiliation (English if born mer
  cenary)
  Attribute Thresholds: SOC –1, EDG +1 (CHA –1 if born
  mercenary)
  Bonus Skills: Bureaucracy/Mercenary +2,
  Protocol/Mercenary +1, Negotiation +1 (Scrounge +2 if born 
  mercenary)
  Bonus Traits: Well-Equipped, Rank (one level for every two
  Tour of Duty or Covert Ops Life Paths completed, or half the
  character’s Rank level prior to entering a Mercenary path,
  whichever is higher; +1 level if born mercenary)
  Path Restrictions: Must choose at least one Mercenary
  Real Life Path before ending character creation. Born mer
  cenaries must also choose Mercenary Brat for Stage 2, 
  unless events in Stage 1 produce another path.
  ADDITIONAL PATHS
  The following section contains three new Life Paths unique to
  the mercenary life. Players and gamemasters can use these paths
  in conjunction with those presented on pages 33–35 of CBT: RPG
  and pages 37–91 of the Classic BattleTech Companion.
  The following paths have some basic prerequisites. In addition
  to minimum required Attributes, they also list prerequisite paths a
  character must complete before entering a particular path.
  EVENTS
  These paths feature a unique list of events similar to the paths
  presented in the CBT: RPG rulebook. Use the standard rules for
  determining character events (see p. 24, CBT: RPG), with one
  exception. Instead of rolling 2D6, players roll 2D10 to select an
  event. After rolling dice for an event, the player can increase or
  decrease the dice roll results by 1 or 2, or reroll using the single
  expenditure of Edge (see Edge and Events, p. 25, CBT: RPG).
  STAGE 1: EARLY CHILDHOOD
  Unless otherwise stated, this path follows the rules for Stage
  1: Early Childhood in the Character Creation section of CBT:
  RPG (p. 33).
  STAGE 1: BORN MERCENARY BRAT
  Mercenary affiliation only.
  Akin to the army brat, born to a career military family and
  bounced around from base to base throughout his or her youth,
  the born mercenary lives much of his life traveling with a family
  that knows only warfare for profit, bereft of national identity and
  always near the firing lines.
  Attribute Minimums: SOC 3
  Attribute Thresholds: STR +1, RFL +1 
  Skills:
  Career/Soldier +2, Academic/Military History +1,
  Language/Any +1, Perception +1, Scrounge +1
  Next Path: Adolescent Warfare (2), Back Woods (2), High
  School (2), Mercenary Brat (2), Military School (2), Preparatory
  School (2), Street (2)
  Born Mercenary Brat Events
  2
  Family killed before your eyes. You haven’t been the same
  since.
  [Choose two: Addiction (2), Combat Paralysis or
  Madness/Flashbacks (3); may take no further military paths]
  3
  The enemy zeroed in on the dependents’ barracks as a
  diversionary tactic, and you still bear the scars.
  CLASSIC BATTLETECH 
  RPG RULES
  
  122
  CLASSIC BATTLETECH RPG RULES
  [Unattractive, choose two: Disabled (2), Glass Jaw, Lost
  Limb (2), Madness/Any (2), Slow Learner, Unlucky] 
  4
  Orphaned by someone else’s war, you were adopted by anoth-
  er member of the outfit, but you never forgot your parents.
  [Quirk/Vow of Revenge (2), Enemy, Madness/Flashbacks]
  5
  While sampling some of the local flavor, you and your
  friends discovered the hard way that not everyone likes a
  merc. [Brawling +1, Running +1, Enemy, Introvert, choose
  one: Poor Hearing, Poor Vision, Timid or Unattractive]
  6
  Caught an alien virus while traveling with your family. [BOD
  –1, choose either Allergy, Disabled, Low Endurance or
  Thin-Skinned]
  7
  ‘Mechs sure aren’t that hard to drive in simulators!  You took a
  short, disastrous joyride with over four million C-bills in your
  parents’ outfit’s hardware.
  Luckily, nobody was hurt.
  Miraculously, you survived the crash and your parents’ wrath!
  [Pilot/’Mech +1, Fast Talk +2, Bad Reputation, Clumsy]
  8
  Your parents’ mercenary force teetered on the edge of bank-
  ruptcy, and then went over. [+1 Scrounge, +1 Negotiation,
  Poorly Equipped, Poverty; next path may not be Preparatory
  School or Military School]
  9
  Spent more time in DropShips than in classrooms ground-
  side. [Zero-G Operations +2, BOD –1, lose the Academic
  and Language skills picked up in this path]
  10
  You became a wiz ‘Mech jock—at least, that’s what the high
  score says. [Gunnery/Humanoid/Laser +1, Interest/Holovid
  Games +2, -1 to all Academic, Career and Language skills
  earned in this path]
  11
  A non-com watches over you while your folks are away and
  teaches you a few valuable skills. [Survival +1, First Aid +1,
  Navigation/Ground +1] 
  12
  They kept you far from where the action was—safe, but bor-
  ing! [+1 to any two skills gained in this path]
  13
  Your folks made sure you had a great tutor. [Contact, +1 to
  any three skills gained in this path]
  14
  A long stint of garrison duty gave you full exposure to a new
  culture and way of life. [Choose any non-Clan affiliation and
  add +2 to that affiliation’s primary Language, Protocol and
  Streetwise skills]
  15
  Your folks’ outfit had its own scouts program, taught by the
  resident veteran commando herself. [Contact, Survival +2,
  Martial Arts/Military +1, choose one: Blade +1, First Aid +2,
  or Pistols +1]
  16
  It was a banner year for your folks’ merc command. [Wealth
  (2), Well-Equipped]
  17
  Your father died in the line of duty, but he left you and moth-
  er enough for a life on Easy Street. [Proud Heritage, Wealth
  (3), Well-Equipped]
  18
  Family member dies and leaves you his ‘Mech.
  [Vehicle,
  Owns Vehicle, Wealth (2)] 
  19
  Choose one event or roll twice and apply both results.
  20
  Choose two events or roll three times and apply each result.
  STAGE 3: HIGHER
  EDUCATION
  Unless otherwise stated, this path follows the rules for
  Stage 3: Higher Education in the Character Creation section of
  CBT: RPG (p. 40).
  STAGE 3: ARC-ROYAL COMBAT
  TRAINING PROGRAM (ARCTP)
  Any Inner Sphere, Periphery, or Mercenary affiliation. Cannot
  have Combat Paralysis Trait.
  Any “questionable” events in the
  character’s path disqualify him or her from taking this path unless
  a suitable Contact Trait is purchased to hide the event. Mercenary
  Brat characters add +1 to all event rolls.
  Though costly, the Arc-Royal Combat Training Program is
  second only to the Outreach Mercenary Training Command and
  the Northwind Military Academy in terms of prestige and overall
  quality.
  With instructors from the Wolf Clan-in-Exile and the
  famed Kell Hounds, warriors flock to this semi-formal university
  for the professional soldier, where the best may even receive spe-
  cial recognition and an chance to join some of the most sought-
  after commands in the mercenary field.
  Time: 2 years
  Attribute Minimums: INT 3, WIL 3, SOC 2, EDG 3
  Attribute Thresholds: RFL +1, WIL +1 
  Traits: Poverty, Promotion, Well-Equipped 
  Skills:
  Academic/Military 
  History 
  +2, 
  Leadership 
  +1,
  Protocol/Mercenary +1, Scrounge +2 
  Fields: Basic Training 
  Previous Paths: Mercenary Brat (2), Military School (2),
  Preparatory School (2), Tour of Duty: Any (4)
  Next Path: Advanced Individual Training Subpath (Mandatory,
  part of this pass)
  Arc-Royal Combat Training Program Events
  2
  During a “field trip” to the Clan front, Jade Falcon raiders
  overran your training group.
  Only you and your training
  instructor survived…and you’re not so sure of yourself. [+2
  Navigation/Ground, +2 to any two Combat skills; EDG –1,
  Addiction (2); choose two: Combat Paralysis, Glass Jaw,
  Lost Limb (2), Disabled (3), Madness/Flashbacks (3); may
  take no further military paths] 
  3
  A live-fire exercise gone horribly wrong convinces you you’re
  not cut out for life as a mercenary after all.
  [Combat
  Paralysis, Unattractive, may take no more Academy paths,
  next path must be Ne’er-Do-Well] 
  4
  Took your rivalry with a fellow classmate too far during a live
  field exercise. The board couldn’t prove you meant to fire your
  PPC into his head, but your career is every bit as dead as he
  is. [Bad Reputation (3), Stigma (2)/Murderer, may not take
  any more Academy paths, next path must be Ne’er-Do-Well]  
  5
  Mental note: Clanners have no sense of humor, and con-
  trary to barroom belief, Warden does not equal wimp!
  
  123
  CLASSIC BATTLETECH RPG RULES
  [Brawling +2, Glass Jaw, choose one: Poor Hearing, Poor
  Vision or Unattractive] 
  6
  Co-ed training facilities have their advantages—and their
  drawbacks. [Seduction +2, Bad Reputation, Poverty, choose
  either Dependent or Disabled] 
  7
  Some of those “extracurricular” activities you’ve been pursu-
  ing caught up with you. Lucky for you you’re an eloquent
  speaker. [Fast Talk +1, Negotiation +1, Demotion, Poverty,
  Bad Reputation, choose one: Gambling +2, Scrounge +2, or
  Streetwise/Arc-Royal +2] 
  8
  Too much simulator time, not enough classroom time. [–1 to
  half the skills learned in this path, +1 to any three Gunnery,
  Piloting or small arms skills] 
  9
  Your Lyran instructors focused your classes on the adminis-
  trative aspect of mercenary command rather than battlefield
  skills.
  [Administration 
  +2, 
  Bureaucracy 
  +2,
  Protocol/Mercenary +1, Tactics –2, Strategy –1, –1 to any
  two other military field skills] 
  10
  It didn’t take long for another student to realize you are the
  competition!  [+1 to any two military field skills, Enemy] 
  11
  Made friends with a helpful Kell Hounds instructor. [Contact] 
  12
  You skirt by on average test scores. [+1 to any two skills
  gained in this pass] 
  13
  Took part in the academy’s extra-credit weekend war games
  against the local Wolves. [Protocol/Clan +2, +1 to any three
  military field skills] 
  14
  A Clan Wolf (in-Exile) instructor took you under his wing,
  and some day you may even thank him for it.
  [BOD +1,
  Running +1, Martial Arts/Any +1] 
  15
  You were among those hotheads who regularly antagonized
  the local Wolves (in-Exile). You, however, had the skills to
  back up your insults, and you have earned some grudging
  respect from the Clansmen, much to your instructors’ dis-
  may. [Demotion, Bad Reputation, Protocol/Clan +2, +2 to
  any three military field skills, choose one: Toughness, Pain
  Resistance or High Endurance] 
  16
  Your scores are worthy of the Officer Training Program.
  Good job! [May take OCS Life Path next, and then continue
  this Life Path from the same point] 
  17
  Talent like yours will land you in a fine mercenary command
  some day.
  Perhaps you’re even Kell Hounds material.
  [Good Reputation, Promotion, +3 to any combat-related
  skill, +2 to any two other military field skills] 
  18
  Graduated with honors bestowed by Morgan Kell himself.
  The future is yours for the taking!  [Vehicle (2), Custom
  Vehicle, Wealth (2), choose Promotion (2) or take OCS Life
  Path next]  
  19
  Choose one event or roll twice and apply both results.
  20
  Choose two events or roll three times and apply each result.
  Mandatory Subpath: Advanced Individual Training
  Basic Training graduates only.
  Time: 2 years
  Traits: Promotion 
  Skills: Leadership +1, Negotiation +1, Add +1 to two Basic
  Training skills.
  Fields: Choose one of the following fields, subject to the list-
  ed restrictions:
  Aerospace Pilot (Minimum DEX 4, RFL 4)
  Aircraft Pilot (Minimum DEX 4, RFL 3)
  Armored Infantry (Minimum STR 6, BOD 5)
  Cavalry
  DropShip Pilot (Minimum DEX 4)
  Infantry
  Marine (Minimum WIL 4, may not have TDS Trait)
  MechWarrior (Minimum DEX 3, RFL 4)
  Scout
  Ship’s Crew
  Next Path: Tour of Duty: Mercenary or Inner Sphere (4),
  Ne’er Do Well (4), Special Training (4)
  Subpath: Special Training
  AIT graduates (MechWarriors, Infantry, Armored Infantry,
  DropShip Pilot and Scout)
  Time: 2 years
  Traits: Promotion, Contact/Kell Hounds 
  Skills: Leadership +1, Negotiation +1, Add +1 to two Basic
  Training skills.
  
  124
  Fields: Choose one of the following fields, subject to the list-
  ed restrictions:
  JumpShip Pilot (DropShip Pilot Field required, mini-
  mum INT 5, may not have TDS Trait)
  Military Scientist (minimum INT 5)
  Special Forces (Infantry, MechWarrior, Armored
  Infantry, Scout or Cavalry, minimum BOD 4, RFL 4, WIL 4) 
  Next Path: Tour of Duty: Mercenary or Inner Sphere (4), or
  Covert Ops (4) (Special Forces or Military Scientist fields only)
  Subpath: Officer Candidate School 
  Entry via event roll only.
  Time: 1 year
  Traits: Commission (Rank (1))
  Skills: Negotiation +1
  Fields: Officer Field
  Next Path: Per last path followed.
  STAGE 4: REAL LIFE
  Unless otherwise stated, this path follows the rules for
  Stage 4: Real Life in the Character Creation section of CBT:
  RPG (p. 47).
  TOUR OF DUTY: MERCENARY
  Mercenary affiliation only.
  Characters becoming mercenaries
  later on during the character creation process must apply all rel-
  evant traits, skills and threshold modifiers granted by the
  Mercenary affiliation (p. 121) before their first Mercenary Tour of
  Duty if they have not done so already.
  In the field, it takes more than a reputation and an ideology
  to win battles, and any good mercenary knows that. This Life
  Path separates the strong from the weak in the truest test of
  human endurance: the crucible of combat.
  Time: 2 years  
  Traits: Vehicle (2) for MechWarrior, Aerospace Pilot, Aircraft
  Pilot, Cavalry and Armored Infantry-trained characters. All
  others take Well-Equipped.
  Skills:
  Add +2 to any three skills from your military fields,
  Negotiate +1, Scrounge +1.
  Previous Paths: Tour of Duty: Any (4), Covert Ops (4) (includ-
  ing faction-specific versions), Ne’er-Do-Well (4), any
  Military Academy Path (3), Adolescent Warfare (2),
  Mercenary Brat (2)
  Next Path: Tour of Duty: Mercenary or Inner Sphere (4), Covert
  Ops (4), Ne'er-Do-Well (4), Travel (4)
  Tour of Duty: Mercenary Events
  2
  Intelligence really dropped the ball this time; that “comm
  center” you just destroyed was a school, and your command
  just wound up on the MRBC’s most-wanted list. [Bad
  Reputation (3), Enemy (3), Stigma (2)/Bounty on Head, may
  only choose Tour of Duty: Pirate or Ne’er-Do-Well next, with
  a –2 to all event rolls while still “at large”] 
  3
  Found guilty of contract breach, you are subjected to fines
  and a hiring ban. [Negotiation –2, Bad Reputation (3),
  Poverty (2), Enemy (3), add 1D6 years to the time spent in
  this path] 
  4
  Your grandstanding in the field cost the command several
  good warriors!  You’re lucky they didn’t shoot you on the spot!
  [Bad Reputation (2), Poverty, Enemy (2), next path must be
  Ne’er-Do-Well] 
  5
  Open mouth, insert foot, and here are your walking papers.
  [Negotiation –2, Bad Reputation, Poverty, Enemy (2), add
  1D6 years to the time spent in this path] 
  6
  The fighting was fierce and a lot of your friends fell.
  Sometimes you can still hear their screams.
  Was it your
  fault?  [+3 to any two Combat skills, Bad Reputation,
  Madness (2)/Flashbacks, choose Combat Paralysis or Dark
  Secret (3)] 
  7
  Easy come, easy go. Unfortunately, not as much comes as
  goes. [Poverty, Poorly Equipped] 
  8
  You still bear the scars from all that heavy fighting. [+2 to
  four Combat skills, Poorly Equipped, choose one: BOD –2,
  Addiction (2), Disabled (2), Lost Limb (2), Quirk (2) or
  Unattractive]  
  9
  You and a lancemate had a “disagreement” while on leave,
  and he’s still holding a grudge. [Enemy]
  10
  Offered a job in another outfit. [If you choose to sign on, take
  Wealth, Promotion and Stigma/Unreliable. Otherwise, take
  Quirk/Reliable, Promotion, and Negotiation +2] 
  11
  Garrison duty leaves you with plenty of chances to cruise the
  local scene.
  [Choose one: Gambling +2, Seduction +2 or
  Streetwise +2] 
  12
  You fought in a major battle, risking life and limb, only to have
  some egocentric House regulars claim the victory!  At least
  the pay was good.
  [+2 to any three military field skills,
  Wealth, Quirk/Distrust of House troops] 
  13
  Standard objective raid.
  [+2 to any military field skill,
  Navigation/Ground +1, Perception +1, Wealth] 
  14
  The mission might have been uneventful, but it sure paid
  well. [Wealth (2), Well-Equipped] 
  15
  You saw some heavy action on and off the battlefield. This
  was one mission for the memoirs!  [Seduction +3, +2 to any
  two military field skills, Wealth] 
  16
  You didn’t have to stay, but stay you did.
  Word’s getting
  around and jobs won’t be far behind. [+2 to any two military
  field skills, Wealth (2), Good Reputation (2), choose one:
  Disabled, Unattractive or Addiction] 
  17
  You’re good at this job, and you know it. [Negotiation +3,
  Leadership +2, +2 to any other skill, Wealth (2)]
  18
  Hello, salvage! [Choose: Wealth (4) and Well-Equipped (2),
  or Vehicle (4) and Owns Vehicle]
  19   Choose one event or roll twice and apply both results.
  20
  Choose two events or roll three times and apply each result.
  CLASSIC BATTLETECH RPG RULES
  
  125
  FIELD MANUAL: MERCENARIES
  This section provides new rules for use with BattleTech.
  References to the BattleTech Master Rules, Revised are abbrevi-
  ated as BMR.
  The Unit Assignment Table enables players to generate
  BattleTech forces quickly for pick-up games. Mercenary Commands
  provides optional rules for the various forces described in this man-
  ual, as do the individual subsections for each military.
  The next section, Creating a Mercenary Force, provides play-
  ers with rules for generating their own mercenary commands.
  These rules are compatible with BattleTech and the Classic
  BattleTech RPG. Finally, Running a Mercenary Force guides play-
  ers through finding missions and meeting the battlefield and day-
  to-day needs of a modern mercenary unit.
  UNIT COMPOSITION TABLES
  The ’Mech, vehicle and fighter tables in this section can be
  used alone or with the Creating Scenarios rules (see p. 97, BMR)
  and the standard Vehicle Assignment Tables (see p. 90, CBT:
  RPG). While players can use these tables to generate any Inner
  Sphere force, they are designed with mercenary commands in
  mind.
  For a more accurate depiction of any House, Clan or
  Periphery force, consult the appropriate BattleTech Field Manual,
  the BattleTech Field Manual: Updates, BMR or CBT: RPG.
  Additional guidelines for assigning ’Mechs and vehicles are listed
  in the individual unit rules in this section.
  ASSIGNING ’MECHS
  After determining the weight classes of the BattleMechs in
  each force (see p. 104, BMR), use the appropriate Random
  Assignment Tables to determine the specific ’Mech, vehicle and
  aerospace fighter designs. If desired when generating a merce-
  nary force, players may also use a corresponding table from the
  Field Manual appropriate to the force’s employer and their force’s
  equipment rating (shown on the force’s TO&E listing). Doing so,
  however, reflects equipment replacements from previous combat
  losses in service to that employer, and so the quantity of such
  “replacement units” should never exceed half the mercenary
  force’s total size.
  To use the table, the players must first set the equipment rat-
  ings (A, B, C, D or F) of their forces. If playing lances or compa-
  nies from specific mercenary regiments, consult either the force’s
  brief earlier in this book or its listing in the TO&E to determine the
  equipment rating of each force.
  Alternatively, players may simply set equipment ratings
  beforehand (where a C rating is average) or roll 1D6 to determine
  the equipment rating randomly. In the latter case, a result of 1 pro-
  vides an A rating, a result of 2 is B, and so on (re-roll on a result
  of 6). Keep in mind that using similar equipment ratings for both
  sides increases the likelihood of an evenly matched battle. An
  equipment rating is often the average of the ratings for that unit’s
  component parts, and so a company with a B rating may include
  an A lance, a B lance and a C lance.
  After determining the equipment rating, roll 2D6 and consult
  the appropriate rating column to find the specific ’Mech or vehicle.
  Assigning ’Mechs in CBT: RPG
  Players can also use the Random Unit Assignment Table to
  assign the starting vehicle for a new CBT: RPG character who
  joins a mercenary force. In this case, use the table below instead
  of the standard CBT: RPG vehicle assignment table (see p. 90,
  CBT: RPG). Base the character's equipment rating on the regi-
  ment with which the character last served.
  If the character has not served in a regiment, assume he has
  a rating of C. Increase the rating by one level for each of the fol-
  lowing traits the character possesses: Land Grant, Title and
  appropriate Contact, Proud Heritage, Well-Connected, Edge (7 or
  higher), Social Standing (7 or higher) or a Tour of Duty (only one
  Tour of Duty Path counts toward this total). Decrease by one level
  for each of the following: Bad Reputation, Combat Paralysis,
  Madness, Owns Vehicle, Poverty, Shameful Heritage, Stigma,
  Unlucky or Ne’er-Do-Well (Life Path).
  Ratings cannot be
  increased above A or decreased below F.
  ASSIGNING PILOTS
  After determining the ’Mechs and other battlefield units,
  assign pilots using the Random Experience Level Table and the
  Random Skills Table (Expanded); see p. 108, BMR.
  If playing elements from a specific force in this book, consult
  the force’s description in its briefing or in the TO&E section. Each
  force and sub-force of the mercenary commands featured has a
  rating of Green, Regular, Veteran or Elite. If playing an Elite unit,
  add a +4 modifier to the Random Experience Level roll and a +2
  modifier to the Random Skill roll. For Veteran units add +2 to the
  Random Experience Level roll and +1 to the Random Skill roll.
  Regular units apply no modifiers. If playing a Green unit, a –2
  modifier applies to the Experience Level roll and a –1 modifier to
  the Random Skill roll.
  MERCENARY COMMANDS
  Each mercenary command possesses certain specialties
  and skills based on its experience and the abilities of its com-
  manders.
  The regiment descriptions in the Force Briefs
  Database discuss these characteristics in detail. The following
  game rules simulate these characteristics and are intended to
  supplement existing BattleTech and CBT: RPG rules.
  They
  should add variety to and enhance game play, but not give
  unfair advantage to players, and so gamemasters and players
  should all agree on any supplemental rule before using it in
  play. Similarly, players should feel free to modify any rule that
  seems inappropriate for their campaign.
  All of the following
  rules are considered Level 3 rules and are inappropriate for
  tournament play.
  RULES
  
  126
  RULES
  RANDOM UNIT ASSIGNMENT TABLE
  Light Units
  Equipment Rating
  Aerospace Fighters
  2D6
  A
  B
  C
  D
  F
  Vehicles
  (20 to 45 tons)
  2
  SPR-5F Specter [35]
  C-SK1 Cossack [20]
  ZPH-1A Tarantula [25]*
  MCY-98 Mercury [20]
  PNT-9R Panther [35]
  Centipede [20]H
  SPR-6D Sparrowhawk [30]
  3
  SCB-9A Scarabus [30]
  NTK-2Q Night Hawk [35]
  BH-K305 Battle Hawk [30]
  SDR-7M Spider [30]
  FS9-H Firestarter [35]
  Scorpion [25]T
  SL-21 Sholagar [35]
  4
  BZK-F3 Hollander [35]
  TLN-5W Talon [35]
  SDR-7M Spider [30]
  UM-R63 Urbanmech [30]
  UM-R60 Urbanmech [30]
  Blizzard [25]H
  TR-7 Thrush [25]
  5
  LCT-5M Locust [20]
  DRT-3S Dart [25]
  PNT-10K Panther [35]
  WSP-1S Wasp [20]
  JVN-10N Javelin [30]
  Hunter [35]T
  F-10 Cheetah [25]
  6
  DRT-4S Dart [25]
  ZPH-1A Tarantula [25]*
  FS9-S Firestarter [35]
  JVN-10F Javelin [30]
  WSP-1A Wasp [20]
  Galleon [30]T
  5B-27 Sabre [25]
  7
  BH-K305 Battle Hawk [30]
  BH-K305 Battle Hawk [30]
  JVN-10F Javelin [30]
  STG-3G Stinger [20]
  STG-3R Stinger [20]
  Pegasus [35]H
  CNT-1D Centurion [30]
  8
  HMR-3P Hammer [30]
  JA-KL-1532 Jackal [30]
  COM-5S Commando [25]
  LCT-1E Locust [20]
  LCT-1V Locust [20]
  Saladin [35]H
  SYD-Z1 Seydlitz [20]
  9
  WLF-2 Wolfhound [35]
  HMR-3M Hammer [30]
  WLF-1 Wolfhound [35]
  COM-3A Commando [25]
  COM-2D Commando [25]
  J. Edgar [25]H
  SPR-H5 Sparrowhawk [30]
  10
  SDR-8M Spider [30]
  WLF-2 Wolfhound [35]
  UM-R63 Urbanmech [30]
  FS9-S Firestarter [35]
  JR7-D Jenner [35]
  Cavalry [25]V
  SYD-Z2A Seydlitz [20]
  11
  EGL-2M Eagle [25]
  BZK-F3 Hollander [35]
  JA-KL-1532 Jackal [30]
  OTT-7J Ostscout [35]
  VLK-QA Valkyrie [30]
  Warrior [20]V
  CNT-1D Centurion [30]
  12
  AF1 Arctic Fox [30]
  SCB-9A Scarabus [30]
  BZK-F3 Hollander [35]
  MON-67 Mongoose [25]
  SDR-5V Spider [30]
  Yellow Jacket [30]V
  SYD-Z3A Seydlitz [20]
  Medium ‘Mechs
  Equipment Rating
  Aerospace Fighters
  2D6
  A
  B
  C
  D
  F
  Vehicles
  (50 to 70 tons)
  2
  FS9-O Firestarter [45]
  NGS-5S Nightsky [50]
  NGS-4S Nightsky [50]
  TBT-7M Trebuchet [50]
  CNS-3M Cronus [55]
  Drillson (SRM) [50]H
  LCF-R16KR Lucifer II [65]
  3
  VND-5L Vindicator [45]
  STY-3D Starslayer [50]
  TR-1 Wraith [55]
  GRF-3M Griffin [55]
  TBT-5N Trebuchet [50]
  Bandit [50]H
  LCF-R16K Lucifer II [65]
  4
  CNS-5M Cronus [55]
  BSW-S2 Bushwacker [55]
  STH-1D Stealth [45]
  SHD-2K Shadow Hawk [55]
  ENF-4R Enforcer [50]
  Vedette [50]T
  CSR-V12M Corsair [50]
  5
  CBR-O2 Cobra [45]
  STY-3C Starslayer [50]
  APL-1M Apollo [55]
  VND-3L Vindicator [45]
  CN9-D Centurion [50]
  Hetzer [40]W
  LCF-R15 Lucifer [65]
  6
  HBK-5S Hunchback [50]
  APL-1M Apollo [55]
  WTC-4M Watchman [40]
  HBK-5N Hunchback [50]
  HBK-4G Hunchback [50]
  Myrmidon [40]T
  CSR-V12 Corsair [50]
  7
  WVR-8K Wolverine [55]
  CLN-7W Chameleon [50]
  CLN-7W Chameleon [50]
  PXH-1D Phoenix  Hawk [45] PXH-1 Phoenix  Hawk [45]
  Drillson [50]H
  LTN-G15 Lightning [50]
  8
  SNT-O4 Sentry [40]
  KW1-LH3 Lineholder [55]
  KW1-LH3 Lineholder [55]
  WTH-2 Whitworth [40]
  GRF-1N Griffin [55]
  Goblin [45]T
  HCT-213 Hellcat [60]
  9
  LNX-9Q Lynx [55]
  CN-10B Centurion [55]
  BJ-2 Blackjack [45]
  BJ-2 Blackjack [45]
  SHD-2H Shadow Hawk [55]
  Maxim [50]H
  F-90 Stingray [60]
  10
  STY-3D Starslayer [50]
  SNT-O4 Sentry [40]
  HUR-WO-R4L Huron Warrior [50]HCT-3F Hatchetman [45]
  WVR-6R Wolverine [55]
  Condor [50]H
  TR-10 Transit [50]
  11
  CDA-3F Cicada [40]
  LNX-9Q Lynx [55]
  KIM-2 Komodo [45]
  WVR-10D Wolverine [55]
  DV-6M Dervish [55]
  Fulcrum [50]H
  SL-17 Shilone [65]
  12
  BJ2-O Blackjack [50]
  BJ2-O Blackjack [50]
  BSW-X1 Bushwacker [55]
  WTC-4M Watchman [40]
  BJ-1DB Blackjack [45]
  Condor (Laser) [50]H
  F-92 Stingray [60]
  Heavy ‘Mechs
  Equipment Rating
  Aerospace Fighters
  2D6
  A
  B
  C
  D
  F
  Vehicles
  (75 to 100 tons)
  2
  BHKU-O Black Hawk [60]
  MDG-1A Rakshasa  [75]
  GAL-2GLS Gallowglas [70]
  TDR-7SE Thunderbolt [65] TDR-5SS Thunderbolt [65]
  Typhoon [70]W
  STU-D6 Stuka [100]
  3
  YMN-6Y Yeoman [60]
  FLC-8R Falconer [75]
  HRG-LS-9000 Hercules [70]
  MAD-5D Marauder [75]
  CRD-3R Crusader [65]
  SRM Carrier [60]T
  SL-15B Slayer [80]
  4
  HEL-3D Helios [60]
  GAL-1GLS Gallowglas [70] WR-DG-02FC War Dog [75] GHR-6K Grasshopper [70]
  TDR-5S Thunderbolt [65]
  Ahukov [75]T
  TR-14 Transgressor [75]
  5
  RFL-6X Rifleman [60]
  ANV-3M Anvil [60]
  TDR-7SE Thunderbolt [65]
  TDR-9S Thunderbolt [65]
  GHR-5H Grasshopper [70]
  Bulldog [60]T
  CHP-W5 Chippewa [90]
  6
  TDR-7SE Thunderbolt [65]
  WHM-7M Warhammer [70]
  AXM-1N Axman [65]
  QKD-5M Quickdraw [60]
  RFL-3N Rifleman [60]
  Rommel [65]T
  STU-K5 Stuka [100]
  7
  ARC-8M Archer [70]
  TDR-9SE Thunderbolt [65]
  WHM-7M Warhammer [70]
  ARC-4M Archer [70]
  ARC-2R Archer [70]
  Manticore [60]T
  EGL-R6 Eagle [75]
  8
  WHM-8D Warhammer [70]
  PTR-4D Penetrator [75]
  GHR-6K Grasshopper [70]
  WHM-7M Warhammer [70] WHM-6R Warhammer [70]
  Patton [65]T
  TRB-D36 Thunderbird [100]
  9
  MTR-5K Maelstrom [75]
  QKD-8K Quickdraw [60]
  GAL-1GLS Gallowglas [70]
  ON2-M Orion [75]
  MAD-3R Marauder [75]
  Pike [65]T
  F-100 Riever [100]
  10
  ANV-3M Anvil [60]
  MAD-9M Marauder [75]
  PTR-4D Penetrator [75]
  GHR-5N Grasshopper [70]
  ON1-K Orion [75]
  Po [60]T
  TR-13 Transgressor [75]
  11
  CTS-6Y Cestus [65]
  GAL-2GLS Gallowglas [70]
  TMP-3M Tempest [65]
  MAD-9M Marauder [75]
  MLN-1A Merlin [60]
  LRM Carrier [60]T
  SL-15 Slayer [80]
  12
  AV1-O Avatar [70]
  BNDR-01A Bandersnatch [75]
  MTR-5K Maelstrom [75]
  AXM-1N Axman [65]
  GHR-5N Grasshopper [70]
  Von Luckner [75]T
  CHP-W7 Chippewa  [90]
  Assault ‘Mechs
  Equipment Rating
  2D6
  A
  B
  C
  D
  F
  Vehicles
  DropShips
  2
  SD1-O Sunder [90]
  HGN-732 Highlander [90]
  PPR-5S Salamander [80]
  AWS-9M Awesome [80]
  CGR-1A5 Charger [80]
  Schiltron [80]W
  ExcaliburS
  3
  SRC-3C Sirocco [95]
  TDK-7X Thunder Hawk [100] GUN-1ERD Gunslinger [85]
  BNC-5S Banshee [95]
  CP10-Z Cyclops [90]
  Alacorn [90]T
  IntruderS
  4
  HGN-732 Highlander [90]
  CP11-G Cyclops [90]
  STK-5S Stalker [85]
  CP11-G Cyclops [90]
  GOL-1H Goliath [80]*
  SturmFeur [85]T
  MuleS
  5
  CP12-K Cyclops [90]
  DVS-2 Devastator [100]
  LGB-7Q Longbow [85]
  LGB-7Q Longbow [85]
  AS7-D Atlas [100]
  Schrek [80]T
  TriumphA
  6
  VTR-10D Victor [80]
  GUN-1ERD Gunslinger [85]
  VTR-9K Victor [80]
  ZEU-9S Zeus [80]
  ZEU-6S Zeus [80]
  Ontos [95]T
  LeopardA
  7
  MR-V2 Cerberus [95]
  AWS-9Q Awesome [80]
  AS7-S Atlas [100]
  VTR-9K Victor [80]
  VTR-9B Victor [80]
  Demolisher [80]T
  UnionS
  8
  GUN-1ERD Gunslinger [85]
  STK-5S Stalker [85]
  AWS-9Q Awesome [80]
  AS7-S Atlas [100]
  AWS-8Q Awesome [80]
  Partisan [80]T
  SeekerS
  9
  LGB-12C Longbow [85]
  MR-V2 Cerberus [95]
  BLR-3M Battlemaster [85]
  CGR-SB Charger [80]
  STK-3F Stalker [85]
  Heavy LRM Car. [80]T
  OverlordS
  10
  BKW-7R Black Watch [85]
  LGB-12C Longbow [85]
  BNC-3S Banshee [95]
  STK-5M Stalker [85]
  BLR-1G Battlemaster [85]
  Behemoth [100]T
  CondorA
  11
  T-IT-N11M Grand Titan [100]
  NSR-9J Nightstar [95]
  MR-V2 Cerberus [95]
  AWS-9Q Awesome [80]
  BNC-3E Banshee [95]
  Challenger X [90]T
  GazelleA
  12
  MAD-4S Marauder II [100]
  PPR-5S Salamander [80]
  T-IT-10M Grand Titan [100] HTM-27T Hatamoto-Chi [80]
  BNC-3S Banshee [95]
  Schiltron [80]W
  AvengerA
  *This is a four-legged (quad) BattleMech.
  AAerodyne 
  HHover 
  SSpheroid 
  TTracked 
  VVTOL 
  WWheeled
  Note: If generating a mercenary command using the Creating a Mercenary Force rules, disregard the random DropShip table.
  
  127
  RULES
  Many of the following rules are specifically designed for use
  with the Creating Scenarios rules (see p. 103, BMR).
  Players
  should feel free to use them in other game situations if appropri-
  ate.
  Unless otherwise stated, the following rules apply to
  BattleTech games only.
  USING HIDDEN UNITS RULES
  Certain regiments can use the Hidden Units rules (see p. 83,
  BMR) to set up part or all of their forces when scenario circum-
  stances allow. If a scenario offers no such opportunity, the regi-
  ments cannot exercise this option.
  In a chase scenario, for
  example, both sides move right from the start, so neither side
  can employ these rules. In a stand-up fight scenario, however,
  one side can use the Hidden Units rules. Players must decide
  for themselves if a scenario accommodates the use of hidden
  units; in all cases, both players must agree before using the rules
  in a scenario.
  If the rules for a scenario type already call for hidden units,
  ignore the regiment’s special ability to set up hidden units.
  OVERLAPPING ABILITIES AND
  ADVANTAGES
  If opposing forces possess identical abilities or advantages,
  the advantages cancel each other out. For example, if two oppos-
  ing units both have the advantage of choosing the side of the map
  from which they enter, ignore the advantage and instead deter-
  mine entrance edges using standard rules.
  BANKING INITIATIVE
  Some mercenary commands possess an innate grasp of the
  ever-changing battlefield.
  They can take advantage of this by
  electing to give up initiative only to seize it later in combat.
  In game play, the player controlling these forces may, before
  making the Initiative roll, choose to give the initiative to his oppo-
  nent. For each two turns the controlling player elects to lose ini-
  tiative in this manner, he may—at a later turn, and before mak-
  ing his Initiative roll—choose to take the initiative. The control-
  ling player may only “bank” up to two Initiative rolls (giving up
  four beforehand) at any one time in this way. For purposes of
  any other special abilities, consider the opponent to have won or
  lost the initiative (as appropriate) by a margin of 1.
  FORCING THE INITIATIVE
  Several mercenary commands have the ability to “force the
  initiative” and gain bonuses to their Initiative rolls in BattleTech
  games. The bonus is equal to the number of enemy units the side
  destroyed in the previous turn, reduced by the number of its own
  destroyed units.
  For example, a side with this capability receives a +2
  Initiative bonus if it destroyed four enemy units and lost two of its
  own during the previous turn.
  OFF-MAP MOVEMENT
  Some mercenary units are proficient in tactical movement
  behind the lines of combat. Commands with the off-map move-
  ment ability may move units off the map during play. These units
  re-enter play at a predetermined map edge. A player may only
  use this ability if the scenario type allows for it. For example, an
  offensive force may not use this ability in breakthrough scenarios;
  in a hold-the-line scenario, the defending force cannot use off-
  map movement.
  To use this ability, the controlling player writes down the exit
  hex and mapsheet of each unit moving off-map. The controlling
  player then writes down the hex, mapsheet and turn at which
  each unit will re-enter. Before re-entering the map, an exiting unit
  must remain off the map for the amount of time it would take to
  travel from its exit hex to its entrance hex. To calculate this travel
  time, count the number of blank half hexes along the map edges
  between the entrance and exit hexes. Then divide this number by
  the unit's Running/Flank MP rating (rounding fractions up). The
  result is the minimum number of turns the unit must remain off the
  map. The controlling player can delay the unit's re-entry beyond
  this period if he desires, but must select the re-entry turn when
  the unit leaves the map.
  Each returning unit re-enters the map in the End Phase of
  the turn noted on its “written orders.” At that time, the opposing
  player can check the unit’s orders to make sure the move was
  legal. If the move was illegal, the unit is considered destroyed
  and removed from play. (A move is illegal if the unit does not
  remain off the map for the required travel time or does not enter
  at the location and turn noted on its written orders.) In a cam-
  paign setting, these "destroyed" units may be brought back into
  play in a later battle, since they are actually lost rather than
  destroyed.
  If a returning unit is supposed to enter the map in a hex con-
  taining an enemy unit, or containing a friendly unit that would vio-
  late the stacking limits of the hex, the returning unit is placed in a
  hex of the opposing player’s choice adjacent to the intended entry
  hex.
  Once the returning unit has re-entered the map, any enemy
  unit adjacent to it may immediately attack it using the rules for
  Point Blank Shots from Hidden Units (see p. 83, BMR).This attack
  does not restrict the attacking unit's ability to make attacks in the
  following turn.
  Units off the map cannot engage in combat. If the opposing
  force destroys all the units remaining on the map before off-map
  units return, the battle is lost.
  OVERRUN COMBAT
  Some mercenary commands are capable of “overrun” com-
  bat during BattleTech games.
  Under certain circumstances,
  these forces may fire before the enemy units can move or fire.
  When rolling Initiative for overrun-capable forces, note the
  die roll result’s margin of success. Divide the margin of success
  by 2 and round fractions down. The result equals the number of
  
  128
  individual units that may move, designate their targets and fire
  before any other units move and fire. “Extra” successes (such
  as when the player has more successes than there are units
  available to move) do not carry over in to later turns. For exam-
  ple, an overrun-capable force makes an Initiative roll of 11, while
  its opponent rolls a 6. That gives the overrun-capable force a
  Margin of Success of 5, allowing two units to move and fire
  before any opposing units may move (5 divided by 2 is 2.5,
  rounded down to 2).
  Units employing the overrun capability do not take part in the
  normal move/fire sequence and so do not count when determin-
  ing how many units each side must move when alternating turns
  during the Movement, Reaction and Weapon Attack phases.
  Overrunning units make physical attacks as normal during the
  Physical Attack Phase.
  EQUIPMENT RATINGS
  A letter in parentheses follows the name of each of the mer-
  cenary commands  described  below. This letter is the unit’s
  equipment rating, which represents the force’s access to
  advanced BattleMechs and other equipment. This includes
  access to refit kits, exceptional
  salvage, the purchase of new
  designs and preserved (or
  recovered) Star League-era
  technology. Players can use
  the rating when assigning
  ’Mechs to a unit with the
  Random 
  Unit 
  Assignment
  Table, or when building a mer-
  cenary unit according to the
  rules starting on page 137.
  If using an alternate gen-
  eration method or if exercising
  a commander’s prerogative to choose ‘Mechs, the equipment rat-
  ing can serve as a guideline for those choices.
  FORCE-SPECIFIC RULES
  The following write-ups describe abilities and limitations spe-
  cific to various individual, named mercenary commands.
  ALWAYS FAITHFUL (B)
  The Always Faithful cannot acquire Clan ’Mechs. The Faithful
  are immune to intimidation, so no opponent can force the initiative,
  and the Seventh Striker Battalion can use off-map movement.
  ARCADIANS (A)
  When randomly rolling to determine force composition, the
  Arcadian commander may choose to roll on the “B” or lower column
  of the Random Unit Assignment Table: Federated Suns (see p. 224,
  Field Manual: Updates or p. 139, Field Manual: Federated Suns)
  instead of using the “A” column on the Mercenaries Table. The
  Arcadians may use off-map movement. Furthermore, all Arcadian
  MechWarriors and vehicle crews make ranged attacks with LRMs,
  PPCs, Gauss rifles, large lasers and Autocannon 2s (including ER,
  LB-X, light, pulse, RAC and Ultra weapons, as appropriate) at a –1
  to-hit modifier.
  AVANTI’S ANGELS (C)
  Any mercenary force fighting against the Angels must inform
  the Angel commander of any specialties its members have, after
  which the tailored fighting style of the Angels gives its commander
  two options. The first option allows the commander to take a +2
  Initiative bonus. The second option allows him to take a +1 Initiative
  bonus and apply a one-point penalty to any special ability pos-
  sessed by the opposing force that generates a modifier.
  If forced into a defensive position by losing more than half of
  their starting units, rounding down, the Angels lose all bonuses and
  suffer a –2 Initiative penalty. This penalty is cumulative with any
  bonuses the enemy unit receives.
  BANNOCKBURN’S BANDITS (C)
  Bannockburn's Bandits may elect to hold half their force in
  reserve. This reserve force may not enter the board until after the
  third turn of fire, but may then do so along any map edge.
  When 
  employing 
  their
  infantry forces alone, or in con-
  junction with HQ Company, the
  Bandits receive the Banking
  Initiative special ability.
  When operating on the defen-
  sive, Huey Company may conceal
  one infantry platoon forward of the
  map’s halfway point (toward the
  opponent’s home edge) per the
  normal hidden unit rules. This pla-
  toon may then act as artillery spot-
  ters.
  BARRET’S FUSILIERS (C)
  The Fusiliers favor combined-arms operations, and prefer to
  deploy mixed company-sized forces consisting of a lance of ’Mechs,
  armor and infantry with TAG (or a lance of aerospace in conjunction
  with the infantry/TAG and guided munitions). When deployed in the
  field this way, the Fusiliers receive a +2 Initiative bonus against their
  opponents. However, once they lose any component of this mixed
  company (such as a full lance of armor) the Initiative modifier
  becomes a –1 penalty.
  BATTLE MAGIC (A)
  Battle Magic has one of the Inner Sphere’s premier techni-
  cal-support crews, renowned for their customization and repair
  skills. The force therefore receives a +3 bonus to dice rolls when
  using Scavenging and Repair rules (see pp. 87-94 BMR). Also,
  garrison and cadre duty pays twice the standard fee for this mer-
  cenary command. Additionally, all Battle Magic warrior charac-
  ters automatically receive three Technician or Gunsmith skills at
  a +1 bonus.
  RULES
  NAMED MERC UNITS EQUIPMENT
  RATING TABLE
  Rating
  Description
  Example
  A
  Heavy Upgrades
  Kell Hounds
  B
  Good Upgrades
  Blue Star Irregulars
  C
  Fair Upgrades
  Avanti’s Angels
  D
  Average Upgrades
  Mobile Fire
  F
  Poor Upgrades
  Canopian Highlanders
  
  129
  BLACK OUTLAWS (A)
  The Black Outlaws are experienced Clan fighters and particu-
  larly adept at countering the tactics used by Clan Wolf. They can
  also manipulate the spirit of a Trial without violating the letter of its
  rules. When fighting any Clan force other than Clan Wolf, they
  receive a +1 Initiative bonus. If Level 1 Clan Rules of Engagement
  (ROEs) are being used (see pp. 122-124, The Clans: Warriors of
  Kerensky), this bonus rises to +2. Double these bonuses if the
  Outlaws’ opponents are warriors of Clan Wolf (i.e. +2 in a standard
  Trial, +4 in a Level 1 Trial).
  At any time during a Trial against Clan opponents when Level
  1 or 2 ROEs are in effect, the Outlaws player can sacrifice this
  Initiative bonus and use it to cause Clan opponents to violate the
  Trial in which they are participating. In doing so, the Outlaws play-
  er nominates one Clan unit during the turn before the Weapon
  Attack Phase. Any and all shots fired by this opponent that miss the
  intended target must then be re-rolled against the next nearest
  Outlaw unit, with an additional +2 to-hit penalty for unintentional fire.
  If any of these “missed shots” hits the other Outlaw unit, the Clan
  rules of engagement are violated. The Outlaws player can then
  freely “violate” Clan ROEs and concentrate fire on the “offending”
  Clan unit in subsequent turns.
  BLACKHEARTS (B)
  Blackhearts are masters of nighttime operations and ambush-
  es, and can operate in the nighttime as freely as they do in the day.
  The Blackhearts player may thus place up to half his units using
  hidden unit rules, but only when the scenario is being played under
  nighttime conditions.
  Blackhearts units hidden in this fashion
  receive one free turn of weapons fire even before the opposing
  force has a chance to move. Finally, the Blackhearts do not suffer
  the +2 nighttime to-hit penalty.
  BLUE STAR IRREGULARS
  1894th Light Horse (A)
  The 1894th gains a +2 Initiative bonus when fighting against
  any Jade Falcon forces and a +1 Initiative bonus against any other
  Clan. Furthermore, the Light Horse commander may veto any sin-
  gle dice roll result or choice by the opposing commander when
  selecting terrain maps for a given scenario, forcing a re-roll or a dif-
  ferent choice, but only if the Light Horse force includes any of its
  infantry detachment.
  When acting as the attacker in any scenario, the Light Horse
  commander may use the force’s rapid strike advantage, moving
  onto the map as normal, while the opposing player may only
  deploy half his starting force in the first turn.
  The remaining
  enemy forces must then be divided into two equal-sized groups
  that move onto the map from their home edge on Turns 3 and 5.
  Which of these two groups is deployed first must be chosen at
  random, though the controlling player may choose which specific
  units do not deploy in the first turn and the compositions of each
  of the un-deployed groups.
  21st Rim Worlds (A)
  The 21st Rim Worlds receives a +2 Initiative bonus against the
  Jade Falcons and a +1 Initiative bonus against any other Clan.
  Additionally, all Rim Worlds forces gain a +1 Initiative bonus for
  nighttime combat.
  BROADSWORD LEGION (B)
  The Broadsword Legion is adept at small-unit tactics and gains
  a +1 Initiative bonus when deployed in a force comprised of three
  Level IIs or less (18 or fewer battlefield units). They are also adept
  at fighting on the move and reduce their attacker movement to-hit
  modifiers for Running/Flanking by one, but only when no enemy
  units are within 10 hexes of a Legion unit and the scenario is not
  taking place under nighttime conditions. Normal modifiers apply for
  Walking/Cruising and Jumping movement, however.
  When engaged in close combat (any enemy unit within 10
  hexes or less of an active Legion unit), the Legion gains a +2
  Initiative bonus and all warriors gain a +1 to-hit modifier for all
  Weapon Attack rolls, but suffer all normal modifiers. Legion units
  suffer only a +1 to-hit modifier for nighttime combat rather than +2.
  BRONSON’S HORDE (D)
  Bronson’s Horde may use the Off-Map Movement special
  ability. In addition, if the Horde destroys more than one-sixth of the
  opposing force’s ’Mechs in a single turn, during the following turn
  the opposing force suffers a –2 Initiative penalty. If, during any
  turn, half the remaining enemy ’Mechs are destroyed, the remain-
  ing enemy force must either retreat directly toward that player’s
  home edge at maximum Movement or move normally, but at half
  MP (rounding down). This retreat continues for the rest of the sce-
  nario, unless the controlling player can rally his troops (thus stop-
  ping the retreat and regaining full mobility) with a successful
  Leadership Check (if using CBT: RPG rules) or a simple 2D6 roll
  result of 8 or better.
  BULLARD’S ARMORED CAVALRY (F)
  Because of inexperience stemming from the loss of so many
  members, Bullard’s Armored Cavalry automatically loses Initiative
  for the first two rounds of any scenario. Afterwards, the Bullard’s
  force suffers a –1 penalty to all Initiative rolls. However, to reflect
  their cavalry-charge style of combat, all Armored Cavalry units that
  mass their fire by lance against a single target (i.e. devote weapons
  from four or more units against a single opposing unit) gain a –1 to-
  hit modifier to all ranged weapon attacks.
  BURR’S BLACK COBRAS (D)
  The Black Cobras may use the Off-Map Movement special
  ability. Also, the Cobra commander must move at least one-third of
  his forces onto the map during Turn 1 from his home edge and must
  thereafter maintain at least a third of the Cobra forces on the map.
  This amount is determined only at the end of a Movement Phase in
  which the unit(s) leaves the map, before weapons fire, so battle
  attrition during that turn thereafter does not affect it.
  RULES
  
  130
  CAESAR’S COHORTS (D)
  The Cohorts excel in combat at the company and battalion
  level, and routinely employ echelon formations while in combat
  for mutual support and to confuse enemy fire. To reflect this,
  Cohorts units must keep their lances tightly packed together dur-
  ing movement, with all lance members maintaining a distance no
  greater than one hex removed from its nearest lancemate. While
  operating in such tight formations, all adjacent units produce an
  additional +1 target movement modifier for any enemy weapon
  attacks. When fighting in terrain that affords them better cover
  (such as woodlands, hilly or urban terrain) they gain an addition-
  al +1 defensive modifier while moving in the same formations.
  CAMACHO’S CABALLEROS (B)
  All MechWarriors receive a –1 Piloting Skill modifier and a +1
  Gunnery Skill modifier. Thanks to the skill of the Scout Company,
  the Caballeros’ opponent must reveal the location of any hidden
  units he has on the map.
  CANOPIAN HIGHLANDERS (D)
  The First Battalion gains a +1 Initiative bonus when acting
  as the defenders in a scenario. The Second Battalion prefers
  drawn-out engagements, and in a refereed campaign gains a +1
  Initiative bonus for every battle fought immediately after the
  first. The maximum bonus is +3, gained in the fourth battle. If
  there is a break of more than twelve hours between two battles,
  begin counting the bonus again from 0.
  The Third Battalion
  uses fire to force its enemy's hand. All target numbers for inten-
  tionally starting fires are lower by 2 for the Third Battalion.
  21ST CENTAURI LANCERS (A)
  The Lancers gain a +2 Initiative bonus for all terrain types
  except wastelands, mountains and woods; these types of terrain
  limit the bonus to +1. This force also receives an additional +1
  Initiative bonus in night or non-standard gravity conditions.
  CLEAN KILL (F)
  Due to friction between the artillery officer and the major, all
  artillery strikes suffer a +1 to-hit modifier while Phormes Bullard
  is in play.
  Bludgeon Company's first lance gains a +1 Initiative bonus
  when fighting in urban terrain.
  CRIMSON CRUSADERS (C)
  The warriors of this command can fire at long range almost as
  well as at medium. In place of the standard +4 long-range to-hit
  modifier, apply a +3 modifier. However, they are correspondingly
  less skilled at close-in fighting. Crusaders suffer a +2 to-hit modifi-
  er for all physical attacks; the minimum range of a Crusader’s
  weapon is extended by one hex (if a weapon did not previously
  have a minimum range, it has a minimum range of 1 hex). If more
  than half the Crusaders or the Crusader commander are engaged
  at close quarters (within six hexes of an enemy unit), the command
  suffers a –1 Initiative penalty.
  51ST DARK PANZER JAEGERS (B)
  The Jaegers receive a +2 Initiative bonus when fighting
  pirates. At the start of any scenario where all Jaeger units
  mount only energy weapons, the command receives a +2
  Initiative bonus.
  DIOSCURI (A)
  The warriors of this force’s Second Battalion may employ errat-
  ic piloting, making them harder to hit. For the cost of 1 Movement
  Point, a ’Mech receives a +1 to-hit modifier for all weapon attacks
  but also increases its target movement modifier by  +1.The control-
  ling player may spend up to 2 Movement Points in this way, except
  for the command lance. For that lance, the player may spend 3
  Movement Points, but must immediately make a Piloting Skill Roll to
  keep his units from falling.
  If the Dioscuri contains any VTOLs in its forces at the beginning
  of the scenario, these units may use the Off-Map Movement special
  ability at double the standard travel time.
  DISMAL DISINHERITED 
  When rolling to randomly determine lance composition, twice
  per lance the player controlling any of the Disinherited units may roll
  on the Random ’Mech Assignment Table: Federated Suns (see p.
  224, Field Manual: Updates or p. 139, Field Manual: Federated
  Suns) or the Random ’Mech Assignment Table: Lyran Alliance (see
  p. 226, Field Manual: Updates or p. 127, Field Manual: Lyran
  Alliance), though at one equipment category lower. For example,
  instead of rolling on the “B” column, the Disinherited would roll on
  the “C” column on these tables.
  First Dismal Disinherited (B)
  When rolling to randomly determine lance weight, apply a –2
  penalty. In any scenario where the First Disinherited are the defend-
  ers, the player running the Disinherited may choose all of the maps
  to be used; if the unit is the attacker, the player running the force
  may choose half of the maps, even if another force’s special abilities
  would otherwise allow that force’s players to select the maps. In
  addition, the player controlling the First may always select his force’s
  own home edge.
  The First Dismal Disinherited may use the
  Overrun Combat and Force the Initiative special abilities.
  Second Dismal Disinherited (B)
  When rolling to randomly determine lance weight, apply a +2
  bonus. When operating alongside any units from the First Dismal
  Disinherited, the Second gains a +2 Initiative bonus. The Second
  may also make use of the Overrun Combat special ability.
  Third Dismal Disinherited (B)
  In any scenario in which more than two thirds of the Third
  Dismal Disinherited’s ’Mech complement is jump-capable, the force
  gains a +2 Initiative bonus.
  RULES
  
  131
  THE DRAGONSLAYERS (C)
  In any scenario where each side fields less than a compa-
  ny, the Dragonslayers receive a +1 Initiative bonus. When cal-
  culating the size of the forces involved, count BattleMechs as a
  single unit, vehicles as half a unit and infantry as a quarter of a
  unit. If the total adds up to less than 12, the force is considered
  to be less than a company.
  When facing troops from the Draconis Combine, the
  Dragonslayers receive a +1 to-hit modifier to any ranged attack that
  they make, and a –2 to-hit modifier to all physical attacks.
  FEDERATED FREEMEN (B)
  When randomly rolling to determine force composition, the
  Freemen commander may choose to roll on the “C” or lower col-
  umn on the Random ’Mech Assignment Table: Federated Suns
  (see p. 224, Field Manual: Updates or p. 139, Field Manual:
  Federated Suns) instead of using the “B” column on the
  Mercenaries Table. The Federated Freemen may use the Force
  the Initiative and Overrun Combat special abilities. In any battle in
  which the Freemen use both BattleMechs and hovercraft, the force
  gains a +1 Initiative bonus. The Freemen gain an additional +1
  Initiative bonus if all BattleMechs and vehicles fielded at the begin-
  ning of the battle have a Walking/Cruise speed of 5 MP or better.
  FIGHTING INTELLECTUALS (B)
  Any time the Intellectuals begin a scenario without any air sup-
  port (aerospace units; VTOLs do not count), they suffer a –1
  Initiative penalty. If this command employs both its air lances, how-
  ever, the controlling player may not field more than two BattleMech
  lances. The Intellectuals’ infantry detachment may not engage in
  anti-BattleMech swarm or leg attacks when used in any scenario.
  FIST OF MOKAL (B)
  This unit prefers mobility to standing and delivering, and
  has tailored its tactics accordingly. When choosing ‘Mechs for
  this command, re-roll any ‘Mech that is not equipped with jump
  jets (but the second roll stands, even if it does not yield a jump
  jet-equipped unit). In urban or forest settings, the Fist of Mokal
  receives a +1 additional terrain cover modifier. In addition, as
  soon as any enemy unit closes to within 10 hexes of any Fist
  unit, the Fist of Mokal receives a +2 Initiative bonus.
  THE FURIES (B)
  The Furies can use their exceptional skill at outflanking their
  opponents to aid them in choosing the battlefield. In any randomly
  generated scenario, the Furies player may choose the placement
  of all mapsheets (but not the mapsheet types) or choose which
  map edge to use as his home edge.
  If Chris Fury's Second Company is in play, then the unit con-
  taining the enemy commander is always known, even if the Furies
  normally would not have that information.
  When using CBT: RPG rules, every warrior in the Furies has
  the Technician/Mechanic Skill at +1.
  GREEN MACHINE (F)
  Alpha Company's Piloting/Gunnery suffers +1 penalty if
  Captain Slyghe is taken out of action or is absent. Captain
  Slyghe is a "genius", and when she is present, Alpha's player
  may use the Banking Initiative special ability. Bravo Company
  routs if Captain Willard dies. For Charlie Company, roll 1D6.
  If the result is 1 or 6,  the company suffers a –1 Initiative
  penalty; this indicates that Captain Margrove is either drunk
  or depressed.
  GREENBURG’S GODZILLAS (C)
  The Godzillas techs can mock up the exterior of any ’Mech
  to appear like any other.
  When using the Concealing
  Information rules (see p. 51, Maximum Tech) this deception
  can be performed with up to half of the ’Mechs fielded in a sce-
  nario. The controlling player must designate the type and the
  precise model being mimicked on a scrap of paper before the
  game starts.
  An opponent only becomes aware of the deception when a
  ’Mech so altered performs an action that does not match the
  performance profile of the unit it is mimicking (such as fire a
  weapon it should not have, moving faster than it should or
  jumping when it can’t). A unit mounting an active probe moving
  into effective range automatically uncovers the deception.
  HARCOURT’S DESTRUCTORS (D)
  Harcourt's Aliens deploys its better technology in the lighter-
  weight Harcourt's Aliens battalion, leaving older, heavier
  machines to Drummond's Destroyers. To reflect this, players
  deploying the Harcourt Aliens' battalion may choose to roll on
  the C column for half of their force, but must also apply a –1
  when determining random weight classes for all Aliens' 'Mechs.
  Conversely, the Drummond's Destroyer's player must roll half of
  all Destroyers' 'Mechs using the F column, but may apply a +1
  to their random weight rolls.
  In scenarios where the Harcourt's Aliens battalion oper-
  ates without support, the Destructors gain a +1 Initiative bonus,
  reflecting their emphasis on independent operations. In this sit-
  uation, the Aliens reduce by 1 any to-hit penalties for attacker
  movement.
  If the Aliens must cooperate with Drummond's
  Destroyers, the Destructor player suffers a –1 Initiative penalty,
  but may deploy all units from the Destroyers battalion using
  Hidden Unit rules (unless the scenario rules forbid).
  Forbes' Cavaliers, the Destructor's vehicle command, is
  adept at deploying infantry under fire, and may deploy infantry at
  any point during their movement by spending 3 MP (rather than
  spending 1 MP and deploying at the end of movement). The dis-
  mounted infantry unit is allowed to move immediately after dis-
  mounting, but may not make any attacks during that turn.
  RULES
  
  132
  RULES
  HARLOCK’S WARRIORS (B)
  The Warriors are decent enough as a force, but as individ-
  uals they excel. If a member of the Warriors is fighting some-
  one in an agreed-upon duel or has isolated one opponent, he
  receives a –1 to-hit modifier for all attacks and a –1 modifier for
  Piloting rolls. This bonus is lost if another member of Harlock's
  Warriors intercedes or the Warrior attacks a different target.
  HELL’S BLACK ACES (A)
  If deployed with two or more wings of fighters, or a single
  wing backed by the Titan carrier, the Aces intimidate the oppos-
  ing force and automatically win the Initiative for the first three
  turns. Additionally, Hell’s Black Aces intimidate others when-
  ever the Aces outnumber their opponents and they destroy two
  or more enemy units in the same turn. If both these conditions
  are met, the opposing force suffers a +1 to-hit modifier against
  the Aces in the following turn.
  First and Second wings gain a +1 Initiative bonus when
  fighting in vacuum. First Wing gains an additional +1 Initiative
  bonus when debris and/or asteroids are on the map. Second
  Wing gains an additional +1 Initiative bonus when a WarShip is
  present on the map. Third Wing gains a +1 Initiative bonus
  when fighting in atmosphere.
  When making attacks against
  ground targets, members of Third Wing receive a –1 target
  movement modifier. If, however, elements from Third Wing are
  present with either First or Second Wings, all wing-specific
  Initiative bonuses are lost.
  HSIEN HOTHEADS (B)
  The Hsien Hotheads can elect to keep a third of their force
  in reserve at the beginning of the game. To deploy this reserve,
  the controlling player announces that he is doing so at any
  point during the Movement Phase and rolls 1D6. If the result is
  1 through 5, this shows the number of turns’ delay before the
  reserve arrives. The player may bring the reserve force on the
  map from the edge of his or her choice after the elapsed num-
  ber of turns. If the result is 6, the reserve drops directly onto the
  map in the next turn.
  JACOB’S JUGGERNAUTS (D)
  The Juggernauts may use hidden units rules for armor
  units unless the scenario precludes it (for example, break-
  through scenarios). Captain McDaniels’ tactical ability grants
  the command a +1 Initiative bonus, provided that the starting
  force at the beginning of the scenario is no larger than a
  strengthened company.
  KELL HOUNDS
  When rolling up random ’Mech assignments, the Kell
  Hounds player may roll on the Random Unit Assignment Table:
  Clan Wolf (in Exile) (see p. 217, Field Manual: Updates) once
  per lance. In addition, the Kell Hounds player may swap any
  two weapons on one Inner Sphere ’Mech per lance with a Clan
  technology weapon, so long as the total tonnage of the
  exchanged weaponry is equal and the ‘Mech’s record sheet
  shows enough room in critical spaces.
  The Wild Hunters (A)
  Beginning in Turn 5, any opposing force facing the Wild
  Hunters loses any Initiative bonus it may have had, unless it
  outnumbers the Hounds by two-to-one or more at the start of a
  turn. If the Wild Hunter force is two battalions or better, they
  may send out flanking units using the Off-Map Movement spe-
  cial ability, though no more than one-third of the Hunters’ cur-
  rent force may be deployed in this fashion.
  Because of their expertise in urban terrain, no pointblank
  shots may be fired against members of the Third Company of
  the First Battalion when they are fighting in an urban setting.
  The Third Company of Second Battalion gains a +1 Initiative
  bonus when fighting on any wetlands terrain, or when fighting
  underwater. The Third Company of Third Battalion gains the
  same +1 bonus in wooded terrain, and may torso twist at any
  time—even between shots—though all ’Mechs are permitted
  only a single torso twist per turn.
  The Scrapping Pack (A)
  If fighting the Scrapping Pack at night, an opposing force
  loses any Initiative bonus it normally receives for terrain and
  mission type. Also, every warrior of the Scrapping Pack suffers
  a +1 to-hit modifier for night combat rather than +2.
  The 213th Company gains a +1 Initiative bonus in zero-G or
  low-G (under 0.5 G) combat.
  In standard gravity, this force
  receives a +2 to-hit modifier rather than the usual +3 for jumping.
  When the 223rd Company is the attacker in a scenario, it
  automatically wins Initiative for the first three turns, during
  which time enemy units not rated Elite may only move at
  Walking/Cruising speed. In addition, the 223rd receives a +1
  Initiative modifier as long as its numbers equal more than half
  that of the opposing force.
  The 233rd gains a +1 Initiative bonus in harsh weather con-
  ditions such as fog or heavy rain (see p. 11, Maximum Tech),
  and an additional +2 bonus if fighting in a non-standard hostile
  environment such as swamp, jungle or ultra-heavy woods (see
  p. 10, Maximum Tech).
  The 251st Pathfinders may use the Off-Map Movement
  special ability.
  KHORSAKHOV’S COSSACKS (B)
  Mikhail Khorsakhov’s tactical guidance gives the Cossacks a
  –1 Initiative bonus on mountain, hill, badlands and wooded terrain.
  If at any time the Cossacks field more ’Mechs than the opposing
  force, however, they gain a +1 Initiative bonus from sheer intimida-
  tion. If they destroy three enemy BattleMechs in a single turn, they
  automatically win Initiative in the next turn. The fighter wing also
  gains an intimidation bonus if matched against less experienced
  pilots; in this case, the opposing force suffers a +1 to-hit modifier.
  
  133
  RULES
  KILLER BEES (C)
  All Killer Bees units can employ the Off-Map Movement
  special ability. For conventional vehicles, any roll on a Random
  Vehicle Table that produces a result other than a VTOL may be
  re-rolled once. The Bees only deploy light ‘Mechs.
  As expert scouts, specialized in infiltration, the Bees can
  deploy up to half their force anywhere on the map as hidden units,
  even when this option is not normally available (such as when the
  force is the attacker in a hold-the-line or breakthrough scenario).
  KNIGHTS OF ST. CAMERON (A)
  Because of their past reputation, the Knights constantly
  surprise their opponents with their newfound tactical excel-
  lence.
  The force receives a +3 Initiative bonus against any
  force they are facing for the first time in a campaign.
  Clan forces facing the Knights must honor the rules of zell-
  brigen (the Clan rules of engagement) until the Knights (or an
  allied force) break zellbrigen.
  THE KRUSHERS (A)
  In low-visibility conditions such as night combat, fog or
  dusk, attacks made by the Krushers suffer only half the usual
  to-hit modifier, rounded up.
  LANGENDORF LANCERS (A)
  The Lancers player can choose up to half his units rather
  than roll randomly for them. However, the choice is limited to
  the medium weight class of the Random Unit Assignment Table
  (p. XX), and the player cannot select Clan units.
  The Lancers receive a +1 Initiative bonus when fighting as
  the defender in a scenario, but suffer a –1 penalty when acting
  as the attacker.
  When attacking, Lancer units may fire any
  weapon that uses ammunition freely until half the ammunition
  is expended (divide the maximum load of the weapon by 2,
  rounding up). After this point, the weapon can only be fired if
  the to-hit target number is 9 or less.
  LETHAL INJECTION (D)
  Lethal Injection can choose to have up to 20 percent
  (rounding down) of their force enter from the same side of the
  map that the enemy did.
  This may happen during the
  Movement Phase no sooner than Turn 5 and may not be done
  if Major Ramsay is leading the force.
  If Major Mosely’s force is involved in the battle, the force
  gets a +1 Initiative bonus as long as the enemy does not out-
  number them. If the enemy outnumbers Major Mosely’s force
  and the force has taken more than three losses for every two it
  has inflicted, they incur a –1 Initiative penalty as Major Mosely
  attempts to pull the force back under control.
  LINDON’S BATTALION (A)
  When using the Random Unit Assignment Table, the
  Battalion’s controlling player should re-roll any time a dice roll
  result indicates a ’Mech design created later than 3050. The
  second roll result is valid, regardless of the ’Mech acquired.
  For this purpose, the year of a ’Mech design’s creation is the
  date of the Technical Readout in which the ’Mech appears, and
  is also listed on the ’Mech’s record sheet.
  When using the Random Mapsheet Tables (see p. 107,
  BMR), the commander of Lindon’s Battalion may alter any dice
  roll results by 1 or 2. The controlling player must choose the
  result to be changed before the roll is made. Before play com-
  mences, the Battalion player may hide up to half his or her forces
  using hidden units rules. In scenarios that normally preclude hid-
  den units, such as a chase scenario, the player may hide up to
  one-fourth of the force, but the concealed units must be the
  fastest units available in the current scenario (i.e. have the high-
  est Running MP).
  Hidden units are forbidden only in break-
  through or similar scenarios that specifically describe the enemy
  as trapping or getting ahead of Lindon’s Battalion.
  Lindon’s Battalion may hide BattleMechs in Clear hexes,
  but not Paved ones. A hidden unit in a Woods hex cannot be
  found unless the enemy attempts to move through that hex. For
  the purpose of finding Lindon’s Battalion ’Mechs hidden in a
  Light or Heavy Woods hex, the effective range of a Beagle
  active probe is halved (round down).
  LONE STAR REGIMENT (B)
  When acting as defender in any scenario, the ’Mechs of
  the Lone Star Regiment gain a +1 initiative bonus and increase
  all defensive modifiers based on terrain by +1 (Lone Star units
  gain a +2 defensive modifier for Light Woods, +3 for Heavy
  Woods, +4 for partial cover, and so on). When acting as the
  attacker, these bonuses are lost.
  LONGWOOD’S BLUECOATS (D)
  When rolling for ’Mechs for Longwood’s Bluecoats, the player
  may roll once on the C column of the Random ’Mech Assignment
  Table: Periphery (see p. 228, Field Manual: Updates or p. 146,
  Field Manual: Periphery) per lance. First Battalion and Command
  Company may also roll once on the C column of the Random Unit
  Assignment Table: Federated Suns (see p. 224, Field Manual:
  Updates or p. 139, Field Manual: Federated Suns) per lance.
  In wetlands or flatland terrain, the Bluecoats suffer a –2
  Initiative penalty and a +1 to-hit modifier to all weapon and
  physical attacks.
  In any urban terrain where the Bluecoats force includes
  elements of the Bluecoat Pikemen infantry, all Bluecoat infantry
  and half the Bluecoat ’Mech force may deploy using the hidden
  units rules and are eligible for pointblank shots per the rules on
  p. 83, BMR.
  Furthermore, the Bluecoats gain a +2 Initiative
  bonus when fighting in such conditions, and the enemy force
  may not set up hidden units or make pointblank shots. These
  rules remain in effect until the last of the Pikemen infantry are
  destroyed. Finally, any indirect LRM fire spotted by members of
  the Pikemen receives a –1 to-hit modifier.
  
  134
  RULES
  MARKSON'S MARAUDERS (B)
  When rolling for heavy ’Mechs for Markson's Marauders,
  the player may only accept results if the ’Mech has a Running
  MP of 9 or better (this counts if the unit can achieve such a
  movement rate through the use of MASC or TSM). If no accept-
  able result is attained on the first roll, then re-roll. If the second
  result is still unacceptable, then the player must trade his heavy
  ’Mech for a roll on either the medium or light ’Mech columns.
  The Marauders player may not roll on the assault ’Mech column.
  If the Marauders are the attacker in a scenario, they may
  decide to withhold up to half of their force and deploy those units
  at the beginning of any turn, entering on any edge of the map
  except the opponent's home edge.The Marauders may also use
  the Force the Initiative and Overrun Combat special abilities.
  MOBILE FIRE (A)
  First Division may deploy up to half its units using the hid-
  den units rules, within the restrictions set by the scenario type.
  Second Division may ignore the to-hit modifiers for night
  combat, fog and heavy rain. In daylight operations on flatland
  terrain, an enemy gains a –1 to-hit modifier against Mobile
  Fire’s Second Division.
  Third Division gains a +2 Initiative bonus if they are the
  defenders in a scenario, which rises to +3 if the force is also
  operating in urban terrain. The force receives a –1 modifier to
  the Piloting Skill Roll target number required to avoid skidding
  after turning on pavement.
  NARHAL’S RAIDERS (C)
  The Raiders gain a –1 to-hit modifier for all physical
  attacks. However, their long-range to-hit modifier is +5 rather
  than the standard +4.
  NEW AVALON CAVALIERS (A)
  When randomly rolling to determine unit composition, the
  Cavaliers commander may choose to roll on the A or lower col-
  umn on the Random Unit Assignment Table: Federated Suns
  (see p. 224, Field Manual: Updates or p. 139, Field Manual:
  Federated Suns) instead of using the A column on the Random
  Unit Assignment Table (p. 126). Additionally, once per lance,
  the commander may roll on either the Clan Wolf or Clan Jade
  Falcon column of the Random Unit Assignment Table: Clans
  (see p. 207, Field Manual: Updates or p. 113, BMR). When
  rolling to randomly determine pilot experience, apply a +4
  bonus. Finally, the Cavaliers may use the Overrun Combat and
  Banking Initiative special abilities.
  OLSON’S RANGERS (D)
  Unless the scenario rules specifically forbid it, the Olson’s
  Rangers player may select all mapsheets when fighting as the
  defender in a scenario. When fighting as the attacker in a sce-
  nario, the Olson’s Rangers player may only select one mapsheet.
  In addition, the Rangers may use the Off-Map Movement
  special ability, but only if they first employ smoke rounds on the
  field before doing so from any or all of their artillery units (see
  p. 76, BMR). Up to half the Rangers force may then use the Off-
  Map Movement special ability. If the scenario rules preclude the
  use of artillery or happen in an environment where smoke can-
  not exist (i.e. underwater or in vacuum), the Rangers cannot
  use this ability.
  QUINT’S OLYMPIAN
  GROUNDPOUNDERS (C)
  When using the Random Mapsheet Tables (see p. 107,
  BMR), the commander of this force may reject any single map
  or map type. Opposing forces may not use hidden units rules
  unless they are veteran or elite, and then may set up only half
  as many hidden units as normal. If armor and infantry are part
  of the initial Groundpounders force, those units may be placed
  as hidden units unless the scenario type precludes it.
  RAMILIE’S RAIDERS (F)
  If more than twelve ’Mechs are part of the initial Raiders
  force, the commander may choose to have up to 20 percent
  (rounding down) of the force enter along any map edge during
  the Movement Phase of Turn 5, rather than deploying them as
  normal for the scenario.
  ROMANOV’S CRUSADERS (B)
  When randomly determining skills for Romanov’s
  Crusaders, use the Veteran Skill Table rather than the Regular
  Skill Table.
  Because the Crusaders favor single combat, apply a –2
  Initiative penalty to their force in any engagement where they
  field more than one BattleMech.
  This penalty increases for
  each level of force the Crusaders equal or exceed afterward,
  with a –3 penalty for forces one lance in size, –4 for one com-
  pany or more and –5 for any force of battalion size or more in
  ’Mech strength.
  Certain Crusaders commanders can improve Initiative, how-
  ever. Apply a +1 bonus for each of the following officers fielded
  as part of the Crusaders force: Majors Johansson, Tanahome or
  McPherson, or Colonel Romanov himself.
  An additional +2
  bonus applies if Major Watanabi is also part of this force. These
  modifiers are cumulative with those of the larger force composi-
  tions listed above, so if (for example) three +1 officers are part of
  a two-lance formation, the bonuses and penalties will cancel.
  These Initiative bonuses and penalties may change with
  battlefield casualties, and so players should keep track of their
  total force strength and the condition of any of these key officers.
  RUBINSKY’S LIGHT HORSE (C)
  Any Light Horse unit that does not use its full MP (whether
  walking or running) during the Movement Phase gains a +1
  bonus to any Piloting Skill Rolls made that turn. If a Light Horse
  ’Mech runs and does not use 2 or more MP, the Light Horse
  player can trade this bonus for an additional +1 target move-
  ment modifier applied to enemy units attacking it.
  
  135
  RULES
  The First Battalion’s second company can use the Off-Map
  Movement special ability.
  SCREAMING EAGLES (A)
  The Eagles believe in mobile warfare and unrelenting
  attacks using their aerospace forces to soften up targets before
  ground forces engage. To reflect this, in any scenario where
  the Eagles are permitted to deploy bombers before attacking,
  they receive a +3 Initiative bonus for the duration of the sce-
  nario. If the bombers have not been able to deploy, the Eagles
  still receive a +1 Initiative bonus if they deploy a combined-
  arms force (a force composed of more than one unit type).
  If the Screaming Eagles are the defenders in a scenario,
  they suffer a –2 Initiative penalty.
  SIMONSON’S CUTTHROATS (C)
  Simonson’s Cutthroats gain a +1 Initiative bonus if fighting
  on wetlands, wooded or urban terrain. An additional +1 bonus
  applies if the Cutthroats are also fighting at night, and the stan-
  dard to-hit penalties for night combat are reduced by 1 point.
  The Damocles’ Blade aerospace attachment is not overly
  dedicated to the Cutthroats. In any scenario where the Blade may
  be used, the controlling player should roll 1D6. On a result of 5
  or 6, the Blade aerospace force functions normally. Otherwise, all
  Blade pilots suffer a +1 to-hit penalty when making any attacks.
  Finally, if facing any portion of Morrison’s Extractors, the
  Cutthroats’ BattleMechs are immune to the Extractors’ Overrun
  Combat special ability and the Extractors player may not use
  the Banking Initiative special ability. In addition, no Cutthroat
  BattleMech may retreat when facing the Extractors as long as
  Colonel Simonson remains in play.
  SMITHSON’S CHINESE BANDITS (C)
  In wetlands or wooded terrain, the Bandits gain a +1 Initiative
  bonus, and the total to-hit modifier for any terrain such as woods
  or partial cover is reduced by 1. However, for every two Bandits
  ’Mechs destroyed in battle, the force suffers a –1 Initiative penal-
  ty as the commander tries to hold the force together.
  SNORD’S IRREGULARS (A)
  The Irregulars’ unpredictability is their greatest strength.
  They gain a +2 Initiative bonus (+3 when facing Clan oppo-
  nents) but may choose to forgo it. In each round in which they
  do so, each Irregulars unit gains a –1 to-hit modifier to all
  weapon attacks for that round.
  STALWART SUPPORT (C)
  The troops of this command cannot be intimidated so long
  as two-thirds of the force remains operational. If VTOL units
  are directing artillery fire, once a target hex has been success-
  fully hit, any of the six adjacent hexes may also be hit auto-
  matically by subsequent artillery attacks per the Targeting rules
  (see p. 75, BMR).
  TOOTH OF YMIR (A)
  When deployed as the defender in a hold-the-line, extraction
  or breakthrough scenario, any attack on a Tooth of Ymir unit that
  has partial cover or is in a wooded hex receives an additional +1
  to-hit modifier. This modifier is not cumulative, so a unit in heavy
  woods and partial cover still only receives an additional +1, not +2.
  VANDELAY’S VALKYRIES (C)
  On any Initiative roll of 2, the Valkyries forfeit Initiative for
  the next two rounds—this result indicates that internal friction
  has created a problem in the chain of command. After two
  rounds of losing Initiative, the Valkyries' player must roll 1D6.
  On a result of 1, the opposing player gains a +1 Initiative bonus
  for the next two turns. On a 6, the Valkyries' player gains a +1
  Initiative bonus for the next two turns. (This situation springs
  from internal tensions and hostilities within the force.)
  VANGUARD LEGION (C)
  In any scenario where both sides deploy an equal number
  of units, once the size of the force has been determined, the
  Vanguard Legion must field one unit less; the Vanguard Legion
  may only use ’Mechs.
  If the above conditions occur, the Legion receives a +2
  Initiative bonus, a –1 modifier to all weapon attacks and a –2
  modifier to all physical attacks.
  12TH VEGAN RANGERS
  So long as half of Alpha Regiment’s initial force remains
  intact, the force cannot be intimidated.
  Alpha Regiment (A)
  Alpha Regiment receives a +1 Initiative bonus regardless
  of terrain type and may torso twist at any time, including
  between shots during the Weapon Attack Phase; per standard
  rules, ’Mechs may only make one torso twist per turn. In urban
  terrain, the Initiative bonus increases to +3 and enemy units
  may not fire pointblank shots against Alpha  ‘Mechs. In addi-
  tion, Alpha MechWarriors receive a –2 modifier to all Piloting
  Skill Rolls to avoid skidding when turning on pavement.
  Up to one-third of the Alpha force may use the Off-Map
  Movement special ability. However, the departing hex must be
  along the Rangers’ home map edge.
  Beta Regiment (A)
  Beta warriors receive a –1 to-hit modifier to all weapon
  attacks made from medium range, and may ignore the standard
  +1 modifier for firing at multiple targets. Like Alpha Regiment,
  Beta ’Mechs may torso twist at any time, including between
  shots during the Weapon Attack Phase; per standard rules,
  ’Mechs may only make one torso twist per turn.
  Third Battalion may use the Off-Map Movement special abili-
  ty. The battalion’s conventional vehicles suffer a +1 to-hit modifier
  for attacker movement, even if the attacker is running or jumping.
  
  136
  The Kneecappers Elemental force receives a –1 to-hit
  modifier for Leg attacks.
  Gamma Regiment (A)
  Nearly a decade as an OpFor for the Dragoons has honed
  this regiment into a force that can counter all known tactics in
  current use. Consequently, Gamma receives a +2 Initiative
  bonus for the entire game. If, during any part of the scenario,
  Gamma finds that its force numbers two units more than its
  opponents’ force in the field, the regiment gains an additional
  +1 to its Initiative bonus.
  Delta Regiment (A)
  Any Initiative bonuses gained by an enemy beginning in
  Turn 4 do not apply against Delta Regiment. If using ’Mechs,
  VTOLs and infantry assets combined, Delta receives a +2
  Initiative bonus from Turn 4 onward.
  The command company specializes in close-range
  assaults, receiving a –1 to-hit modifier for any weapon attacks
  made within a range of 6 hexes.
  Epsilon Regiment (A)
  Units may use the Off-Map Movement special ability.
  Any negative Initiative modifier that applies to an opposing
  force is further reduced by 1 when fighting against Epsilon
  Regiment; for example, a –2 Initiative penalty becomes –3. If
  Epsilon’s designated commander’s ’Mech is destroyed, Epsilon
  forces suffer a –2 Initiative penalty for the following four turns.
  Able Battalion receives a +1 Initiative bonus when fighting
  with combined-arms forces.
  Wolf Spiders (A)
  Before play commences, the Wolf Spiders player may set
  up as many units using the hidden units rules as desired,
  regardless of the scenario type. Wolf Spider units may also use
  the Off-Map Movement special ability.
  Zeta Battalion (A)
  If the designated commander’s ’Mech is destroyed, Zeta
  Battalion receives a +1 Initiative bonus for the remainder of the
  game. Unlike most forces, Zeta Battalion does not succumb to
  shock upon its commander’s defeat; instead, the force fights
  with cold, contained fury against the enemy. If Zeta Battalion
  destroys the opposing commander’s ’Mech, the opposing side
  suffers a –1 Initiative penalty.
  Zeta MechWarriors receive a –1 to-hit modifier to all
  Punching, Clubbing and Charging attacks.
  RULES
  Gamma Regiment (A)
  The First Armor Battalion takes half the standard modifier
  from the following visibility conditions: night combat, smoke and
  light or heavy woods. Add up all such modifiers and divide the
  total in half, rounding down. To gain this advantage, the vehi-
  cles must move at Cruising speed or slower and must have a
  valid LOS to their chosen target.
  The Second Armored Battalion gains a +1 Initiative bonus
  in mountains and woods.
  Any weapon fired by a Second
  Battalion vehicle at short range receives a –1 to-hit modifier;
  additionally, weapons with minimum ranges have that range
  reduced by one hex.
  WINFIELD’S REGIMENT (B)
  This regiment’s skill at maneuver gives it the ability to
  select the battlefield. In any randomly generated scenario, the
  Winfield’s Regiment player may chose the placement of all
  mapsheets (but not the mapsheet types).
  If Winfield’s Regiment starts with a force that contains no
  BattleMech heavier than 55 tons (no heavy or assault ’Mechs),
  then they gain a +1 Initiative bonus.
  WOLF'S DRAGOONS
  When using the Random Mapsheet Tables (see p. 107,
  BMR), the Dragoons player may alter his or her dice roll results
  by up to 2, and may alter an opponent’s roll result by 1. Dragoons
  units may also ignore the standard +1 to-hit modifier for firing at
  multiple targets. The Dragoons cannot be intimidated unless
  more than three-quarters of their initial force is destroyed.
  When using the Random Unit Assignment Table (p. 126) to
  determine forces for a scenario, the Dragoons player may add
  +1 to the die roll result. If the total result is 13, the Dragoons
  player may choose any Inner Sphere or Clan ’Mech from the
  same weight class.
  Alpha Regiment (A)
  Alpha Regiment automatically wins the initiative for the first
  turn of any scenario, and has a +1 Initiative bonus for the rest
  of the scenario regardless of terrain type. Enemy units may not
  fire pointblank shots at Alpha units in flatland terrain. Alpha
  always selects its home map edge, and up to a third of its ini-
  tial force may use the Off-Map Movement special ability.
  The Brush Stalkers Elemental force receives a –2 to-hit
  modifier when making Swarming attacks.
  Beta Regiment (A)
  Beta Regiment may use the Off-Map Movement special
  ability. Opposing forces may only leave the map through the
  Dragoons' home map edge.
  
  137
  FIELD MANUAL: MERCENARIES
  The following system enables a player or group of players to
  create a mercenary command from scratch. Players can deter-
  mine all the components of a force, including its ’Mech comple-
  ment, secondary air and ground assets, technical and support
  staff, and even logistical and administrative support.
  This force-generation system is designed to simulate an
  organic process of mercenary-force creation such as those
  depicted in numerous BattleTech novels and sourcebooks.
  Rather than starting with a large sum of money and simply pur-
  chasing the different components of the force, one founding
  player character sets the ball rolling by proposing a new merce-
  nary group and persuading other founding members to join him
  and form the core around which new members then join. The
  commander’s background—his military service, friends and
  family—determine whom he attracts. Once they set foot on a
  base world, these core members cultivate their force through
  recruitment and field experience over the following months (and
  even years) until their command has developed the strength and
  experience they want.
  In addition to simulating the organic force-generation
  process described in BattleTech fiction, this system also lets
  Classic BattleTech RPG (CBT: RPG) players create forces that
  better reflect the backgrounds and abilities of their characters.
  For guidelines on operating a mercenary force after its for-
  mation, see Running a Mercenary Force (p. 153).
  Terminology: In these rules, the term unit will be used as
  it is in the BMR, to refer to a single battlefield unit such as a
  ’Mech, vehicle or infantry platoon. The term force will be used
  specifically when referring to the mercenary force that a player
  will build.
  FORCE CREATION
  The general procedure for creating a new mercenary com-
  mand is outlined below. The system is designed for compatibility
  with the BattleTech and CBT: RPG games.
  However, players
  should only use CBT: RPG rules in gamemastered role-playing
  campaigns.
  Players interested in greater depth may use the
  Combat Operations rules expansion to supplement these rules.
  Players should read through the entire system at least once
  to get a basic idea of how it works before using it, and gamemas-
  ters should feel free to modify any rules to produce fair and
  believable campaigns for their playing groups.
  PROCEDURE OUTLINE
  Step 1: Create a Leader
  Step 2: Running the Paths
  Stage 1: Choose a Hiring Hall
  Stage 2: Recruiting
  Stage 3: Combat Experience
  Step 3: Force Identification
  Step 4: Determine Payroll, Maintenance Costs and Support
  Requirements
  Step 5: Finishing Touches
  In Step 1, the controlling player of the force’s commander
  determines his or her background, which in turn affects
  the commander’s impact on the foundation of the force.
  In Step 2, the commander assembles the force on the hiring
  world of his choice and establishes a core group through
  its founding year.
  Based on this core group, he then
  advances to the recruitment phase, allowing the force to
  grow a little before taking on any early missions. If the
  force is still not quite as powerful or large as he needs it
  to be, the commander may once more return to recruit-
  ment and repeat the process.
  In Step 3, personnel are identified, given combat ratings and
  units as needed, and DropShip or JumpShip transporta-
  tion is acquired.
  In Step 4, support personnel, maintenance needs and the
  chain of command are firmed up, while Step 5 completes
  the force creation process by naming the mercenary
  command and establishing its starting funds.
  FORCE CREATION BASICS
  Throughout the creation process, a number of different factors
  influence how many personnel the force recruits (warriors and non-
  combatants) and what their capabilities are. The capabilities of the
  force leader and other events in the various stages and sub-stages
  of development add modifiers to these key areas, reflecting the
  competing influences of the merc command’s founders and ran-
  dom chance. The two main factors tracked throughout the gener-
  ation process are personnel members and a set of point pools.
  Personnel
  Personnel membership consists of six basic types. Three of
  these types—Same, Complementary (Comp), and Distant (Dist)—
  refer to warriors, with Same referring to warriors of the same com-
  bat role as the founding member (for example, MechWarriors for a
  MechWarrior founder). Complementary warriors are those whose
  specialty complements that of the founder, such as conventional
  armor recruited by a MechWarrior commander. Distant warriors,
  meanwhile, are farther afield of the founder’s specialty, such as
  infantry recruited by a founding officer who is an aerospace pilot.
  The Warrior Personnel Relation Guide Table below fleshes out this
  relationship. Armored infantry is classified as conventional infantry,
  while armor covers all conventional vehicles, including tanks,
  artillery vehicles, VTOLs, wet naval craft and conventional aircraft.
  For every MechWarrior tracked in this system, vehicle recruits
  claim a full crew and infantry claims a full squad. Therefore, when a
  creation table result indicates Same for a MechWarrior commander,
  CREATING A 
  MERCENARY FORCE
  
  138
  the commander has recruited a single ’Mech jock, while an identical
  result for an infantry commander founder could net either a 4-man
  battle armor squad or a 7-man conventional infantry squad.
  The remaining personnel
  types, the noncombatants, are
  Support (Sup), Medical (Med),
  and 
  Administrative 
  (Admin).
  Support 
  personnel 
  represent
  technicians or mechanics, as the
  force’s needs demand, and many
  tend to come with the warriors and
  machines they are used to work-
  ing on. Medical personnel repre-
  sent medics and combat surgeons, who keep the troops fit and
  patched up during and between battles. Administrators are those
  unseen men and women who see to the force’s basic supply, food
  CREATING A MERCENARY FORCE
  WARRIOR PERSONNEL RELATION GUIDE TABLE
  Commander’s Role
  Same
  Complementary
  Distant
  MechWarrior
  MechWarrior
  Armor/Aerospace
  Infantry
  Armor
  Armor
  MechWarrior/Aerospace
  Infantry
  Aerospace
  Aerospace
  MechWarrior/Armor
  Infantry
  Infantry
  Infantry
  Armor
  MechWarrior/Aerospace
  CBT: RPG COMMANDER MODIFIERS TABLE
  Personnel Modifiers
  Point Pool Modifiers
  Life Path/Origin
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Clan Origins
  –1
  –1
  –1
  –1
  –1
  0
  +1
  +2
  0
  –3
  Inner Sphere Origins
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  Periphery Origins
  +1
  +1
  +1
  +1
  +1
  0
  0
  –2
  0
  –2
  Nobility
  +1*
  *
  *
  *
  *
  +1
  0
  0
  0
  +2
  Academy Path (Incomplete)
  –1
  0
  +1
  0
  0
  0
  –1
  0
  0
  –1
  Academy Path (Complete)
  0
  +1
  0
  0
  0
  0
  0
  0
  0
  0
  Officer Candidate School
  +1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  Paramilitary Service
  0
  +1
  0
  0
  0
  +1
  +1
  0
  0
  0
  Training Battalion
  +1
  0
  0
  0
  0
  0
  +1
  0
  +1
  0
  Tour of Duty (per pass, 3 max.)
  +1
  0
  0
  +1
  0
  0
  +1
  +1
  0
  0
  Covert Ops (per pass, 2 max.)
  *
  *
  *
  *
  *
  0
  +2
  +1
  –2
  0
  Personnel Modifiers
  Point Pool Modifiers
  Attribute/Trait/Skill
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Bad Reputation
  –1
  –1
  –1
  –1
  –1
  -1
  0
  0
  0
  0
  Brave
  +1
  0
  0
  0
  +1
  0
  +1
  0
  0
  0
  Combat Paralysis
  0
  0
  0
  0
  0
  0
  -2
  0
  0
  0
  Combat Sense
  0
  0
  0
  0
  0
  0
  +2
  0
  0
  0
  Contact or Well-Connected
  0
  0
  0
  *
  *
  *
  0
  +1
  +1
  +1
  Enemy
  0
  0
  0
  –1
  –1
  -1
  0
  0
  0
  0
  Good Reputation 
  *
  *
  *
  *
  *
  *
  0
  0
  0
  0
  Land Grant, Property, or Wealth
  0
  0
  0
  +1
  0
  +1
  0
  +1
  +2
  +1
  Madness
  –1
  –1
  –1
  –2
  –2
  -2
  0
  0
  0
  0
  Timid
  0
  0
  0
  0
  0
  0
  –1
  0
  0
  0
  Title
  0
  0
  0
  +1
  0
  0
  0
  0
  +1
  +1
  Unlucky
  –1
  –1
  –1
  –1
  –1
  -1
  –2
  –1
  0
  –1
  SOC or CHA 3 or less
  0
  0
  0
  –1
  –1
  -1
  –1
  0
  0
  0
  SOC or CHA 7 or more
  0
  0
  0
  +1
  +1
  +1
  +1
  0
  0
  0
  Administration Skill (+3 or higher)
  0
  0
  0
  +1
  0
  +1
  0
  0
  0
  +1
  Leadership Skill (+3 or higher)
  *
  *
  *
  0
  0
  0
  +1
  0
  0
  0
  Negotiation Skill (+3 or higher)
  0
  0
  0
  *
  *
  *
  0
  0
  0
  +1
  Scrounge Skill (+3 or higher)
  0
  0
  0
  +1
  0
  0
  0
  +1
  0
  +1
  * +1 personnel may be applied in any one column marked by an asterisk 
  
  139
  and other logistical needs, which grow more and more necessary
  in larger forces.
  Point Pools
  In addition to the six personnel types tracked throughout
  force generation, four point pools are used later on to help assign
  equipment weights and tech level, and also to establish experi-
  ence ratings and the force’s starting cash after generation.
  During the force creation process, all point pools can go into
  negatives. However, the Cash Pool cannot voluntarily be pushed
  past –20; random event results can push the Cash Pool past –20,
  but the player cannot choose to do so. On occasion a comman-
  der may add points to any of these pools if an event or condition
  allows for it.
  Experience (Exp) Pool: Allows the force commander to
  add bonuses to any rolls at the end of force generation, helping
  to increase the combat skills of each force member.
  Tech Rating (Tech) Pool: Allows the force commander to
  add bonuses to any rolls when establishing the technological
  sophistication of the equipment used by all unit types (except for
  conventional infantry).
  Weight Class (Mass) Pool: Allows the founder to do the
  same with vehicle weight classes.
  Cash Pool: Used to establish a force’s starting funds after
  generation. Cash Pool points can also be used to change the
  result of die rolls during force creation (see “Burning Cash,” p.
  141).
  STEP 1:  CREATE A LEADER
  The mercenary force’s founder/commander heavily influ-
  ences the allotment of resources and manpower that form a core
  for the new force. Depending on his background, a commander
  may be able to bring more troops or more resources, or a little of
  each.
  Generally speaking, players may generate this leader
  using the rules found in CBT: RPG, or may opt for the quick
  commander generation process outlined below.
  CBT: RPG COMMANDER GENERATION
  If this founding commander is already generated using the
  CBT: RPG rules, certain Traits and Life Paths can help further
  increase the allotment of points and manpower a starting com-
  mander begins with. The CBT: RPG rules allow a multitude of
  ways to generate a character that can serve as a mercenary
  force commander, all of which may be applied. Gamemasters of
  CBT: RPG campaigns may want to bolster a freshly generated
  commander’s experience by artificially aging him and providing
  150 free Experience Points per year, using them as appropriate
  to upgrade the character’s skills and traits.
  A given trait’s modifiers are not cumulative unless otherwise
  indicated (as in the case of multiple tours of duty or covert oper-
  ations). This rule also applies to CBT: RPG traits that have vari-
  able levels (such as Good Reputation or Wealth), or that can be
  taken multiple times (such as Enemy and Contact traits).
  Jeff’s character, Shinto Kubusaka, embarks on
  forming his own mercenary command.
  Shinto hails
  from the Draconis Combine, where his character grad-
  uated from the prestigious Sun Zhang MechWarrior
  Academy as a MechWarrior. His Life Paths include a
  successful run through the Sun Zhang Academy Path,
  complete with OCS training, and three tours of duty
  for the Dragon. In addition, Shinto has accumulated
  the following applicable traits: Brave, three Contacts,
  four Enemies, Good Reputation (2) and Wealth (3).
  His SOC score is 4 and his CHA score is 7. He also
  possesses a +4 bonus in the Leadership and
  Negotiation skills.
  In cross-referencing the CBT: RPG Commander
  Modifiers Table, Jeff finds that Shinto qualifies for mod-
  ifiers based on Academy Path (Complete), Officer
  Candidate School and all three Tours of Duty. He also
  receives a modifier for having the Brave, Contact,
  Enemy, Good Reputation and Wealth traits, irrespective
  of the quantity or level of those that vary (so his 3-point
  Wealth trait applies the same bonuses as a 1-point or a
  10-point trait). His SOC score is neither high enough
  for a bonus nor low enough for penalties, but he has a
  winning CHA score of 7. Finally, his Leadership and
  Negotiation scores are both above +3, meaning the
  bonuses for each will apply.
  Adding up the results of his academy training and
  OCS, Shinto finds he is starting with one recruit of the
  Same 
  type 
  (a 
  fellow 
  MechWarrior), 
  and 
  a
  Complementary recruit (who may be a tank crew or an
  aerospace fighter pilot). His three tours of duty each give
  him one more MechWarrior, as well as a new technician,
  plus a total of 3 points in his Exp and Tech Pools. The
  Life Paths alone have thus granted Shinto a healthy start
  of five MechWarriors (including himself), three techs, a
  tank crew (or fighter pilot) and points that Jeff can use to
  increase the odds of skilled pilots or better technology.
  For Shinto’s Attributes, traits and skills, Jeff notes
  that several features (such as Contact, Good
  Reputation and his high Leadership/Negotiation skills)
  offer flexible personnel options, where he can choose
  what type of recruits he wants.
  Only two, however
  (Good Reputation and Leadership) allow him to select
  warrior recruits, so he makes those warriors of the
  Same type.
  Deciding to divide the other two flexible
  recruit points between tech support and medics, he
  then adds up the results of all applicable categories
  and finds that he has gained three new MechWarrior
  recruits (for Brave, Good Reputation and Leadership),
  two new technicians (for Contact, high CHA and
  Wealth, losing one for Enemy), and two medics (for
  Brave, high CHA and high Negotiation, losing one for
  Enemy), plus one administrator (for high CHA and
  CREATING A MERCENARY FORCE
  
  140
  CREATING A MERCENARY FORCE
  Wealth losing one to that damnable Enemy). He has
  also accumulated 3 more points each in his Exp, Mass
  and Cash Pools, and 2 more points in his Tech Pool.
  FAST COMMANDER GENERATION
  If players would rather not use the CBT: RPG rules to create
  a leader, they can quickly generate a commander using the
  tables below to determine his training and service experience.
  This method de-emphasizes the commander’s character, but can
  quickly produce a capable leader with useful resources to draw
  upon for the force generation process.
  When using this method to generate a commander, the play-
  er simply selects the commander’s origins, training, and combat
  experience, which in turn determine his base Piloting/Gunnery
  target numbers (P/G TNs) and age. The character may choose a
  maximum of one training type for any commander with Clan ori-
  gins, and up to two training types for an Inner Sphere comman-
  der, so long as one of the two is Family Trained. Note that for
  training, the higher base age and lower base P/G target numbers
  apply, while personnel and point pool modifiers are cumulative.
  For combat experience, a commander may choose one, two
  or all three experience types, though only the Tour of Duty may
  be taken more than once (to a maximum of three times). The
  commander’s origin and experience will further modify the age,
  skills, personnel and point value numbers.
  As an optional rule, players may wish to add any of the
  Attributes, traits or skills featured for a CBT: RPG-based charac-
  ter (thus gaining the additional personnel and point pool modi-
  fiers) by choosing up to five different positive Attributes, traits or
  skills from the CBT: RPG Commander Modifiers Table, p. 138.
  This number can be increased by one for every negative
  Attribute, trait or skill the commander also takes. To determine
  whether or not a given Attribute, trait or skill is positive or nega-
  tive, simply add up all the applicable personnel and point pool
  modifiers. If the number is less than zero, the Attribute, trait or
  skill is negative. Otherwise, it is positive. For purposes of inte-
  gration with the CBT: RPG system, all traits and skills purchased
  in this fashion receive the minimum level necessary to attain the
  bonus, and so a fast-generated commander with Wealth, poor
  CHA and high Leadership is assumed to have the Wealth (1) trait,
  a CHA score of 3 and a Leadership skill bonus of +3.
  Kevin wants to build his own mercenary command,
  but does not want to bother with the lengthy character
  generation process of CBT: RPG, and thus opts for the
  fast-generation approach.
  He decides his force’s
  founder-commander is an Inner Sphere noble, trained
  by the family as a MechWarrior before going into the
  academy. He also decides this commander graduated
  with honors, served with a training battalion and then
  went through two tours of duty before mustering out to
  seek his own fortune as a mercenary commander.
  After tallying up the modifiers from the Fast-
  Commander Generation Table, Kevin finds his merce-
  nary commander is 28 years old (22 after graduating
  from the academy with honors, plus 2 for the training
  battalion and 4 more for two tours of duty). He also finds
  the commander’s skills are a respectable Piloting 2 and
  FAST COMMANDER GENERATION TABLE
  Base
  Base P/G
  Personnel Modifiers
  Point Pool Modifiers
  Highest Training
  Age
  TNs
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass Cash
  Family Trained (Nobility)
  18
  7/6
  +1*
  *
  *
  *
  *
  +1
  0
  0
  0
  +2
  Academy/Clan Dropout
  18
  6/5
  –1
  0
  +1
  0
  0
  0
  -1
  0
  0
  0
  Academy/Clan Graduate
  20
  5/4
  0
  +1
  0
  0
  0
  0
  0
  0
  0
  0
  Academy Honors Graduate
  22
  4/4
  +1
  +1
  0
  0
  0
  0
  +1
  0
  0
  0
  Clan Graduate w/2+ Kills
  20
  4/3
  0
  0
  0
  0
  0
  0
  0
  +1
  0
  0
  Age
  P/G
  Commander’s Origins
  Mod
  Mod
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass Cash
  Clan Origins
  –2 yrs
  –1/–1
  –1
  –1
  –1
  –1
  –1
  –1
  +1
  +2
  0
  –3
  Periphery Origins
  +1 yr
  +1/0
  +1
  +1
  +1
  +1
  +1
  0
  0
  –2
  0
  –1
  Age
  P/G
  Combat Experience
  Mod
  Mod
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass Cash
  Covert Ops  (each, 2 max.)
  +4 yrs
  –1/–1
  *
  *
  *
  *
  *
  0
  +2
  +1
  –2
  0
  Training Battalion
  +2 yrs
  –0/–0
  +1
  0
  0
  0
  0
  0
  +1
  0
  +1
  0
  Tour of Duty (each, 3 max.)
  +2 yrs
  –1/–1
  +1
  0
  0
  +1
  0
  0
  +1
  +1
  0
  0
  * +1 personnel may be applied in any one column marked by an asterisk for a given condition (once per condition).
  
  141
  Gunnery 2  (4/4 from the academy, no modifiers from
  the training battalion and –2/–2 for two tours). In addi-
  tion, he has picked up six MechWarriors (one each from
  his academy days, training battalion and each tour, and
  two from his noble upbringing), which accords him one
  Same warrior and one of any type (which he also
  decides will be Same), a Supplemental warrior (tank
  crew or fighter pilot, from his academy days), and two
  techs (from his service tours). On top of that, he’s also
  earned 4 Exp, 2 Tech and 1 Mass Pool points.
  Kevin decides to give his commander just a bit more
  character (and more recruitment potential) by buying
  several traits as well. He takes advantage of the option
  to pick up Brave, Combat Sense, Wealth, high Charisma
  and a high score in the Scrounge Skill, using all 5 trait
  points.
  He decides he also wants a high Leadership
  Skill and does not want to drop any of the others to get
  it, so he picks up an Enemy trait to offset the cost.
  After selecting another Complementary warrior
  for his Leadership personnel bonus, and adding up
  the effects of these traits, Kevin finds he has added
  one more MechWarrior, one more Complementary
  warrior, two new technicians, two new medics and
  two new administrators. In addition, he gains 5 Exp,
  2 Tech, 2 Mass and 2 Cash Pool points. Added to his
  earlier bonuses, Kevin finds his mercenary comman-
  der has rounded up a founding group of eight
  MechWarriors, including his commander, two
  Supplemental warriors (which he decides will be
  fighter pilots for a full aerospace lance), four techni-
  cians and a medic, and has 8 Exp, 4 Tech, 3 Mass
  and 2 Cash Pool points in total to play with.
  STEP 2: RUNNING 
  THE PATHS
  With the basics of the commander established, players can
  begin rounding up the core members of the force and recruiting
  in earnest. This step is broken into several stages, the first of
  which is to choose a hiring hall from which the force will recruit
  new personnel and take contracts. This stage takes the force
  through its first year, getting organized and registered as a legit-
  imate mercenary command. In the next stage, commanders may
  spend one or two 3-month cycles to recruit additional personnel
  and build up force strength. Commanders who wish to have larg-
  er forces or to boost their force’s capability before proceeding
  directly into Running a Mercenary Force may then put their new
  command through its paces with some early experience paths in
  the third stage, and may even return to recruiting to boost num-
  bers or replace combat losses.
  HOW THE PATHS WORK
  Because they work similarly to the Life Paths in CBT: RPG, the
  Stage 2 and 3 tables are referred to as paths, and provide informa-
  tion regarding how long they take in game time and how many (if
  any) free personnel or point pool bonuses are awarded in each
  pass. The paths, which represent the time and effort spent in each
  phase of the force’s development, may be repeated to reflect longer
  recruiting cycles or combat missions, and provide not only person-
  nel and pool points, but also a feel for the events that shape a mer-
  cenary command’s formative months. Players can use these paths
  as a framework to create a ready-made history for the command.
  Each pass through a path awards the personnel and points
  listed, and provides additional special rules if the player elects to
  repeat the path. A random event table injects a little real-world
  uncertainty into the final results of the recruitment or combat
  experience cycle, adding to or subtracting from the outcome.
  Technically speaking, while a mercenary command can take
  as many passes through the Stage 2 and 3 paths as necessary
  to grow into the size of force desired, some limits apply if a play-
  er decides to take this option. First, Stage 2: Recruitment may
  only be taken twice, consecutively, before the player must either
  move on to Stage 3: Combat Experience or proceed straight to
  Step 3: Force Identification. Second, repeating Stage 3 adds a
  –1 penalty to the event roll result for every two times the path is
  repeated.
  This modifier accumulates even if the repeats are
  taken non-consecutively, broken up by alternating Recruitment
  and Combat Experience paths.
  Burning Cash
  Players may offset a bad event roll by burning cash from the
  Cash Pool for a single re-roll, representing additional money
  spent making sure the new recruits are worth the effort. Each
  re-roll costs 1 point from the force’s Cash Pool and may be done
  only once per path.
  Regardless of the result, the second roll
  stands. This rule can give a player negative cash, but a player
  cannot voluntarily deplete his Cash Pool below –20.
  STAGE 1: CHOOSE A HIRING HALL
  Before spending a year getting the core group together and
  placing their force up on the hiring board, commanders should
  first decide what hiring board they want to use.
  A mercenary
  command can open up shop on many worlds around the Inner
  Sphere and in the Periphery, but only a handful are recognized
  on the international scene, and each one offers unique benefits
  and drawbacks.
  In terms of force generation, the Hiring Hall
  Modifiers Table (p. 142) shows how the dominant hiring halls
  affect recruitment. Each hall’s modifiers apply only once through-
  out the entire mercenary force generation process.
  Merc forces generally do their recruiting from the same hir-
  ing hall, to minimize travel expenses and to make it easier for
  potential recruits to find them. If, for any reason, a mercenary
  command relocates from one hiring hall to another, the abrupt
  change can be costly in terms of money and the number of
  recruits that can be picked up.
  Every time a commander changes to a new hiring hall after
  starting to hire from another place, reduce the force’s Cash Pool
  CREATING A MERCENARY FORCE
  
  142
  pair of Complementary warriors. He also claims the loy-
  alty of six technicians to take care of the equipment and
  three medics to take care of the pilots. In addition, his
  point pools are at 8 for Exp, 7 for Tech, 1 for Mass (after
  losing 2 this time) and 2 for Cash (after losing 1).
  STAGE 2: RECRUITING
  Once the player has chosen a hiring hall, gathered the core
  members and registered the force as a legitimate business, the
  next stage is open recruiting. This path reflects the efforts by the
  force founder and his associates to gather additional troops and
  equipment to fill out the force’s roster, and may run anywhere from
  three to six months before the force must take on small assign-
  ments to retain what warriors and support staff it already has.
  At the end of this stage, as with the last, the force may be
  technically ready to roll, depending on the commander’s inten-
  tions. If so, the player may then immediately move on to Stage 3:
  Combat Experience (see p. 143) or Step 3: Force Identification
  (see p. 144).
  RECRUITMENT TABLE
  Time: 3 months
  Personnel: Choose two: +1 Same, +1 Comp, +1 Sup or +1 Med 
  Points: +1 Tech, +1 Mass, -2 Cash, +2 to any point pool
  Special: Force gains +1 Administrator every two passes. Only
  one repeat allowed at a time. After first repeat, player must make
  one pass through Stage 3 before returning to recruitment again.
  Recruitment Events (2D6)
  2
  “Screw this!  I’m gonna find me an outfit that pays!”
  Several members quit over too little action and too lit-
  tle pay. [–1D6 personnel (chosen randomly), –2 Exp,
  –2 Mass, –1 Cash]
  CREATING A MERCENARY FORCE
  by 2 points.
  In addition, reduce by half (rounding down) all
  applicable personnel modifiers for the new hall before applying
  them. Finally, the first two recruiting cycles from the new hiring
  hall suffer a –2 modifier to the event roll for recruitment, reflect-
  ing the general disorientation of the change.
  At the end of this stage, the force has been officially found-
  ed and registered with a hiring hall and may even be considered
  a viable entity for mercenary work, if the commander so desires.
  Daring players eager to get into the action with a small command
  may go on to Stage 3: Combat Experience (see p. 143) for some
  abstract battlefield seasoning, or proceed directly to Step 3:
  Force Identification (see p. 144) in preparation for the final step
  of the force generation process.
  Jeff decides that Shinto Kubusaka’s character will
  gather his command’s founding members on Arc-Royal,
  eschewing Outreach in favor of the homeworld of the
  Kell Hounds. In checking the table, he finds his choice
  nets him another MechWarrior recruit, plus another
  Complementary warrior (or vehicle crew). He also picks
  up another technician and a medic. Thanks to the close
  proximity of the Kell Hounds and Clan Wolf (in Exile),
  elite forces with advanced technology, Shinto also picks
  up 2 more Experience Pool points and 1 Tech Pool
  point. However, as easy as it is to find people willing to
  make a name for themselves in the professional sol-
  diering business, gear is in scant supply. The loss of 2
  Mass Pool points reflects this reality, while the cost of
  doing business through Arc-Royal imposes a 1-point
  loss from the Cash Pool.
  Added to those core members who joined up
  before he left his homeland, Kubusaka now claims two
  full lances of MechWarriors, including himself, plus a
  HIRING HALL MODIFIERS TABLE
  Personnel Modifiers
  Point Pool Modifiers
  Hiring Hall World (Location)
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Antallos/Port Krin (Periphery)
  0
  +1
  +2
  –1
  0
  0
  –2
  –2
  +1
  0
  Arc-Royal (Lyran Alliance)
  +1
  +1
  0
  +1
  +1
  0
  +2
  +1
  –2
  –1
  Astrokaszy (Periphery)
  0
  +2
  +3
  +1
  0
  0
  –1
  –1
  –1
  0
  Fletcher (Chaos March)
  +1
  +1
  0
  +1
  0
  0
  –1
  –1
  +2
  0
  Galatea (Lyran Alliance)
  +2
  +1
  0
  0
  0
  0
  0
  –1
  +1
  –1
  Heroditus (Periphery)
  0
  +2
  +2
  +1
  +2
  0
  0
  –1
  +1
  –1
  Northwind (Chaos March)
  +1
  +2
  0
  +2
  0
  0
  +1
  +1
  0
  –1
  Outreach (Chaos March)
  +2
  +2
  +1
  +1
  0
  0
  +2
  +2
  0
  –3
  Solaris VII (Lyran Alliance)
  +2
  +1
  0
  +2
  +1
  0
  +1
  –1
  –1
  –2
  Westerhand (Capellan Confederation)
  +1
  +1
  0
  0
  0
  0
  –1
  –1
  –1
  0
  
  143
  3
  “Sorry, chief, but we got a better offer.” Poachers from
  another force offered some of yours more than you
  are willing to match.
  [–1D6/2 personnel (rounding
  down, chosen randomly), –1 Exp, –1 Mass]
  4
  “Beggars can’t be choosers.” They may not be quite
  what you had in mind, but they’ll do. [+2 Dist, +1 Med,
  –1 Exp]
  5
  “Not bad.
  Not good, but not bad.”
  Recruiting was
  slow this quarter. [+1 Comp, +2 Dist, +1 Sup]
  6
  “It’s a living.” Picked up a handful of hopefuls. [+2
  Comp, +2 Dist, +2 Sup]
  7
  “Where do we sign up?” A mixed bag of recruits joins
  up. [+1 Same, +1 Comp, +1 Dist, +2 Sup, +1 Med]
  8
  “Have ’Mech. Will travel.” This balanced collection of
  new hires even brings along some of their own gear.
  [+1 Same, +2 Comp, +2 Sup, +1 Med, +1 Mass]
  9
  “We’re your men!”
  A mixed lance with worthwhile
  skills signs the dotted line. [+2 Same, +2 Comp, +2
  Sup, +1 Med, +1 Exp]
  10
  “Our last command got shot up pretty bad. You guys
  hiring?”
  They’ve seen combat and they know the
  score. [+3 Same, +1 Comp, +3 Sup, +2 Med, +1 Exp,
  +1 Mass]
  11
  “We like your style, sir; you got room for all of us,
  though?” A full lance—with the gear, experience and
  support to boot—joins up.
  [+4 Same, +4 Sup, +2
  Med, +2 Exp, +1 Tech, +1 Mass]
  12
  Roll twice and apply both results.
  Shinto Kubusaka has gathered his founding mem-
  bers and established his new mercenary command’s
  base on Arc-Royal, in the hopes of recruiting the finest
  and most honorable warriors to his banner. Embarking
  on his first three-month recruitment cycle, he starts send-
  ing out the WARRIOR WANTED ads and gets a few bites.
  According to the Recruitment Table, Jeff may
  choose two personnel outright and picks one Same
  and one Complementary warrior, hoping to build up his
  force quickly. He also takes the free Tech and Mass
  Pool points, as well as the 2-point hit to his Cash Pool.
  With 2 more points then awarded for placement at his
  discretion, he allocates them to the force’s Experience
  Pool, hoping to give Shinto excellent odds at hiring
  good warriors.
  Because this is only his first pass through the
  Recruitment Path, Jeff does not pick up an administra-
  tor in addition to all these free personnel and pool
  points.
  Instead, he proceeds directly to making his
  event roll. Jeff rolls and gets a very unlucky 3 result,
  which indicates he will lose personnel and some
  Experience and Mass Pool points.
  Desperate to avoid the disaster, Jeff elects to burn
  cash and re-roll the event. After reducing his Cash Pool
  CREATING A MERCENARY FORCE
  by 1 point, Jeff rolls again.
  Unfortunately, when the
  result comes up 2, Jeff finds he has actually made the
  situation worse for Kubusaka. Now, instead of losing
  one to three people, the force loses one to six mem-
  bers, selected at random.
  Rolling 1D6, Jeff finds that the force loses three
  recruits.
  To determine which members are lost, he
  rolls 1D6 again for each, assigning each numbered
  result to one of the six classes of personnel and re-
  rolling for any personnel he does not have (such as
  Distant warriors and Administrators). The results yield
  a 2, which he has assigned to the Complementary
  warrior, and two 1s, which he has assigned to a Same
  warrior. Kubusaka thus loses three warrior recruits for
  the lack of action and pay, despite his best efforts to
  keep the troops interested.
  Making matters worse, in addition to the defection
  of these warriors, the point pools for the force drop by 2
  Experience, 2 Mass and 1 more point from the Cash
  Pool. This really hurts Kubusaka, as the Cash points
  have now dipped well into the negatives. His force is
  running into debt and it has not even taken on its first
  assignment yet.
  In hopes of compensating for his terrible luck, Jeff
  repeats the Recruitment Path, once more selecting a
  Same and a Complementary warrior for his free per-
  sonnel and throwing the two free points into the
  Experience Pool. His event roll is 8 this time and he
  does not opt to burn cash on a re-roll. The result yields
  another MechWarrior, two more Complementary war-
  riors, two techs, a medic and a 1-point bonus to the
  force’s Mass Pool. In addition, because this is his sec-
  ond pass through the path, the force picks up one
  Administrator as well.
  Added together with his formation and hiring hall
  bonus, as well as the results of the last pass, Jeff cal-
  culates that he now has nine MechWarriors (not includ-
  ing Kubusaka himself), five Complementary warriors,
  eight technicians, four medics and two administrators,
  plus 10 Experience Pool points, 9 Tech Pool points and
  1 point in his Mass Pool. His Cash Pool is currently at
  –4, reflecting the fact that his period of growth has
  already put him in some degree of debt.
  Having run through two consecutive Recruitment
  passes, Jeff must proceed either to the next stage or to
  Step 3: Force Identification (see p. 144).
  Not quite
  ready to begin play with this force yet, he decides it’s
  time Kubusaka did some fighting.
  STAGE 3: COMBAT EXPERIENCE
  After a fair amount of recruitment, every mercenary com-
  mand must sooner or later enter the field to earn its stripes. This
  stage of the path reflects a force’s combat experience in the
  
  144
  CREATING A MERCENARY FORCE
  abstract, enabling commanders to season their forces in small
  assignments before proceeding into a full-blown mercenary cam-
  paign. While a force can obtain additional recruits in this part of
  the path, the risks of combat should be obvious to all.
  Players may repeat this path (consecutively or alternating
  with periods of recruitment) as often as they like. However, for
  every two passes after the first, a –1 modifier applies to the event
  roll result. The effects are cumulative over continued repeats.
  COMBAT EXPERIENCE TABLE
  Time: 6 months
  Personnel: None
  Points: +2 Exp, +1 Cash, +1 to any point pool
  Special: –1 to Experience Event roll for every two passes after
  the first.
  Experience Events (2D6)
  2
  Mission Failure: Brutal combat and an utter defeat
  rob your force of its best and brightest. [–1 Exp, –1
  Tech, –3 Mass, –2 Cash, –2D6 personnel (round
  down, chosen randomly)]
  3
  Mission Failure: Savage fighting proves costly in lives
  and equipment. [–2 Mass, –1 Tech, –1 Cash, –1D6
  warrior personnel (chosen randomly)]
  4
  Mission Failure: After a costly mission, you are down
  a few, but those who survived will remember the
  lessons of war. [+1 Exp, –1 Tech, –1 Mass, –1D6/2
  warrior personnel (round down, chosen randomly)]
  5
  Mission Failure: Your force survived off some battle-
  field salvage, but survive it did. [–1 Tech]
  6
  Mission Success: After a close call, hefty salvage and
  the addition of some “battlefield orphans” help make
  up for the effort. [+1 Exp, +1 Mass, +1 Dist]
  7
  Mission Success: A routine objective raid netted you
  more than just combat experience.
  [+1 Exp, +1 to
  any point pool, +1 Sup, +1 Med]
  8
  Mission Success: Another successful mission helps
  sharpen the teeth and attracts welcome attention.
  [+1 Exp, +1 to any two point pools, +1 Comp]
  9
  Mission Success:
  Successful operations bring
  recruits as well as rewards. [+2 Exp, +1 to any point
  pool, +2 Comp]
  10
  Mission Success: Spectacular success on the mis-
  sion attracted the attention of a local hero who wants
  to sign on. [+2 Exp, +1 Cash, +1 to any two point
  pools, +1 Same]
  11
  Mission Success: Wildly successful operations not
  only taught these recruits a thing or two, but provided
  a welcome boost all around. [+3 Exp, +2 Cash, +1 to
  any three point pools, +2 Same]
  12
  Roll twice and apply both results.
  Shinto Kubusaka takes his mercenary command
  out for some combat experience, in the hope that while
  honing their edge he may be able to upgrade his troops’
  equipment and even get out of debt.
  As Jeff reviews the Combat Experience Table, he
  finds that his force will pick up no free personnel in this
  path, but will gain 2 Experience and 1 Cash Pool point,
  plus a free pool point he can apply anywhere. This one
  he places in his Cash Pool. His roll of 7 indicates that
  Kubusaka’s force has pulled off a successful mission,
  adding a technician and a medic to the roster while
  increasing the Experience Pool by another point.
  An
  additional free point granted by the event is placed in the
  force’s Mass Pool, to reflect salvage from the mission.
  Feeling lucky and eager to wipe out the rest of
  Kubusaka’s debt, Jeff decides the unit commander will
  run through a second Combat Experience path, this
  time placing the floating free point into his Mass Pool in
  anticipation of a good roll. Unfortunately, the roll is 3,
  and with his Cash Pool still in the negatives, Jeff
  decides he’ll have to take the hit rather than burn cash
  on a re-roll.
  Rolling 1D6 to determine how many troops he has
  lost, Jeff rolls a 4, and uses the same method as before
  to determine which members of the roster were lost.
  Restricted this time to warriors only, and with no Distant
  warriors in the force, Jeff rolls a 50/50 chance that a
  MechWariror or a Complementary warrior will perish,
  and 
  loses 
  three 
  Complementaries 
  and 
  one
  MechWarrior this day.
  In addition, his force loses 2
  points from its Mass Pool, 1 from the Tech Pool and 1
  from the Cash Pool. The mission was a disaster for
  Kubusaka.
  Rather than take a chance on another Combat
  Experience path (especially since the next repeat
  brings with it a –1 modifier to the event roll result), Jeff
  decides instead that the force’s commander will return
  to Arc-Royal for some more recruiting.
  STEP 3: FORCE
  IDENTIFICATION
  Once the player has accumulated enough manpower to
  approximate the size of the force he or she wants to run, it is time
  to identify the force’s component units. Some elements, such as
  warriors and support staff, are defined based on the dominant
  troop type in the force.
  For warriors, the terms Same,
  Complementary and Distant refer to the relation of their primary
  combat role to that of the commanding officer and founder. If the
  commander is a MechWarrior, then a Same warrior type reflects
  MechWarriors, while a Complementary warrior is either an aero-
  space fighter pilot or a vehicle crew. A Distant result, meanwhile,
  may represent a squad of infantry, but how many men exactly
  
  145
  depends on whether the unit is battle armored or conventional.
  For support staff, the definition of each staffer’s role
  depends on the dominant machine type within the force. Unlike
  warriors, specialized support (not counting medical and adminis-
  trative support) may be assigned in proportion to the unit types
  available.
  If a force forms around two ’Mech lances and one
  vehicle lance, for example, the support staff should be two-thirds
  ’Mech technicians and one-third armor mechanics.
  Administrative support may be divided among four separate
  categories: Command, Transportation, Logistical and Human
  Resources. Though technically each has little bearing on force
  performance in the field, each offers a special bonus to contract
  negotiations and the day-to-day operations of the force. As with
  the technical support staff, the founding member may select
  which roles each administrator fills. Note, however, that dedicat-
  ed administrators are not necessary for forces of a company or
  less in size, and many such forces can easily manage their
  administrative needs by relying on their existing staff for paper-
  work and logistics. As forces get larger and needs grow more
  diverse, the sheer weight of so much administrative support
  almost demands specialized administrators.
  IDENTIFYING
  CAPABILITIES 
  AND ASSIGNMENTS
  Once the player has determined
  the basic listing of warrior types and
  support staff, he or she may elect to
  exchange troop types to fine-tune the
  force composition, or may proceed
  directly to rolling for each unit’s specific quality, tech rating,
  weight class and type using the Recruit Identification Table (see
  p. 146). Each recruit or crew—whether combatant or noncom-
  batant—requires a roll for each applicable column. For example,
  each MechWarrior requires three rolls to determine quality, tech
  rating and the weight class (mass) of his machine, while each
  technician requires only one roll to determine quality. The player
  may then use his point pools to increase or decrease roll results
  as needed to assure desired outcomes, with the optional burning
  cash rule available to permit any desired re-rolls.
  Once each unit’s weight class and experience ratings are
  determined, the player may then use the Random Unit
  Assignment Table  (p. 126) to determine specific unit assign-
  ments and the Random Skills Table (see p. 108, BMR) to deter-
  mine their base Piloting and Gunnery target numbers. Tech and
  Mass rolls are not required for infantry units—instead, roll only
  for an infantry squad’s Experience and Type.
  The above applies to all non-player units in the comman-
  der’s force. If using CBT: RPG, characters joining later enter with
  their own skills and vehicle as determined in their character gen-
  eration. If the commander is himself not fully designed using the
  CBT: RPG rules, the player may fill any gaps in his capabilities
  (including what vehicle he pilots personally) using these tables.
  After determining all the above details, the commander may
  then organize these warriors into specific lances, companies and
  so on before moving on to Step 4 (see p. 148).
  Exchanging Troops
  While some commanders prefer a combined-arms
  approach, others may instead desire a more uniform mercenary
  force to simplify its tactics and logistical needs.
  Furthermore,
  some players may find after running through the paths that they
  have an excess of “undesirable” unit types, and wish to swap
  them out for more useful units. In such a case, the player may
  opt to exchange troops.
  The exchange guide below shows the rates at which each of
  the personnel types may be exchanged to provide a different
  composition prior to making specific unit assignments. Warriors
  and non-combatants are not exchangeable, and players can only
  make an exchange for whole units. No fractional units are per-
  mitted after making exchanges.
  When making an exchange, the new personnel are consid-
  ered to have one experience level lower than the old personnel
  (with a minimum of Green) to reflect their hasty recruitment.
  Factor in this decrease after making any experience rolls.
  Using Pool Points
  Players use the point pools to
  increase (or decrease, if desired) the value of
  all rolls on the Recruit Identification Table
  (see p. 146). A player may spend any num-
  ber of points on the roll, with each point worth
  an increase or decrease by 1 if used prior to
  the actual roll. If a player wishes to use these
  points to modify a roll that he has already made, the cost for the
  desired increase or decrease is doubled, burning 2 pool points for
  every point by which the roll is modified.
  Pool points are divided among four different categories and
  may not be exchanged between them.
  For example, a player
  cannot use his force’s Tech Pool points to modify a roll made for
  a recruit’s experience level.
  Players who are out of points from a given pool may also fall
  back on the burning cash optional rule used in the Stage 2 and 3
  paths, spending 1 point from their Cash Pool to force a re-roll of
  an undesirable result. No point pool modifiers may be used on
  such a re-roll, however, and regardless of whether or not the
  result is worse, the second result stands. Dipping into a force’s
  Cash Pool directly affects the force’s starting funds. Remember
  that the Cash Pool can go negative, but the player cannot volun-
  tarily go below –20.
  Any points left unused at the end of the recruit identification
  process are automatically added to the force’s Cash Pool.
  Optional Rule: Identification by Subcommand
  For commands a battalion or larger in size, the creating play-
  er may opt to establish the identification of force assets, experi-
  ence, tech ratings and so forth by subunit, rather than on a unit-
  CREATING A MERCENARY FORCE
  UNIT EXCHANGE GUIDE
  1 Same = 2 Complementary = 1 Distant
  1 Support = 1 Medical = 1 Administrator
  
  146
  CREATING A MERCENARY FORCE
  by-unit basis. The optional Identification by Subcommand rule
  allows the force commander to roll for the details on the Recruit
  Identification Table once for each lance (or platoon in the case of
  infantry elements), rather than for individual units. The player
  must still make as many rolls as are applicable to the lance or
  platoon’s common unit type, but these rolls produce the average
  experience, tech rating, weight class and so on, for the affected
  sub-force.
  Players may then establish the sub-force’s target
  numbers and specific machines (if any) by using the resulting
  experience rating as an average, but may find it necessary to
  “mix-and-match” the resulting machines as this method produces
  lances of a single weight class.
  When using the Identification by Subcommand rule, triple
  all pool points used to modify the roll or re-roll results per the
  burning cash rule. For example, modifying a result by 1 before
  making the roll costs 3 pool points, post-roll modifications cost
  6 pool points per point of change, and burning cash re-rolls
  cost 3 points.
  At the end of two more passes through Recruiting,
  Jeff finds that his mercenary commander, Shinto
  Kubusaka, 
  has 
  successfully 
  obtained 
  eleven
  MechWarriors 
  (not 
  counting 
  himself), 
  four
  Complementary warriors and four Distant warriors. In
  addition, he boasts ten technicians, seven medics and
  two administrators.
  His point pools have 16 stored
  points for Experience, 10 points for Tech and 4 for Mass.
  His Cash Pool points, however, are at –3.
  Before determining whether or not to try to obtain
  any transportation, Jeff decides to identify exactly what
  he has to work with. Beginning with the MechWarriors,
  he rolls for all eleven members, guided by the Recruit
  Identification Table. (Kubusaka’s own skills and ’Mech
  were determined during the generation of his CBT:
  RPG character.)
  After rolling three times for each MechWarrior,
  using none of his pool points to influence the results
  beforehand, Jeff determines the quality, tech rating and
  weight class of all eleven ’Mechs. The dice reveal that
  Kubusaka has five Green MechWarriors and six
  Regulars. Among them, one MechWarrior will roll for his
  machine on the F column of the Random Unit
  Assignment Table (see p. 126), while three roll on the D
  column, three more on the C column, three more on B,
  one on A, and one lucky warrior will get a Custom
  design. The dice also yielded a force that consists of six
  light BattleMechs, two mediums and two heavies.
  Having decided to forego adding bonuses to his
  rolls beforehand, any effort to modify these results will
  cost double the usual number of points needed to reach
  the desired level (up or down). Regardless, Jeff decides
  to modify several of the results. For example, he choos-
  es to increase one experience result that
  left a Green MechWarrior 1 point away from
  a Regular rating, burning 2 points from his
  Experience Pool to make the switch.
  Another Green warrior who fell 2 points shy
  has his rating upped at a cost of 4
  Experience Pool points. In this fashion, Jeff
  upgrades not only his warriors, but also the
  technological quality of their machines and
  even their weight classes, burning points
  from his Tech and Mass Pools in turn.
  When he is done, only 2 points each remain
  in his Experience and Tech Pools.
  Jeff then resolves the skill levels and
  equipment of the remainder of his forces,
  this time letting the dice fall where they may.
  Declaring his Complementary units aero-
  space fighters, he rolls only for weight class
  and experience, yielding three Green fight-
  er pilots and one Regular piloting two light
  and two heavy aerospace fighters.
  His
  Distant units, which he has determined to
  be infantry, require rolls only on the
  Experience and Infantry Type columns,
  yielding three Regular and one Green con-
  ventional infantry squads, two of which are
  motorized, while the other two are jump.
  RECRUIT IDENTIFICATION TABLE
  2D6
  Experience
  Tech
  Weight
  Infantry
  Roll
  Rating (Exp)
  Rating (Tech)
  Class (Mass)
  Type (Mass)
  2
  Green/Astech
  F
  Dispossessed
  Foot
  3
  Green/Astech
  F
  Dispossessed
  Foot
  4
  Green
  F
  Light
  Foot
  5
  Green
  D
  Light
  Foot
  6
  Regular
  D
  Light
  Foot
  7
  Regular
  D
  Medium
  Motorized
  8
  Regular
  C
  Medium
  Motorized
  9
  Regular
  C
  Medium
  Jump
  10
  Veteran
  B
  Heavy
  Jump
  11
  Veteran
  A
  Heavy
  Anti-BattleMech
  12
  Elite
  Custom*
  Assault†
  Battle Armor
  *A custom design allows this pilot to field any stock or customized Inner Sphere
  unit (or Clan-upgraded Inner Sphere unit, using an Inner Sphere internal struc-
  ture, engine and armor) in his assigned weight class, or a stock Clan design.
  †For aerospace fighters, treat an Assault result as a Heavy or Small Craft
  (maximum 200 tons).
  Anti-BattleMech Infantry: Roll again to determine infantry type.
  Battle armor: Roll 1D6; 1–4 = Inner Sphere battle armor, 5–6 = Clan battle armor
  
  147
  CREATING A MERCENARY FORCE
  Finally, Jeff determines the quality of all his support staff
  using the Experience Rating column only. At this point, Jeff
  may also generate Gunnery and Piloting skills for his com-
  mand, using the appropriate columns on p. 114 of BMR.
  Because Jeff decides against using any more of his leftover
  pool points, the remainder are shifted automatically into his
  Cash Pool.
  Using the Random ’Unit Assignment Table on page
  126, Jeff determines the exact ’Mechs for his mercenary
  command and then does the same for his fighters. For
  the custom ’Mech on his roster, Jeff may choose to use
  a scratch-built Inner Sphere design of his own choosing,
  a stock Inner Sphere design from any existing BattleTech
  source, a stock Clan ’Mech or even an Inner Sphere-built
  chassis with Clan-made weapons.
  He decides on a
  stock Clan OmniMech rather than devising one of his
  own or tracking down a cool Inner Sphere model.
  Now that he can see the size of his force, he sets
  off to obtain suitable DropShips and JumpShips.
  Obtaining Transportation
  Hiring a DropShip or JumpShip is one of the largest expens-
  es a mercenary command faces. Furthermore, the need to hire
  transport makes a mercenary force dependent on outsiders and
  reduces its control over its own fate.
  Therefore, a mercenary
  force may want to buy its own DropShips and JumpShips despite
  the high cost of doing so.
  Locating and securing a DropShip or a JumpShip (with a
  crew) takes two months, and reduces the force’s Cash Pool by 4
  points. The mercenary force commander makes a single 2D6 roll
  against the target number for the intended vessel at the end of this
  time (see DropShip and JumpShip Availability Table at left), but
  only DropShip rolls may be re-rolled using the burning cash rule.
  In the case of vessels with split target numbers, the number to the
  left of the slash indicates an obsolete version, while the number to
  the right indicates the upgraded version. The player must select
  the DropShip variant he wants to obtain before making any roll.
  The target number for acquiring a DropShip or a JumpShip
  may be reduced by 1 point for each of the following traits or skills
  possessed by the commander: Contact, Well-Connected, Good
  Reputation, Wealth or Title traits, or Negotiation (+3 or higher) or
  Scrounge (+3 or higher) skills. These modifiers apply once per
  trait or skill possessed, regardless of the level and quantity of
  each trait, and so the maximum possible modifier for these traits
  or skills is –7 to any target number. In addition, the player may
  opt to seek a JumpShip or DropShip without a crew in the same
  fashion, for an additional –1 target number modifier. To reflect the
  process of then recruiting a competent crew for the vessel, the
  mercenary commander must spend another Cash Pool point and
  another month gathering such personnel.
  If the modified roll result equals or exceeds the listed tar-
  get number for the desired vessel, the mercenary force has
  successfully obtained the intended ship. However, if the mar-
  DROPSHIP AND JUMPSHIP 
  AVAILABILITY TABLE
  DropShip 
  Target 
  Crew 
  Class
  Number
  Requirement
  Achilles
  12/14
  30
  Assault Triumph
  19
  11
  Avenger
  11/15
  15
  Behemoth
  14
  50
  Buccaneer
  9
  12
  Claymore
  16
  15
  Condor
  9/12
  24
  Conquistador
  19
  21
  Excalibur
  12/15
  50
  Fortress
  13/16
  42
  Fury
  10/14
  8
  Gazelle
  9/12
  10
  Hamilcar
  12
  36
  Hannibal
  15
  40
  Hercules
  14
  28
  Intruder
  11/14
  30
  Kuan Ti
  15
  25
  Leopard
  9/10
  9
  Leopard CV
  10/14
  9
  Lung Wang
  15
  18
  Mammoth
  13
  35
  Merlin
  18
  11
  Model 97 “Octopus”
  14
  40
  Monarch
  10
  34
  Mule
  9
  20
  Nagumo
  16
  28
  Nekohono’o
  19
  42
  Okinawa
  15
  26
  Overlord
  12/15
  43
  Overlord-A3
  19
  62
  Rose
  16
  47
  Seeker
  11/13
  20
  Triumph
  11/13
  15
  Union
  10/14
  14
  Union-X
  18
  15
  Vengeance
  13/15
  9
  JumpShip 
  Target 
  Crew 
  Class
  Number
  Requirement
  Invader
  13
  24
  Merchant
  12
  20
  Monolith
  20
  30
  Scout
  16
  18
  Star Lord
  17
  30
  Tramp
  15
  21
  
  148
  CREATING A MERCENARY FORCE
  determine the skills of the Union’s crew, and finds that
  the force’s transport has a Veteran experience rating.
  STEP 4: DETERMINE
  PAYROLL, MAINTENANCE
  COSTS AND SUPPORT
  REQUIREMENTS
  The following section outlines how to determine the merce-
  nary force’s payroll, maintenance costs and support require-
  ments. All costs are listed in C-bills.
  gin of success in the attempt does not exceed half the total
  number of modifiers applied to the dice roll result (rounded
  down), then the vessel belongs to its own crew or captain (or
  a bank somewhere), and counts toward the force’s auxiliary
  units, as opposed to a craft owned and operated directly by the
  mercenary command.
  DropShips and JumpShips that are not owned outright by
  the mercenary command still appear on the mercenary force’s
  payroll and support budgets in the same way. However, their sta-
  tus as an auxiliary force means they must be paid up front before
  transporting the command, and may not deploy into combat
  unless hazard pay is offered.
  Additional rules outlining the dif-
  ference between auxiliary vessels and mercenary command-
  owned ships are discussed under Transportation in the Running
  a Mercenary Force section, p. 170.
  In any case, a commander who acquires DropShips or
  JumpShips should also roll to determine the experience level of
  the crews using the rules under Identifying Capabilities and
  Assignments, p. 145.
  Shinto Kubusaka is now the proud commander of
  a mercenary BattleMech company with two aerospace
  fighter lances and a mixed infantry platoon for support.
  Knowing this, Jeff decides to take a stab at obtaining a
  Union-class DropShip, which can carry most of these
  forces at once. If successful, he plans to back it up with
  Leopard-class DropShip for full transport capability.
  After reducing the force’s Cash Pool by 4 points (to
  –3) and choosing the obsolete version of the Union to
  maximize his chances, Jeff rolls 2D6 against a Target
  Number of 10. Kubusaka, who possesses the Contact,
  Good Reputation and Wealth traits, as well as a high
  enough Negotiation Skill, reduces the target number by
  4 points (one per trait/skill) to 6. Jeff rolls and gets a 7,
  successfully obtaining an obsolete variant of the Union-
  class DropShip.
  Since the roll only succeeded by 1,
  however (less than half the bonus of 4 that helped
  make the attempt possible), the vessel is not truly inte-
  grated into Kubusaka’s command, but is owned by its
  captain and crew (and possibly a bank somewhere).
  Though he already has a negative value for his
  Cash Pool, Kubusaka still wants to get his hands on a
  Leopard to give his force full transport capability.
  Reducing his Cash Pool by another 4 points (to –7), he
  once again spends the two months in search of a
  DropShip. Once more, his traits and the Negotiation Skill
  provide a 4-point reduction to the target number needed
  to obtain the obsolete model desired, reducing it from 9
  to 5. Jeff rolls and gets a 3, failing to obtain the Leopard.
  Though he can burn cash to repeat the roll, Jeff decides
  against it; Kubusaka’s got enough money troubles!
  Before he goes on, Jeff rolls on the Experience
  Rating column of the Recruit Identification Table to
  SALARY TABLE
  Base Salary
  Position
  Monthly
  Annually
  MechWarrior
  1,500
  18,000
  Aerospace Pilot
  1,500
  18,000
  Vehicle/Artillery Crewman
  900
  10,800
  Aircraft Pilot
  900
  10,800
  Regular Infantry
  750
  9,000
  Specialist/Armored Infantry
  960
  11,520
  Scout Infantry
  1,050
  12,600
  Vessel Crewman (DropShip)
  1,000
  12,000
  Vessel Crewman (JumpShip)
  750
  9,000
  Vessel Crewman (WarShip)
  1,200
  14,400
  ’Mech/Fighter Technician
  800
  9,600 
  Battle Armor Technician
  800
  9,600
  Vehicle Mechanic
  640
  7,680
  Medic
  640
  7,680
  Doctor
  1,500
  18,000
  Administrator
  320
  8,320
  Quality/Expertise
  Multiplier
  Assistant/Able-Body*
  x 0.5
  Green
  x 0.6
  Regular
  x 1
  Veteran
  x 1.6
  Elite
  x 3.2
  Anti-BattleMech Training†
  x 1.5
  Rank
  Multiplier
  Enlisted
  x 0.6
  Officer
  x 1.2
  Rank
  (Rating/2)‡
  *Assistants/Able-Bodies are short-term hires or astechs
  who work with the force on an as-needed basis.
  †The Anti-BattleMech Training multiplier applies in addition
  to the Experience Rating, but only to infantry unit types.
  ‡When using CBT: RPG
  
  149
  CREATING A MERCENARY FORCE
  PAYROLL
  To determine the salaries
  of force members, multiply the
  base salary appropriate to the
  member by the quality, exper-
  tise and rank multipliers shown
  in the Salary Table below. The
  multiplier effects accumulate,
  so a Veteran MechWarrior with
  a rank of lieutenant (Rank 2 in
  CBT: RPG) would be paid 2,880
  C-bills [1,500 x 1.6 (Vet) x 1.2
  (officer) x 1 (Rank 2/2 = 1)].
  Salaries should be recorded on
  the Standard Mercenary Force
  Roster Form SR 3070 (simpli-
  fied) for ease of reference.
  Most of the positions
  below are self-explanatory.
  MechWarriors, for example,
  pilot BattleMechs, while aero-
  space pilots command aero-
  space fighters.
  Bear in mind
  that a vehicle crew generally
  consists of one member per 15
  tons of vehicle (or fraction
  thereof), and thus the average vehicle crew size is four men. A
  conventional infantry squad consists of seven men, while a bat-
  tle armor squad uses four; artillery units, which are a special-
  ized class of vehicle often attached to infantry, employ seven
  crewmen. The Specialist Infantry position is a catchall catego-
  ry, covering those personnel who do not fit into any other cate-
  gory, 
  such 
  as 
  combat 
  engineers 
  and 
  commandos.
  Furthermore, all infantry units trained to conduct anti-
  BattleMech attacks (either Swarm or Leg attacks) are eligible
  for the anti-BattleMech training multiplier. This multiplier also
  applies to battle armored infantry forces if they are capable of
  engaging in such attacks.
  EQUIPMENT AND PERSONNEL 
  SUPPORT
  The tools of the modern mercenary command, like those of
  all military forces, require constant technical and mechanical
  support in order to maintain peak battlefield efficiency.
  While
  most mercenary contracts include some indemnity for technical
  support, this expense is rarely fully covered, especially where
  combat damage is concerned. Mercenaries therefore must often
  pay for their own maintenance and support requirements.
  The Maintenance Table above lists the routine maintenance
  costs and support requirements for BattleTech combat units.
  These costs include the replacement of tools and all materials
  required to keep equipment in good working order. They do not
  include support staff salaries or the cost of repairing battle dam-
  age, however.
  Each figure shown in the table covers the maintenance costs
  for a single machine only, with the exception of infantry and per-
  sonnel platoon costs. To determine the maintenance costs of
  motorized infantry units, combine the Ground Vehicle and
  Infantry Platoon maintenance costs.
  The formulas given under Weekly Support Needs are used
  to calculate the required weekly support requirements in man-
  hours for each BattleTech unit (’Mech, vehicle, fighter, infantry
  squad and so on.) in a mercenary command. Round all fractions
  down. These support requirements include medical support for
  infantry and standard personnel. Only medical personnel may
  render medical support, while technicians and mechanics pro-
  vide technical support for equipment. For clarification, units on
  the table that include a (T) designation under Support Type
  require technical support, while units with an (M) designation
  require medical support (generally routine check-ups and med-
  ical supply refills). Because infantry are trained to take care of
  their own equipment, standard infantry have no tech support
  requirement, though specialized infantry types (such as motor-
  ized and jump infantry squads) may. In the case of these spe-
  cialized infantry elements, factor their technical support needs as
  one ton of ground vehicles per 7-man group. Similarly, the main-
  tenance needs of DropShip and JumpShip units are handled by
  the vessels’ crews, and so are not listed with the unit’s day-to-day
  tech support needs.
  Record the maintenance costs and support requirements for
  the unit on SR 3070 (Simplified).
  MAINTENANCE TABLE
  Weekly Maintenance
  Weekly Support
  Unit Classification
  Cost (in C-bills)
  Needs (Man-hours)
  Support Type
  BattleMech
  75
  40+(tonnage/5)
  T
  OmniMech
  100
  40+(tonnage/5)
  T
  Aerospace fighter
  65
  40+(tonnage/2.5)
  T
  OmniFighter
  125
  40+(tonnage/2.5)
  T
  Ground vehicle
  25
  20+(tonnage/5)
  T
  Infantry squad (7 men)
  10
  3+(number of men/5)
  M
  Personnel “squad” (7 men)
  10
  3+(number of men/5)
  M
  Artillery weapon
  25
  15+(weapon tonnage/2.5)
  T
  Battle armor suit
  50
  5+(armor value x 2)
  T
  VTOL
  65
  30+(tonnage/5)
  T
  Conventional fighter
  50
  20+(tonnage/2.5)
  T
  Naval vessel (water)
  65
  10+(tonnage/2.5)
  T
  DropShip (under 16,000 tons)
  500
  80+(tonnage/10)*
  T
  DropShip (16,000–49,999 tons)
  500
  40+(tonnage/25)*
  T
  DropShip (50,000 tons and over)
  500
  20+(tonnage/50)*
  T
  JumpShip
  800
  40+(tonnage/400)*
  T
  WarShip
  5,000
  600+(tonnage/125)*
  T
  *DropShip/JumpShip support needs are automatically met by the vessel crews.
  
  150
  CREATING A MERCENARY FORCE
  In computing all of his force’s technical and med-
  ical support requirements, Jeff finds that his weekly
  support needs look like this:
  12 ’Mechs
  (Total tonnage: 595)
  Support needs: 596 man-hours 
  (technical)
  4 aerospace fighters
  (Total tonnage: 160) 
  Support needs: 223 man-hours 
  (technical)
  1 infantry platoon
  (Total tonnage: 4)
  Support needs: 16 man-hours 
  (medical), 42 man-hours (technical)
  1 Union-class 
  DropShip
  (Total tonnage: 3,500)
  Support needs: 430 man-hours 
  (technical)
  36 MechWarriors, 
  Pilots, DropShip crew, 
  and non-combatants
  Support needs: 23 man-hours 
  (medical)
  Total Support Needs (excluding DropShip): 861 man-hours (technical), 39 man-
  hours (medical).
  Kubusaka notes that his force’s medical support
  needs are more than sufficiently covered by his med-
  ical staff, while his ’Mechs and fighters could use
  some more attention. He decides to exchange two
  medics for two technicians. Doing so costs nothing in
  terms of point pools or personnel rolls, but reflects a
  commander’s shuffling of support assets by letting
  some staff go while hiring roughly equivalent staff in
  other departments. Kubusaka’s support staff now has
  twelve technicians and six medics.
  Hiring Additional Support Personnel 
  After determining the force’s
  support requirements, the force
  commander may need to hire addi-
  tional support staff to cover its
  required man-hours of labor and
  medical care.
  As a rule, forces
  must hire at least enough techni-
  cians to provide 30 percent of the
  total weekly requirement of tech
  support man-hours to prevent
  breakdowns. (Medical personnel
  operate under similar constraints to
  assure that the force’s warriors and
  non-combat personnel remain at
  their physical and mental peak.) However, commanders may want
  to hire more technicians, medics and administrators to meet the
  expanded support needs created by combat (see Maintenance,
  p. 171 of Running a Mercenary Force).
  In the final stages of force development, players may meet
  any excess support personnel needs by again dipping into the
  Cash Pool or by using the exchanging troops rule to shuffle sup-
  port personnel more effectively. The player gains two support
  personnel for every Cash Pool point spent on this form of hasty
  recruiting, and may add them to the roster after determining their
  skill levels normally. If neither option is possible, force personnel
  may be trained for double duty, effectively covering the com-
  mand’s technical and medical needs. For more information on
  this option, see the double-duty rules below. Any support per-
  sonnel purchased in this phase cannot be modified using pool
  points, once more reflecting the “beggars can’t be choosers”
  mentality that comes with such hasty recruiting.
  The weekly man-hours of service provided by technicians,
  mechanics and medical personnel, as well as their skill roll target
  numbers, vary according to their experience levels, as shown on
  the Support Productivity Table below. Technicians are required
  for BattleMechs, aerospace and conventional fighters and battle-
  armor units, while conventional vehicles are maintained by
  mechanics.
  Medical personnel, meanwhile, see to the health
  care needs of all force members (including themselves) and their
  dependents, if need be.
  To operate at full effectiveness, technical staff must include
  at least one astech for every two technicians (for medical staff, a
  paramedic is equivalent to an astech). Reduce by fifteen man-
  hours the productivity of any technician (or medic) who does not
  have assistance from an astech (or paramedic) in a given week.
  In the absence of astechs, any Green-rated technician (or medic)
  may serve as well.
  After determining a force’s technical staff, record all techni-
  cians, mechanics, astechs and medics, as well as the man-
  hours they produce and their salaries, on the force’s SR 3070
  (Simplified). Technicians and mechanics are often assigned to a
  specific machine or group of machines, which should be noted
  on the force’s roster somewhere to help aid in resolving battle-
  field repairs.
  Double Duty
  Combat personnel often have some
  expertise in the maintenance and
  repair of their machines and equip-
  ment, or valuable medical skills beyond
  mere first aid to support the activities of
  the force’s medics during extended
  campaigns.
  Some may even act as
  additional administrative and logistical
  support when not operating in a com-
  bat role. These individuals can perform
  double duty, helping to maintain the
  force’s support needs while also acting
  as its muscle during combat.
  To simulate such abilities, CBT: RPG characters must
  acquire at least three skills appropriate for their secondary roles
  in accordance with standard CBT: RPG rules. For technicians, all
  Technician, Engineering and Gunsmith skills apply, while medics
  may pick up First Aid, MedTech and Surgery skills. Administrator
  skills typically include Protocol, Administration and Computers,
  but depending on the role, may also include Negotiation,
  SUPPORT PRODUCTIVITY
  TABLE
  Skill Roll
  Man-hours
  Experience Level
  Target
  Per Week
  Astech (Paramedic)
  10
  20
  Green (Intern)
  9
  30
  Regular (Nurse)
  7
  40
  Veteran (Doctor)
  6
  45
  Elite (Surgeon)
  5
  50
  
  151
  CREATING A MERCENARY FORCE
  Scrounge and even Leadership.
  Each skill taken to assume
  double duty for the force must have at least a +2 level modifier.
  Alternatively, BattleTech players may simply assign an
  astech (paramedic) or Green tech (or medical) rating to any war-
  rior, as appropriate. However, combat personnel expected to act
  as techs, medics or administrators must be paid one-half the
  appropriate technician, medic or administrative salary, in addition
  to their regular pay. These individuals must receive their month-
  ly salaries for their secondary jobs even if those services are not
  required during that period. Furthermore, in a combat theater,
  these individuals can produce only half of their standard man-
  hour output before the quality of their work begins to deteriorate
  and they risk causing breakdowns (see Breakdowns, p. 177 of
  Running a Mercenary Force).
  Administrative Support
  Administrative personnel are the secretaries and accoun-
  tants who handle the force’s routine bureaucratic business and
  paperwork, and whose services can also be valuable bargaining
  chips in contract negotiations. Indeed, command-level adminis-
  trators may negotiate contracts themselves, or may be the agent
  who remains at the hiring hall while the rest of the force goes off
  to fight. In smaller commands, commissioned and even non-com-
  missioned officers within the force may handle administrative
  duty, effectively performing double duty in lieu of a dedicated staff.
  Administrative personnel are generally divided into com-
  mand, transportation, logistical and human resource categories,
  with each specialized to that aspect of the mercenary command.
  Though their use may be limited in smaller forces, their expertise
  can help in larger campaigns, or to smooth over day-to-day oper-
  ations. The Administrative Productivity Table below provides a
  breakdown of administrative productivity and the benefits of each
  category, including the bonus to the mercenary command’s
  Bargaining Pool (see Contract Negotiations, p. 157) for that
  aspect of the negotiations, and any strategic bonus they yield
  when the force’s administrative needs are met.
  These bonuses apply only if the force attains 50 percent (or
  more) of its administrative support requirements and the relevant
  administrators are Veteran level or higher.
  To determine the
  administrative support requirements of a mercenary command,
  simply add up all non-administrative personnel (including those
  who perform double duty and the crews of the force’s DropShips
  and JumpShips) and then add that result to the force’s total tech-
  nical support requirement, including those for DropShips and
  JumpShips. Divide the final sum by 30 to determine the minimum
  number of man-hours required to fulfill all the force’s administra-
  tive support needs.
  STEP 5: FINISHING
  TOUCHES
  After determining the support staff for the force, the com-
  mander and his officers can name the force, generate its history
  and calculate their standing funds, or war chest. Once these tasks
  are accomplished, the force is ready to begin regular game play.
  NAME
  Many commands take at least part of their names from their
  commanders, and those that are former House forces often
  retain their previous military designations. In any case, a force’s
  name should inspire confidence in potential employers and fear
  in enemies. A moniker such as David’s Daffodils is unlikely to
  accomplish either aim.
  If stuck for ideas, take a look at the mercenary force names
  listed in the Table of Contents and use them as models.
  HISTORY
  The history of a force should convey a sense of complete-
  ness and invest the player in the mercenary command he or she
  just created. Though the
  player can feel free to
  create whatever history
  he desires, the organic
  nature of these merce-
  nary force creation rules
  provides a framework on
  which the player can
  build a fictional history
  that firmly places it in
  the BattleTech universe.
  WAR CHEST
  Any 
  Cash 
  Pool
  points left over after
  force 
  generation—as
  well as all profits left
  over after paying for
  supplies, repairs and
  ADMINISTRATIVE PRODUCTIVITY TABLE
  Skill Roll
  Man-hours
  Experience Level
  Target
  Per Week
  Assistant*
  10
  20
  Green*
  9
  30
  Regular*
  7
  40
  Veteran
  6
  45
  Elite
  5
  50
  Administrative Role
  Contract Negotiation Bonus BPs
  Strategic Bonus
  Command
  +5 to Support or Command
  +1 Initiative/Tactics Bonus
  Transportation
  +5 to Support or Transport
  –10% of all transport costs
  Logistical
  +5 to Support or Salvage
  +1 to all equipment availability checks
  Human Resource
  +5 to Support or Payment
  +5% to all support man-hours
  *Contract Negotiation and Strategic bonuses do not apply for administrators with these experience levels.
  
  152
  CREATING A MERCENARY FORCE
  salaries—goes into a force’s war chest. These funds are used to
  support the command between contracts. The initial value of a
  force’s war chest depends on the force’s size, experience and
  any leftover Cash Pool points. Use the following formula to cal-
  culate a force’s war chest:
  [(Number of combat companies) x 10,000 x War Chest
  Multiplier] + [Cash Pool points x 50,000]
  To determine a force’s War Chest Multiplier, first calculate
  the average experience level of the force’s main body of troops
  (the main body of a BattleMech command is its ’Mech assets,
  while the main body of an aerospace group is its aerospace
  assets, and so on). To determine a warrior’s rating from his skills,
  find the average of his Piloting and Gunnery skills in his typical
  combat role (the one under which he appears in the force’s ros-
  ter, be it MechWarrior, tank commander, and so on.) and cross-
  reference it against the Skill Average column in the Quality
  Multiplier Table below. To then find the average experience level
  for the entire force, add up the skill averages for all elements of
  the force’s main body and divide that figure by the number of ele-
  ments.
  Cross-referencing this result against the Skill Average
  column yields the overall experience level for the main body of
  the mercenary force.
  Consult the Quality Multiplier Table to find the force’s
  Average Experience Level and determine the multiplier for the
  war chest.
  After finding the average of the gunnery and piloting
  TNs for all of his MechWarriors, summing them up, and
  dividing by 12 (rounding normally), Jeff finds that
  Kubusaka’s command—which he has named the
  Fighting Intellectuals as something of a private joke—
  has a Skill Average of 4, which classifies them as a
  Regular force. He also notes that he has a current Cash
  Pool of –7 points. His force’s total strength consists of a
  full ’Mech company, 2 air Lances, and a platoon of
  infantry, which combine as two full combat companies.
  Thus, his War Chest formula looks like this:
  [(2) x 10,000 x 1 (War Chest Multiplier)] + [–7 (Cash Pool
  points) x 50,000] = 20,000 – 350,000 = –330,000
  Kubusaka’s force, unfortunately, is beginning its
  service in debt by 330,000 C-bills.
  His next few mis-
  sions may yet determine whether or not his fledgling
  mercenary command sinks or swims.
  QUALITY MULTIPLIER TABLE
  Experience
  War Chest
  Skill Average
  Level
  Multiplier
  5.50 or higher
  Green
  0.75
  4.00 to 5.49
  Regular
  1
  2.49 to 4.01
  Veteran
  2
  2.50 or less
  Elite
  3
  
  153
  FIELD MANUAL: MERCENARIES
  Creating a mercenary command takes a profes-
  sional soldier only halfway to independence.
  Once a
  force has been formed and its mettle first tested on the
  field of battle, a long journey begins toward the twin
  goals of survival and profit. Honor and glory fall by the
  wayside on the battlefield—these are luxuries only the
  best forces can afford.
  This section sketches out the basic considerations
  of running a mercenary force. Mercenary Rating pro-
  vides guidelines for generating an official force rating,
  while Contract Offers and Contract Negotiations list
  rules for generating and negotiating contracts.
  Missions explains such considerations as contract
  advances, preparations and transportation rates, and
  Maintenance and Logistics provides rules for maintain-
  ing the combat readiness of the force’s machines
  between contracts.
  Battle offers rules for generating
  force-wide game advantages, specializations and other
  developments that help a force improve over time, while
  Failures and Breaches outlines the penalties of coming
  up short.
  MERCENARY RATING
  Most mercenary forces and MRBC-approved hiring
  halls use the Dragoons Rating to indicate a mercenary
  command’s state of readiness, as well as its ability to
  respond to different situations. The rating system origi-
  nated by Wolf’s Dragoons when Outreach became
  known as the Mercenary’s World remains the most pop-
  ular system used by employers when seeking a force
  worthy of their needs. Though some existing forces are
  rated according to other systems, many systems use
  similar enough concepts to produce essentially the
  same result.
  The following paragraphs explain how to determine
  a mercenary command’s initial Dragoons Rating and
  update it during the force’s career.
  FINDING THE RATING
  Dragoons Ratings are calculated by adding up a
  force’s numerical quality, command, combat record,
  transportation, technology and support ratings.
  The
  sum of all these components (recalculated every time
  the force returns from a mission) provides a state-of-the-
  command overview of all these factors.
  To find the value of each of these ratings, consult
  the Dragoons Rating Calculation Table below and add
  all results that apply to the mercenary force.
  Any sub-forces
  within a command that operate independently (such as an indi-
  vidual regiment within a multi-regimental command) should be
  calculated separately. Count any auxiliary units (DropShips and
  JumpShips not owned directly by the mercenary command) at
  half value.
  RUNNING A 
  MERCENARY FORCE
  DRAGOONS RATING CALCULATION TABLE
  Average Experience Rating
  Value
  Green
  +5
  Regular
  +10
  Veteran
  +20
  Elite
  +40
  Commander Rating
  Value
  Positive Trait (each)
  +1
  Negative Trait (each)
  –1
  Leadership Skill
  As skill bonus 
  Negotiations Skill
  As skill bonus
  Strategy Skill
  As skill bonus
  Tactics Skill
  As skill bonus
  Combat Record*
  Value
  Each Successful Mission
  +5
  Each Partially Successful Mission
  0
  Each Failed Mission
  –10
  Each Contract Breach
  –25
  Transportation Rating
  Value
  DropShip Capacity
  +5 per each 10% over 50%†
  JumpShip
  +10
  WarShip (w/ no DropShip capacity)
  +20
  WarShip (w/ DropShip capacity)
  +30
  Vessel is Auxiliary Unit
  Multiply value by 0.5
  Technology Rating
  Value
  Level 1 Technology
  —
  Level 2 Technology††
  +5 per each 10% over 30%†
  Support Rating
  Value
  Technical Support
  +5 per each 10% over 60%†
  Medical Support
  +2 per each 5% over 75%†
  Administrative Support
  +1 per each 10% over 60%†
  Financial Rating
  Value
  Mercenary Command in debt
  –10 per full year
  * For any covert missions, multiply the value of the mission outcome
  by 0.5, rounding up.
  † Full percentages only; Round fractions down; Maximum 100%
  ††Count Clan percentages double.
  
  154
  RUNNING A MERCENARY FORCE
  Average Experience Rating
  Players can find a force’s Average Experience Rating (AER) by
  using the system for computing the experience rating of its main
  body of troops for its War Chest multiplier (see War Chest, p. 151).
  Note, however, that all combat units are calculated for this rating,
  including any DropShips and WarShips, regardless of whether or not
  they are auxiliary units (not owned by the mercenary command).
  JumpShips, even if armed, are not counted as combat units.
  The final average experience rating adds 5 points to a force’s
  Dragoons Rating for Green, 10 for Regular, 20 for Veteran and 40
  for Elite.
  Command Rating
  To determine the force’s Command Rating, simply add up the
  commander’s Leadership, Tactics, Strategy and Negotiation skill
  levels. Then add 1 point for each positive trait featured at least
  once in the commander’s character and subtract 1 point for each
  negative trait. For purposes of this
  calculation, positive traits are: Brave,
  Combat Sense, Contact, Good
  Reputation, Land Grant, Title,
  Wealth, Well-Connected or a 7+ in
  SOC or CHA.
  Negative traits are:
  Bad Reputation, Combat Paralysis,
  Madness, Timid, Unlucky, a 3 or less
  in SOC or CHA and Clan or
  Periphery origins.
  If the player used the fast gen-
  eration method instead of the CBT:
  RPG character rules, he may not
  know the actual skill levels for a
  commander’s Leadership, Tactics,
  Strategy and Negotiations.
  The
  player should roll 1D6 for each skill.
  Subtract 4 from the roll result if the
  relevant skill was not purchased as
  a trait under the fast generation sys-
  tem, then add 1 if the commander
  has a Regular skill rating, 2 for a
  Veteran rating and 4 for Elite. The
  final result is the commander’s skill level in that skill. Once he has
  determined all the skill levels, the player adds them up to find the
  Command Rating. Treat any final results of less than 1 as 1.
  Combat Record Rating
  To calculate a force’s Combat Record Rating (CRR), add 5
  points for every mission the mercenary command has success-
  fully completed. Subtract 10 points from the sum for each failed
  mission and 25 points for any breach of contract. If the player used
  the force creation system to create the force, count missions from
  the force’s mission experience path(s) in Step 2, Stage 3
  (Creating a Mercenary Force, pp. 142 and 144) when calculating
  the Combat Record Rating.
  To successfully complete a mission, a mercenary force must
  achieve all the primary objectives defined in the mission contract.
  If the force achieves none of the primary objectives, the mission
  has failed. If the force achieves some—but not all—of the prima-
  ry objectives, the mission is considered a partial success and
  does not affect the Combat Record Rating. Secondary mission
  objectives also do not affect the CRR.
  Typically, only the Mercenary Review and Bonding
  Commission (in most games, the gamemaster) can determine if
  a force has committed a breach of contract. If playing without a
  gamemaster, the players involved should select a neutral judge or
  panel of judges to decide the matter, present their cases to the
  judge or panel and then abide by the judge’s decision. In either
  case, when resolving a contract breach, consult the rules under
  Mission Failures and Contract Breaches, p. 179.
  Every completed non-garrison/non-retainer contract, or
  every three years of uneventful garrison duty/retainer contract,
  counts as a single completed mission, worth 5 points in the
  Dragoons Rating system regardless of
  how long the contract actually runs. If a
  contract covers several missions, treat
  each mission separately for purposes of
  determining a force’s CRR. However, a
  breach of contract on any single mission
  of a multi-mission contract nullifies the
  entire contract, and the single contract
  breach penalty applies in place of any
  mission completion or failure modifiers.
  The above rules refer only to conven-
  tional contracts. Any contracts accepted
  that include covert operations, because
  they are less well known and less overt-
  ly advertised by employers and merce-
  naries alike, are worth only half the stan-
  dard value for success, failure or breach.
  Transportation Rating
  To determine a force’s Transportation
  Rating, allot 5 points for every 10 per-
  cent of the force’s total DropShip trans-
  port capability that exceeds 50 percent. Add 10 points for any
  JumpShips or WarShips the force possesses.
  A force’s DropShip capacity is simply the percentage of com-
  ponent sub-forces that the command’s DropShips can carry,
  rounded off to the nearest 10 percent. For purposes of this cal-
  culation, each BattleMech, aerospace fighter and vehicle lance
  counts as a full sub-force, as do infantry platoons and battle
  armor squads. A force cannot receive more than 25 points for its
  DropShip capacity even if that capacity exceeds 100 percent.
  Add 10 points if the force possesses any JumpShips, 20
  points for any WarShips without DropShip capacity and 30 points
  for any WarShips that can accommodate DropShips. These
  bonuses apply only once, regardless of how many vessels the
  merc command actually possesses.
  LEVEL ONE 
  EQUIPMENT TABLE
  AC/2, AC/5, AC/10, AC/20
  Armor (standard)
  Cockpit (standard)
  Engine (standard)
  Flamer, Flamer (vehicle)
  Gyro (standard)
  Hatchet
  Heat Sink (standard)
  Internal Structure (standard)
  Jump Jet (standard)
  Large Laser, Medium Laser, Small Laser
  LRM 5, LRM 10, LRM 15, LRM 20
  Machine Gun
  PPC
  SRM 2, SRM 4, SRM 6
  
  155
  RUNNING A MERCENARY FORCE
  Technology Rating
  The Technology Rating (TR) is the percentage of a force’s
  BattleMech, vehicle and fighter tonnage constructed with
  advanced technology (Inner Sphere or Clan Level 2 equipment).
  A unit is considered to be Level 2 or higher if its equipment
  includes anything not shown on the Level 1 Equipment Table
  below, or if it incorporates Clan technology.
  To calculate a force’s TR, determine the percentage of the
  force’s total number of combat units (excluding conventional
  infantry) that use Level 2 technology or Clan-made equipment.
  Allot 5 points for every 10 percent
  above 30 that the unit possesses in
  Inner Sphere Level 2 technology.
  Units that use Clan technology are
  worth double their percentage, so
  double the percentage calculation
  result when resolving Clan unit per-
  centages, and add the result to the
  number of Level 2+ units to find the
  force’s overall Technology Rating.
  Whether units employ Clan or Inner
  Sphere Level 2 technology, however,
  the maximum technology percentage
  cannot exceed 100.
  Though not all mercenary forces
  have Dragoons Ratings, they do
  have Equipment Ratings, which sum
  up the level of technology in a similar
  fashion to the TR formula. To find a
  force’s Equipment Rating, simply
  cross-reference the total percentage
  of Level 2/Clan units within the force
  against the Equipment Rating Table
  below. While not critical to computing
  Dragoons Ratings, knowing a force’s average Equipment Rating
  can help unrated forces obtain contracts.
  A mercenary command has four Level 1 ’Mechs,
  six Level 2 Inner Sphere ’Mechs and two Clan ’Mechs.
  The percentages of these units in the force are com-
  puted as follows:
  Level 2 units = (6 / 12) x 100 = 50 percent
  Clan units = (2 / 12) x 100 = 16.67 x 2 = 33.33
  percent
  Added together, the total percentage of units with
  Level 2/Clan technology is thus 83.33 percent (rounding
  down to 83 percent).
  This exceeds 30 percent by a
  53.33 percent, or five full 10 percent increments. The
  unit therefore has a 25-point Technology Rating.
  Support Rating
  To determine a force’s Support Rating (SR), determine its
  technical, medical and administrative support needs in weekly
  man-hours, and then determine the amount of weekly man-hours
  produced for each category by its support staff. Allot 5 points for
  every 10 percent of required technical support the command can
  generate in excess of 60 percent. Add 2 points for every 5 per-
  cent of medical support that is then produced in excess of 75 per-
  cent, and 1 point for every 10 percent of administrative support
  provided over 60 percent.
  The formulas for determining a command’s support needs
  and the man-hours produced by its support staff are part of Step
  4 in Creating a Mercenary Force, p. 148.
  Financial Rating
  A force’s Financial Rating (FR)
  indicates whether or not a mercenary
  command is financially solvent or oper-
  ating in debt.
  If a mercenary com-
  mand’s current war chest is below 0 C-
  bills, the command is considered in
  debt and loses 10 points from its rating
  for every year (or fraction thereof) in
  which it consistently remains that way.
  If a mercenary command pays off all
  its debts at any point, this modifier
  automatically drops to 0.
  Finding the Dragoons Rating
  The sum of the above ratings pro-
  duces a final score for the mercenary
  command that the player may cross-ref-
  erence against the Dragoons Rating
  Table to find his force’s Dragoons Rating.
  CONTRACT
  OFFERS
  In a given month, a mercenary command may attract
  numerous contract offers, depending on its location (or at least
  that of its hiring hall), its force type and its mercenary rating.
  These factors not only influence the number of contracts offered,
  but also by which employers and for what mission types.
  On the first of each month, the mercenary command player
  makes a series of rolls to determine the number of contract offers
  received. The Contract Modifiers Table below provides a list of
  modifiers that may apply to this roll and however many subse-
  quent rolls are needed to determine the employer and mission
  per offer. When rolling for a new contract, the player running the
  mercenary force must select all Hiring Hall, Main Force Type and
  Dragoons/Equipment Rating modifiers that apply and add them
  to the dice roll results for the appropriate tables.
  These offers remain open only for the month in which they
  are received, after which they are shopped out to other merce-
  nary forces. A merc command therefore has a narrow window of
  opportunity in which to discuss possible terms for a mission and
  draw up a contract.
  EQUIPMENT RATING TABLE
  Level 2+/Clan
  Equipment
  Percentage
  Rating
  15 or less
  F
  16 to 45
  D
  46 to 65
  C
  66 to 85
  B
  86 and up
  A
  DRAGOONS RATING TABLE
  Total Points
  Rating
  <0
  F
  0-45
  D
  46-85
  C
  86-120
  B
  121-150
  A
  151+
  A* (A-star)
  
  156
  RUNNING A MERCENARY FORCE
  NUMBER OF OFFERS
  To determine how many contract offers a mercenary com-
  mand receives in a month, roll 2D6 and consult the Contract
  Offers Table. Apply all appropriate modifiers to the roll result to
  reflect the effects of hiring hall locale, the force’s primary unit
  type and its Dragoons/Equipment Rating.
  DETERMINING EMPLOYER
  To determine a contract’s employer, first roll 3D6 and consult
  the Contract Employer Table, applying the Employers modifier
  from the Contract Modifiers Table above. If the roll result indicates
  a Periphery Employer, roll 3D6 again (once more applying all
  appropriate modifiers) and consult the Periphery Employer col-
  umn to determine which Periphery state is offering the contract.
  If the initial result yields an independent world or Chaos
  March power, the gamemaster may choose any faction he or she
  deems appropriate. In the absence of a gamemaster, the player
  may roll again to choose another employer or pick an appropri-
  ate world or Chaos March power that is geographically closest to
  the second resulting employer. Players can use the same tech-
  nique to resolve a mercenary employer as well; consulting the
  Employment Roster (see p. 183. Field Manual: Updates) should
  help to find a regimental-sized mercenary command located
  geographically closest to the second resulting employer.
  If the initial result indicates a corporate employer, the
  player may either create one or select it from any BattleTech
  product. Players may also generate a corporate employer by
  rolling on any random ’Mech-generation table, then looking up
  the manufacturer of the ’Mech design in the appropriate
  Technical Readouts.
  THE MISSION
  To determine a contract mission, roll 2D6 and consult the
  Contract Mission Table, applying the appropriate Missions
  modifiers from the Contract Modifiers Table. Locate the mis-
  sion type that corresponds with the contract employer and roll
  result. If the initial result is Special or Covert, roll again (once
  more applying all relevant modifiers) and refer to the appropri-
  ate column for the contract mission. Mission results separat-
  ed by a slash indicate dual-purpose contracts, where the mer-
  cenary force is expected to perform both roles simultaneously.
  Select mission targets within the closest Successor
  State, Clan Occupation Zone, Periphery realm or corporate
  holding that is hostile or potentially hostile toward the contract
  employer. Consider the mission type and political conditions
  when setting targets. Corporate employers are most likely to
  authorize missions against other corporations.
  See Contracts (Employment and Contracts, p. 23) for
  descriptions of mission types.
  Responsibilities
  Primary responsibilities for the various contract missions are
  fairly standard (see Contracts, page 23). Gamemasters should
  create more specific responsibilities based on the particular
  contract. For example, if a mercenary force will be serving as part
  of a larger planetary-assault command, the force’s contract might
  specify particular targets.
  CONTRACT MODIFIERS TABLE
  Contract Table Modifiers
  Hiring Hall
  Offers
  Employers
  Missions
  Antallos (Port Krin)
  –1
  –2
  –2
  Arc-Royal
  +1
  +2
  +2
  Astrokaszy
  +1
  –2
  –1
  Fletcher
  +1
  –1
  –1
  Galatea
  +1
  0
  0
  Heroditus
  0
  –1
  –1
  Northwind
  0
  0
  +2
  Outreach
  +2
  0
  0
  Solaris VII
  +1
  0
  –1
  Westerhand
  –1
  0
  +1
  No Hall
  –2
  -3
  –4
  Main Force Type
  Offers
  Employers
  Missions
  Aerospace fighters
  0
  0
  +1
  BattleMechs
  +1
  +1
  0
  Conventional armor
  +1
  0
  –1
  Infantry (conventional)
  +1
  0
  –2
  Infantry (battle armor)
  +1
  +1
  –2
  Infantry (Special Forces)
  +2
  0
  –3
  Dragoons/Equipment
  Rating
  Offers
  Employers
  Missions
  A*
  +3
  0
  +1
  A
  +3
  0
  0
  B
  +2
  0
  0
  C
  +1
  0
  0
  D
  0
  0
  –1
  F
  –2
  –1
  –1
  Unrated
  –1
  –1
  –1
  CONTRACT OFFERS TABLE
  Modified
  2D6 Roll
  Offers
  3 or less
  0
  4–5
  1
  6–9
  2
  10–12
  3
  13–15
  4
  16 or more
  5
  
  157
  RUNNING A MERCENARY FORCE
  CONTRACT NEGOTIATIONS
  After accepting a contract bid, a mercenary command must
  negotiate contractual rights with the employer. Contractual rights
  include the length of the contract and payment, as well as the
  other rights explained under Contractual Terms and Obligations
  (p. 26). A mercenary command lives and dies by the contracts it
  negotiates, so players should read and understand this system
  before using it in an ongoing campaign.
  Contract negotiations are a two-stage process, the first of
  which involves establishing the employer’s initial contract terms.
  From there, the mercenary force’s commander (or an authorized
  negotiator) bargains on specific items. The Contract Worksheet
  (p. 187) provides a convenient way to keep track of contract
  offers, payment and other details throughout
  this process.
  The employer negotiation tactics and
  typical mission contracts described in
  Employment and Contracts (p. 23) are sim-
  ply role-playing guides for gamemasters.
  That information is not part of the following
  bargaining system.
  EMPLOYER CONTRACT
  TERMS
  Employers tend to set forth several
  main bargaining when offering a contract,
  particularly the force’s payment, length of
  service, command and salvage rights, and
  support and transport reimbursement. The
  priority of each varies with the employer and
  the mission type and will set the tone for the
  negotiation process, establishing which
  areas will be harder or easier to haggle over.
  The Master Contract Terms Tables (see pp.
  159-160) enable a player or gamemaster to
  set the seven main starting points for a mercenary contract. This
  section is optional, however; gamemasters may skip it and set the
  priorities directly, rather than relying strictly on the dice.
  Payment Multiplier
  The amount of C-bills in base payment offered for a merce-
  nary force’s services is determined by adding up all the force’s
  combat and support personnel salaries (including those for all
  DropShip/JumpShip crews of vessels owned by the mercenary
  command) and multiplying this sum by a payment multiplier. This
  multiplier is determined by adding all relevant numbers in the
  Payment Multiplier column of the Master Contract Terms Table A.
  The Equipment Rating should only be used for mercenary com-
  CONTRACT EMPLOYER TABLE
  Modified 3D6 Roll
  Employer
  Periphery Employer
  3 or less
  Independent World
  Nueva Castile
  4
  Periphery Employer
  Umayyad Caliphate
  5
  Periphery Employer
  Astrokaszy
  6
  Chaos March
  Antallos (Port Krin)
  7
  Free Worlds League
  Tortuga Dominions
  8
  Word of Blake
  Mica Majority
  9
  Capellan Confederation
  Circinus Federation
  10
  Federated Suns
  Calderon Protectorate
  11
  Lyran Alliance
  Marian Hegemony
  12
  Draconis Combine
  Magistracy of Canopus
  13
  ComStar 
  Taurian Concordat
  14
  SLDF
  Fronc Reaches
  15
  Free Rasalhague Republic
  Rim Collection
  16
  Mercenary
  Niops Association
  17
  Corporation
  Franklin Fiefs
  18 or more
  Corporation
  Fiefdom of Randis
  CONTRACT MISSION TABLE
  Roll Result
  Inner Sphere
  Periphery
  Corporation
  Special
  Covert
  2 or less
  Covert
  Covert
  Covert
  Covert
  Terrorism
  3
  Special
  Special
  Covert
  Guerrilla*
  Assassination
  4
  Pirate Hunting
  Planetary Assault
  Special
  Guerrilla
  Assassination 
  5
  Planetary Assault
  Riot Duty
  Objective Raid
  Recon Raid*
  Espionage
  6
  Riot Duty
  Extraction Raid
  Extraction Raid
  Extraction Raid
  Sabotage
  7
  Objective Raid
  Pirate Hunting
  Recon Raid
  Retainer
  Guerrilla
  8
  Extraction Raid
  Security Duty
  Objective Raid
  Recon Raid
  Recon Raid
  9
  Recon Raid
  Objective Raid
  Security Duty
  Relief Duty
  Diversionary 
  10
  Garrison Duty
  Garrison Duty
  Garrison Duty
  Diversionary*
  Observation
  11
  Cadre Duty
  Cadre Duty
  Cadre/Garrison Duty
  Riot/Garrison Duty
  Mole Hunting
  12 or more
  Special
  Special
  Special
  Cadre/Garrison Duty
  Security
  *Offered with Planetary Assault contract, to begin immediately at termination of first contract.
  
  158
  RUNNING A MERCENARY FORCE
  mands that do not have a Dragoons Rating, in which case the
  modifier for being an unrated mercenary command also applies.
  For example, the payment multiplier for a B-rated mercenary
  force undertaking an objective raid for the Draconis Combine
  would be 5.6 (1.6 + 1.3 + 2.7 = 5.6), while the same mission
  against the Clans would have a multiplier of 6.1 (5.6 + 0.5 = 6.1).
  If the mercenary command has no Dragoons Rating, but has an
  Equipment Rating of B, the multiplier would be 1 point lower for
  both examples.
  Contract Length
  Contract length is determined by first establishing a base
  length of service depending on the mission type. The employer
  and the force’s rating may result in multipliers being applied to
  this base time in the same manner as payment multipliers. The
  final result (rounded to the nearest whole number) determines
  the full contract length (in months). For example, the contract
  length for a C-rated mercenary command undertaking cadre
  duty for the Federated Suns would yield a length multiplier of 1.1
  (0.6 + 0.5 = 1.1) and a contract length of 13 months (1.1 x 12
  months = 13.2 months = 13 months).
  Contracts officially begin when a mercenary command
  reaches its destination (if friendly) or an official staging area (if
  the objective is in hostile territory).
  Other Contract Points
  Command rights, overhead compensation, salvage rights,
  support and transport terms are all set by a series of modifiers
  which, when taken together, influence the appropriate dice rolls
  on the Master Contract Terms Table B. To determine what terms
  are offered in each category, simply add up the appropriate
  modifiers from Table A and apply them to the 2D6 result for the
  same category in Table B. These modifiers take effect regard-
  less of how many rolls are required per category. For example,
  command rights for a B-rated mercenary command hired to
  stage an objective raid for the Draconis Combine have a total
  modifier of –4 (–1 + –3 + 0 = –4). If the player then rolls a 7 on
  Table B for command rights, the result becomes 3 (7 + –4 = 3),
  and thus the mercenary command is offered House command
  for this mission.
  Overhead compensation simply refers to the amount of the
  typical command’s 5 percent total payroll needs consumed by
  the force’s day-to-day operations. The roll on this column simply
  defines the amount of this overhead covered by the employer.
  In the case of salvage rights, the player may need to make
  two rolls. If the roll result yields a percentage or Full, the merce-
  nary command is offered that percentage of what are considered
  shared salvage rights, meaning that the mercenaries can keep
  that percentage of the total monetary value of any equipment
  they capture during the contract.
  (The remaining percentage
  goes to the employer.)  Full salvage means the mercenary com-
  mand claims all captured equipment during the contract. On a
  result of Exchange, the player must make a second roll, throwing
  out any result that does not yield a percentage or Full. The result
  kept is the amount of all captured equipment for which a merce-
  nary command may receive fair market value—in C-bills or equip-
  ment of equivalent (but generally lower) technology. The remain-
  ing equipment goes to the employer.
  For support rights, an employer may offer three types of
  technical support, determined by rolling 1D6.
  On a result of
  1–3, straight support (compensation for routine maintenance) is
  offered, and the number to the left of the slash under Support
  Rights on Table B indicates its percentage.
  A result of 4–5
  means battle loss compensation is offered, and the right-hand
  number indicates the percentage of the mercenary command’s
  destroyed equipment for which the employer will compensate
  (in C-bills or equipment). On a result of 6, both types of support
  are offered, and the player should roll twice on the Support
  Rights column to determine the levels of support for each
  (applying the standard modifiers and re-rolling any results that
  indicate no support).
  With regard to transport terms, the percentages shown on
  Table B reflect the total cost of using DropShips and JumpShips
  for which the employer will compensate the merc command in
  payment.
  The number to the left of the slash indicates the
  amount compensated for if the mercenary force uses its own ves-
  sels (regardless of whether they are owned or auxiliary vessels).
  The number to the right represents the amount paid for chartered
  transportation, where the mercenary force does not have its own
  vessels and the employer does not offer its own. Both of these
  numbers are presented to the mercenary command in the initial
  contract offer and are generated on a single roll.
  BARGAINING SYSTEM
  Bargaining is a give-and-take process in which both negoti-
  ating parties must compromise—neither can get everything it
  wants, so each side must give in on certain points to persuade
  the other party to grant concessions in other areas.
  To reflect this give-and-take, mercenary contracts are negoti-
  ated with a Bargaining Pool. First, a mercenary force receives a
  fixed pool of Bargaining Points.Then the force’s negotiator and the
  employer’s negotiator bargain over the contract rights one at a
  time.The negotiators add to or reduce the points in the Bargaining
  Pool to win particular terms governing each contract right.
  Negotiators
  Before beginning negotiations, a mercenary command must
  select a negotiator. For smaller commands—generally under a
  battalion in size—this negotiator is often the mercenary force
  commander, but freelance negotiators or even a command-level
  administrator may serve in such a capacity, with the authority to
  make deals for the entire force.
  Employer negotiators are based on the Experience Level of
  the mercenary force, matching Green negotiators up with Green
  mercenary commands. However, the negotiators in some states
  are generally more effective than others.
  
  159
  RUNNING A MERCENARY FORCE
  MASTER CONTRACT TERMS TABLE A
  Payment
  Base
  Command
  Overhead
  Salvage
  Support
  Transport
  Mission
  Multiplier
  Length
  Modifier
  Modifier
  Modifier
  Modifier
  Modifier
  Assassination/Terrorism
  1.6
  3 months
  +1
  +1
  0
  0
  –2
  Cadre Duty
  0.8
  12 months
  0
  +1
  0
  +1
  0
  Diversionary Raid
  1.8
  3 months
  0
  0
  +2
  +2
  +1
  Extraction Raid
  1.6
  3 months
  –1
  0
  -1
  +2
  +1
  Garrison/Security Duty
  1
  18 months
  +1
  +1
  0
  +1
  0
  Guerrilla/Espionage/Sabotage
  2.1
  24 months
  –2
  0
  +3
  –2
  –1
  Objective Raid
  1.6
  3 months
  –1
  0
  0
  +1
  +2
  Pirate Hunting
  1
  6 months
  +2
  –1
  +2
  –1
  –1
  Planetary Assault
  1.5
  9 months
  –2
  0
  0
  +2
  +3
  Reconnaissance Raid
  1.6
  3 months
  –1
  0
  –2
  +1
  –1
  Retainer
  1.3
  12 months
  –2
  +2
  0
  +2
  +1
  Relief Duty
  1.4
  9 months
  –1
  0
  +1
  +1
  +1
  Riot Duty
  1
  4 months
  –2
  +1
  +1
  +2
  0
  Security/Mole Hunting
  1.2
  6 months
  –3
  +2
  0
  +2
  +1
  Against Clans
  +0.5
  As mission
  –1
  +1
  –2
  +1
  0
  Covert Operation
  +0.3
  As mission
  +1
  0
  +1
  –1
  –1
  Payment
  Length
  Command
  Overhead
  Salvage
  Support
  Transport
  Employer
  Multiplier
  Multiplier
  Modifier
  Modifier
  Modifier
  Modifier
  Modifier
  Federated Suns
  1.2
  0.6
  –2
  0
  –1
  +1
  +1
  Lyran Alliance
  1.4
  0.6
  –2
  +1
  –1
  +1
  +2
  Draconis Combine
  1.3
  0.5
  –3
  0
  –2
  0
  +1
  Capellan Confederation
  1.4
  0.7
  –3
  0
  –2
  –1
  0
  Free Worlds League
  1.3
  0.5
  –2
  +1
  0
  –1
  –1
  ComStar/SLDF
  1.3
  0.6
  –2
  +1
  0
  0
  +2
  Word of Blake
  1.4
  0.8
  –3
  +2
  +1
  +1
  +2
  Free Rasalhague Republic
  1.1
  0.7
  +2
  0
  +2
  0
  –1
  Magistracy of Canopus
  1.2
  0.5
  0
  0
  +1
  +2
  –1
  Taurian Concordat
  1.1
  0.6
  –1
  –1
  +2
  0
  0
  Marian Hegemony
  1
  0.5
  –1
  0
  +2
  0
  +1
  Nueva Castile/Umayyad Caliphate
  0.8
  0.4
  –1
  –1
  +3
  –2
  –2
  Other Periphery Realms
  1
  0.5
  0
  0
  +2
  0
  –2
  Chaos March/Independent World
  1
  0.5
  0
  –1
  +1
  –1
  0
  Mercenary/Corporation (1D6 roll: 1–4)
  1.1
  0.4
  –1
  +1
  +2
  +1
  +1
  Mercenary/Corporation (1D6 roll: 5–6)
  1.3
  0.6
  –2
  0
  +1
  +2
  0
  Payment
  Length
  Command
  Overhead
  Salvage
  Support
  Transport
  Dragoons/Equipment Rating
  Multiplier
  Multiplier
  Modifier
  Modifier
  Modifier
  Modifier
  Modifier
  A*
  3.5
  0.5
  +1
  +1
  +1
  +1
  0
  A
  3.0
  0.5
  +1
  0
  +1
  0
  0
  B
  2.7
  0.5
  0
  0
  0
  0
  0
  C
  2.4
  0.5
  0
  0
  0
  0
  0
  D
  2.1
  0.5
  –1
  0
  0
  0
  0
  F
  1.5
  0.5
  –1
  0
  0
  0
  –1
  Unrated
  –1.0
  0
  –2
  –1
  –1
  –1
  –2
  
  160
  RUNNING A MERCENARY FORCE
  To determine the negotiator for the mercenary force, players
  of a CBT: RPG campaign may wish to choose either their force
  commander or one of their own members with a sufficiently high
  Negotiation Skill. Otherwise, the force commander may choose
  a command administrator to act as negotiator and base his skills
  on that administrator’s Experience Level per the table below.
  Alternatively, a mercenary command might make use of a free-
  lance negotiator instead and pay the fee listed (in C-bills) to
  acquire his temporary services.
  The table below describes the ratings, skill bonuses and free-
  lance fees for negotiators, and includes a list of modifiers that
  apply to the negotiator’s rolls based on his or her affiliations. Add
  any applicable modifiers to the appropriate negotiator’s skill bonus
  to determine the final skill bonus of each negotiator. The merc
  negotiator’s skill and affiliation will also modify the mercenary
  command’s Bargaining Pool. Regardless of how many adminis-
  trators serve the force, only one of each administrator type may be
  employed in negotiations (though the four different types can com-
  bine their points on negotiations for support rights).
  Bargaining Pool
  A mercenary force’s Bargaining Pool is based on its rating,
  its standing with the MRBC and the difference in skill bonuses
  between the force’s negotiator and that of the employer. All mer-
  cenary forces should compute a Dragoons Rating for their com-
  mand per the normal rules, regardless of whether or not they are
  actually represented in those hiring halls sanctioned by the
  MRBC (namely, Outreach and Galatea).
  The force’s base
  Bargaining Pool is equal to the final Dragoons Rating, minus 5
  percent if the force does not operate out of Galatea or Outreach
  (or through negotiators based on those worlds).
  The difference between negotiator skill bonuses also affects
  the mercenary force’s Bargaining Pool. For each point by which
  the mercenary negotiator’s skill bonus exceeds that of the
  employer’s, add 10 percent to the Bargaining Pool.
  For each
  point by which the employer negotiator’s skill bonus exceeds that
  of the mercenary’s, reduce the mercenary command’s pool by 10
  percent.
  Round all fractions normally (all fractions below 0.5
  round down; all others round up).
  A mercenary force in debt loses some of its bargaining
  strength. For every 12 consecutive months (or fraction thereof)
  that the mercenary command operates in debt, it loses 10 per-
  cent of its Bargaining Pool, rounding normally. For example, a
  MASTER CONTRACT TERMS TABLE B
  2D6 Roll
  Command
  Overhead
  Salvage
  Support
  Transport
  Result
  Rights
  Compensation
  Rights
  Rights*
  Terms
  1 or less
  Integrated
  None
  None
  None
  None
  2
  Integrated
  None
  Exchange
  None
  10%/20%
  3
  House
  Half
  Exchange
  10%/10% 
  20%/25%
  4
  House
  Half
  10%
  20%/15%
  30%/30%
  5
  House
  Half
  20%
  30%/20%
  40%/35%
  6
  House
  Half
  30%
  40%/25%
  50%/45%
  7
  House
  Full
  40%
  40%/30%
  55%/50%
  8
  Liaison
  Full
  50%
  50%/35%
  60%/55%
  9
  Liaison
  Full
  60%
  60%/40%
  65%/60%
  10
  Liaison
  Full
  70%
  70%/45%
  Full
  11
  Liaison
  Full
  80%
  80%/50%
  Full
  12
  Independent
  Full
  90%
  90%/55%
  Full
  13 or more
  Independent
  Full
  Full
  Full/60%
  Full
  * Roll 1D6 to determine support rights first. A result of 1–3 = straight support, 4–5 = battle loss compensation, 6 = both.
  NEGOTIATION MODIFIERS TABLE
  Negotiator Rating
  Skill Bonus
  Freelance Fee
  Green
  +1
  1,800
  Regular
  +3
  2,400
  Veteran
  +5
  4,800
  Elite
  +7
  7,200
  Affiliation
  Skill Modifier
  Federated Suns
  –1
  Lyran Alliance
  +1
  Draconis Combine
  –1
  Word of Blake
  –1
  Periphery States
  +1
  Freelance Negotiator*
  –1
  * Freelance negotiators apply their modifiers to the mer-
  cenary negotiator’s roll.
  
  161
  RUNNING A MERCENARY FORCE
  mercenary force that has been in debt for 18 months loses 20
  percent, while one that has been in debt for only three months
  loses only 10 percent. Mercenary commands negotiating their
  first contract with a War Chest below 0 C-bills are considered to
  be in debt for six months.
  The Bargaining Pool enables a mercenary force to barter
  points for more favorable terms, but it can also limit less rep-
  utable mercenary units, whose ratings are low (and with it their
  Bargaining Pools). The following sections explain the use of the
  Bargaining Pool more thoroughly for each aspect of the negotia-
  tion process, but in general, the process works the same in all
  cases: The mercenary negotiator spends points from the pool in
  order to win concessions from the employer, or picks up addi-
  tional points by volunteering concessions. The employer’s nego-
  tiator, in the meantime, can either choose to concede more than
  the mercenary asks, drawing away more pool points, or rebut the
  mercenary’s counter-offer and add points to the pool.
  If, at the end of negotiations, the Bargaining Pool is reduced
  to 0 or below, the negotiation process has ended and all contract
  terms are locked in.
  Optional Rule: One-Player Bargaining
  Though the Bargaining Pool system removes skill rolls from
  the process, the standard system assumes the presence of a
  neutral gamemaster playing the role of an employer negotiator.
  If no gamemaster exists, subtract an additional 10 percent from
  the mercenary command’s final Bargaining Pool. The employer
  negotiator will not seize the agenda or renegotiate changes to
  the contract paid for by the mercenary command.
  Shinto Kubusaka’s Fighting Intellectuals are a reg-
  ular mercenary command with a Dragoons Rating of
  54, but no formal Dragoons Rating (because they set
  up shop on Arc-Royal and have yet to formally register
  with the MRBC). The force also has a negotiator whose
  skill bonus is +4.
  The Intellectuals’ prospective employer is a regular
  Lyran 
  negotiator 
  (matching 
  the 
  mercenaries’
  Experience Level) with a skill bonus of +4 (+3 for regu-
  lar, +1 for Lyran). Because the mercenary command
  lacks a formal Dragoons Rating, it loses 5 percent of the
  54 points in its Bargaining Pool, and loses another 10
  percent (for a total of 15 percent) for being in debt for at
  least a month.
  Because both negotiators have the
  same skill bonuses, the Intellectuals lose no additional
  percentages. The force’s 54-point pool thus drops to
  45.9 points, which rounds up to 46 points.
  Because the gamemaster is playing the employer’s
  role in these negotiations, the Intellectuals enter with 46
  bargaining points. Had this been a single-player negoti-
  ation process, the Intellectuals would lose another 5
  points from the pool, for a starting pool of 41. (10 per-
  cent of 46 = 4.6, rounded to 5; 46 – 5 = 41.)
  Special Administrator Bonuses
  Some veteran and elite administrators provide a temporary,
  specialized bonus to contract negotiations, based on their role in
  the force’s command structure. Mercenary commanders desig-
  nate the role of these administrators during force creation, spe-
  cializing them to command, transport, logistical or human
  resource duties. Each role provides a bonus to either support
  rights negotiations or a specialized field like command rights,
  transport rights, salvage rights or contract payment (see the
  Administrative Productivity Table under Step 4 of the Mercenary
  Force Creation rules, p. 151).
  During negotiations, these administrators may use their 5
  bonus points only once, to provide a temporary boost to the mer-
  cenary force’s Bargaining Pool on an applicable contract term.
  These points remain in effect only when negotiating the given
  contract term, and may provide either a little extra push for an
  important item or help deflect points burned away by an employ-
  er’s concession. These points may be used in gamemastered or
  single-player negotiations.
  Setting and Seizing the Agenda
  Each term in the negotiation process may only be haggled
  over twice, and none may be repeated until after all others have
  been discussed at least once. The main terms are contract pay-
  ment, length of service, command rights, salvage rights, support
  rights and transport rights.
  Normally, contract negotiations are handled in turns, where
  one side determines one contract item for discussion and the
  other places the next on the table, and so on. The negotiator with
  the highest skill bonus (or the mercenary negotiator, in the event
  of a tie) begins by selecting the first item open for discussion.
  However, rather than yield the discussion to this normal alternat-
  ing format, a controlling negotiator (the one who last opened an
  item for discussion) may instead decide to “seize the agenda” and
  declare another item consecutively. Of course, doing so can rad-
  ically affect the Bargaining Pool.
  If the mercenary negotiator opts to seize the agenda, the first
  time he does so costs 5 pool points. This cost increases by 5
  points with each consecutive seizure, so a second consecutive
  seizure costs 10 points, a third costs 15 points, and so on. If, on
  the other hand, the employer’s negotiator opts to seize the agen-
  da, the mercenary’s Bargaining Pool gains 3 points, plus 3 more
  for each successive seizure (6 points for the second seizure, 9 for
  a third, and so on).
  Whichever negotiator sets the next item on the agenda also
  produces the first offer on that item. If the negotiator represents
  the employer, the item is already established with the initial offer,
  but may be preemptively changed in the mercenary command’s
  favor to reduce the mercenary negotiator’s bargaining power.
  Shinto Kubusaka’s negotiator, with his +4 bonus,
  matched the Lyran negotiator’s +4 bonus, and so the
  Intellectuals won the right to name the first item on the
  
  162
  RUNNING A MERCENARY FORCE
  agenda. The mercenary negotiator chose contract pay-
  ment.
  After haggling the payment terms slightly, the
  Intellectuals Bargaining Pool is down 10 points (to 36).
  Before their negotiator can set the next item for discus-
  sion, the Lyran representative seizes the agenda to
  maintain control over the discussions, giving the
  Intellectuals back 3 points (raising the force’s
  Bargaining Pool to 39). If the Lyran negotiator opts to
  maintain control over the negotiations into the next
  item, he will add another 6 points to the Intellectuals’
  Bargaining Pool, but it might be worthwhile to deal with
  the difficult issues first.
  In a single-player negotiation process, the employ-
  er never seizes the agenda. Therefore, after haggling
  over the payment for 10 points, the Intellectuals would
  have 31 points and they can seize the agenda on their
  own behalf.
  Length of Service
  Any contract longer than six months may be negotiated by
  the mercenary command for a greater or lesser duration, as can
  special clauses for employer extensions and mercenary escape
  clauses. In general, a mercenary force profits more from longer
  contracts, but in some rare cases the force may decide instead
  to cut their service shorter, either to accommodate more con-
  tracts per year or to minimize their time working for an unpleas-
  ant employer.
  Likewise, mercenary commands generally
  demand an emergency escape clause, which permits them to
  voluntarily terminate their employment ahead of schedule in the
  case of unexpected difficulties. Though not often bartered away,
  this clause can be used as a valuable bargaining chip.
  Employers generally (though not always) prefer their merce-
  naries working closer to the original time frame set forth in the
  opening bid, and will often attempt to keep them there. As a bar-
  gaining chip, employers may use their own standard contract
  extension clause, which permits as many as three month-long
  contract extensions, each activated in turn.
  Mercenary Negotiator: Every month by which a mercenary
  command wishes to increase or reduce its time of service—to a
  maximum change of three months either way—costs 5
  Bargaining Pool points. If so desired, the mercenary command
  may regain 10 points by sacrificing its emergency escape clause.
  Doing so, however, locks the force into its contract, so that any
  termination of services beyond the force’s total (or near-total)
  destruction may be viewed as a breach of contract.
  Employer Negotiator: If the employer wishes to counter
  changes made by a mercenary negotiator, the employer’s nego-
  tiator must pay 10 points into the Bargaining Pool per month of
  change, effectively giving the mercenaries more bargaining
  power on other contract terms.
  Sacrificing each successive
  contract extension clause may offset some of this.
  For each
  one-month extension sacrificed by the employer, 10 points are
  deducted from the mercenaries’ Bargaining Pool, but this
  applies only if the mercenary negotiator has asked for a shorter
  contract duration. If the mercenary command asked for more
  time, the employer may instead increase the number of contract
  extension clauses over the standard three (to a maximum of six
  total extensions, counting the standard three), for the same
  effect on the Bargaining Pool.
  The Fighting Intellectuals’ contract calls for a 20-
  month hitch of cadre duty for the Lyran Alliance. Shinto
  Kubusaka, however, wishes to increase that to 23
  months, to milk the job for all it’s worth.
  The
  Intellectuals’ negotiator spends 15 Bargaining Pool
  points (5 x 3 = 15) from the command’s 39-point bal-
  ance to increase the contract by three months. In addi-
  tion, Kubusaka willingly sacrifices his emergency
  escape clause, hoping to assure the employer that the
  Intellectuals will not abandon their post in that time.
  This adds 10 points to the Intellectuals’ Bargaining Pool,
  bringing the command’s total to 34 (39 – 15 + 10 = 34).
  The employer decides to counter the Intellectuals’
  offer with a 21-month contract, reclaiming two months
  by giving the mercenaries’ Bargaining Pool a 20-point
  boost (10 x 2 = 20). He then throws in two more con-
  tract extension clauses as a bargaining chip, taking
  back 10 points (5 x 2 = 10). The Intellectuals’ contract
  now stands at 21 months, with up to five employer con-
  tract extension options, and no escape clause for the
  mercenary command.
  The Intellectuals’ Bargaining
  Pool balance is now at 44 points.
  In the single-player process, the Intellectuals
  would win their contract extension to 23 months by
  spending 15 of their 31 remaining points, reducing their
  Bargaining Pool total to 16. Sacrificing the emergency
  escape clause brings this total back up to 26.
  The
  employer, however, offers no alterations to contract
  extension clauses or time, leaving the Intellectuals’
  Bargaining Pool at 26 points.
  Payment
  A mercenary force’s base payment for a given contract is the
  sum of the salaries of all combatant and non-combatant person-
  nel (excluding auxiliary vessel crews, which are counted as char-
  tered transportation; see Transportation, p. 170), multiplied by the
  final contract multiplier as determined under Employer Contract
  Terms, p. 157. However, this is a negotiable item, and a merce-
  nary command may attempt to use Bargaining Pool points to
  increase or decrease the multiplier.
  Mercenary Negotiator: A mercenary negotiator who opts to
  increase the payment multiplier may do so by spending 5 points
  from the Bargaining Pool for every 0.1 increase in the multiplier
  (to a maximum increase of 1.0).The negotiator may decrease the
  payment as well (to add points to the pool), gaining 2 points for
  every 0.1 decrease (to a maximum of 1.0).
  
  163
  RUNNING A MERCENARY FORCE
  A human resource administrator rated Veteran or higher in
  the mercenary force’s command may add a temporary 5-point
  increase to the Bargaining Pool for this contract issue only, if the
  mercenary negotiator so desires.
  Employer Negotiator: Employers may increase the pay-
  ment multiplier as a means of reducing the mercenaries’
  Bargaining Pool by offering a rate of pay over and above what-
  ever the mercenary force demands or whatever was stipulated in
  the original contract offer. In this case, for every 0.2 points by
  which the multiplier is increased (to a maximum of 1.0), the mer-
  cenaries lose 5 points from the Bargaining Pool.
  In addition (but typically only when forced to concede anoth-
  er item), an employer may reduce the
  payment multiplier.
  Doing so adds 4
  points to the Bargaining Pool for every
  0.1 reduction (to a maximum decrease
  of –1.0). The gamemaster may exer-
  cise this option if the employer negotia-
  tor has seized the agenda to bring it
  up, or after the contract has been thor-
  oughly negotiated once and the merce-
  nary player is attempting to renegotiate
  terms.
  (See Leftover Bargaining
  Points, p. 167).
  Shinto Kubusaka’s command has received a pay-
  ment multiplier of 4.6 for the current contract, and he
  decides to negotiate for an increase of 0.2 points (to
  4.8).
  As each 0.1-point increase costs 5 points, this
  effort costs the mercenaries 10 points from their 46-
  point Bargaining Pool.
  As the Intellectuals’ veteran
  administrator is specialized in logistics, her points can-
  not be used to offset any of this loss, leaving only 36
  points in the Intellectuals’ Bargaining Pool. The Lyran
  negotiator does not opt to increase the payment rate
  any further.
  In 
  the 
  single-player 
  negotiation 
  process,
  Kubusaka’s price increase burns the same number of
  points from his initial 41-point pool, and the absence of
  a counter-negotiation means the pool is set at 31 points
  after the 0.2-point payment multiplier increase. (41 – [2
  x 5] = 31)
  Command Rights
  The four levels of command rights that may be negotiated
  indicate an increasing amount of employer control over the mer-
  cenary force, ranging from independent command with virtually
  no employer oversight to integrated command, where the mer-
  cenary force is considered to be a part of regular House troops.
  Not surprisingly, the degree of command over the mercenary
  force is a major issue in contract negotiations.
  Mercenary Negotiator: The amount of bargaining points
  each level of command costs a mercenary command in terms of
  Bargaining Pool points is shown on the Command Rights Table
  below. The actual value in points a mercenary negotiator must
  pay to obtain the desired level is the difference between the
  desired command-rights level and that offered by the employer.
  To compute this difference, simply subtract the desired level from
  the level offered.
  For example, a mercenary force looking for
  independent command that is offered integrated command rights
  must pay 40 points to obtain the command level it wants (20 –
  –20 = 20 + 20 = 40).
  To gain points, a mercenary command offered independent
  command rights or House command rights may only opt to
  assume a one-level increase in command, but the point gain is
  worth only half as many points as the
  difference in command rights levels.
  For example, a merc force that willingly
  assumes liaison command in place of
  independent command adds 10 points
  to its Bargaining Pool. Taking integrat-
  ed command over House command
  adds 5 points.
  An administrator rated Veteran or
  higher in the mercenary force’s com-
  mand may add a temporary 5-point
  increase to the Bargaining Pool for this
  contractual term only, if the mercenary negotiator so desires.
  Employer Negotiator: Employers often do not barter for any
  more or less restrictive command rights than those given in the
  initial offer, but on any contract offering House or liaison com-
  mand, some employers may opt to reduce the mercenary force’s
  Bargaining Pool with an early offer of one-level reduction. In this
  case, House command becomes liaison command, and liaison
  command becomes independent. The value of these conces-
  sions subtracts 10 points each from the mercenary force’s
  Bargaining Pool, regardless of the original command level and
  the new level.
  If, on the other hand, the employer opts for more restrictive
  command rights than the initial offer (typically after conceding on
  some other item), the employer’s negotiator must add 8 points to
  the Bargaining Pool to increase the command rights level. Such
  an increase is limited to independent and House command
  rights, increasing the former to liaison and the latter to integrated.
  This option may not be taken unless the employer negotiator has
  seized the agenda to bring it up, or until after the contract has
  been thoroughly negotiated once and the mercenary player is
  attempting to renegotiate terms.
  (See Leftover Bargaining
  Points, p. 167).
  The Intellectuals’ contract offer calls for House
  command rights, which Shinto Kubusaka finds too
  restrictive for his command’s intended role. He orders
  the negotiator to bargain for liaison command instead.
  He has no command administrator, so no bonus points
  apply to the Intellectuals’ 44-point Bargaining Pool on
  COMMAND RIGHTS TABLE
  Command Level
  Bargaining Point Value
  Independent
  –20
  Liaison
  +0
  House
  +10
  Integrated
  +20
  
  164
  RUNNING A MERCENARY FORCE
  this item. Liaison command therefore costs 10 points
  (10 – 0 = 10) with no offset, reducing the mercenaries’
  pool to 34.
  The Lyran negotiator decides to go one better on
  this issue and offers independent command rights
  instead. This act further reduces the Intellectuals’ pool
  to 24, but allows the Intellectuals’ commander full reign
  over the force’s operations during their assignment.
  In the single-player negotiation system, the 10
  points for liaison command reduces the Intellectuals’
  pool to 16 points (26 – 10 = 16). The absence of an
  employer negotiator means no additional points are
  added or subtracted.
  Overhead Compensation
  Regardless of mission or downtime, all mercenary com-
  mands have a 5 percent overhead based on their normal salary
  needs, which covers minor, out-of-pocket expenses that may or
  may not be compensated for in a contract. This is a minor con-
  tractual item involving three levels of payment: full compensation,
  half compensation and no compensation.
  Mercenary Negotiator: On this point, administrators have
  no impact. The mercenary command’s negotiator may spend 5
  points per level of increase from none to half to full. If a merce-
  nary negotiator opts to reduce the level of overhead compensa-
  tion to gain points, each level sacrificed reclaims 2 Bargaining
  Pool points.
  Employer Negotiator: The employer’s negotiator may pre-
  emptively provide the same support by subtracting 2 points per
  level from the Bargaining Pool.
  Salvage Rights
  Salvage rights have four levels—none, shared, exchange
  and full. Of these, shared and exchange rights are commonly
  offered with a percentage to denote how much of any equipment
  captured during battle must be turned over to the employer (or
  exchanged for money and other equipment), and how much the
  mercenary force may keep.
  Mercenary Negotiator: The amount of Bargaining Pool
  points that each level of salvage rights costs a mercenary com-
  mand is shown on the Salvage Rights Table at right. The actu-
  al value in points that a mercenary negotiator must pay in order
  to obtain the desired level is determined by the difference
  between the desired level and that offered by the employer. To
  compute this difference, simply subtract the desired level’s
  value from that of the level offered. For example, a mercenary
  force looking for full salvage but offered no salvage rights must
  pay 70 points to obtain such a salvage level (40 – –30 = 40 +
  30 = 70). Switching between levels of salvage rights automati-
  cally resets any relevant percentages for exchange and shared
  rights to 0. If a mercenary command elects to sacrifice salvage
  rights levels for points, the points earned are equal to the dif-
  ference in salvage level values, multiplied by 0.75. For example,
  if a mercenary command reduced its demands from full salvage
  rights to no rights, it would earn 53 points (70 x 0.75 = 52.5,
  rounded normally to 53).
  Exchange and shared salvage rights have a percentage
  value. To increase these percentages, the mercenary negotiator
  must pay 5 points for each 5 percent, reflecting the amount of
  choice battlefield salvage (in C-bills) the mercenary command
  may claim as its own.
  A mercenary force looking for a
  respectable 25 percent shared salvage rights (instead of full
  rights) must pay 30 points (40 – 10 = 30) for shared rights, plus
  an additional 25 points (5 x 5 = 25) for the percentage. If sacri-
  ficing percentage for Bargaining Pool points, every 5 percent sac-
  rificed adds 3 points to the Bargaining Pool.
  Any mercenary command reducing its salvage rights to 0
  in this fashion is effectively buying no salvage rights, and must
  compute the value of points as if performing a direct switch
  between salvage levels rather than taking points as a per-
  centage decrease. The mercenary negotiator may then use
  these points (and any others left in the pool) to negotiate a
  new salvage rights level, so long as it is a different level of sal-
  vage than previously offered, and must pay for any percent-
  ages normally.
  A logistical administrator rated Veteran or higher may add a
  temporary 5-point increase to the Bargaining Pool for this con-
  tractual item, if the mercenary negotiator so desires.
  Employer Negotiator: Employers who preemptively offer
  more favorable salvage rights may use the same formulas as
  outlined above, but multiply the final bargaining point costs by
  0.5, rounding fractions normally.
  The result is the number of
  points in bargaining power the mercenary command loses in
  light of such generosity. For example, offering full salvage dur-
  ing negotiations when no salvage rights were offered to begin
  with results in a 35-point reduction to the mercenaries’
  Bargaining Pool (70 x 0.5 = 35).
  Employers may also take back salvage rights after con-
  ceding in some other part of the contract negotiation process
  by adding points to the Bargaining Pool. This option, available
  only when this item of the contract agenda is seized by the
  employer or when the item is reopened using leftover bargain-
  ing points (Leftover Bargaining Points, p. 167), adds a number
  of points equal to three-fourths of the value the mercenary
  negotiator obtains by buying the level for himself or herself. For
  example, reducing a mercenary force’s salvage rights to no
  SALVAGE RIGHTS TABLE
  Level
  Bargaining Point Value
  Per 5%
  Full
  –30
  —
  Shared
  +15
  +5
  Exchange
  +10
  +5
  None
  +40
  —
  
  165
  RUNNING A MERCENARY FORCE
  rights puts 40 points into the Bargaining Pool (53 x 0.75 =
  39.75, rounding to 40).
  The Intellectuals’ contract offers 50 percent shared
  salvage, but because the mission calls for cadre duty,
  Shinto Kubusaka feels there is little need for such
  extensive rights.
  Instead, he sacrifices his salvage
  rights, putting 19 points into the Intellectuals’
  Bargaining Pool ([15 – 40] per level = -25 x 0.75 =
  18.75 = 19 points), which now has a total of 43 points.
  The Lyran negotiator insists that the Intellectuals
  take at least some salvage rights, in the event of hos-
  tile attacks on their world during the force’s long hitch.
  Countering with a mere 10 percent in exchange rights,
  the negotiator costs the Intellectuals 20 bargaining
  points ([40 – 10] for exchange rights + [5 x 2] for per-
  centage = 40; 40 x 0.50 = 20).
  The Intellectuals’
  Bargaining Pool is now reduced to 23 points by the sal-
  vage shuffle.
  In the single-player system, Shinto’s decision to
  forgo salvage goes unopposed, and he thus adds the
  19 points to his current pool of 16 for a total of 35
  Bargaining Pool points. The Intellectuals now have no
  salvage rights, however, so if combat does occur, the
  employer claims all captured equipment.
  Support Rights
  Two types of support rights—straight support and battle loss
  compensation—may appear on a mercenary contract. Straight
  support covers the salaries of the mercenaries’ support staff,
  including technicians, mechanics, medics and administrators,
  while battle loss compensation covers the damage and ammo
  depletion a mercenary force may sustain during combat opera-
  tions. Both of these support types are commonly offered with a
  percentage to indicate how much of the mercenaries’ support
  costs the employer will cover, and how much must be borne by
  the mercenaries themselves.
  Mercenary Negotiator: The amount of bargaining points
  that each level of support rights costs is shown on the Support
  Rights Table at right. The actual value in points that a mercenary
  negotiator must pay to obtain the desired level is the difference
  between the desired level and that offered by the employer. To
  compute this difference, subtract the desired level’s value from
  that of the level offered. For example, a mercenary force looking
  for battle loss compensation when offered no support rights must
  pay 20 points to obtain such rights (20 – 0 = 20). To gain points
  by lowering support levels, the points gained equal the same dif-
  ference between desired level and offered level, multiplied by
  0.75. For example, a command seeking to gain points by taking
  no support in place of battle loss compensation gains 15 points
  (0 – 20 = –20; –20 x 0.75 = –15).
  The percentage of straight support and battle loss compen-
  sation can also be increased by spending bargaining points, at a
  rate of 5 points per each 5-percent increase. Up to 100 percent
  of a mercenary force’s straight support needs may be met in this
  manner, but battle loss compensation can never exceed 75 per-
  cent. In addition, the costs for percentages of battle loss com-
  pensation and straight support, when taken together, are 3 points
  per 5 percent increase per type, so raising both together costs 6
  points per 5-percent increase. This cost comes in addition to the
  cost for changing support types. For example, a mercenary force
  that spends 20 points for battle loss compensation must also pay
  40 points to attain a modest 40 percent straight support level. If
  sacrificing percentage for bargaining points, every 5 percent
  reduced adds 3 points to the mercenaries’ Bargaining Pool.
  Any administrator rated Veteran or higher in the mercenary
  force’s command may add a temporary 5-point increase to the
  Bargaining Pool for this contractual item only, if the mercenary
  negotiator so desires.
  Employer Negotiator: Employers who preemptively offer
  more favorable support rights and percentages may use the
  same formulas as a mercenary command would use to buy the
  rights directly, but must multiply the final bargaining point costs by
  0.50, rounding fractions normally. The result is the number of
  points the mercenary command loses from its Bargaining Pool.
  Employers may “take back” some support rights after con-
  ceding on some other item in the contract negotiation process by
  adding points to the Bargaining Pool.
  The gamemaster may
  invoke this option only when the employer seizes this item on the
  contract agenda, or if it is reopened using leftover bargaining
  points (see Leftover Bargaining Points, p. 165). Using the option
  adds a number of points equal to three-fourths of the points the
  mercenary negotiator would gain by buying the level for himself or
  herself. For example, reducing a mercenary force’s support level
  from battle loss compensation to no rights would put 11 points into
  the Bargaining Pool (15 x 0.75 = 11.25, rounding to 11).
  Because the Fighting Intellectuals will be serving
  as a trainer force and are not expected to see combat
  in their long mission for the Lyrans, Shinto Kubusaka
  decides that the offered 35 percent battle loss compen-
  sation is not appropriate and renegotiates for straight
  support rights instead.
  Because Kubusaka’s force also includes a veteran
  logistical administrator, he elects to use this adminis-
  SUPPORT RIGHTS TABLE
  Support Level
  Bargaining Point Value
  Per 5%
  Both
  –25
  +3 per type
  Battle Loss
  +0
  +5
  Straight
  +10
  +5
  None
  +20
  —
  
  166
  RUNNING A MERCENARY FORCE
  trator’s negotiation bonus points here, temporarily rais-
  ing the Intellectuals’ Bargaining Pool by 5 points for this
  item. In switching to straight support, the mercenaries’
  negotiator allows the Intellectuals to reclaim 8
  Bargaining Pool points ([10 – 0] x 0.75 = 7.5 = 8), bring-
  ing the force’s total up to 31 points, plus 5 points for the
  administrator.
  Kubusaka then spends 15 points
  (including the administrator’s 5-point bonus) to attain a
  final straight support percentage of 15, leaving the pool
  with 21 points (31 + 5 – 15 = 21).
  In response, the Lyran negotiator considers
  increasing the straight support further, perhaps by as
  much as 40 percent, which would cost the Intellectuals
  another 20 Bargaining Pool points ([8 x 5] x 0.50 = 40)
  and render the mercenaries unable to haggle much on
  transportation rights. However, in a fit of either arro-
  gance or uncharacteristic generosity, the negotiator
  decides against doing so.
  Using the administrator’s bonus in the single-play-
  er system, the Intellectuals may still add 5 points to
  their pool of 35 (for a total of 40, on this issue only).
  The switch from battle loss compensation to straight
  support still earns the Intellectuals 8 more points (for a
  total of 48), 20 of which are then used to attain 20 per-
  cent in straight support. There is no counter-negotia-
  tion in the single-player system, so the Intellectuals’
  pool stands at 28.
  Transport Rights
  Many employer negotiators—particularly those from more
  money-conscious powers—offer little to no transport rights, while
  others may offer a percentage of the mercenary command’s trans-
  port costs to get its forces to the objective or staging area. Still oth-
  ers have been known to offer full transport, allowing a mercenary
  command access to the employer’s own DropShip and/or
  JumpShip fleets to reach a mission zone in a timely manner.
  The exact cost of hiring DropShips and/or JumpShips as
  needed to move a command is determined by first figuring out
  the optimal DropShip transport needs of the mercenary force—
  whatever combination of DropShips is needed to transport the
  force’s full combat strength and personnel all at once. The costs
  of such DropShips are shown on the DropShip Capacity and
  Transportation Rates Table (see p. 168); an additional cost of
  30,000 to 50,000 C-bills per DropShip per jump is then required
  to cover the shortest number of jumps estimated to take the mer-
  cenary force to its objective, move it as necessary and return it
  back to its base world upon the contract’s end. The amount of
  this additional cost is up to the gamemaster; if playing without a
  gamemaster, assume 50,000 C-bills.
  A merc force the size of the Fighting Intellectuals
  employs a BattleMech company, two aerospace fighter
  lances and a platoon of infantry. The command’s opti-
  mal transport might be accommodated with a single
  Union and a Lung Wang, which have a combined trans-
  portation cost of 790,000 C-bills.
  Fortunately, as the
  objective is on Atocongo, a mere jump away from Arc-
  Royal, it will cost a mere 200,000 C-bills extra (2
  DropShips x 2 Jumps x 50,000 C-bills per jump =
  200,000). Total transportation costs for the force will be
  990,000 C-bills.
  Once the cost is known, the gamemaster or players may
  determine the employer’s offer (in C-bills) by multiplying the cost
  of all transport vessels by the percentage given, if any. If the ves-
  sels to be used belong to the mercenaries, the left-hand percent-
  age given on Contract Terms Table B applies. These funds are
  added directly to the force’s profits and may be used to maintain
  all of the command’s equipment.
  If the mercenary command
  does not own the vessels outright (such as auxiliary or chartered
  vessels), these funds may be used to offset some of the high
  costs of transportation, and the percentage given to the right of
  the slash applies.
  The mercenary command is liable for the
  remainder of the transport costs.
  If the employer has offered no transport rights, then the mer-
  cenary command bears the entire cost of securing vessels and
  getting to the objective on schedule. If the mercenary force does
  not possess the DropShips or JumpShips required, or simply does
  not own enough of them to effectively make the journey with all
  combat forces on board, they must use the right-hand percentage
  figures, considering all such transports—even those listed as aux-
  iliary units—a commercial investment rather than an owned ves-
  sel. On the other hand, full transport rights reflects the generous
  offer of the employer’s own DropShip and/or JumpShip assets to
  assure the mercenary command keeps its appointments.
  For purposes of negotiation, hazard pay for chartered and
  auxiliary vessels (as outlined under Transportation, p. 170) is not
  added to the base costs of all transporting JumpShips and
  DropShips.
  Mercenary Negotiator: In general, mercenary negotiators
  may handle the haggling of transport rights in the same fashion
  as support and salvage rights, using the Transport Rights Table
  below to determine the cost in points of buying more favorable
  levels of these rights. Bargaining Pool points can be recuperated
  at the usual three-quarters rate by willingly downgrading the
  transport rights level. For example, the cost of jumping from par-
  tial rights to full transport is 30 points (0 – –30 = 0 + 30 = 30),
  while switching from partial rights to none adds 23 points to the
  mercenaries’ Bargaining Pool (30 x 0.75 = 22.5, rounding to 23).
  Any transport administrator rated Veteran or higher in the
  mercenary force’s command may add a temporary 5-point
  increase to the Bargaining Pool for this contractual item, if the
  mercenary negotiator so desires.
  The same rule applies for increases and decreases in any
  percentages (or partial) transport rights.
  Mercenary comman-
  ders may haggle a higher rise (to both percentages) by spending
  
  167
  RUNNING A MERCENARY FORCE
  3 Bargaining Pool points per 5 percent increase. A decrease in
  such rates, however, earns back only 2 points apiece.
  Employer Negotiator: Employers may once more preemp-
  tively offer concessions to a mercenary command, or voluntarily
  raise the percentage of transport costs paid, in an effort to sap
  away bargaining points. Doing so uses the same formulas as
  though the mercenaries had purchased such bonuses or
  improvements, but at half the point cost.
  As with salvage, payment multipliers and command rights,
  an employer may “take back” some transportation rights to make
  up for a concession elsewhere in the contract. The employer can
  only exercise this option by seizing the contract agenda for this
  item, or when the item is reopened using leftover bargaining
  points (see Leftover Bargaining Points at right). As with salvage
  rights, the points added to the Bargaining Pool are equal to
  three-fourths of the value the mercenary negotiator would have
  obtained for reducing his or her own transport levels or percent-
  ages.
  For example, reducing a mercenary force’s transport
  rights from partial to none puts 17 points into the pool (23 x 0.75
  = 17.25, rounding to 17).
  Kubusaka’s command does not have sufficient
  DropShips for all its troops, so he’ll probably have to
  lease a Leopard CV for the duration of this mission.
  Furthermore, his Union-class DropShip is listed as an
  auxiliary asset, and he’ll also need JumpShips to carry
  them to Atocongo, a single jump away from his force’s
  home base on Arc-Royal. The transport rights initially
  offered for this contract are 40%/35% (partial rights),
  which means the employer will cover 35 percent of the
  total transport costs for the mercenary force.
  Having already calculated his total transport costs
  at 990,000 C-bills to and from Atocongo, Kubusaka
  knows that the employer is offering to cover 346,500 C-
  bills (990,000 x 0.35 = 346,500), leaving the remaining
  643,500 C-bills to the Intellectuals.
  The employer negotiator raised this particular term
  on the contract agenda, and decides to undercut the
  Intellectuals’ remaining bargaining power by offering
  full transport rights (since the fees are comparatively
  cheap this time). Doing so cuts 15 points from the mer-
  cenaries’ Bargaining Pool ([30 – 0] x 0.5 = 15), which is
  half what the mercenaries would have had to pay to
  obtain the same rights for themselves.
  Kubusaka’s
  negotiator accepts the offer, and the Intellectuals’ pool
  drops to 6 points.
  In the single-player negotiation system, Kubusaka
  must buy full transport rights if he wants them. With 28
  points left in his Bargaining Pool, however, he cannot
  afford the 30 points needed to get full transport com-
  pensation. This forces the mercenary negotiator to seek
  an increase in the percentage instead. At a cost of 3
  points per 5-percent rise in transport reimbursement,
  the mercenary negotiator burns 27 points on a 45-per-
  cent increase in transport compensation (45 / 5 = 9; 9 x
  3 = 27), bringing the total percentage of transport reim-
  bursement to 80 (35 + 45 = 80).
  As the employer does not renegotiate in the single-
  player system, the employer must now cover 792,000 C-
  bills of the 990,000 C-bill cost to go to Atocongo from
  Arc-Royal, leaving the Intellectuals to pay the remaining
  198,000.
  The Intellectuals, meanwhile, have only 1
  Bargaining Pool point remaining. Good thing the con-
  tract negotiations are complete!
  LEFTOVER BARGAINING POINTS
  If any points remain in the Bargaining Pool after all terms
  have been negotiated, the mercenary negotiator has two options.
  He can renegotiate any of the above contract rights once (and
  only once) more, or convert the leftover Bargaining Points into a
  signing bonus for the mercenary unit.
  If the negotiator opts to renegotiate, the point costs of all
  contract items in the mercenaries’ favor double, while those for
  any terms renegotiated in the employer’s favor remain the same.
  This rule makes it harder to gain Bargaining Pool points by mak-
  ing last-minute concessions to the employer. If the mercenaries’
  Bargaining Pool is left at 0 points or less, the mercenary negotia-
  tor may not renegotiate any part of the contract.
  If the merc negotiator opts to convert leftover points into a
  signing bonus, simply divide the remaining points in half and
  round fractions up. The resulting figure is the percentage of the
  full contract payment that the mercenary command receives up
  front in addition to regular payments.
  With only 6 Bargaining Pool points left, Kubusaka
  decides that going back to renegotiate any contract
  matters is not worth the effort and chooses to convert
  the remaining points into a signing bonus.
  The 6
  points translate to a signing bonus worth 3 percent of
  the Intellectuals’ total contract payments (6 / 2 = 3).
  The Intellectuals will know exactly how much in C-bills
  to expect when the total contract payment is calculat-
  ed next.
  Under the single-player negotiation system, the
  Intellectuals had only 1 point left, which translates into a
  1-percent sign-on bonus (1 / 2 = 0.5, rounding up to 1).
  TRANSPORT RIGHTS TABLE
  Level
  Bargaining Point Value
  Per 5%
  Full
  –30
  —
  Partial
  0
  +3
  None
  +20
  —
  
  168
  RUNNING A MERCENARY FORCE
  DROPSHIP CAPACITY AND TRANSPORTATION RATES TABLE
  DropShip
  Optimal Transport Capacity (Old/New)
  Class
  ’Mechs
  Aerospace
  Vehicles*
  Inf. Platoons*
  Cargo
  Rate
  Achilles
  0
  4
  0
  1
  250/122
  750,000
  Assault Triumph
  6
  6
  24H
  6B
  897
  1,720,000
  Avenger
  0
  0
  0
  0
  93/170
  500,000
  Behemoth
  0
  20
  0
  0
  75,121
  8,400,000
  Buccaneer
  0
  0
  0
  0
  2,309
  250,000
  Claymore
  0
  0
  0
  0
  329
  500,000
  Condor
  0
  0
  20L
  12
  400/1,607
  300,000
  Conquistador
  24
  18
  12H
  16, 20B
  700
  10,000,000
  Excalibur
  12
  0
  90H/72H
  12/9
  600/2,240
  700,000
  Fortress
  12
  0
  12H
  3
  175/368
  4,000,000
  Fury
  0
  0
  8L
  4
  200/474
  30,000
  Gazelle
  0
  0
  15H/12H, 3L
  0
  950/0
  40,000
  Hamilcar
  8
  4
  0
  0
  88
  150,000
  Hannibal
  0
  0
  12H
  4
  977
  340,000
  Hercules
  0
  0
  36H
  12
  1,425
  350,000
  Intruder
  0
  2
  0
  4/3
  750/856
  1,000,000
  Kuan Ti
  0
  2
  0
  0
  271
  600,000
  Leopard
  4
  2
  0
  0
  0/5
  60,000
  Leopard CV
  0
  6
  0
  0
  0/5
  80,000
  Lung Wang
  4
  2
  0
  1
  196
  640,000
  Mammoth
  0
  4
  0
  0
  37,767
  4,000,000
  Merlin
  0
  2
  0
  0
  502
  290,000
  Model 97 “Octopus”
  0
  4
  0
  4
  5,995
  500,000
  Monarch
  0
  0
  0
  33
  1,132
  225,000
  Mule
  0
  0
  0
  0
  8,119
  854,000
  Nagumo
  0
  0
  0
  12
  2,284
  280,000
  Nekohono’o
  0
  6
  0
  27B
  587
  900,000
  Okinawa
  0
  18
  0
  0
  297
  220,000
  Overlord
  36
  6
  0
  0
  50/100
  400,000
  Overlord-A3
  0
  6
  0
  3B
  100
  1,600,000
  Rose
  0
  4
  0
  1
  9,908
  1,000,000
  Seeker (‘Mech config.)
  4
  0
  48L/24L
  4/9
  1,350/48
  105,000
  Seeker (vehicle config.)
  0
  0
  64L/36L
  4/9
  1,350/48
  105,000
  Triumph
  0/4
  0
  45H, 8L/24H, 12L
  4/0
  3,260/255
  430,000
  Union
  12
  2
  0
  0
  25/3
  150,000
  Union-X
  8
  4
  0
  5B
  273
  600,000
  Vengeance
  0
  43
  0
  0
  250/201
  150,000
  *Vehicle listings: H = Heavy Vehicles (51-100 tons), L = Light Vehicles (up to 50 tons); Infantry marked with B indicates Battle Armor Squads (4
  troopers each)
  
  169
  RUNNING A MERCENARY FORCE
  TOTAL PAYMENT
  The force’s total payment consists of three parts: the previ-
  ously negotiated contract payment, total straight support pay-
  ment (if any) and total transportation reimbursement (if any). The
  sum of these payments is the total contract payment, though bat-
  tle-loss compensation, fees and overhead costs may alter the
  exact figure.
  Shinto Kubusaka’s Fighting Intellectuals consists of
  three Green MechWarriors, eight Regulars and one
  Veteran, plus four aerospace fighter pilots (all Green),
  four infantry squads (three Regular, one Green), ten
  technicians (four Green, five Regular, one Elite), seven
  medics (five Green, two Regular) and two administra-
  tors (Green and Veteran).
  Of these, Kubusaka has
  appointed himself (the Veteran MechWarrior) captain,
  and three of his Regular MechWarriors are lieutenants.
  In addition, two of the fighter pilots hold lieutenant rank,
  and the commander of one of his infantry squads holds
  a sergeant’s rank.
  After consulting the salary tables
  under Creating a Mercenary Force, p. 148, he has
  determined that the command’s final salary require-
  ments are 54,624 C-bills, of which 12,384 are techni-
  cian/support salaries.
  The contract calls for a payment multiplier of 4.8,
  making the base monthly pay for the command 54,624
  x 4.8 = 262,195 C-bills (rounding to the nearest whole
  C-bill), or 3,146,342 C-bills for the entire 21-month dura-
  tion (262,195 x 21 = 3,146,342). In addition, with 15
  percent straight support, the Intellectuals will receive an
  additional 8,194 C-bills monthly (54,624 x 0.15 = 8,194),
  or 172,066 for the entire mission (8,194 x 21 = 172,066).
  Next, the 990,000 C-bills for fully covering transport get
  added in.
  After adding together all payments, the Intellectuals
  will earn a total contract payment of 3,146,342 +
  172,066 + 990,000, or 4,308,408 C-bills. The 1-percent
  signing bonus (0.01 x 43,084) increases this figure to
  4,351,492, though the Intellectuals must spend 990,000
  C-bills on transport (the amount presented by the
  employer for transport rights absorbs this), as well as
  the 5 percent overhead (0.05 x 4,308,408 = 215,420).
  Ultimately, the force will earn only 3,146,042 C-bills at
  contract’s end, assuming the Intellectuals see no com-
  bat or have no pressing need for supplies.
  MISSIONS
  After signing the contract, the mercenary command must
  finish preparations, arrange for transport and get on the job.
  Success in any mission takes on more critical importance, as the
  lost profits from mission failures can quickly throw a mercenary
  command into debt or even insolvency with astounding speed.
  Therefore, it is vital to be well prepared beforehand.
  ADVANCES AND PREPARATIONS
  For contracts negotiated and agreed upon through the
  Mercenary Review and Bonding Commission (on Outreach and
  Galatea), a 5-percent deduction applies immediately upon
  acceptance of the contract by both sides of the negotiating table.
  This deduction is the handling fee imposed by the MRBC, which
  places the remainder in trust pending the final completion of the
  mission.
  Another 5 percent (or 2.5 percent, if the employer
  offered half compensation) may be deducted at this time to com-
  pensate for the mercenary force’s overhead as well, unless the
  employer has already opted to cover these costs.
  This trust fund set aside by the MRBC also allows a merce-
  nary command to withdraw up to 25 percent of the total contract
  payment up front, for the purposes of gathering supplies in
  advance of the mission. Only the MRBC-sponsored hiring halls
  on Outreach and Galatea allow for this service; others throughout
  the Inner Sphere and Periphery rely solely on the goodwill of the
  mercenary command and its employer for such advances, which
  the employer can easily refuse. This advance, along with any
  signing bonuses awarded, may at this time be placed in the mer-
  cenary force’s war chest and spent on supplies, transportation
  needs or salaries and other expenses.
  Unlike the 25-percent
  advance, the signing bonus is available to all mercenary forces
  upon acceptance of a contract, regardless of the hiring hall used.
  During subsequent months of its contract, a mercenary force
  can withdraw additional monies from its trust fund—again, only if
  the contract is handled by the MRBC, or if the employer feels
  generous enough to allow it in the absence of MRBC oversight—
  for general upkeep and equipment maintenance. The amount of
  these funds that may be withdrawn—limited to one withdrawal
  per month—is calculated by taking the remainder of the total con-
  tract payment still due and dividing it by the number of remaining
  months in the contract.
  If it needs more funds to meet expenses, the force must
  take out a loan, the terms of which must be arranged through
  the MRBC or the employer, either of which may impose an
  interest penalty or other terms.
  For more information on
  obtaining and paying back loans, consult the guidelines under
  Debt, p. 180.
  After making sure all travel expenses can be met, many
  mercenary commands order up a fresh supply of spare parts
  and extra ammunition, the better to be prepared prior to start-
  ing the mission.
  However, money alone does not make the
  parts and ammunition materialize at will. Some parts may not
  be available at the time of hire, forcing mercenary commands to
  wait for them or order them pre-shipped to the staging area or
  destination. The latter option may add up to 50 percent to the
  cost of the supplies. When ordering supplies in this fashion,
  consult the Purchasing Supplies rules in the Maintenance and
  Logistics section (see p. 171) to find equipment availability
  based on location and other circumstances. The costs for all
  appropriate equipment appear in Classic BattleTech Master
  Rules, starting on page 149.
  
  170
  RUNNING A MERCENARY FORCE
  TRANSPORTATION
  The cost of transporting a mercenary force may be one of
  the highest expenses in the entire contract. Because it is calcu-
  lated during the contract negotiations, the mercenary comman-
  der should already know how much of this cost will be borne by
  the employer and how much by the mercenary command.
  Forces that own their own DropShips and JumpShips need
  worry about transport costs only inasmuch as the funds for trans-
  portation go into general upkeep of the mercenary force and its
  transport vessels. Commands that rely on auxiliary or chartered
  transportation must pay the crews of such vessels up front for
  transit to and from their destinations.
  At the start of a mission, only half the total transport costs
  computed during contract negotiations—representing transit to
  the mission starting point—need be paid through the mercenary
  force’s war chest (or by a loan from the MRBC/mercenary
  employer, if necessary).
  Auxiliary, Chartered and Owned Vessels
  Not all mercenary commands own transport vessels out-
  right. Instead, many must rely on employer-provided transporta-
  tion or chartered vessels. Chartered vessels, owned by the ves-
  sel’s crew, its captain or some other agency, are by far the most
  common alternative. Many of these operate under long-standing
  contracts with the mercenary command and are known as auxil-
  iary vessels because of their semi-permanent connection with
  the mercenary force. The difference between owned, employer-
  provided, auxiliary and chartered vessels is mostly financial, but
  also affects their role in combat.
  A mercenary command that owns its own craft outright pays
  for maintenance and personnel as part of its own day-to-day
  needs. Though few employers cover the high costs for ships and
  crews, at least the mercenary command
  can deploy such craft in combat freely.
  Employer-provided vessels owe alle-
  giance to the mercenary command’s
  employer, and will deploy according to the
  employer’s agenda. The mercenary com-
  mand need not worry—on a financial level,
  anyway—about the maintenance require-
  ments and crew needs of these vessels, but
  cannot often depend on such craft to extract
  them when a mission goes foul or when a dispute erupts between
  the mercenary commander and his employer’s representative.
  Auxiliary vessels operate under long-term contract to a mer-
  cenary command. Though technically subservient to the merce-
  nary command, their more limited combat deployment and semi-
  permanent status leads them to be treated as long-term charters
  in contract negotiations. Furthermore, the crews of these ves-
  sels are less inclined to put themselves in harm’s way. Auxiliary
  JumpShip captains are often reluctant to enter a system if they
  suspect a hostile force may be present at the arrival point, and
  frequently surrender more quickly when threatened.
  Auxiliary
  DropShip captains likewise shy away from combat with fighters,
  prefer to land farther from suspected hostile surface forces and
  are likelier to withdraw if their position is threatened.
  Chartered commercial vessels not considered an auxiliary
  force are those hired to take a mercenary command to its desti-
  nation. JumpShips in this category are often crewed by civilians,
  and most DropShips are poor substitutes for a dedicated combat
  vessel. As with auxiliary vessels, chartered ship captains and
  crews are reluctant to risk encounters with hostile forces, and will
  almost certainly surrender or retreat if confronted.
  Mercenary commands forced to rely on auxiliary or char-
  tered vessels for transport must include hazard pay if they
  intend—or if circumstances force them—to expose such ships to
  any situation where combat is likely to cause them damage. For
  JumpShips, hazard pay clauses are invoked whenever the vessel
  must cross into hostile territory. For DropShips, hazard pay is
  imposed if a vessel must penetrate a blockade or fighter screen,
  or is exposed to ground assault.
  Some commands avoid this
  hazard pay stipulation by working with the commanders of such
  vessels and chancing a more cautious approach during missions,
  but in many cases, such risks are unavoidable, adding to the mer-
  cenary command’s out-of-pocket expenses as it effectively buys
  the right to expose its transports to greater risk.
  For the sake of simplicity, hazard pay is computed as a per-
  centage over and above the normal transportation costs.
  For
  JumpShips, this percentage applies only to jumps carried out
  under hazardous conditions (that is, operations in hostile space
  or jumps into enemy-controlled jump points).
  For DropShips,
  they apply any time the DropShips are exposed to hostile fire or
  requested to land within thirty kilometers of a known hostile sur-
  face force. The Vessel Hazard Pay Table below indicates these
  percentages.
  THE JOB
  A contract is played out as a
  series of one or more BattleTech
  scenarios, as determined by the
  gamemaster.
  If playing without a
  gamemaster, players can generate
  scenarios and opposing forces using
  the force generation tables and rules
  in BattleTech Master Rules (starting
  on page 103), or the random force creation tables in this or any
  other Field Manual.
  During each scenario, mercenary commanders should pay
  close attention to the losses their forces are taking and remem-
  ber that sometimes winning a battle is not worth the cost in casu-
  alties and damage. No merc unit stays in business by fighting for
  a lost cause.
  Contract Outcomes
  Mercenary commanders should not only keep track of casu-
  alties and costs, but also the outcome of each contract and
  VESSEL HAZARD 
  PAY TABLE
  Vessel Type
  Auxiliary
  Chartered
  JumpShip
  +5%
  +15%
  DropShip
  +5%
  +10%
  
  171
  RUNNING A MERCENARY FORCE
  employer, as the mercenary force’s track record helps determine
  not only its mercenary or Dragoons rating, but also its reliability
  to employers. Failures during a key mission—worthy of contract
  cancellation—and contract breaches can have a negative effect
  on a command’s track record and reliability rating, while repeat-
  ed success in the name of a consistent employer can improve
  them. Expanded rules for contract breaches and mission failures
  appear under Mission Failures and Contract Breaches, starting
  on pp. 179.
  A newly established mercenary command (less than three
  years old), or one that has breached at least one of its past ten
  contracts, automatically receives a Questionable reliability rating.
  Otherwise, they are considered Reliable. Mercenary commands
  that successfully carry out five consecutive offensive contracts for
  the same employer increase their reliability rating by one level
  (from Questionable to Reliable, or from Reliable to Fanatical). An
  offensive contract, in this case, is any contract that does not focus
  on garrison, cadre, riot control, security or relief duties, or is not
  otherwise specified as a defensive campaign. If the mercenary
  command fails to complete more than five of its last ten contracts,
  its reliability rating decreases by one level.
  MAINTENANCE AND
  LOGISTICS
  Between battles and contracts, mercenary commanders
  must keep their forces fit. This generally involves repair time,
  purchasing parts and pieces for damaged equipment, and a lot
  of work for the command’s technicians.
  The following rules
  expand on the maintenance and logistics needs of a modern
  mercenary force, though players interested in more detailed
  rules for repairs, maintenance and logistics might do well to con-
  sult the Classic BattleTech Master Rules or the Combat
  Operations rules expansion.
  LOGISTICS
  Any battlefield commander worth his salt knows that a mili-
  tary—or mercenary—force lives and dies by its supply lines.
  Though some minor supplies, from pens and paper to food
  rations and medkits, are readily available and covered by a mer-
  cenary command’s overhead costs, heavier equipment must
  often be procured elsewhere—perhaps even from off-world
  sources. Anticipating and maintaining a viable logistics network
  allows a command to remain prepared for the needs of the bat-
  tlefield, but can be a challenging proposition as well.
  PURCHASING SUPPLIES
  Between missions, mercenary forces often build up the
  stockpiles of equipment they might need in the field, though
  space aboard transport vessels may often force them to leave
  much of it behind while on assignment. Supplies may take up to
  six months to arrive, if they arrive at all, and commanders must
  account for this variability so as to avoid supply imbalances.
  The mercenary command’s war chest, which includes all
  profits from missions, signing bonuses and even the sale of sal-
  vage, represents the force’s total financial reserves.
  These
  reserves must be spent wisely, as few mercenaries can boast the
  tax base and resources of a Great House (even if the comman-
  der holds a noble title).
  Supplies may be ordered whenever the force’s logistical
  administrator or commander decides, though for simplicity it usu-
  ally happens once per month (assumed for game purposes to be
  on the 1st). The responsible party submits a request and makes
  appropriate payments to the relevant authorities. In the case of
  personal consumables such as rations, uniforms and basic med-
  ical supplies, these needs are met by the mercenary command’s
  overhead and basic support costs, described earlier, and are
  often available anywhere the mercenary command may travel.
  Fuel, ammunition and heavy military equipment is another
  matter. For these items, availability may change depending on
  where a mercenary command is operating, its administrators’
  abilities to work the system and a host of other field conditions.
  The Weapons and Equipment Availability Table (see p. 172) lists
  the modified 2D6 target numbers and cost multipliers for pur-
  chasing supplies depending on what realm the mercenary com-
  mand is working for at the given time. These figures also apply
  when purchasing equipment from the force’s hiring hall world. In
  such a case, use the realm geographically closest to that world to
  determine what target numbers and cost modifiers apply. The
  Situation Table may modify these figures, and the outcome of the
  time spent to deliver the supplies may be found by using the
  Supply Arrival Table.
  In the case of fuel, assume that all ICE-powered vehicles
  consume a number of tons of fuel equal to their engine ratings
  divided by 1,000 and then multiplied by the number of turns spent
  in combat (rounding up). For example, the engine of a 75-ton Von
  Luckner with a 225 engine rating that has spent seven turns in
  battle has consumed 2 tons of fuel ([225 / 1,000] x 7 = 1.575 =
  2). For the sake of simplicity, assume fuel used by vehicles and
  aerospace craft alike costs 100 C-bills per ton.
  (Players who
  want more complexity may use the rules for computing fuel costs
  in the Classic BattleTech Companion, p. 249.)
  Once ordered, physical supplies take 7 – (1D6 + modifier)
  months to arrive.
  This time may be modified by the logistical
  SUPPLY ARRIVAL TABLE
  Situation
  Dice Modifier
  CBT: RPG Skill
  Bureaucracy Skill
  + MoS
  Mercenary Logistical Administrator
  Green
  –1
  Regular
  0
  Veteran
  +1
  Elite
  +3
  
  172
  RUNNING A MERCENARY FORCE
  WEAPONS AND EQUIPMENT AVAILABILITY TABLE
  Federated
  Lyran
  Draconis
  Free Worlds
  Capellan
  ComStar/
  Suns
  Alliance
  Combine
  League
  Confederation
  WoB*/FRR
  Periphery
  Energy Weapons
  ER Laser
  7+/1.2
  7+/1.1
  9+/1.3
  6+/1.0
  9+/1.2
  10+/1.2
  10+/1.5
  Laser 
  6+/1.0
  5+/0.9
  6+/1.0
  7+/1.1
  7+/1.1
  6+/1.0
  8+/1.5
  Pulse Laser
  6+/1.0
  7+/1.1
  8+/1.1
  5+/0.9
  7+/1.0
  8+/1.0
  10+/1.2
  Heavy Laser (C)
  13+/2.0
  12+/2.0
  12+/2.0
  14+/2.0
  14+/2.0
  13+/2.0
  14+/3.0
  Micro Laser (C)
  14+/2.0
  13+/2.0
  13+/2.0
  14+/2.2
  14+/2.5
  13+/1.5
  14+/2.8
  Flamer
  5+/1.0
  5+/0.9
  5+/1.0
  5+/1.0
  5+/1.0
  5+/1.1
  5+/1.0
  PPC
  8+/1.1
  7+/1.0
  7+/1.1
  10+/1.2
  10+/1.6
  7+/1.0
  11+/1.6
  ER PPC
  9+/1.0
  9+/1.0
  9+/1.0
  8+/1.1
  8+/1.0
  8+/1.2
  12+/1.1
  Ballistic Weapons (including ammo)
  Machine Gun
  5+/1.0
  5+/1.0
  5+/1.0
  5+/1.0
  5+/1.0
  5+/1.0
  5+/1.0
  Autocannon
  7+/0.9
  6+/0.9
  7+/1.0
  8+/1.1
  8+/1.2
  8+/1.0
  9+/1.3
  AC Submunitions
  9+/1.0
  10+/1.4
  11+/1.5
  11+/1.4
  12+/1.8
  11+/2.0
  13+/3.0
  LB-X Autocannon
  9+/1.0
  9+/1.0
  9+/1.1
  6+/0.9
  9+/1.0
  8+/1.1
  10+/1.3
  Ultra Autocannon
  8+/1.0
  8+/1.0
  9+/1.0
  8+/1.1
  9+/1.0
  7+/1.0
  9+/1.2
  Rotary Autocannon
  10+/1.0
  12+/1.3
  13+/1.3
  13+/1.1
  13+/1.5
  14+/1.4
  14+/2.0
  Gauss Rifle
  9+/1.0
  9+/1.0
  10+/1.0
  8+/0.9
  10+/1.0
  8+/1.1
  10+/1.3
  Light Gauss
  11+/1.5
  11+/1.3
  10+/1.3
  8+/1.0
  10+/1.1
  10+/1.5
  12+/1.5
  Heavy Gauss
  12+/1.1
  10+/1.0
  12+/1.2
  12+/1.2
  12+/1.2
  11+/1.3
  13+/1.6
  Anti-Missile System
  9+/1.0
  9+/1.0
  9+/1.0
  7+/1.0
  10+/1.1
  7+/1.1
  10+/1.3
  Missiles (including ammo)
  LRM
  8+/1.0
  7+/1.0
  8+/1.1
  7+/1.1
  9+/1.0
  7+/1.0
  9+/1.3
  LRM Submunitions
  10+/1.5
  9+/1.3
  10+/1.2
  8+/1.0
  8+/1.2
  12+/2.0
  13+/2.5
  SRM
  8+/1.0
  7+/0.9
  6+/0.8
  6+/0.9
  7+/1.0
  6+/1.0
  8+/1.3
  Streak SRM
  9+/1.0
  9+/1.0
  7+/1.0
  8+/0.9
  9+/1.0
  7+/1.1
  11+/1.2
  ATM (C)
  14+/1.75
  13+/1.5
  12+/1.3
  13+/1.3
  14+/1.75
  13+/1.5
  10+/2.0
  MRM
  12+/1.3
  13+/1.3
  9+/1.0
  11+/1.1
  13+/1.3
  11+/1.1
  13+/1.6
  Rocket Launcher
  12+/1.3
  12+/1.2
  13+/1.5
  11+/1.2
  10+/1.1
  10+/1.2
  9+/1.0
  Misc Weapons and Equipment
  Artillery
  10+/1.1
  9+/1.0
  9+/1.1
  10+/1.0
  10+/0.9
  10+/1.1
  12+/1.5
  Capital Ship Weapons
  12+/1.5
  12+/1.5
  12+/1.5
  11+/1.0
  13+/1.5
  10+/1.2
  14+/3.0
  C3
  10+/1.0
  11+/1.0
  9+/1.0
  9+/1.0
  11+/1.0
  6+/1.1
  13+/2.0
  C3i 
  13+/1.5
  13+/1.4
  13+/1.5
  13+/1.4
  13+/1.5
  10+/1.0
  14+/2.0
  MASC 
  10+/1.1
  10+/1.1
  9+/1.0
  10+/1.0
  10+/1.1
  9+/1.1
  12+/1.4
  TSM 
  11+/1.2
  12+/1.3
  12+/1.2
  11+/1.1
  9+/1.0
  13+/1.4
  14+/1.5
  Targeting Computer
  10+/1.0
  11+/1.2
  12+/1.5
  12+/1.2
  12+/1.8
  11+/1.2
  14+/2.0
  Other Electronics
  8+/1.1
  8+/1.0
  8+/1.0
  8+/1.1
  8+/1.1
  7+/1.0
  11+/1.5
  Components
  Armor (std)
  4+/1.0
  4+/1.0
  4+/1.0
  4+/1.0
  4+/1.0
  4+/0.9
  4+/1.0
  Armor (FF)
  6+/1.0
  6+/1.0
  6+/1.0
  6+/1.0
  6+/1.0
  5+/0.9
  7+/1.1
  Armor (Stealth)
  11+/2.0
  12+/2.1
  12+/2.2
  11+/1.8
  9+/1.0
  11+/2.5
  14+/3.0
  Fusion Engine
  6+/0.8
  7+/1.0
  8+/0.8
  8+/1.1
  9+/1.3
  7+/1.0
  9+/1.5
  XL Fusion Engine
  9+/1.0
  9+/1.0
  9+/1.0
  9+/1.0
  10+/1.1
  8+/1.2
  12+/1.6
  Light Fusion Engine
  12+/1.4
  9+/1.0
  13+/1.5
  13+/1.3
  13+/1.5
  13+/1.5
  14+/2.0
  ICE Engine
  5+/1.0
  5+/1.0
  5+/1.0
  5+/1.0
  5+/1.0
  5+/1.1
  5+/1.0
  Gyro
  8+/1.1
  7+/1.0
  6+/0.8
  8+/1.1
  8+/1.1
  8+/1.1
  9+/1.5
  DS/JS Components
  10+/1.0
  10+/1.0
  10+/1.0
  10+/1.0
  10+/1.0
  9+/1.0
  12+/2.0 
  Warship Components
  13+/1.5
  12+/1.5
  13+/1.5
  12+/1.3
  13+/1.5
  12+/1.2
  14+/3.0
  ICE Engine Fuels
  2+/1.0
  2+/1.0
  2+/1.0
  2+/1.0
  2+/1.0
  2+/1.0
  3+/1.0
  Aerospace/DS Fuels
  4+/1.0
  4+/1.0
  4+/1.0
  4+/1.0
  4+/1.0
  4+/1.0
  5+/1.0
  Other Components
  8+/1.0
  8+/1.0
  7+/1.0
  9+/1.2
  9+/1.1
  8+/1.0
  10+/1.5
  C=Clan System
  *Word of Blake forces may choose whether to use the FWL or ComStar columns as appropriate.
  
  173
  RUNNING A MERCENARY FORCE
  administrator’s Bureaucracy Skill MoS (if using Classic
  BattleTech RPG) or experience (if using BattleTech) per the
  Supply Arrival Table below. No matter the dice roll, it takes at
  least one month for the supplies to arrive.
  Parts and Equipment Procurement
  The Weapons and Equipment Availability Table lists the
  chance of a given class of item being available and any cost mod-
  ifiers, based on what faction the mercenary command is current-
  ly servicing or what hiring hall world they’re currently on. In all
  cases, the number to the left of the slash is the 2D6 target num-
  ber to procure a given item, which may be altered by any supply
  situation modifiers (as listed on the Supply Situation Modifiers
  Table). The number to the right is then multiplied by the base cost
  of the item as it appears in BMR, starting on page 149, to deter-
  mine the item’s actual cost to the mercenary command.
  The table presumes the mercenary logistics administrator is
  purchasing Inner Sphere-made equipment, unless the item is
  marked (C), indicating that only the Clans manufacture it. If the mer-
  cenary player attempts to locate a Clan version of such items
  instead, increase the target number by 4 and double the multiplier.
  Alternatively, players using Classic BattleTech RPG may
  make a Scrounge Check against a target number equal to 4 plus
  the listed availability target number, applying the same situation
  modifiers to the roll result.
  Replacement Equipment
  Combat losses or force expansion can prompt a need to pur-
  chase additional ’Mechs, vehicles or battle armor to fill in equip-
  ment gaps. However, it takes more than C-bills to acquire such
  heavy equipment.
  First, the mercenary force must locate the
  machines—after all, not every world on which a mercenary com-
  mand is likely to be stationed necessarily features a fully stocked
  warehouse of BattleMechs, tanks and armor to be sold at whole-
  sale prices. Locating and purchasing equipment is an expensive
  and time-consuming process, and so should be done during peri-
  ods where the mercenary command is not engaged in any con-
  tract that involves constant relocation or combat. The mercenary
  command seeking to replace its lost equipment has a better
  chance of doing so between contracts, on a recognized hiring hall
  world, where the flow of mercenary traffic also attracts merchants
  eager to sell some “surplus” military equipment.
  Players can resolve the process of locating and purchasing
  additional (or replacement) combat vehicles using the following
  rules. Adapted from those in the Classic BattleTech Companion,
  these rules enable players to find and purchase as many new
  machines per month as the command has money to buy.
  However, the more machines purchased in this fashion, the
  longer the delivery lead time may be, during which the mercenary
  command must still pay its warriors and support staff and main-
  tain what equipment it already has.
  Searching for a machine involves making two 2D6 rolls with
  a Base Target Number of 6 (Target Number 14 for CBT: RPG
  players). The modifiers in the Vehicle Availability Modifiers Table
  (see p. 174) are then applied to the target number for each roll,
  based on local conditions (where the mercenary command is
  located at the time of the search), technology and manufacture of
  the desired vehicle, the vehicle’s desired class and weight, its
  desired condition and (for non-CBT: RPG campaigns) the various
  traits and ratings of the mercenary commander and the merce-
  nary force. All criteria must be indicated prior to the first roll, to
  determine whether a suitable machine may be located, and can
  be as specific as a particular make and model of machine, or sim-
  ply nail it down to weight class, technology level and affiliation.
  Asking for poorer-quality machines and/or damaged technology
  improves the chances for success.
  If the first roll succeeds, a match is found. If the player does
  not request a specific model design at the time of the search, he
  or she may determine the model randomly by using the appropri-
  ate columns from the Field Manual or other BattleTech source-
  book that meets all requested criteria. For tech ratings, assume
  SITUATION TABLE
  Situation
  Score
  Force Dragoons or Equipment Rating
  A
  +4
  B
  +3
  C
  +2
  D
  +1
  F
  0
  No Dragoons Rating
  –1
  Mercenary Force Loyalty
  Fanatical (to supplying faction)*
  +1
  Questionable (to supplying faction)*
  –2
  Mercenary Force Deployment
  Front line†
  +1
  Involved in combat operations
  0
  Rear-echelon
  –2
  Isolated by enemy forces‡
  –4
  Drawing from its own landhold
  +1
  On its own home world
  +1
  Drawing supplies from allied nation
  –1
  Miscellaneous
  Supplies delayed (per month)
  +1
  At least one logistical admin. (Veteran or better)
  +1
  *See Contract Outcomes, p. 170, for rules.
  †Force is stationed within 30 light-years of a hostile world.
  ‡Force has no line of supply within 30 light-years jump to a
  friendly world.
  
  174
  RUNNING A MERCENARY FORCE
  that any machine with Star League technology is rated B, and any
  machines with post-3050 technology are rated A.
  Clan tech
  machines should be rolled on a relevant table that features appro-
  priate vehicles used by the invading Clans. When in doubt, the
  affiliation of the requested machine should be the same as the
  mercenary command’s location when the search was initiated.
  Otherwise, use the Random Unit Assignment Table in this book
  (p. 126). If the resulting machine does not meet all criteria (such
  as a standard BattleMech rolled when the player is seeking an
  OmniMech), the player may re-roll once. Whether or not the sec-
  ond roll yields a machine that meets all requested criteria, the
  result stands. The player may choose not to make the purchase,
  but doing so means that he or she has cancelled the search for
  that month and must make another attempt in a following month.
  If the first roll to acquire a machine fails, the player may
  repeat the roll at a cost of 1,000 C-bills, representing extra effort
  spent on the search. However, the player may purchase only one
  such re-roll per month of game time.
  Once a match is found and the type and condition of the
  machine known, the player makes the second 2D6 roll, again
  using the Vehicle Availability Modifiers Table, to determine the
  price. The base price for any given vehicle or BattleMech may be
  found in its Record Sheets book, or computed using the tables
  and formulas given on p. 149 of the Classic BattleTech Master
  Rules, or by using the appropriate HeavyMetal software. For
  every point by which this second roll exceeds the modified target
  number, reduce the price of the requested vehicle by 5 percent.
  For every point by which it falls under the target number, increase
  Local Conditions
  World is part of major Inner Sphere state
  –1
  World is part of minor Inner Sphere state
  0
  (such as the Free Rasalhague Republic)
  World is in the Chaos March or a major
  Periphery state (such as Taurus or Canopus)
  +1
  World is in a Clan Occupation Zone
  +2
  World is part of a minor Periphery state
  +2 
  World is contested/in a war zone
  +2
  Technology and Manufacture
  Vehicle is manufactured on-planet*
  –1
  Vehicle is of Clan design
  +5 
  Vehicle uses omni-pod technology (I.S. or Clan)
  +2
  Vehicle is I.S. design that uses post-3050/Clan tech
  +3 
  Vehicle uses Star League-era tech
  +2
  Vehicle’s exact design model is specified
  +2
  Vehicle is customized
  +3
  Weight/Vehicle Class
  Vehicle is assault class
  +2
  Vehicle is heavy class
  +1
  Vehicle is medium class
  0
  Vehicle is light class
  –1
  Vehicle is BattleMech
  +1
  Vehicle is battle armor
  +1
  Vehicle is aerospace fighter
  0
  Vehicle is conventional fighter or VTOL
  –2
  Weight/Vehicle Class Cont.
  Vehicle is hovercraft, wheeled or tracked
  –3
  Vehicle is hydrofoil, submarine or surface naval
  –3
  Vehicle uses internal combustion engine (ICE)
  –1
  Vehicle Condition
  Vehicle is brand new (less than 5 years old)
  +2
  Vehicle is in excellent condition (over 5 years)
  +1
  Vehicle has minor (reparable) damage†
  0
  Vehicle has major (irreparable) damage†
  –1
  Vehicle is salvage (vital systems missing) †
  –2
  Non-CBT: RPG Modifiers
  Mercenary commander has Contact/
  Well-Connected Trait
  –1
  Mercenary commander has Enemy/
  Bad Reputation Trait
  +1
  Mercenary commander has high 
  Negotiation (+3 or more)
  –1
  Mercenary commander has 
  high Scrounge (+3 or more)
  –1
  Mercenary commander has high CHA/SOC (7+)
  –1
  Mercenary command is rated B or higher
  –1
  Mercenary command is rated D or lower
  +2
  Mercenary command has no Dragoons rating
  +1
  Mercenary command has a logistical administrator
  –1
  Mercenary command is in debt
  +3
  VEHICLE AVAILABILITY MODIFIERS TABLE
  *Do not apply this modifier if the player is seeking a specific ‘Mech or vehicle model.
  †Minor damage refers to armor/structure damage that does not destroy a limb or section, or any damage that requires no
  replacement parts to restore, such as a single critical hit to a multi-slot system. Major damage requires replacement of a critical
  or vital system (weapon, cockpit, life support, engine, gyro or limbs/sections) in order to make the vehicle battle worthy. Salvage
  indicates the vehicle is missing two or more vital systems (cockpit, life support, engine, gyro or vehicle/fighter section) entirely.
  
  175
  RUNNING A MERCENARY FORCE
  the price by 5 percent. CBT: RPG players may use an opposed
  Negotiation Skill Check to try to reduce this asking price, per the
  rules in the Classic BattleTech Companion, p. 246. Players not
  using the CBT: RPG method may instead choose to renegotiate
  the price with a third 2D6 roll as above, but the third result stands
  even if it is worse.
  Once ordered, physical supplies take 7 – (1D6 + Vehicle
  Availability Modifier) months to arrive, multiplied by the number
  of vehicles purchased, divided by 4. This time may be modified
  by the logistical administrator’s Bureaucracy Skill Margin of
  Success (if using CBT: RPG) or experience (if using BattleTech)
  per the Supply Arrival Table shown under Purchasing Supplies.
  However, no matter the dice roll result, it takes at least a month
  for the new machines to arrive.
  Vehicles purchased with pre-existing damage must have
  such damage randomly resolved. For minor damage, roll 2D6;
  the result is the number of five-point armor hits the vehicle has
  taken, distributed randomly and ignoring any critical hits that
  completely destroy a weapon system or piece of equipment.
  Apply major damage the same way as minor damage and then
  randomly roll 1D6 critical hits.
  For salvage, apply the same
  damage as for minor and major, and then make two 1D6 rolls.
  On a result of 1–2, the engine is destroyed; 3–4 means a
  destroyed gyro; 5 is a destroyed cockpit; and 6 represents the
  loss of three limbs (chosen randomly). For vehicles and aero-
  space fighters, replace a gyro result with a lost section and lost
  limbs with lost vehicle sections.
  Battle armor that has sus-
  tained minor damage has lost 1D6 armor points (to a minimum
  of 1 point); major damage is the same plus the loss of one
  weapon system. A salvaged battlesuit has 1 point of armor and
  is either missing two weapons or cannot move, requiring
  repairs at 50  percent of the battlesuit’s original cost.
  Trey runs a mercenary command in a non-
  gamemastered BattleTech campaign. His command
  lost one BattleMech during its recent contract and
  needs to purchase a new one.
  Having returned to
  Outreach for a replacement, with 15 million C-bills to
  spend, Trey sets out in search of a new medium
  ’Mech. He wants a good ’Mech, but isn’t picky about
  the specific model. He decides to search for a medi-
  um-weight BattleMech that uses Star League-era
  (Level 2) technology and is in excellent condition.
  Trey’s mercenary commander—generated using the
  fast commander generation method—has the Contact
  and Well-Connected traits, as well as a high
  Negotiation Skill.
  However, he also has an Enemy
  Trait.
  The mercenary command has a Dragoons
  Rating of C (and a C Technology Rating as well), and
  boasts a logistical administrator.
  In consulting the
  table, Trey notes that Outreach’s location in the Chaos
  March applies a +1 modifier, and his desire for Star
  League tech adds +2.
  Because he is looking for a
  medium BattleMech, a +1 modifier applies (0 for
  medium, +1 for ’Mech) and “excellent condition” adds
  another +1.
  The commander’s Contact and Well
  Connected traits add –1 each (for a total –2 modifier)
  and his Negotiation Skill adds another –1. His Enemy
  Trait adds +1, but is fortunately offset by the logistical
  administrator’s –1 bonus. The total modifiers to the
  2D6 roll are +2, giving Trey a Target Number 8 to
  acquire a ’Mech that meets his criteria.
  Trey rolls and gets a 6, failing to obtain the desired
  machine. Burning 1,000 C-bills, he makes a second roll
  and gets a 9, indicating he’s found a machine that
  meets his requirements. Because the mercenary com-
  mand is presently on Outreach, Trey rolls on the
  Random Unit Assignment Table for a medium ’Mech
  with a B Tech Rating (because he requested Star
  League-era technology).
  The roll result is 8, netting
  Trey’s command a KW1-LH3 Lineholder.
  This
  BattleMech features Star League-era weapons and is in
  excellent combat condition, meeting all Trey’s criteria.
  He rolls again to determine the price, applying the orig-
  inal +2 modifier to the result, and gets a final result of 6.
  This result is 2 points below the Target Number of 8,
  and so Trey finds the asking price is 10 percent higher
  than the base price (2 x 5 = 10). The cost of this model
  Lineholder—normally 4,621,686 C-bills—thus becomes
  5,083,655 C-bills (4,621,686 + 10 percent =
  5,083,654.5, rounded to 5,083,655).
  Because Trey was prepared to pay up to 15 million
  on his purchase, he takes the new Lineholder, a steal
  at just over five million C-bills!
  Personnel
  Occasionally, mercenary commands that are expanding or
  that have lost personnel to combat action, retirement or some
  other chain of events may need to recruit additional manpower.
  As with buying a new BattleMech or vehicle, this is not simply a
  matter of throwing C-bills around. Trained warriors, technicians
  and such are a rare breed, with most already happily employed
  by another faction, mercenary command or nation-state.
  However, a mercenary command that has earned a reputation
  has some advantages over less fortunate forces.
  To recruit new personnel, the mercenary command typi-
  cally puts out Warrior Wanted ads that may draw a flood of
  potential applicants. To determine how many potential recruits
  show promise, the mercenary player rolls 2D6 after spending a
  month sifting through applicants. Add the appropriate modifiers
  from the Recruiting Modifiers Table below, based on the merce-
  nary command’s present hiring hall (the hall from which it took
  its last contract), its main force type, the desired recruit type,
  the mercenary command’s equipment or Dragoons rating and
  other factors as applicable.
  Cross-reference the result of the modified 2D6 roll on the
  Recruits Table to see how many candidates made the cut. To
  
  176
  RUNNING A MERCENARY FORCE
  determine the quality and equipment of these new recruits, use
  the identifying forces rules in Creating a Mercenary Force, p.
  144. Hiring any or all of these recruits costs a mercenary com-
  mand two months’ worth of standard pay for the
  new recruits’ quantity and type.
  New recruits
  arrive one month after they are purchased.
  KEEPING FIT
  A mercenary force spends man-hours in
  much the same way as C-bills to perform regular
  maintenance and battlefield repairs on equip-
  ment. The command’s technical staff generates
  a set number of man-hours, which are spent on
  regular maintenance and battle repair. Though
  battlefield repair does entail some maintenance,
  the two tasks are not the same, and regular
  maintenance put off in favor of repair risks equip-
  ment breakdown at some later date (see Breakdowns, p. 177).
  Fortunately, most regular maintenance schedules are padded to
  take just such time saving into account.
  The amount of regular medical and technical maintenance
  required (in man-hours) by a mercenary
  force’s manpower and equipment is listed in
  the Maintenance Table on page 149 of
  Creating a Mercenary Force. The number of
  hours produced by a force’s techs and medics
  also appears in the Support Productivity Table
  (p. 150 of Creating a Mercenary Force), which
  allows a mercenary force commander to
  determine how much medical and technical
  support his force has versus what it needs.
  If the mercenary force’s regular main-
  tenance needs are outstripped by its support
  needs, because of a shortage of manpower
  or a higher proportion of battlefield repairs,
  the possibility of breakdowns or illness among the affected
  Situation
  Modifier
  Hiring Hall
  Antallos (Port Krin)
  0
  Arc-Royal
  +2
  Astrokaszy
  +2
  Fletcher
  +2
  Galatea
  +2
  Heroditus
  +1
  Northwind
  +1
  Outreach
  +3
  Solaris VII
  +2
  Westerhand
  0
  No Hall
  –2
  Main Force Type
  Aerospace fighters
  0
  BattleMechs
  +1
  Conventional armor
  +1
  Infantry (conventional)
  +1
  Infantry (battle armor)
  +1
  Infantry (Special Forces)
  +2
  Desired Recruit Type
  Aerospace fighter pilot
  –1
  Aircraft pilot/VTOL crew 
  0
  Armor crew
  0
  MechWarrior
  –2
  Infantry squad (conventional)
  +2
  Infantry squad (Special Forces/anti-’Mech)
  +1
  Desired Recruit Type Cont.
  Infantry squad (battle armor)
  –1
  Technician/Mechanic/Medic
  +1
  Administrator
  0
  Vessel crew (per 7-man squad)
  +1
  Dragoons/Equipment Rating
  A*
  +3
  A
  +3
  B
  +2
  C
  +1
  D
  0
  F
  –2
  Unrated
  –1
  Misc. Modifiers
  Mercenary commander has Contact/
  Well-Connected trait
  +1
  Mercenary commander has Enemy/
  Bad Reputation trait
  –1
  Mercenary commander has high 
  Negotiation (+3 or more)
  +1
  Mercenary commander has high 
  Leadership (+3 or more)
  +1
  Mercenary commander has 
  High CHA/SOC (7+)
  +1
  Mercenary command has a 
  Human resource administrator
  +1
  Mercenary command is in debt
  –3
  RECRUITING MODIFIERS TABLE
  RECRUITS TABLE
  Modified 2D6 Roll
  Offers
  3 or less
  0
  4–5
  1
  6–8
  2
  9–10
  3
  11–12
  4
  13–15
  5
  16 or more
  6
  
  177
  RUNNING A MERCENARY FORCE
  equipment or personnel rises dramatically.
  To forestall this
  threat, many mercenary commands encourage their technicians
  and medics to work overtime to produce more man-hours, or
  they hire temporary freelance technicians in the field. In rare
  cases, employers may offer assistance in the form of techni-
  cians and sometimes equipment, but the costs of such support
  will be recorded and presented to the Mercenary Review and
  Bonding Commission, which deducts the amount from the
  force’s pay and returns it to the employer at a cost usually equal
  to freelance technician rates.
  Freelance Support
  If a mercenary commander hires
  freelance technicians or medics, he
  often finds he has his pick from the local
  area. To determine if enough people are
  available to suit the command’s needs,
  roll 2D6 against a Target Number of 6
  and apply the modifiers from the
  Situation Table used above for procuring
  equipment. A successful roll means the
  mercenary command gets its pick of
  freelance support staff.
  Failure means
  that the merc force can only scrounge up
  2D6 
  astech-level 
  technicians 
  and
  medics.
  Freelance support staff work
  just as well as regular support staff, but
  cost much more and work on an hourly
  pay scale.
  Consult the Freelance
  Technician Fee Table below to determine
  how much each freelancer expects in
  compensation for his or her services.
  Support Staff Overtime
  Instead of—or perhaps in addition to—hiring freelance tech-
  nicians, a mercenary commander may encourage his support
  staff to work overtime in order to squeeze a few more man-hours
  into a given week. Adding 10-hour increments to the staff’s reg-
  ular workload produces more hours’ worth of labor, but at a cost
  in quality that increases over time.
  A mercenary commander may elect to increase the man-
  hours for any segment of the support staff—technicians, medics
  or administrators—for the entire week, but does so with increas-
  ingly diminishing returns for the hours put in. The Overtime Table
  demonstrates this trend through the work factor, which deter-
  mines how many man-hours’ worth of labor a given support staff
  member can produce under overtime conditions.
  To determine how many man-hours are actually produced
  by support staff working overtime, multiply the normal total of
  man-hours produced by the affected staff members by the work
  factor for the given increment. The result represents man-hours
  produced for the entire normal work period, overtime hours
  included. Overtime may not be used continuously without crip-
  pling effects on the staff’s overall effectiveness. For each subse-
  quent week that a given segment of the staff is asked to perform
  overtime, the work factor degrades by 0.05.
  Support staff asked to work overtime for more than a month
  straight may mutiny or simply quit. To retain their services, the
  mercenary commander must make a Leadership roll against a
  Target Number of 10, with a cumulative +2 penalty for each suc-
  cessive week. For players not using the CBT: RPG rules, add +1
  per week to a 2D6 Target Number of 4. Whichever system is used,
  if the result of the roll falls below the modified target number, the
  merc force loses a number of technicians to mutiny or resignation
  equal to the margin of failure, times the number of lances or pla-
  toons employed by the mercenary com-
  mand.
  Players should determine ran-
  domly the nature and positions of these
  lost support staff members.
  For example, five Green techni-
  cians and a Regular technician pro-
  duce 190 man-hours of work in a given
  week.
  When asked to perform 20
  hours of overtime, they produce 266
  man-hours worth of work, though they
  actually spent a total of 310 hours “on
  the clock”
  (190 x 1.4 = 266).
  This
  reflects the gradual loss of effective-
  ness over the extra time, as well as the
  inexperience of the Green techs.
  If
  asked to do 20 hours overtime again
  next week, the work factor drops to
  1.35 (1.4 – 0.05 = 1.35), further eroding
  the techs’ effectiveness.
  Overtime pay rates for freelance
  technicians can likewise be calculated
  with the Overtime Table.
  BREAKDOWNS AND MEDICAL CARE
  If technicians are forced to work too much overtime, they
  may be unable to provide the unit’s weekly maintenance require-
  ments or may perform sloppy repair work. Any BattleMech, vehi-
  cle or aerospace fighter that does not receive required mainte-
  nance or is repaired by a technician working overtime is vulnera-
  ble to breakdown.
  If overtime prevents a force’s technicians from providing the
  weekly maintenance requirements, the force’s controlling player
  may designate which machines do not receive maintenance. The
  players should already know the individual man-hour mainte-
  nance needs of each machine (see Maintenance and Logisticis,
  p. 171), so the controlling player must select a machine whose
  combined man-hour requirements equal the man-hours of
  required maintenance not provided in a given week.
  FREELANCE TECHNICIAN
  FEE TABLE
  Technician
  Experience Level
  Rate
  Regular/Astech
  10 C-bills per hour
  Veteran
  15 C-bills per hour
  Elite 
  20 C-bills per hour
  OVERTIME TABLE
  Time
  Work Factor
  Overtime Rate
  +10 hours
  1.2
  1.5
  +20 hours
  1.4
  1.5
  +30 hours
  1.6
  2.0
  +40 hours
  1.7
  2.5
  
  178
  RUNNING A MERCENARY FORCE
  Battlefield Breakdown
  To determine if a vulnerable machine breaks down, the
  controlling player must make a 1D6 roll for each vulnerable
  machine the next time it enters combat. Add a +1 modifier to
  the roll result for each week the machine does not receive its
  required maintenance.
  If the machine received a repair during a 50-hour work week
  (10 hours of overtime), add a +1 modifier. For machines repaired
  during a 60-hour week, add a +2 modifier; for machines repaired
  during a 70-hour week, add +3; and for machines repaired dur-
  ing an 80-hour week, add +4.
  On a result of 9 or greater, the machine breaks down. A result
  of 9 denotes one breakdown, a 10 two breakdowns, an 11 three
  breakdowns and so on. If a machine breaks down, the player must
  make a second 1D6 roll for the machine.The result of this roll indi-
  cates the turn in which the machine breaks down. For example, on
  a result of 2, the machine breaks down during Turn 2.
  At the beginning of the breakdown turn, the controlling player
  must roll on the appropriate hit location table for the unit (use the
  Front column of the table) to determine the location of the break-
  down. He then rolls a critical hit in that location. The affected com-
  ponent is not destroyed, but it stops working as if it had received a
  critical hit and must be repaired by a technician per standard repair
  rules.
  Explosive components, such as ammunition and Gauss
  rifles, do not explode, but simply become unusable, though they
  are still prone to explosion if hit later by weapons fire or other dam-
  age. In the case of ammunition, the weapon has misfed from the
  affected bin. For Gauss weaponry, the firing system does not
  respond even though the capacitors still hold a charge.
  Gamemastered Breakdowns
  If playing with a gamemaster, the gamemaster may make
  the breakdown rolls for vulnerable machines and conceal the
  results from the players until the actual breakdown occurs.
  Additionally, players need not wait until a vulnerable machine
  breaks down before repairing the machine in gamemastered
  play. A player can have his techs perform extensive maintenance
  checks on machines if he or she wishes. To perform an exten-
  sive maintenance check, the controlling player must allocate
  extra technician man-hours to the machine. Allocating twice the
  weekly required man-hours reveals one potential breakdown,
  allocating three times the weekly required man-hours reveals two
  breakdowns, and so on.
  If using the CBT: RPG rules, apply a +2 bonus to all diag-
  nostic Technician Checks per extra multiple of man-hours allo-
  cated to a given machine (+2 for twice the number of man-hours,
  +4 for three times, +6 for four and so on). Divide the Margin of
  Success by 3 (rounding down) to determine the number of break-
  downs discovered.
  Any potential breakdown discovered in this manner can be
  repaired by an average Technician Check and 10 man-hours. For
  detailed times and difficulty factors, consult the repair rules in BMR.
  Medical Breakdown
  The same rules as above apply to personnel needs much as
  they do for machines, with commanders designating which per-
  sonnel receive priority for medical attention in man-hours on a
  weekly basis. As with the Battlefield Breakdown rules, the con-
  trolling player of the specific soldier who did not receive his or her
  required medical man-hours in a given week should roll 1D6 the
  next time that soldier enters combat, adding +1 for every week
  that passes without some degree of medical attention.
  More
  modifiers apply to this roll if this same individual received any
  medical man-hours from a medical officer performing overtime
  (+1 per 10 man-hours over 40).
  For every 2 points by which the above roll result exceeds 7,
  the individual suffers a –1 penalty to all rolls made in combat,
  reflecting some form of illness, depression or other medical con-
  dition that impairs his or her abilities. This modifier is –1 on a
  result of 9, –2 on a result of 11, –3 on a 13 and so on. If this mod-
  ifier exceeds –5, the warrior is bedridden. In all cases, warriors
  stricken in this fashion must receive their normal man-hours of
  medical care, multiplied by twice the modifier (taken as a positive
  number) in order to recover.
  For example, a warrior who has
  accumulated a –3 modifier needs three times the normal medical
  man-hour allotment to return to full health.
  If using CBT: RPG rules, characters who have gone without
  so much as a check-up in a given week, or who receive medical
  care from any medical staff working overtime, should make a
  BOD Check against a Target Number of 10, using the same mod-
  ifiers indicated above. Failure indicates the onset of some form
  of illness, characterized by a number of “permanent” fatigue
  points equal to the Margin of Failure.
  FORCE SPECIALIZATION
  This section provides guidelines for generating command-
  wide specializations and advantages like those found in the force
  briefings beginning on page 37. For the purposes of these rules,
  a campaign is defined as a contract in which multiple battles
  occur. A single assault or raid does not constitute a campaign.
  COMMAND ADVANTAGES AND
  DISADVANTAGES
  Typically, command advantages take the form of Initiative
  bonuses or similar bonuses a command receives when it fights in
  a specific terrain type (such as mountains or forest), in a general
  terrain type (restricted or open), under particular conditions (night
  or zero-G) or using particular tactics, though specific disadvan-
  tages—such as an Initiative penalty—may be applied for over-
  specialization at a gamemaster’s discretion.
  To gain a specialization or advantage, at least half of the
  mercenary force must spend time developing it. For example, a
  force that wants to specialize in mountain fighting must fight in
  mountainous terrain and experiment with tactics appropriate to
  that environment.
  
  179
  RUNNING A MERCENARY FORCE
  Whatever bonus the command is trying to gain is first
  applied as a penalty. After five campaign victories in which the
  penalty hampered the command, the penalty is eliminated.
  Another five victories generate the lowest bonus possible. If the
  command wishes to increase this bonus further, another five vic-
  tories increase it by 1 point (see example, below). A force may
  develop multiple advantages at one time, but only if they logical-
  ly go together. The maximum bonus a force can obtain for any
  given ability (typically initiative, weapon attacks, physical attacks
  or Piloting) is +3. After attaining this bonus, a mercenary com-
  mand may exchange it for a special advantage—such as off-
  board movement or forcing the initiative—so long as the advan-
  tage goes with the other advantage bonuses and no disadvan-
  tages exist that directly oppose the ability.
  Disadvantages are acquired in the same fashion.
  If the
  mercenary force demonstrates a marked distaste or ineptitude
  in the presence of a given battlefield condition, enemy force
  type or other cause, that common factor may be identified as a
  disadvantage. This negative condition need not cause the force
  any battlefield defeats; the shortcoming may instead be repre-
  sented by the consistent loss of 25 percent or more of the mer-
  cenaries’ starting strength when they take the field.
  If this
  shortcoming can be identified over three consecutive contracts,
  an additional –1 penalty applies against the force (to a maxi-
  mum of –3). If a gamemaster is available, a special disadvan-
  tage (such as modified withdrawal rules, a special low morale
  check and so on) may be exchanged for a –3 penalty.
  Gamemasters may also determine that a marked refusal to
  fight under given conditions is cause for a penalty, but only if
  the force maintains such behavior for five straight contracts.
  After gaining an advantage, a mercenary force must use it
  at least once during every five campaigns or else the advantage
  is lost.
  After deciding to specialize in counter-Clan opera-
  tions, the Kirkpatrick’s Pack company of Kirkpatrick’s
  Invaders spends the next five campaigns fighting Clan
  forces exclusively at a –1 Initiative penalty. After surviv-
  ing that crucible, they fight their next five campaigns
  against the Clans with no Initiative modifier. With ten
  successful campaigns against the Clans under its belt,
  the Pack finds itself so familiar with Clan tactics and rules
  of engagement that the company enjoys a +1 Initiative
  bonus in its next five campaigns against the Clans.
  Throughout all this, the Pack’s gamemaster has
  noticed the mercenaries’ intense refusal to fight in any
  kind of inclement weather or darkness. Instead, the
  mercs insist on waiting for daylight and clear skies
  before engaging the enemy.
  To reflect this apparent
  inflexibility, the gamemaster imposes a –1 Initiative
  penalty for every five consecutive campaigns in which
  the Pack refused to fight in such bad conditions.
  Because this occurred during at least ten straight cam-
  paigns, the gamemaster applies a –2 Initiative penalty
  against the Pack whenever the mercenary company
  must fight in bad weather or darkness.
  MISSION FAILURES AND
  CONTRACT BREACHES
  Sometimes, regardless of the players’ best efforts, a merce-
  nary command fails to complete a mission or perhaps even vio-
  lates the terms of its contract, resulting in a breach.
  Players
  should avoid events like these whenever possible, as their out-
  come can seriously harm a mercenary command’s standing, but
  every command may have to face such situations at some point.
  MISSION FAILURES
  In broad terms, mission failure occurs whenever a merce-
  nary force fails to achieve its stated primary objectives despite a
  serious effort to do so. Heavy losses or a forced withdrawal in the
  face of overwhelming enemy reinforcements are the most com-
  mon causes of mission failure.
  Another frequent cause is a
  scorched-earth policy by a defender, denying an attacker the
  objective when a mission calls for capture.
  In any case where a mercenary command has failed its
  mission despite putting in a credible effort (meaning the merc
  force did not retreat at the first sight of the enemy or put up only
  token resistance), the mercenary command suffers a 10-point
  loss in its Dragoons rating. Furthermore, any mercenary com-
  mand that fails in more than five of its last ten contracts lowers
  its reliability rating by one rank (from Fanatical to Reliable or
  from Reliable to Questionable). Mercenary commands that lose
  do not receive any remaining payment or support for their fail-
  ure, and their contracts may be considered terminated upon the
  day of mission failure.
  CONTRACT BREACH
  Mercenary forces that do not even try to achieve the mission
  goals, or that try to flee with an employer’s funds, or that delib-
  erately violate the terms of their obligations to the employer, are
  guilty of contract breach. By the same token, employers who
  misrepresent a mission’s parameters, or who lure a command
  into a compromising position that might force its members to vio-
  late the Ares Conventions or Outreach Accords, may also be
  found guilty of a contract breach.
  In either case, a contract
  breach is a serious offense and often requires legal action to
  resolve to anyone’s satisfaction.
  In the case of MRBC-related contracts, charges of contract
  breach are submitted to a four-member panel of MRBC repre-
  sentatives who hail from neither the employing realm, the merce-
  nary command in question or the target world of the contract at
  issue. Non-MRBC contract disputes are often left unresolved, but
  have been known to drive mercenary commands to defection or
  even banditry against employers they come to perceive as an
  enemy. To avoid this potential outcome, along with the bad pub-
  licity of poor employer-mercenary relations, some non-MRBC
  contract disputes are settled through a third-party arbitrator—
  
  180
  RUNNING A MERCENARY FORCE
  usually a ComStar representative—who judges the matter in a
  formal hearing.
  Resolving Contract Breaches
  Contract breach hearings may be handled by assigning
  negotiators for both sides, similar to the contract negotiation
  process. In a non-gamemastered campaign, the opposing play-
  er may decide to invoke contract breach proceedings on behalf
  of the employer, but only if the mercenary command has failed in
  its mission or violated the Ares Conventions. (During standard
  BattleTech play, an Ares violation usually means that the merce-
  naries caused deliberate damage to known non-military, human-
  populated targets such as buildings, fired on unarmed civilian
  vehicles or personnel, killed ejected MechWarriors or surrender-
  ing troops, or attacked an HPG or JumpShip.)
  To resolve the charge of contact breach, both negotiators
  must roll 2D6 (or 2D10, adding Negotiation Skill modifiers, if
  using CBT: RPG rules). The gamemaster (if any) must then
  assess a –3 modifier against the party who violated any terms
  of the contract. This modifier does not apply in the absence of
  a gamemaster, or when fault is unclear. An additional –2 penal-
  ty applies to the mercenary negotiator’s roll if the contract was
  not handled through the MRBC. A +1 bonus applies to the mer-
  cenary negotiator’s roll if the mercenary command has a
  Dragoons Rating of B or higher, while a –1 applies to F-rated or
  unrated mercenary commands. Compare the results of each
  negotiator’s roll to determine the outcome of the hearings,
  based on which side is leveling contract breach charges
  against the other.
  If the employer accused the mercenary command of con-
  tract breach, and the employer’s roll result (or margin of success)
  exceeds that of the mercenary command, the mercenary force
  has been found guilty of contract breach. The force automatical-
  ly loses 25 points from its Dragoons rating along with all remain-
  ing payment under the contract. Furthermore, for every point by
  which the employer negotiator’s roll exceeds that of the merce-
  nary command, the mercenary command must pay a 10,000 C-
  bill fine, and is placed under a one-month hiring ban.
  If the mercenary negotiator’s roll succeeds, the mission is
  considered complete; no Dragoons rating loss occurs, and the
  mercenary command receives all remaining contract pay due. If
  the mercenary negotiator’s roll succeeds by a margin of 5 or
  more, the employer is found in violation of contract, and the
  money due the mercenary command is multiplied by half of this
  margin of success. A success by less than 5 means only that the
  contract is considered null and void and is rated on the com-
  mand’s record as a successfully completed mission.
  If the mercenary command levels contract breach charges
  against an employer, the employer’s negotiator must succeed by
  a margin of 5 in order to declare the mercenary command in
  breach of contract instead, with all fines and hiring bans (plus the
  25-point Dragoons rating reduction) occurring per the rules given
  above. The mercenary negotiator wins full payment multiplied by
  half his margin of success (rounding up) if he succeeds in his
  contract breach roll.
  In any event, successful breach-of-contract charges against
  a mercenary command automatically reduce its reliability rating
  to Questionable, regardless of the level of fines and length of hir-
  ing bans imposed. This rating may only improve after the merce-
  nary command successfully executes its next five offensive con-
  tracts for a single employer, or performs ten more contracts with-
  out another breach.
  After a disagreement with an assigned liaison offi-
  cer who attempts to order his mercenary command into
  a suicide mission, Damon Kirkpatrick declares the
  Lyran Alliance in breach of contract. Both the employ-
  er and the mercenary command bring veteran negotia-
  tors before the MRBC, which handled the original con-
  tract negotiations. Because Kirkpatrick’s Invaders are
  a B-rated mercenary force, a +1 bonus applies to the
  mercenary negotiator’s roll, bringing the negotiator’s
  bonus to +6 (+5 for Veteran, +1 for B-rated command).
  The gamemaster, ruling that the liaison officer over-
  stepped his bounds, applies a –3 modifier to the Lyran
  negotiator’s roll, leaving the Lyran negotiator with a +3
  bonus (+5 veteran, +1 Lyran, -3 employer at fault).
  The final 2D6 roll results for the Invaders and the
  Lyrans are 13 and 10, respectively.
  The Invaders’
  negotiator has won with a Margin of Success of 3 (13
  – 10 = 3), which means the Invaders’ mission was
  declared a success and the remainder of the contract
  is nullified. If the Invaders’ negotiator had rolled a 16,
  the margin of success would have outdone the employ-
  er’s roll by 6, and the employer would have been found
  guilty of a contract breach.The employer would then be
  forced to pay three times the remainder of the money
  due under the contract (6 / 2 = 3).
  DEBT
  Sooner or later, it’s likely to happen. Through severe damage,
  overextended loans or other disasters, financial and otherwise, a
  mercenary command may find itself operating constantly beyond
  its means. Indeed, many new mercenary forces are often built
  only by the grace of credit, with founder/commanders forced to
  pay off the command’s start-up debts with whatever funds remain
  after paying its own troops. To whom this money is owed often
  varies wildly.
  Some commands owe these massive sums to
  banks, while others may owe them to the noble family that was
  gracious enough to invest such a hefty sum in the force’s creation.
  Because debt can occur for many different reasons, how
  and to whom the debt is owed are questions best handled by a
  gamemaster.
  For mercenary commands that wind up in debt
  upon formation, the debt is likely owed to a bank, noble family or
  some other financially powerful institution associated with the
  mercenary founder/commander.
  For those that sink into debt
  
  181
  RUNNING A MERCENARY FORCE
  under normal operations, the monies owed may reflect reduced
  payment among the staff, prompting layoffs, walk-outs or even
  outright mutinies. Alternatively, these mercenaries may find an
  employer willing to offer cut-rate deals on replacement equip-
  ment they cannot afford, but only under conditions that sorely
  undercut their bargaining posture.
  LOANS
  Given the nature of their work, most mercenary commands
  find obtaining loans from financial institutions difficult at best, and
  often come away with enormous interest rates, strict repayment
  deadlines or even a forced surrendering of expensive assets.
  Mercenaries are often transient and easily classified as high-risk,
  and so many banks require collateral to assure the loan will be
  repaid eventually. This collateral may include any number of the
  command’s most expensive assets, from BattleMechs to
  DropShips or even JumpShips.
  Any force that relies on loans through a financial institution or
  employer bank should determine what they are willing to put up
  as collateral in exchange for a more favorable interest rate and
  length of payback periods. Ideally, this collateral must be worth at
  least 25 percent of the value of the loan. The interest rate, a per-
  centage of the current debt that the mercenary force must pay in
  addition to the original owed monies, increases if less expensive
  collateral (such as vehicles) is offered and decreases with the
  offer of larger, more expensive items. The typical minimum inter-
  est rate for a mercenary loan (when the collateral is worth as
  much or more than the loan) is 25 percent per year, recalculated
  based on the amount of debt remaining every month (at the end
  of the month), while loans taken out with minimal collateral may
  have interest rates as high as 200 percent. Payback periods are
  typically set at one payment every four months, with as little as 10
  percent of the overall debt (plus interest) due at the end of that
  period, though commands with higher debts may find themselves
  held to a payment schedule of once per month, with 25 percent of
  the debt and interest owed at that time. Failure to produce the
  required C-bills on time can result in confiscation of the assets put
  up as collateral, or legal action through the MRBC that can brand
  a mercenary force insolvent or even rogue.
  Mercenary com-
  mands that rack up truly egregious debts in this fashion may even
  be hounded by bounty hunters or other mercenary groups hired
  by their creditors, with orders to take the overdue balance from
  the truant debtors by force of arms—including the costs of hunt-
  ing them down.
  “COMPANY STORE”
  Still other mercenary commands in debt may suddenly find
  their current employer eager to lend a hand, supplying badly
  needed equipment and even support personnel at a substantial
  discount, possibly even below list prices. The terms of these
  equipment loans often include a stipulation that extends a mer-
  cenary command’s retainer or forces it to accept subsequent
  contracts that may feature less favorable terms than it would oth-
  erwise draw were finances not so low, requiring the mercenary
  force to work off its debt. This particular form of employer-to-mer-
  cenary debt is widely known as the “company store” syndrome,
  and while often regarded as despicable, is nonetheless an
  arrangement that remains common, as it allows floundering mer-
  cenaries to tread water until their “next big break”.
  REPAYING DEBTS
  Debts are commonly paid off from any profits for missions
  after all warriors, support staff, travel expenses and any other
  operating expenses are covered. Some more desperate com-
  mands, however, may sell off equipment to pay back a debt, and
  in more extreme cases may even cut staff to reduce expenses.
  Other commands may try to pay off debt by skimping on expens-
  es, often including personnel salaries.
  Though certainly risky, in desperate times short-changing the
  command’s warriors by a small percentage may be the easiest
  way to clear just enough C-bills to make a payment. Skimping in
  this fashion, however, can cause a breakdown in morale if sus-
  tained long enough (typically more than one month), resulting in
  penalties during combat or repair as the troops and staff grow less
  motivated. If sustained too long, mutinies may even occur, with a
  band of lesser officers and staff deliberately undermining or
  usurping the mercenary commander’s authority (and that of any
  loyal subordinates). When or whether these events occur should
  be up to a gamemaster or a neutral third party player. If neither is
  available, the controlling player may determine the amount of per-
  sonnel lost to mutinies and defections in the following manner. For
  each month that the mercenary command’s personnel go without
  pay, the commander must make a Leadership roll against a Target
  Number 10 (Target Number 4 if rolling 2D6 and not using the CBT:
  RPG rules), with a cumulative +1 penalty per month of non-pay-
  ment. If the roll result falls below the modified target number, a
  number of personnel are lost to mutiny or resignation equal to the
  margin of failure times the number of lances or platoons employed
  by the mercenary command. The nature and positions of these
  lost personnel should be determined randomly across all unit
  types and technical support personnel. The number of people lost
  to this result varies by unit type selected and accounts for one
  combat unit (infantry squad, vehicle crew, MechWarrior, techni-
  cian, medic or administrator). If the initial roll’s margin of failure
  exceeds 6, the departing units mutiny as well, with a random num-
  ber acting against the mercenary command as their last, bitter
  stab at the commander they feel has wronged them. More spe-
  cific rules on morale breakdown from non-payment of salaries
  may be found in the Combat Operations rules expansion.
  Mercenary commands that are in debt also suffer from a
  poorer overall business position than financially solvent forces,
  and have trouble recruiting, purchasing new equipment and land-
  ing good contracts. Negotiations with potential employers also
  suffer, as a poverty-stricken mercenary force simply cannot afford
  to turn down too many offers, no matter how undesirable, as out-
  lined in the appropriate rules and tables.
  
  STEP 1: CREATE A LEADER
  Check all that apply and add the listed bonuses. Tour of Duty repeat multipliers (CBT:RPG Life Path/Fast Generation Experience Bonuses) apply to all mod-
  ifiers gained per Tour of Duty repeat (to a maximum of three passes). Rows that show an asterisk (*) in a modifier column add +1 to any modifier column
  where the asterisk appears for that Life Path, Origin, Experience, Attribute, Skill or Trait only. The player chooses the column that receives this bonus.
  LIFE PATH/ORIGIN BONUSES (CBT:RPG COMMANDERS ONLY)
  Personnel Modifiers
  Point Pool Modifiers
  Life Path/Origin
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Clan Origins
  –1
  –1
  –1
  –1
  –1
  0
  +1
  +2
  0
  –3
  Inner Sphere Origins
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  Periphery Origins
  +1
  +1
  +1
  +1
  +1
  0
  0
  –2
  0
  –2
  Nobility
  +1*
  *
  *
  *
  *
  +1
  0
  0
  0
  +2
  Academy Path (Incomplete)
  –1
  0
  +1
  0
  0
  0
  –1
  0
  0
  –1
  Academy Path (Complete)
  0
  +1
  0
  0
  0
  0
  0
  0
  0
  0
  Officer Candidate School
  +1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  Paramilitary Service
  0
  +1
  0
  0
  0
  +1
  +1
  0
  0
  0
  Training Battalion
  +1
  0
  0
  0
  0
  0
  +1
  0
  +1
  0
  Tour of Duty (x 1) (x 2) (x 3)
  +1
  0
  0
  +1
  0
  0
  +1
  +1
  0
  0
  Covert Ops (1st pass)
  *
  *
  *
  *
  *
  0
  +2
  +1
  –2
  0
  Covert Ops (2nd pass)
  *
  *
  *
  *
  *
  0
  +2
  +1
  –2
  0
  TOTAL
  TRAINING/ORIGIN/EXPERIENCE BONUSES (FAST GENERATION COMMANDERS ONLY)
  Base Age  
  Personnel Modifiers
  Point Pool Modifiers
  Highest Training
  (and P/G TNs)
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Family Trained (Nobility)
  18 (7/6)
  +1*
  *
  *
  *
  *
  +1
  0
  0
  0
  +2
  Academy/Clan Dropout
  18 (6/5)
  –1
  0
  +1
  0
  0
  0
  –1
  0
  0
  0
  Academy/Clan Graduate
  20 (5/4)
  0
  +1
  0
  0
  0
  0
  0
  0
  0
  0
  Academy Honors Graduate
  22 (4/4)
  +1
  +1
  0
  0
  0
  0
  +1
  0
  0
  0
  Clan Graduate w/ 2+ Kills
  20 (4/3)
  0
  0
  0
  0
  0
  0
  0
  +1
  0
  0
  Age 
  Origins/Experience
  (and P/G Mods)
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Clan Origins
  –2 (–1/–1)
  –1
  –1
  –1
  –1
  –1
  –1
  +1
  +2
  0
  –3
  Periphery Origins
  +1 (+1/+0)
  +1
  +1
  +1
  +1
  +1
  0
  0
  –2
  0
  –1
  Covert Ops (1st pass)
  +4 (–1/–1)
  *
  *
  *
  *
  *
  0
  +2
  +1
  –2
  0
  Covert Ops (2nd pass)
  +4 (–1/–1)
  *
  *
  *
  *
  *
  0
  +2
  +1
  –2
  0
  Training Battalion
  +2 (+0/+0)
  +1
  0
  0
  0
  0
  0
  +1
  0
  +1
  0
  Tour of Duty (x 1) (x 2) (x 3)
  +2 (–1/–1)
  +1
  0
  0
  +1
  0
  0
  +1
  +1
  0
  0
  TOTAL
  ATTRIBUTE/TRAIT/SKILL BONUSES (ALL COMMANDERS)
  Personnel Modifiers
  Point Pool Modifiers
  Attribute/Trait/Skill
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Bad Reputation
  –1
  –1
  –1
  –1
  –1
  –1
  0
  0
  0
  0
  Brave
  +1
  0
  0
  0
  +1
  0
  +1
  0
  0
  0
  Combat Paralysis
  0
  0
  0
  0
  0
  0
  -2
  0
  0
  0
  Combat Sense
  0
  0
  0
  0
  0
  0
  +2
  0
  0
  0
  Contact
  0
  0
  0
  *
  *
  *
  0
  +1
  +1
  +1
  Enemy
  0
  0
  0
  –1
  –1
  –1
  0
  0
  0
  0
  Good Reputation 
  *
  *
  *
  *
  *
  *
  0
  0
  0
  0
  Land Grant
  0
  0
  0
  +1
  0
  +1
  0
  +1
  +2
  +1
  Madness
  –1
  –1
  –1
  –2
  –2
  -2
  0
  0
  0
  0
  Property
  0
  0
  0
  +1
  0
  +1
  0
  +1
  +2
  +1 
  Timid
  0
  0
  0
  0
  0
  0
  –1
  0
  0
  0
  Title
  0
  0
  0
  +1
  0
  0
  0
  0
  +1
  +1
  Unlucky
  –1
  –1
  –1
  –1
  –1
  –1
  –2
  –1
  0
  –1
  Wealth
  0
  0
  0
  +1
  0
  +1
  0
  +1
  +2
  +1 
  Well-Connected
  0
  0
  0
  *
  *
  *
  0
  +1
  +1
  +1 
  CHA 3 or less
  0
  0
  0
  –1
  –1
  –1
  –1
  0
  0
  0
  SOC 3 or less
  0
  0
  0
  –1
  –1
  –1
  –1
  0
  0
  0 
  CHA 7 or more
  0
  0
  0
  +1
  +1
  +1
  +1
  0
  0
  0
  SOC 7 or more
  0
  0
  0
  +1
  +1
  +1
  +1
  0
  0
  0
  Administration Skill (+3 or higher)
  0
  0
  0
  +1
  0
  +1
  0
  0
  0
  +1
  Leadership Skill (+3 or higher)
  *
  *
  *
  0
  0
  0
  +1
  0
  0
  0
  Negotiation Skill (+3 or higher)
  0
  0
  0
  *
  *
  *
  0
  0
  0
  +1
  Scrounge Skill (+3 or higher)
  0
  0
  0
  +1
  0
  0
  0
  +1
  0
  +1
  FINAL TOTALS
  COMMANDER’S INFORMATION
  RANK/NAME:
  ROLE:
  CMDR’S FINAL  AGE:
  years                      Tactics: +               Leadership: +
  Administration: +
  CMDR’S CBT P/G SCORES:
  /                       Strategy: +                  Scrounge: +                   Negotiation: +
  ©2003 WizKids, LLC. All rights reserved. Permission to photocpy for personal use.
  MERCENARY FORCE 
  CREATION SHEET
  
  STEP 2: RUNNING THE PATHS
  Check the appropriate hiring hall(s) used (if any). If more than one hall is used during the creation process, subtract 2 points from
  Cash per switch and reduce all modifiers awarded by the second and subsequent halls to half (rounding down). Note the total of all
  modifiers on the Total line.
  HIRING HALL 
  Personnel Modifiers
  Point Pool Modifiers
  Hiring Hall World (Location)
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Antallos/Port Krin (Periphery)
  0
  +1
  +2
  –1
  0
  0
  –2
  –2
  +1
  0
  Arc-Royal (Lyran Alliance)
  +1
  +1
  0
  +1
  +1
  0
  +2
  +1
  –2
  –1
  Astrokaszy (Periphery)
  0
  +2
  +3
  +1
  0
  0
  –1
  –1
  –1
  0
  Fletcher (Chaos March)
  +1
  +1
  0
  +1
  0
  0
  –1
  –1
  +2
  0
  Galatea (Lyran Alliance)
  +2
  +1
  0
  0
  0
  0
  0
  –1
  +1
  –1
  Heroditus (Periphery)
  0
  +2
  +2
  +1
  +2
  0
  0
  –1
  +1
  –1
  Northwind (Chaos March)
  +1
  +2
  0
  +2
  0
  0
  +1
  +1
  0
  –1
  Outreach (Chaos March)
  +2
  +2
  +1
  +1
  0
  0
  +2
  +2
  0
  –3
  Solaris VII (Lyran Alliance)
  +2
  +1
  0
  +2
  +1
  0
  +1
  –1
  –1
  –2
  Westerhand (Capellan Confederation)
  +1
  +1
  0
  0
  0
  0
  –1
  –1
  –1
  0
  TOTAL
  PATHS RUN
  List path names, event rolls and all applicable modifiers based on the rules for Running the Paths (beginning on p. 141). Use addition-
  al sheets as necessary. The Recruiting Path may only be run twice consecutively at any time (though it can be repeated after taking a
  Combat Experience path). Combat Experience event rolls subtract 1 for every two repeats taken. Note the total of all modifiers on the
  Total line. Account for any events where Cash Points were burned on a reroll by subtracting 1 from the Cash Pool modifiers.
  Event
  Personnel Modifiers
  Point Pool Modifiers
  Path Name
  Roll
  Same Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  TOTAL TIME:
  TOTAL MODS:
  IDENTIFYING FORCES AND OBTAINING TRANSPORT
  Use the Form SR 3070 (Mercenary Force Roster) to keep track of the names, types, tech and experience levels of all units generated,
  as well as maintenance costs and type. Note rules for exchanged unit types, including warriors and non-combat personnel (p. 145).
  Also note all Pool points used to modify roll results on the Total line below, whether from normal modifications or by burning cash. For
  attempts to obtain transport, add the Cash Points used to the total.
  Same Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Total  Points Used
  ©2003 WizKids, LLC. All rights reserved. Permission to photocpy for personal use.
  MERCENARY FORCE 
  CREATION SHEET 2
  
  MERCENARY COMMAND (OR SUBCOMMAND) NAME: 
  COMBAT ASSETS
  List all combat assets and applicable ratings, maintenance costs and support staff here. Use additional forms for larger forces.
  Rank, Name
  Unit
  Exp.
  Skill
  Tech
  Maintenance
  Tech/Mechanic
  Unit Designation
  (Warrior/Unit Cmdr)
  Type
  Rating
  TNs
  Rating
  Cost/Man-Hours/Type
  (Man-Hours)
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  /
  /
  /
  (
  )
  Mercenary Statistics:
  Dragoons Points
  Additional Information:
  Completed Missions:
  = 
  Total Force Support Costs (C-bills):
  Tech Support Generated:
  % = 
  Total Tech Support Required/Provided:
  / 
  Med. Support Generated:
  % =  
  Total Med. Support Required/Provided:
  / 
  Admin. Support Generated:
  % =  
  Total Admin. Support Required/Provided:
  / 
  Transport Capacity:
  % = 
  DropShips (note auxiliaries with an asterisk [*]):
  JumpShip Capable?  [ Y ]  /  [ N ]
  = 
  Commander Rating:
  = 
  Force Experience (Avg.):
  = 
  JumpShips(note auxiliaries with an asterisk [*]):
  Level 2/Clan Tech Level:
  % = 
  Missions Failed:
  = 
  Contracts Breached:
  = 
  Commander’s Leadership/Tactics/Negotiation/Scrounge Skills:
  Command is in debt? [ Y ]  /  [ N ]
  = 
  +
  / +
  / +
  / +
  MRBC registered?  [ Y ]  /  [ N ]
  = 
  Mercenary Command Hiring Hall:
  TOTAL MERCENARY RATING:
  Mercenary Command Base World:
  ©2004 WizKids, Inc. All rights reserved. Permission to photocpy for personal use.
  FORM SR 3070 
  (MERCENARY FORCE ROSTER)
  
  MERCENARY COMMAND/SUBCOMMAND:
  DATE:
  Quantity
  Quantity
  Quantity
  Weaponry/Equipment
  [IS]
  [Clan]
  Weaponry/Equipment
  [IS]
  [Clan]
  Weaponry/Equipment
  [IS]
  [Clan]
  ER Large Laser
  Micro Pulse Laser
  Improved C3 Computer
  ER Medium Laser
  Flamer
  ECM Suite (Guardian)
  ER Small Laser
  Heavy Large Laser
  TAG
  ER Micro Laser
  Heavy Medium Laser
  Light TAG
  ER PPC
  Heavy Small Laser
  Large Laser
  Anti-Personnel Pod
  Medium Laser
  Artemis IV FCS
  Small Laser
  Active Probe (Beagle)
  PPC
  Light Active Probe
  Large Pulse Laser
  CASE
  Medium Pulse Laser
  C3 Computer (Master)
  Small Pulse Laser
  C3 Slave
  Quantity
  Ammo
  Quantity
  Ammo
  Weaponry or Equipment
  [IS]
  [Clan]
  (shots/type)
  Weaponry or Equipment
  [IS]
  [Clan]
  (shots/type)
  Anti-Missile System
  Streak SRM 4
  Autocannon/2
  Streak SRM 6
  Autocannon/5
  Arrow IV System
  Autocannon/10
  Sniper Artillery Piece
  Autocannon/20
  Thumper Artillery Piece
  Flamer (Vehicle)
  Long Tom Artillery Piece
  Heavy Gauss Rifle
  Quantity/Tonnage
  Gauss Rifle
  Components
  [IS]
  [Clan]
  Notes
  Light Gauss Rifle
  Cockpit
  LB 2-X Autocannon
  Life Support System
  LB 5-X Autocannon
  Sensors
  LB 10-X Autocannon
  Upper Arm (’Mech only)
  LB 20-X Autocannon
  Lower Arm (’Mech only)
  Light Machine Gun
  Hand (’Mech only)
  Machine Gun
  Upper Leg (’Mech only)
  Heavy Machine Gun
  Lower Leg (’Mech only)
  Rotary Autocannon/2
  Foot (’Mech only)
  Rotary Autocannon/5
  Jump Jets
  Ultra Autocannon/2
  Heat Sink (Single)
  Ultra Autocannon/5
  Heat Sink (Double)
  Ultra Autocannon/10
  Ultra Autocannon/20
  Components
  Total Points
  Notes
  Improved Narc Launcher
  Standard Armor (points)
  Narc Missile Beacon
  F.F. Armor (IS, points)
  ATM 3
  F.F. Armor (Clan, points)
  ATM 6
  Stealth Armor (IS, points)
  ATM 9
  Standard Int. Struct. (points)
  ATM 12
  Endo Steel Int. Struct. (IS)
  LRM 5
  Endo Steel Int. Struct. (Clan)
  LRM 10
  Number and
  LRM 15
  Other Weapons/Equipment
  Tech Base
  Notes
  LRM 20
  (Including Engines, Gyros, Targeting Computers, Hatchets, Swords,
  MRM 10
  MASC,Vechicle Lift/Drive and Control Equipment, and so on) 
  MRM 20
  MRM 30
  MRM 40
  Rocket Launcher 10
  Rocket Launcher 15
  Rocket Launcher 20
  SRM 2
  SRM 4
  SRM 6
  Streak SRM 2
  ©2004 WizKids, Inc. All rights reserved. Permission to photocpy for personal use.
  FORM SR 3070A (EQUIPMENT AND
  SALVAGE INVENTORY)
  
  MERCENARY COMMAND/SUBCOMMAND:
  DATE:
  List all staff, including warriors, support  members and vessel crews for DropShips and JumpShips owned by the mercenary com-
  mand, and compute salaries based on the rules found in Force Creation (Field Manual: Mercenaries, Revised, p. 137). Use additional
  sheets as needed, or combine infantry squads/vehicle crews to save space (adjusting salaries accordingly).
  COMBAT PERSONNEL
  NON-COMBAT PERSONNEL
  Name
  Role
  Salary
  Name
  Role
  Salary
  Man-Hours
  TOTAL FORCE SALARY (Base Monthly Contract):
  BASE OVERHEAD (Total Force Salary x 0.05):
  ©2004 WizKids, Inc. All rights reserved. Permission to photocpy for personal use.
  FORM SR 3070B (MERCENARY 
  PERSONNEL AND SALARY SHEET)
  
  GENERAL INFORMATION
  Contract Date:
  Hiring Hall, World:
  Mercenary Command Name:
  Employer:
  Mercenary Negotiator (TN):
  (+          )
  Employer Negotiator (TN):
  (+          )
  Freelance Negotiator Fee:
  C-bills
  Mercenary Rating (Value):
  (               ) 
  Base BP:
  Negotiator Skill TN Modifier: [(Mercenary)          – (Employer)          ] (x 10% BP)
  BP Modifier:
  Galatea or Outreach (MRBC) Hiring Hall
  Other Hiring Hall (–5% BP)
  BP Modifier:
  Mercenary Command not in debt (War Chest  > 0 C-bills)
  Command in debt (–10% BP)
  BP Modifier:
  Two-player negotiation (gamemastered)
  One-player negotiation (–10% BP)
  BP Modifier:
  Final BP Pool:
  CONTRACT NEGOTIATION
  Starting
  Mercenary
  Employer
  Final
  BP Cost/
  Position
  Negotiation
  Counter
  Position
  Value
  Contract Type:
  —
  —
  —
  —
  (non-negotiable)
  Base Contract Length:
  Mercenary seizes agenda (–
  BP)
  Mercenary: –5 BP per month increased/decreased, max +/– 3 months
  +10 BP to delete emergency escape clause.
  Employer seizes agenda (+          BP) 
  Employer: +10 BP per month increased/decreased, max +/– 3 months
  –10 BP per extension clause deleted (if mercenary seeks shorter term), max -3.
  Contract extensions (3 standard)
  –10 BP per extension clause added (if mercenary seeks longer term), max +3.
  Base Pay Multiplier:
  Veteran (or better) Mercenary Human Resources Administrator (+5 BP, this item only)
  Mercenary seizes agenda (–
  BP)
  Mercenary: –5 BP per +0.1 multiplier, +2 BP per –0.1 multiplier (max +/– 1.0)
  Employer seizes agenda (+          BP) 
  Employer: –5 BP per +0.2 multiplier, +4 BP per –0.1 multiplier (max +/– 1.0)
  Command Rights:
  Veteran (or better) Mercenary Command Administrator (+5 BP, this item only)
  Mercenary seizes agenda (–
  BP)
  Employer Offers
  Mercenary Counter (BP)
  Independent
  Liaison (+5)
  Liaison
  Independent (–20) 
  House
  Independent (–30), Liaison (–10), Integrated (+5)
  Integrated
  Independent (–40), Liaison (–20), House (–10)
  Employer seizes agenda (+          BP)
  Employer: -10 BP to decrease level (one-level drop, House/Liaison Command only)
  +8 BP to increase level (one-level increase, Independent/House Command only)
  Overhead Compensation:
  Mercenary seizes agenda (–
  BP)
  Mercenary: –5 BP per level from none, to half, to full
  +2 BP per level from full, to half, to none
  Employer seizes agenda (+          BP) 
  Employer: –2 BP per level from none, to half, to full 
  Salvage Rights:
  Veteran (or better) Mercenary Logistical Administrator (+5 BP, this item only)
  Mercenary seizes agenda (–
  BP)
  Mercenary: Add/subtract BP as indicated below for changing salvage rights type.
  –5 BP to increase Exchange/Shared by 5%, +3 to decrease by 5%
  Employer Offers
  Mercenary Counter (BP)
  Employer Take-Back (BP)
  Full
  Exchange (+30), Shared (+34), None (+53)
  Exchange (+23), Shared (+26), None (+40)
  Shared
  Exchange (–5), Full (–45), None (+19)
  None (+14) 
  Exchange
  Shared (+4), Full (–40), None (+23)
  Shared (+3), None (+17)
  None
  Exchange (–30), Shared (–25), Full (–70)
  —
  Employer seizes agenda (+          BP)
  Employer: Add/subtract half Mercenary Counter BPs for changing salvage type.
  –3 BP to increase Exchange/Shared by 5%, +2 BP to decrease by 5%
  ©2004 WizKids, Inc. All rights reserved. Permission to photocpy for personal use.
  MERCENARY CONTRACT WORKSHEET
  
  Starting
  Mercenary
  Employer
  Final
  BP Cost/
  Position
  Negotiation
  Counter
  Position
  Value
  Support Rights:
  Veteran (or better) Mercenary Administrator (any type not employed elsewhere, +5 BP for this item only)
  Mercenary seizes agenda (–
  BP)
  Mercenary: Add/subtract BP as indicated below for changing support rights type.
  –5 BP to increase Straight/Battle Loss by 5%, –3 BP to increase Both by 5% (per type)
  +3 BP to decrease Straight/Battle Loss by 5%, +3 BP to decrease Both by 5% (per type)
  Employer Offers
  Mercenary Counter (BP)
  Employer Take-Back (BP)
  Both
  Battle Loss (+19), Straight (+26), None (+34)
  Battle Loss (+14), Straight (+20), None (+26)
  Battle Loss
  Both (–25), Straight (+8), None (+15)
  Straight (+6), None (+11)
  Straight
  Both (–35), Battle Loss (–10), None (+8)
  None (+6)
  None
  Both (–45), Battle Loss (–20), Straight (–10)
  —
  Employer seizes agenda (+          BP)
  Employer: Add/subtract half Mercenary Counter BPs for changing support type.
  –3 BP to increase Straight/Battle Loss by 5%, –2 BP to increase Both by 5% (per type)
  +2 BP to decrease Straight/Battle Loss by 5%, +1 BP to decrease Both by 5% (per type)
  Transport Rights:
  Veteran (or better) Mercenary Transport Administrator (+5 BP, this item only)
  Mercenary seizes agenda (–
  BP)
  Mercenary: Add/subtract BP as indicated below for changing transport type.
  –3 BP to increase Partial by 5%, +2 BP to decrease by 5%
  Employer Offers
  Mercenary Counter (BP)
  Employer Take-Back (BP)
  Full
  Partial (+23), None (+38)
  Partial (+17), None (+29)
  Partial 
  Full (–30), None (+15)
  None (+11)
  None
  Full (–50), Partial (–20)
  —
  Employer seizes agenda (+          BP)
  Employer: Add/subtract half Mercenary Counter BPs for changing transport type.
  –2 BP to increase Partial by 5%, +1 BP to decrease by 5%
  Renegotiations:
  Renegotiations. (Note that renegotiating any point doubles the BP costs, but not the value of any concessions.)
  No renegotiations. Contract terms accepted as currently negotiated.
  FINAL CONTRACT TERMS:
  Contract Payment (Base Monthly Salary x Base Pay Multiplier x Contract Length) 
  =
  C-bills
  Contract Support Payment (Monthly Support Cost x Straight Support % x Contract Length) 
  =
  C-bills
  Contract Transport Payment ([Owned Vessel Costs, FM: M(R) p. 170] x Transport %) 
  =
  C-bills
  Total payment due from employer:
  C-bills
  MRBC Handling Fee (Contracts negotiated through Outreach or Galatea only) 
  =
  C-bills
  Contract Overhead (Contract Monthly Payment x 0.05, x 0.025 if half-paid, or x 0 if fully paid) 
  =
  C-bills
  Total Pre-Mission Costs:
  C-bills
  Sign-on Bonus (Total Payment Due x [BP/2]%)  
  =
  C-bills
  Final Total Contract Payment Due
  (Total Payment Due – Total Pre-Mission Costs + Sign-on Bonus)
  =
  C-bills
  Advance: Up to 25% of Final Total Contract Payment (MRBC-handled contracts only) 
  =
  C-bills
  Estimated Transport Fees (Sum of owned and chartered transports, plus jumps and “hazard pay”)=
  C-bills
  ©2004 WizKids, Inc. All rights reserved. Permission to photocpy for personal use.
  MERCENARY CONTRACT WORKSHEET
  CONTINUED
  
  189
  INDEX
  A
  Abilities, overlapping, 127
  Administrative support, 151
  Advances, 169
  Advantages, overlapping, 127
  Aerospace 
  assets, 30-31
  organization, 31
  Affiliation, 121
  Agenda, setting, seizing, 161-62
  Allied Mercenary Command, 9, 20, 23
  Alpha Vegan Rangers, 108, 110
  rules, 135
  Alpha Wolf’s Dragoons Regiment, 112, 114, 
  118
  rules, 136
  Always Faithful Brigade, 38
  rules, 128
  Andurien Secession, 104
  Arcadians, 39
  rules, 128
  Archer’s Avengers, 91, 102
  Arc-Royal Combat Training Program, 17, 
  122–24
  Arc-Royal Defense Cordon, 11, 16-17, 29, 
  47, 60, 67, 77, 80
  Arcturan Guards, 114
  Ares Convention, 18, 28, 29
  Armor 
  assets, 31-32
  organization, 31-32
  Assassination, 25
  Assault, 25
  Assignments, 145-48
  Avanti’s Angels, 40
  rules, 128
  Average Experience Rating, 154
  B
  Bannockburn’s Bandits, 41
  rules, 128
  Bargaining 
  points, leftover, 167
  pool, 160-61
  system, 158, 160-67
  Barrett’s Fusiliers, 42
  rules, 128
  Battle Magic, 43
  rules, 128
  Battlefield breakdown, 178
  BattleMech 
  assets, 30
  assignment, 125
  organization, 30
  Beta Vegan Rangers, 109, 110
  rules, 135-36
  Beta Wolf’s Dragoons Regiment, 112, 115
  rules, 136
  Black Outlaws, 44
  rules, 129
  Blackhearts, 45
  rules, 129
  Blue Star Irregulars, 8, 29, 31, 36, 46
  rules, 129
  Breakdowns, 177-78
  Brigadier general, 33
  Broadsword Legion, 49
  rules, 129
  Bronson’s Horde, 50
  rules, 129
  Bullard’s Armored Cavalry, 51
  rules, 129
  Burr’s Black Cobras, 52
  rules, 129
  C
  Caesar’s Cohorts, 53
  rules, 130
  Calderon Protectorate, 20, 41, 57
  Camacho’s Caballeros, 54
  rules, 130
  Canopian Highlanders, 55
  rules, 130
  Capabilities, 145-48
  Capellan Confederation, 9, 10
  Always Faithful, 38
  Arcadians, 39
  Blackhearts, 45
  Bullard’s Armored Cavalry, 51
  Caesar’s Cohorts, 53
  Dismal Disinherited, 61, 63, 64
  as employer, 22
  Hsein Hotheads, 74
  Langendorf Lancers, 85
  Ramilie’s Raiders, 96
  Tooth of Ymir, 104
  Vandelay’s Valkyries, 105
  Wolf’s Dragoons, 112, 116
  Capellan front, 9
  Capellan March, 66, 106, 109
  Capellan/St. Ives conflict, 7-8, 81
  Captain, 33
  Cash
  burning, 141
  pool, 139
  Chaos March, 9, 10, 18, 23
  Avanti’s Angels, 40
  Dismal Disinherited, 61, 63
  Furies, 69
  Ishara Grenadiers, 75
  Jacob’s Juggernauts, 76
  job market and, 19-20
  Lindon’s Battalion, 87
  Simonson’s Cutthroats, 100
  Stalwart Support, 103
  Tooth of Ymir, 104
  12th Vegan Rangers, 110
  Winfield’s Regiment, 111
  Wolf’s Dragoons, 112, 119
  Chief petty officer, 34
  Circinus Federation, 10, 20, 50, 51, 65, 100
  Clan, 7. See also specific clans 
  border, 77
  invasion, 27, 40, 60, 61, 90, 95, 106
  raids, 22-23
  Clan Occupation Zones, 20, 43
  Clantech, 49, 111, 112, 113, 114, 120
  Clan Wars, 36, 66, 92
  Clean Kill, 57
  rules, 130
  Colonel, 33
  Combat 
  experience, 143-44
  Record Rating, 154
  Command, 125, 127-28 
  advantages, disadvantages, 178-79
  Rating, 154
  rights, 26-27, 163-64
  Commander, 33
  modifiers, 138
  Commander generation
  CBT:RPG, 139-40
  fast, 140-41
  Company store, 181
  Compensation, overhead, 27
  ComStar, 10, 12, 19, 21, 22, 28, 29
  Black Outlaws, 44
  Broadsword Legion, 49
  MRBC and, 13
  21st Centauri Lancers, 56
  Concrete Crushers, 108
  Contract 
  breach of, 28-29, 179-80
  emergency powers clause, 28
  length, 158
  mission types, 23-26
  negotiations, 157-69
  offers, 155-57
  outcomes, 170-71
  points, 158
  terms, 26-28, 159, 160
  Corporal, 34
  Corporations, employer, 23
  Coventry Jaegers, 84
  Covert activities, 24, 25-26
  Crater Cobras, 7
  Crimson Crusaders, 58
  Crusader Wolves, 7
  D
  Davion, Hanse, 11
  Deadly Dancers, 110
  Debt, 180-81
  Decorations, 35-36
  Deep Periphery, 21, 74, 106
  Defense, 23-24
  Defensive campaign, 24
  Delta Wolf’s Dragoons Regiment, 112, 114, 
  117, 119
  rules, 136
  Dioscuri, 60
  rules, 130
  Dire Wolves, 112, 114
  Dismal Disinherited, 61, 112
  rules, 130
  Diversionary raid, 25
  Dogs of War, 78
  Double duty, 150-51
  Draconis Combine, 8, 30
  Bannockburn’s Bandits, 41
  Burr’s Black Cobras, 52
  Dismal Disinherited, 62, 63
  as employer, 21-22
  Fighting Intellectuals, 67
  Furies, 69
  Kell Hounds, 79
  Killer Bees, 82
  Lone Star Regiment, 88
  Narhal’s Raiders, 92
  Simonson’s Cutthroats, 100
  Vanguard Legion, 106
  Wolf’s Dragoons, 112, 114, 117, 119
  Draconis March, 87, 99
  Dragonslayers, 65
  rules, 131
  Dragoons Rating, 153, 155
  Dress uniforms, 35
  Dromini IV, 62, 63
  
  190
  INDEX
  DropShip
  availability, 147
  capacity, 168
  E
  Early childhood, 121-22
  1894th Light Horse, rules, 129
  Emergency powers, 28
  Employer 
  contract terms, 157-58
  determination, 156, 157
  negotiator, 162-67
  Employment
  contracts, 23-29
  employers, 21-23
  job markets, 19-21
  Mercenary Review and Bonding
  Commission, 29
  non-MRBC practices, 29
  Ensign, 34
  Epsilon Eridani, 88, 99, 112, 115
  Epsilon Wolf’s Dragoons Regiment, 112, 118, 
  119
  rules, 136
  Equipment 
  availability, 172
  parts procurement, 173
  ratings, 128
  replacement, 173-75
  support, 149-50
  table, level one, 154
  Eridani Light Horse, 7, 50
  Espionage, 25-26
  Experience pool, 139
  Extraction, 24-25
  F
  Fast commander generation, 140-41
  FedCom Civil War, 8-10, 16
  Arcadians, 39
  Battle Magic, 43
  Dioscuri, 60
  Federated Freemen, 66
  Kell Hounds, 79, 80
  Khorsakov’s Cossacks, 81
  Knights of St. Cameron, 83
  Lethal Injection, 86
  Markson’s Marauders, 90
  Screaming Eagles, 99
  Smithson’s Chinese Bandits, 101
  Snord’s Irregulars, 102
  12th Vegan Rangers, 109, 110
  Vanguard Legion, 106
  Wolf’s Dragoons, 118
  Federal Commonwealth, 11, 18, 68, 87, 100, 
  107, 112
  Canopian Highlanders, 55
  Dragonslayers, 65
  Fist of Mokal, 68
  Green Machine, 70
  Kell Hounds, 77
  Sarna March, 19
  Federated Freemen, 66
  rules, 131
  Federated Suns, 21, 30
  Arcadians, 39
  Black Outlaws, 44
  Burr’s Black Cobras, 52
  Dismal Disinherited, 64
  as employer, 21
  Federated Freemen, 66
  Khorsakov’s Cossacks, 81
  Lone Star Regiment, 88
  12th Vegan Rangers, 109
  21st Rim Worlds, 48
  Wolf’s Dragoons, 116
  51st  Dark Panzer Jaegers, 59
  rules, 130
  Fighting Intellectuals, 67
  rules, 131
  Financial 
  gain, 19-20
  Rating, 155
  First Dismal Disinherited, 62
  rules, 130
  First Kell Hounds Regiment, 79
  Fist of Mokal, 68
  rules, 131
  Fletcher, 18, 29, 100
  Force creation, 137-39
  Force 
  identification, 144-48
  specialization, 178-79
  Freelance support, 177
  Free Rasalhague Republic, 22-23
  Free Worlds League, 14, 22
  Caesar’s Cohorts, 53
  Camacho’s Caballeros, 54
  Dismal Disinherited, 66, 62
  as employer, 22
  Hell’s Black Aces, 73
  Krushers, 84
  Ramilie’s Raiders, 96
  Tooth of Ymir, 204
  Fronc Reaches, 20-21
  Furies, 69
  rules, 131
  G
  Galatea, 11, 19, 22, 29, 89, 100
  Gamemastered breakdowns, 178
  Gamma Vegan Rangers, 109, 110
  rules, 136
  Gamma Wolf’s Dragoons Regiment, 112, 
  116, 120
  rules, 136
  Garrison, 24
  Ghost Bears, 7, 44, 92, 112, 114
  Green Machine, 70
  rules, 131
  Greenburg’s Godzillas, 72
  rules, 131
  Guerrilla warfare, 25
  Guild Hall, 14-15
  H
  Harlech, 12, 16, 51
  Harlock’s Warriors, 73
  rules, 131
  Hasek, George, 39, 66, 94, 106, 107, 108, 
  109
  Hell’s Black Aces, 73
  rules, 131
  Heroditus, 29
  Hidden units, 127
  Higher education, 122-24
  Hiring, 17
  Hiring Center, 18
  Hiring Hall, 11, 12, 13, 14-15, 19, 21, 141-42
  History, 151
  Hound’s Tooth, 35-36
  House Davion, 20, 21, 46, 99, 106
  House Kurita, 38, 65, 72, 73, 77, 104
  House Liao, 7, 51, 99
  House Marik, 53, 64 
  House Steiner, 8, 21, 91
  Hsein Hotheads, 74
  rules, 132
  I
  Infantry 
  assets, 32
  force organization, 32
  Initiative
  banking, 127
  forcing, 127
  Inner Sphere, 10, 27
  Burr’s Black Cobras, 52
  Dismal Disinherited, 61
  Furies, 69
  Harlock’s Warriors, 72
  job market, 19
  mercenaries in, 7
  MRBC in, 13
  New Avalon Cavaliers, 93
  Ramilie’s Raiders, 96
  Vanguard Legion, 106
  Wolf’s Dragoons, 112, 115
  Ishara Grenadiers, 75
  rules, 132
  J
  Jacob’s Juggernauts, 76
  rules, 132
  Jade Falcon Clan, 7
  Blue Star Irregulars, 46
  Crimson Crusaders, 58
  Dioscuri, 60
  Dragonslayers, 65
  incursion, 9, 43
  Kell Hounds, 77
  Lindon’s Battalion, 87
  Rubinsky’s Light Horse, 98
  Snord’s Irregulars, 102
  21st Rim Worlds, 48
  Winfield’s Regiment, 111
  Wolf’s Dragoons, 112, 117
  Job, 170-71
  Job markets, 19-21
  JumpShip availability, 147
  K
  Kell, Morgan, 17, 47, 48, 77, 78-80
  Kell Hounds, 7-9, 11, 17, 20, 60, 61, 77, 93
  as employer, 23
  First Regiment, 79
  Hound’s Tooth, 35-36
  rules, 132
  Second Regiment, 80
  Unit Command Lance, 78
  Kerensky, Aleksandr, 46, 61
  Khorsakov’s Cossacks, 81, 98
  rules, 132
  Killer Bees, 82
  rules, 132-33
  Knights of St. Cameron, 83
  rules, 133
  Krushers, 84
  rules, 133
  Kurita, Theodore, 21-22, 82, 87
  
  191
  INDEX
  L
  Langendorf Lancers, 85
  rules, 133
  Leader creation, 139-41
  Lethal Injection, 86
  rules, 133
  Liao, Sun-Tzu, 7, 20, 22, 72, 94
  Lieutenant, 33, 34
  Lieutenant colonel, 33
  Lieutenant commander, 33
  Life paths, 121-24
  Lindon’s Battalion, 87
  rules, 133
  Little Richard’s Panzer Brigade, 109, 110
  Loans, 181
  Logistics, 171-78
  Lone Star Regiment, 88
  rules, 133
  Longwood’s Bluecoats, 89
  rules, 133
  Luthien, 22, 77, 78, 79, 80, 117
  Lyran Alliance, 111
  Lyran Alliance, 8, 16, 67
  Blue Star Irregulars, 46
  Camacho’s Caballeros, 54
  Crimson Crusaders, 58
  1894th Light Horse, 47
  as employer, 21
  Kell Hounds, 77
  Krushers, 84
  21st Rim Worlds, 48
  Lyran Commonwealth
  Arcadians, 39
  Barrett’s Fusiliers, 42
  Caesar’s Cohorts, 53
  Dismal Disinherited, 61, 63
  Dragonslayers, 65
  Kell Hounds, 77
  Killer Bees, 82
  12th Vegan Rangers, 109 
  Winfield’s Regiment, 111
  M
  Magistracy of Canopus, 9-10, 13, 21, 23, 29
  Caesar’s Cohorts, 53
  Canopian Highlanders, 55
  Dismal Disinherited, 61
  Dragonslayers, 65
  Lethal Injection, 86
  Ramilie’s Raiders, 96
  Screaming Eagles, 99
  Maintenance, 171-78
  table, 149
  Major, 33
  Marian Hegemony, 10, 23, 29
  Bronson’s Horde, 50
  Caesar’s Cohorts, 53
  Quint’s Olympian Groundpounders, 95
  Ramilie’s Raiders, 96
  Romanov’s Crusaders, 97
  Simonson’s Cutthroats, 100
  Winfield’s Regiment, 111
  Marik, Thomas, 22, 52, 54, 84, 97
  Marik-Liao assault, 19, 54, 108, 109, 110
  Markson’s Marauders, 90
  rules, 134
  Master technician, 34
  Medals, 35-36
  Medical breakdown, 178
  Medical care, 177-78
  Medical support, 32-33
  Mercenary 
  employer, 23
  markets, 10
  negotiator, 162-67
  rating, 153-55
  Mercenary Review and Bonding Commission, 
  10-13, 18, 24, 29
  units, 37
  Walls of Honor, 36
  Mission, 156-57, 169-71
  failures, 179
  Mobile Fire, 91
  rules, 134
  Mole-hunting, 26
  Movement, off-map, 127
  N
  Names, 151
  Narhal’s Raiders, 92
  rules, 134
  Negotiators, 158, 160, 162
  New Aragon, 109, 110, 117, 118, 120
  New Avalon, 90, 106
  New Avalon Cavaliers, 93
  rules, 134
  Northwind Highlanders, 7, 20, 65, 11, 112, 
  117, 118, 120
  MRBC, 29
  Nova Cat, 78, 115, 116, 117
  Nueva Castile, 21
  O
  Objective raid, 24
  Observation, 26
  Officer candidate school, 124
  Old Connaught, 16
  Olson’s Rangers, 94
  rules, 134
  One-player bargaining, 161
  Operation Bulldog, 7, 36
  Battle Magic, 43
  Camacho’s Caballeros, 54
  Canopian Highlanders, 55
  Kell Hounds, 77, 79, 80
  Killer Bees, 82
  Narhal’s Raiders, 92
  Operation Guerrero
  Barrett’s Fusiliers, 42
  Blackhearts, 45
  Burr’s Black Cobras, 52
  Harlock’s Warriors, 72
  New Avalon Cavaliers, 93
  Outreach, 10, 11-14, 19, 28-29
  Broadsword Legion, 49
  Bullard’s Armored Cavalry, 51
  fact sheet, 12
  Fist of Mokal, 68
  Lethal Injection, 86
  Longwood’s Bluecoats, 89
  Markson’s Marauders, 90
  Ramilie’s Raiders, 96
  Screaming Eagles, 99
  Smithson’s Chinese Bandits, 101
  Walls of Honor, 36
  Wolf’s Dragoons, 112, 113, 115, 116, 120
  Outreach Mercenary Training Command, 13
  Outworlds Alliance, 13, 20, 97
  Overhead compensation, 164
  Overrun combat, 127-28
  Overtime, 177
  P
  Path running, 141-44
  Payment, 162-63
  multiplier, 157-58
  total, 169
  Payroll, 149
  maintenance costs, 148-51
  Periphery, 9, 10, 20-21
  Blackhearts, 45
  Bronson’s Horde, 50
  as employer, 23
  Furies, 69
  Killer Bees, 82
  Lone Star Regiment, 88
  Longwood’s Bluecoats, 89
  MRBC and, 13
  Romanov’s Crusaders, 97
  Personnel, 137-39, 175-76
  support, 149-50
  Petty officer, 34
  Pilot assignment, 125
  Pirate hunting, 25
  Planetary assault, 25
  Point pools, 139
  Polymorphous Defense Zone, 20
  Pool points, 145-47
  Preparations, 169
  Profession title, 34-35
  Proving grounds, 13-14
  Q
  Quality multiplier, 152
  Quint’s Olympian Groundpounders, 95
  rules, 134
  R
  Raid, 24-25
  Ramilie’s Raiders, 96
  rules, 134
  Random unit assignment, 125,126
  Rank structure, insignia, 33-35
  Rasalhague Republic, 44, 88
  Reaches, 15
  Real life, 124
  Reconnaissance, 25
  Recruitment, 142-43 
  identification, 146
  modifiers, 176
  Rejuvenation, 7-8
  Relief duty, 24
  Republican Guard, 109, 110
  Retainer, 23
  Rim Collection, 95
  Rim Worlds Republic, 88
  Riot duty, 24
  Romanov’s Crusaders, 97
  rules, 134
  Royce, 18
  Rubinsky’s Light Horse, 98
  rules, 134-35
  Rules
  force-specific, 128-36
  general, 125-28
  S
  Sabotage, 25-26
  Salary table, 148
  
  192
  INDEX
  Salvage, 27-28
  rights, 164-65
  Sandoval, James, 8, 92, 99, 118
  Sarna March, 19, 88, 104, 107, 108
  Scrapping Pack, 80
  rules, 132
  Screaming Eagles, 99
  rules, 135
  Second Dismal Disinherited, 63
  rules, 130
  Second Kell Hounds Regiment, 80
  Security duty, 24
  Sergeant, 34
  Service, length of, 162
  Shadow Wolves, 112, 116
  Shield of Valhalla, 36
  Simonson’s Cutthroats, 100
  rules, 135
  Simulators, 13
  Situation table, 173
  Skye Province, 102
  Skye Rangers, 112, 114
  Smithson’s Chinese Bandits, 101
  rules, 135
  Smoke Jaguar, 7, 21, 40, 54, 79
  Snord’s Irregulars, 102
  rules, 135
  Solaris City, 14-15, 16
  Solaris VII, 11, 14-16, 29, 36, 76
  Spaceman, 34-35
  Special administrator bonuses, 161
  Special training, 123-24
  St. Ives Compact/Commonality, 7, 39, 66, 70, 
  81, 98
  Stalwart Support, 103
  rules, 135
  Standard operating procedures
  aerospace assets, 30-31
  armor assets, 31-32
  BattleMech assets, 30
  infantry assets, 32
  medals, decorations, 35
  rank structures, insignia, 33-35
  technical, medical support, 32-33
  uniforms, 35
  Star Leage Defense Force, 29
  Star League, 108
  Star League, 11, 14, 22, 31
  Blackhearts, 45
  Bronson’s Horde, 50
  Burr’s Black Cobras, 52
  Defense Force, 7, 40, 61, 83
  Hell’s Black Aces, 73
  Killer Bees, 82
  Lone Star Regiment, 88
  Steiner, Nondi, 21, 45
  Steiner-Davion, Katherine, 8, 47, 77, 84, 91-
  92, 101, 107, 112
  Steiner-Davion, Peter, 8, 46, 48
  Steiner-Davion, Peter, 8
  Steiner-Davion, Victor, 7-8, 21, 47, 49, 84
  Styk Commonality, 19, 76
  Succession Wars, 7, 18
  First, 38, 52, 61, 85, 108
  Fourth, 42, 72, 81, 90, 93, 107, 108, 118, 
  119
  Second, 61-62, 64, 99, 107, 109
  Third, 62, 63, 100, 108, 109
  Successor States, 21, 108
  Sun Zhang MechWarrior Academy, 67
  Supplies, 171-76
  Support, 28
  freelance, 177
  productivity, 150
  Rating, 155
  requirements, 148-51
  rights, 165-66
  staff overtime, 177
  T
  Taurian Concordat, 9-10, 13, 20-21, 23, 29
  Bannockburn’s Bandits, 41
  Clean Kill, 57
  Lone Star Regiment, 88
  Longwood’s Bluecoats, 89
  12th Vegan Rangers, 107
  Vandelay’s Valyries, 105
  Technical support, 32-33
  Technician, 34-35
  Technology Rating, 155
  pool, 139
  Terracap Confederation, 19, 68, 69
  Terran Hegemony, 18, 45, 74
  Territorial disputes, 20
  Terrorism, 25
  Tetsuhara proving grounds, 13-14
  Tharkad, 8, 47, 48, 72
  Third Dismal Disinherited, 64
  rules, 130
  Tikonov, 112, 116
  Timber Wolves, 112, 115
  Tooth of Ymir, 85, 104
  rules, 135
  Total payment, 169
  Training
  Arc-Royal program, 17
  Outreach, 13-14
  Solaris VII, 16
  Transportation, 27, 147-48, 170
  rates, 168
  Rating, 154-55
  rights, 166-67
  Trinity Alliance, 99, 105
  Troop exchange, 145
  Truce of Tukayyid, 17, 106
  Truce of Tukayyid, 17
  Tukayyid, 44, 49
  12th  Vegan Rangers, 107
  alpha regiment, 108 
  beta regiment, 109 
  gamma regiment, 110
  rules, 135-36
  21st  Centauri Lancers, 56
  rules, 130
  21st  Rim Worlds, 46, 48
  rules, 129
  U
  Uniforms, 35
  Unit Command Lance, 78
  Unit composition tables, 125
  Unit creation
  finishing touches, 151-52
  force, 137-39
  force identification, 144-48
  leader, 139-41
  path running, 141-44
  payroll maintenance costs, support
  requirements, 148-51
  Unit exchange guide, 145
  Unit running
  contract negotiations, 157-69
  contract offers, 155-57
  debt, 180-81
  force specialization, 178-79
  logistics, maintenance, 171-78
  mercenary rating, 153-55
  mission failures, contract breaches, 179-80
  missions, 169-71
  Units, 37
  V
  Vandelay’s Valkyries, 105
  rules, 135
  Vanguard Legion, 106
  rules, 135
  Vehicle availability, 174
  Vessels, 170
  W
  Waco’s Rangers, 117, 119, 120
  Walls of Honor, 36
  War, 7-8
  War chest, 151-52
  Warrior’s Hall, 17
  Weapons availability, 172
  Weight class pool, 139
  Wild Hunters, 79
  rules, 132
  Winfield’s Regiment, 111
  rules, 136
  Wolf, Jaime, 87, 112, 113
  Wolf, Maeve, 6, 112
  Wolf Clan, 17, 44, 83
  Wolf-in-Exile clan, 17, 77, 79
  Wolf Pack, 112-13, 114
  Wolf’s Dragoons, 6, 9-10, 12-14, 19-20, 31
  Dismal Disinherited and, 61
  as employer, 23
  Fist of Mokal and, 68
  Kell Hounds and, 77, 79
  Langendorf Lancers and, 85
  Linden’s Battalion and, 87
  MRBC and, 29
  New Avalon Cavaliers and, 93
  Snord’s Irregulars and, 102
  Tooth of Ymir and, 104
  unit, 112-13
  unit rules, 136
  Wolf Spider Battalion, 112, 119
  rules, 136
  Wolves of Steel, 112, 120
  Word of Blake, 9, 20, 29
  Always Faithful, 38
  Broadsword Legion, 49
  Burr’s Black Cobras, 52
  Camacho’s Caballeros, 54
  Dismal Disinherited, 61, 63
  Fist of Mokal, 68
  Hsein Hotheads, 74
  Jacob’s Juggernauts, 76
  Simonson’s Cutthroats, 100
  21st Centauri Lancers, 56
  Wolf’s Dragoons, 112, 115
  X-Z
  Xin Sheng, 7, 22, 73
  Zeta Wolf ‘s Dragoons Battalion, 112, 120
  rules, 136
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Handbooks & Manuals/BattleTech - Field Manual - Mercenaries (Revised) {WK10977}.pdf