TEXT: 35025
  ™
  
  TABLE OF CONTENTS
  FREE AT LAST!
  4
  INTRODUCTION
  6
  MERCENARIES ON THE FRINGES
  8
  The Thin, Thin Line
  8
  Where the Action Is
  9
  Fringes of a Different Flavor: Alternative Mercs
  10
  THE MERCENARY’S ATLAS
  12
  Antallos: The Scoundrel’s Port
  12
  Antallos at a Glance
  12
  Port Krin: The Open City
  14
  The Mercenary Trade on Antallos
  14
  Astrokaszy: No Man’s Land
  14
  Hot as it Gets: The Mercenary Trade on Astrokaszy 
  15
  Herotitus: Business Before Pleasure
  16
  Balancing Act: The Mercenary Trade on Herotitus
  16
  Nosiel: Bread and Circuses
  17
  The Nosiel Summer Games
  17
  FORCE BRIEFS SUPPLEMENTAL
  19
  Ace Darwin’s Whipits
  20
  Bad Dream
  21
  Black Angus Boys
  22
  Black Heart Roses
  23
  Black Omen
  24
  Blanc’s Coyotes
  25
  Broadstreet Bullies
  26
  Burton’s Brigade
  27
  Dedrickson’s Devils
  28
  Deliah’s Gauntlet
  29
  Devil’s Brigade
  30
  Dragon’s Breath
  31
  Eriksson’s Einherjar
  32
  Fighting Shamrocks
  33
  Gabhardt’s Carabineers
  34
  Gael’s Grinders
  35
  Golden Boys
  36
  Gordon’s Armored Cavalry
  37
  Gray’s Ghosts
  38
  Green Mountain Boys 
  39
  Hampton’s Hessens
  40
  Hannibal’s Hermits
  44
  HeavyHell Raisers
  45
  Kraken Unleashed
  46
  Little Richard’s Panzer Brigade
  47
  Lone Wolves
  48
  The Medusans
  49
  Mick’s Blue Skye Rangers
  52
  One-Eyed Jacks
  53
  Periphery Star Guard
  54
  Prey’s Divisionals
  55
  Raging Horde
  56
  Reed’s Brew
  57
  Rubinsky’s Renegades
  58
  Skibinski’s Salvage
  59
  13th Stalking Horse
  60
  Stone Ponies
  61
  Tiger Sharks
  62
  Vinson’s Vigilantes
  63
  The Wild Geese
  64
  MERCENARY DEPLOYMENT SUPPLEMENTAL
  65
  MERCENARY COMMANDS
  67
  CBT: RPG RULES
  72
  Additional Paths
  72
  Tour of Duty: Rogue Mercenary
  72
  Tour of Duty: Freelance Mercenary
  73
  MERCENARY RULES ANNEX
  73
  Unit Composition Table Expansions 
  75 
  Random Vehicle/Fighter Table Expansions
  75 
  Battle Armor Assignments
  80 
  Alternate BattleTech Era Expansions
  82 
  Mercenary Force Creation Expansions 
  89 
  Combat Experience Path: Former House Command
  89 
  Combat Experience Path: Renegade Mercenary Command 90
  Mercenary Creation and Alternate Eras
  90 
  New Hiring Hall: Noisel
  95 
  Mercenary Operations Expansions
  95 
  Very Large/Very Small Mercenary Commands
  95 
  Wanted/Rogue Mercenaries
  98 
  Mercenary Operations and Alternate Eras
  99 
  Optional Share-Pay System For Mercenaries
  100 
  2
  MERCENARIES SUPPLEMENTAL II 
  ©2005 WizKids, Inc.
  All Rights Reserved.
  Mercenaries
  Supplemental II, Classic BattleTech, BattleTech, ’Mech,
  BattleMech, Classic BattleTech RPG, AeroTech 2, BattleForce 2
  and WK Games are registered 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 permis-
  sion in writing of the Copyright Owner, nor be otherwise circulated
  in any form other than that in which it is published. Printed in the
  USA.
  Version 1 (June 2005)
  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.classicbattletech.com (official Classic BattleTech web 
  pages)
  http://www.fanprogames.com (FanPro web pages)
  http://www.mwdarkage.com (official MechWarrior: Dark Age web 
  pages)
  http://www.wizkidsgames.com (WizKids web pages)
  http://www.studio2publishing.com (online ordering)
  
  CREDITS
  Writing
  Herbert A. Beas II
  Additional Writing: Mercenary Force Briefs
  Herbert A. Beas II
  Randall N. Bills
  Warner Doles
  Ken Horner
  Nick “Gunslinger” Marsala
  David L. McCulloch
  Kevin Killianey
  Camille Klein
  Paul Sjardijn
  Peter Smith
  Andreas Zuber
  Product Development
  Herbert A. Beas II
  Development Assistance
  Randall N. Bills
  Product Editing
  Jason M. Hardy
  BattleTech Line Developer
  Randall N. Bills
  Production Staff
  Art Direction
  Randall N. Bills
  Cover Art
  Des Hanley
  Cover Design
  Michaela Eaves
  Layout
  Michaela Eaves
  Illustrations
  Brad McDevitt
  Chris Lewis 
  Color Section Design
  David M. Stansel-Garner
  Miniatures Painting & Photography
  Raymond “Adrian Gideon” Arrastia
  Mike “Chewie” DuVal
  Dave Fanjoy
  Ross Hines
  David “Dak” Kerber
  Mar “Hyena” Maestas
  Ryan Peterson
  Ron “Archer1” Smith
  Candi Smith
  Allen Soles
  Special Thanks
  To Randall for letting me continue to play in the grand play-
  ground that is BattleTech mercenary life, as well as to all my fel-
  low writers (listed above) for coming up with quality work, sort of
  on time; the massive playtester/fact-checker support apparatus
  (listed below) for assuring that the rules and the fluff that result-
  ed passed muster—especially those who stepped up and helped
  hammer out those monstrous alternate-era rules and tables.
  And, to the Kings and Pawns crew, in particular Scott “Clutch”
  Taylor for taking the lead, Jason Robinette for getting the ball
  rolling, Loren Coleman for his contribution to the scenario devel-
  opment, Jason Weiser and Anthony Hardenburgh for their help-
  ing sponsoring the NY/LI spotlight event, Ray Arrastia for his
  assistance in advertising—and, of course, the Commandos
  worldwide who carried out the campaign for Hall to its brutal con-
  clusion.
  And to the proof checkers: Peter La Casse, Mike Miller, and
  Jeff Morgan.
  Herb Beas would also like to thank:
  The near and dear Rebecca “Beckie” J Beas (as always); the
  four Herblets (of course): Annie, Oscar, Meggie, and Merlin. And
  last but never least, a sad farewell to Herblet One: Captain Tribble
  Midnight Beas (b. 12-??-1985, d. 1-25-2005) – Thank you for
  nineteen years of happy memories (and a generous helping of
  worries).
  Playtesters
  Joel Agee, Raymond Arrastia, Daniel “Cannonshop” Ball, Ron
  “Steel Hawke” Barter, Paul Bowman, Scott Bukoski, Rich
  Casarez, Rich Cencarik, Brent Dill, Benjamin “Hawk” Disher, Tim
  DuPertuis, John “Quentil” Dzieniszewski, David Fanjoy, Bruce
  Ford, Jon “AngelRipper” Frideres, John Alexander Gordon,
  Aaron “Bear” Gregory, Anthony “Shadhawk” Hardenburgh, John
  “Worktroll” Haward, Ross “Koga” Hines, Glen “Lobsterback”
  Hopkins, Rodney Klatt, Michael “Konan” Koning, Peter La Casse,
  Edward “TenakaFurey” Lafferty, Chris “SCUG” Lewis, Edward
  Lott, Michael Miller, Jeffrey “Highlander” Morgan, Darrell
  “FlailingDeath” Myers, Lou “Nukeloader” Myers, Andrew Norris,
  Keith “Vang” Oberschulte, Nathaniel “Sledge” Olsen, Aaron
  Pollyea, Robert “Pidge” Pigeon, Simon “Big Ken” Pratt, “Medron
  Pryde”, Rick Raisley, Rick “Rick Steele” Remer, Jason
  “Psychopompous” Richter, Ben “Ghost Bear” Rome, Christopher
  Searls, Joel “Septicemia” Steverson, Michael “GuruMike”
  Stouffer, Geoff “97Jedi” Swift, Scott “Clutch” Taylor, Roland
  “Ruger” Thigpen, Christoffer “Bones” Trossen, Øystein Tvedten,
  Jason “Panzerfaust 150” Weiser, Chris “Chinless” Wheeler,
  Charles “IronSphinx” Wilson, Mark “Speck” Yingling.
  3
  CREDITS
  
  4
  MERCENARIES SUPPLEMENTAL II 
  Blinding flashes of emerald and sapphire beams, punctuat-
  ed by bright orange blossom missile blasts, lit up the town of
  South Harney despite the growing shadows of approaching
  dusk. As the capital city’s suburbs became host to a deadly game
  of cat and mouse, the thunderous roar of autocannon fire com-
  peted with the relentless rumble of stomping, multi-ton
  BattleMechs.
  In the heart of it all, strapped into the command seat of his
  eighty-ton Zeus by an age-worn five-point harness, sat William
  “Bud” Baranov, emperor of Hall and lord over all he surveyed.
  Until, perhaps, today.
  Grinding the stump of his last cigar between yellow stained
  teeth, Baranov snorted disgustedly at the fleeting sense of doubt
  and beat it back into oblivion as he stalked his ’Mech forward.
  Rounding the corner of a warehouse crammed floor to ceiling
  with enough improved swarm munitions to saturate the battle-
  field before him, he kept his eyes glued to the sensor and heads-
  up displays. Bare hands, thick and calloused, clutched throttle
  and weapon controls with white-knuckles, while a sour mix of
  human sweat and reprocessed air assailed his nostrils. Through
  the grimy, polarized ferroglass of his canopy, he took in the
  slugfest of BattleMechs and armor before him, as armies waged
  war in no less than five different colors.
  Unfortunately, the one set of colors he cared about—those
  belonging to his own Republican Guard—were fading fast.
  Worse still, so far as he could see, those triple-damned Marik
  bastards were doing nothing about it! Instead of targeting the
  weak links of the AMC line, the motley collection of ’Mechs and
  tanks known as Burton’s Brigade, the Fourth Hussars’ comman-
  der had thrown the entire weight of his company at the Third
  Dismal Disinherited, dragooning Baranov’s own mercenaries,
  the Stealthy Tigers, for support.
  “Hang yourself,” Force Commander Bobum had told him.
  “We’re not in this to settle your old scores for you. Have your
  Guards cover the depots. We’ll handle the enemy here.”
  Baranov snorted again. So much for the support of his
  “allies.”
  Knowing that Bobum himself was now gone—forced to bail
  out when a lance of Disinherited ’Mechs gunned down his fresh-
  from-the-factory Perseus—was small consolation; the real threat,
  Baranov thought, remained at large.
  Downfield, his Zeus’ targeting and tracking sensors pin-
  pointed that threat, a 90-ton monstrosity of armor and weapons
  his HUD immediately tagged as a CP-10-Q Cyclops. Its pilot had
  survived a decade of Baranov’s best efforts to kill her, and as he
  watched the venerable machine, painted in the pale tans and
  purples of its command, Baranov felt a surge of pure hate wash
  over him. His pulse quickened and his jaw tightened, until the last
  smoldering remains of forgotten cigar crumbled away, dropping
  into the shadows of the cockpit floor.
  Bearing the liquid scars of laser fire and the miniature
  craters of missile impacts, Captain Elly Burton’s Cyclops
  stomped through a copse of native evergreens, swiveling at the
  waist to lob a hail of missile and laser fire into the flank of a Guard
  Centurion. The Centurion MechWarrior, Zappavinga, was a vet-
  eran of Baranov’s command, going back to when they fought
  together for the failed experiment that was the Federated
  Commonwealth. But against the devastating, close-in punch of
  Burton’s assault ’Mech, her own 50-ton machine proved no
  match. The Cyclops’ full volley scoured away previously weak-
  ened armor on Zappavinga’s flank, shattering the supports with-
  in. Mangled, flaming bits of engine shielding and gray-green
  coolant blasted out from the exit wounds at the Centurion’s back.
  Crippled, the ’Mech gave one last shudder before crashing to the
  ground.
  “Bitch!” Baranov growled, his voice just low enough to avoid
  carrying over the tac channels.
  No sooner had the word been uttered, however, than the
  Cyclops turned again, its domed head swiveling about to face
  him as though summoned by the curse. Deep within the boxy
  ’Mech, Baranov could imagine Burton, his nemesis, strapped at
  her own controls, her haunting, black eyes glaring back at his
  Zeus. Narrowing his gaze, he dropped his targeting crosshairs
  over the silhouette and stabbed at his triggers.
  From the Zeus’ arms erupted the combined flash and thun-
  der of manmade lightning and a cloud of long-range missiles.
  Distance and motion spoiled the shots, but only somewhat.
  Though the azure bolt of his PPC missed high, a rolling fire of
  over a dozen warheads blasted armor off the Cyclops’ broad
  torso.
  Burton’s ’Mech weathered the storm and pounded forward,
  unleashing a hail of missiles in response that corkscrewed their
  way into the legs and lower torso of Baranov’s Zeus. The blasts
  put a hitch in his ’Mech’s stride but hardly overpowered the sta-
  bilizing efforts of the machine’s four-ton gyros.
  His challenge made and accepted, a savage grin crawled
  across Baranov’s face.
  At these ranges, and already bloodied, Burton stood little
  chance. At last, the real threat would end.
  Taking one more step forward, Baranov locked his crosshairs
  on the Brigade ’Mech and thumbed the triggers for a full volley of
  missiles, backed by laser and particle cannon fire. The Cyclops,
  caught in mid-stride, staggered under the hellish onslaught.
  Smoke poured from gaping wounds across the machine’s chest
  and arms, and a visible slash of fast-cooling, half-melted ferro-
  glass marred its broad, circular “eye.” As if stunned, the machine
  stumbled, shifting drunkenly to one side.
  Without warning, explosions rocked the Zeus before
  Baranov could see whether or not his target had fallen. Stuttering
  blasts of autocannon fire pelted his ’Mech as missile alarms
  screamed for attention. Spitting out another curse, he hunched
  over his controls, instinctively bracing against the hail of incoming
  missiles.
  FREE AT LAST!
  
  5
  FREE AT LAST!
  “Damn it!” he roared. Swinging a step backward, he fought
  his controls, keeping the Zeus upright as new warning indicators
  lit up his boards, battle damage computers identifying the com-
  bined loss of over two tons of armor across his left flank. Beyond
  the canopy, he saw the culprits, an assault-class Charger,
  backed up by an old but heavy Manticore tank.
  “William Baranov,” a stern voice, transmitted by laser-com
  straight from Burton’s Cyclops, rang in his ears. “On behalf of
  the Allied Mercenary Command, the late Count
  Radcliffe McNally, and the people of Hall, I
  hereby demand your immediate and
  unconditional surrender.”
  “Like hell,” Baranov grum-
  bled. Dialing his tactical chan-
  nel, he shouted over the
  din of battle and the wail
  of weapon-lock warn-
  ings. “Alpha Guard
  to all Guard units!
  What the hell do I
  pay you people for?”
  “Guard Two to
  Alpha Guard,” came
  back a feminine reply,
  its worried edge not
  lost in the static of elec-
  tronic transmission. “We
  have flankers on the
  eastern front! They’ve—”
  “I don’t give a
  branth’s ass about the
  eastern flank!” Baranov snarled.
  “Leave them to the birds for now!
  We’ve got primaries moving on the
  depot and if I don’t get support from
  you rammers right now, I’ll see the lot of you fry!”
  “Right away, Excel—!”
  A deafening shower of explosions rolled across his cockpit
  and drowned out the rest of MechWarrior Refazo’s reply. A loud-
  er clang filled the cockpit as something gave, even as Baranov
  twisted his machine violently away from the blasts. Blinking away
  stars and coughing at the smell of smoke, he whirled back
  around in time to spot the approaching Cyclops through the
  cracks now radiating from a fist-sized hole in his canopy. Larger
  now than ever, a scant hundred meters downfield and closing,
  the ninety-ton BattleMech barreled towards him at a sixty-kilo-
  meter-per-hour charge.
  Spots swam before Baranov’s eyes. His ears rang, and a
  coppery taste filled his mouth. His right joystick felt slick to the
  touch, and he glanced down to find his hand awash in a dripping
  crimson flow traced back to an ugly gash across his bicep. The
  canopy fragment responsible was nowhere to be found.
  Sucking in a lungful of smoke-tinged air, he forced aside the
  rising pain in his arm and lined up another shot at Burton, just as
  a brace of lasers from a Guard Stalker pinned the mercenary’s
  Cyclops in place and tore into its flank. Burton’s struggle to stay
  upright amid the onslaught robbed her ’Mech of precious
  momentum, and kept her distracted for a tense
  few heartbeats.
  All the time Baranov needed to
  thumb the triggers.
  His PPC and lasers lashed
  out at Burton only a moment
  before her own ’Mech shot
  back a full volley of laser and
  missile fire—all of which
  streaked harmlessly to his
  left. His own blasts were
  truer, 
  catching 
  the
  Cyclops dead center. The
  seething energies poured
  into the gaping wounds
  across the ’Mech’s chest,
  vaporizing 
  the 
  last 
  of
  Burton’s armor and reaching
  deep into the fusion-pow-
  ered heart beneath.
  Almost instantly, golden fire
  spewed forth from the wound.
  “Got you, you bitch!”
  “Emperor!” came a desperate scream on his tactical chan-
  nels.
  They were last words William “Bud” Baranov ever heard.
  ***
  From within her smoky, blood-drenched cockpit, amid the
  piercing too-little, too-late wail of emergency claxons, Captain
  Elly Burton managed one last grim smile as her misfired lasers
  and missiles tore through the fragile skin of the munitions ware-
  house a mere ten meters behind Baranov’s Zeus. His armor
  already savaged, surely this second salvo would finish off thee
  “emperor” before he even knew what hit him.
  As the earth-shattering blast tore open the earth, and the
  fireball of her own doomed machine flashed outward in sympa-
  thy, Burton’s last thoughts vanished on the winds of South
  Harney, echoing a decade of strife finally come to an end.
  Free at last…
  
  6
  MERCENARIES SUPPLEMENTAL II 
  The reports keep on coming.
  In the weeks following the release of the original Field
  Manual: Mercenaries, Revised (commissioned by a neutral panel
  of the Mercenary Review and Bonding Commission to erase the
  taint of the perceived “Wolf’s Dragoons bias” from the original
  volume), a second, supplemental volume was issued as part of
  an ongoing service to mercenaries and employers alike through-
  out the Inner Sphere. This additional report, called Mercenaries
  Supplemental, was a field manual covering many commands
  which were not mentioned in the first, as well as a host of
  information on what could best be described as the “sec-
  ond tier” of modern mercenary trade
  hubs and the like.
  Of course, even together, those
  two volumes could only scratch at the
  surface of the modern mercenary
  trade, which is comprised of hundreds
  of thousands of professional sol-
  diers, legitimate and otherwise.
  An unqualified success, the
  first 
  Mercenaries
  Supplemental offered a
  broader view of the merce-
  nary trade with its emphasis
  on various commands that oper-
  ate beyond Outreach.
  Today, as part of our ongoing
  effort to provide potential employers
  with a complete-as-possible look at
  the modern mercenary trade and
  many of the best-known warriors who
  make a living in it, this second volume
  of the Mercenaries Supplemental picks up where the
  first left off. As with the previous volumes in the series, this
  book provides not only more mercenary briefs but also covers
  additional hubs of mercenary activity.
  As always, the sheer number of mercenaries at large and
  the fluidity of the industry have combined to pose quite a chal-
  lenge in efforts to gather accurate data and present a fair and
  professional analysis of each mercenary command. The process
  becomes doubly challenging when many of the units—such as a
  majority of those featured in this volume—do not stage from
  MRBC-affiliated halls such as those on Outreach and Galatea.
  Nevertheless, we here at the MRBC publishing offices on
  Outreach assure you, the reader, that the information contained
  herein is as accurate and as current as possible.
  In our ongoing commitment to the honorable standards we
  in the mercenary trade hope to uphold, this supplemental further
  broadens our scope to include units that operate on the fringes
  of the industry, and the briefings even include a few units active-
  ly wanted by the MRBC. In including this information, it is our
  hope to underscore the honorable nature of the mercenary pro-
  fession, to serve employers who may not be fully aware of possi-
  ble criminal forces within their employ, and to warn those merce-
  nary commands that dance perilously close to that thin line
  between legitimacy and piracy.
  Mercenaries Supplemental 2 is divided into three main sec-
  tions:
  Mercenaries 
  on 
  the 
  Fringes, 
  Mercenary 
  Atlas
  Supplemental, and Mercenary Unit Briefs. The first section,
  Mercenaries on the Fringes, provides a look at the mercenary
  trade where traditional mores of proper conduct and the rules
  of war wear thin, and where illegitimacy is just one bad con-
  tract away. The Mercenary Atlas Supplemental, mean-
  while, expands on previous books with
  an overview of other known hubs of
  the professional soldiering industry.
  Often seen as places where only the
  desperate (or the truly foolish) go to
  conduct 
  business, 
  the 
  planets
  described in this section include the
  lawless, dog-eat-dog worlds of
  Antallos and Astrokaszy in the
  Periphery, 
  as 
  well 
  as
  Herotitus and Noisiel, two
  worlds better known for
  games 
  and 
  circuses.
  Additional Mercenary Briefs
  then follow, reviewing several units
  not featured in the previous Field
  Manual
  or 
  Mercenaries
  Supplemental, including histories and
  other vital data on each unit, complete
  with their tactical doctrines, experi-
  ence, and reliability ratings.
  As always, the Mercenary Review and Bonding
  Commission hopes that that this second Mercenary
  Supplemental proves an invaluable tool for potential employ-
  ers and mercenaries alike, further illuminating our trade as the
  series continues into the immediate future.
  —Major Stanislav Jorenski, MRBC Mercenary Affairs
  (Outreach Publishing Office)
  13 October 3067
  MECHWARRIOR
  THIRD EDITION
  MechWarrior, Third Edition (MW3) was originally published
  by FASA Corporation. Upon its reprint by FanPro LLC, the name
  changed to Classic BattleTech RPG (CBT: RPG). This product
  refers to pages in CBT: RPG, but the page numbers are identical
  regardless of which volume you own.
  INTRODUCTION
  
  7
  INTRODUCTION 
  
  8
  MERCENARIES SUPPLEMENTAL II 
  —From “Confessions of the Freelancer,”
  by Freelance
  Correspondent Libardo Bertolino
  When one speaks of “fringes,” the image typically conjured
  by most is that of the lonely worlds of the Periphery, beyond the
  boundaries of the big three powers of the Taurian Concordat, the
  Magistracy of Canopus, or the Outworlds Alliance. But, in the
  context of the mercenary life, the “fringes” of life have less to do
  with borders and states and more to do with the outer limits of
  human survival, that point where laws and morality mean less to
  a man than where his next meal is coming from, where the terms
  “cutthroat business” are more truth than metaphor.
  It’s easy enough for the typical Spheroid citizen to think of
  mercenaries as the glorified heroes (or villains) that they see in
  the vids, especially when showcase troops like the Kell Hounds
  and Northwind Highlanders exist to reinforce these images. But
  anyone with an inkling of sense knows that the bulk of the trade
  consists of far more hard-luck cases and renegades than even
  the creative minds at Tharkad Broadcasting can conceive.
  The fringes of the mercenary business are where one can
  see the best and the worst humanity has to offer: guys and girls
  who shucked any pretense of following orders in any army and
  opted to strike out on their own, fighting for a piece of the uni-
  verse and pulling no punches. Unable to afford the fees for
  MRBC sanction, or to journey to fancy hiring hall worlds like
  Outreach and Galatea, they turn up on Antallos, on Astrokaszy,
  on Herotitus, where the laws and bureaucracy are weakest.
  There, they may spend half their time defending themselves
  against thieves and pirates who, once upon a time, were just like
  them, while seeking that one agent with the contract to get them
  into the big-time.
  Some of these rogues—bless their souls—have managed to
  keep alive the spark of humanity they once aspired to before they
  wound up in the celestial gutters. Others—too many to count—
  have instead embraced the shadows. On the fringes, anything
  goes, and in that sea of human trash and forgotten glories, it’s
  easy to lose one’s identity and faith in things like justice and
  honor.
  Because in the end, these poor souls are just trying to sur-
  vive.
  THE THIN, THIN LINE
  What separates a merc from a pirate? An almost impercep-
  tibly thin line.
  In the end, at its narrowest definition, it sadly comes down to
  the money. Not so much how much of it, mind you, but where
  said money comes from. If, say, you beat someone up and steal
  their lunch money, you are a pirate (and you likely have some
  MRBC’S MOST-WANTED: 1-OCT-3067
  The following is an excerpt from the MercNet Database for Wanted and Renegade Commands. Interested parties should be advised that all of
  these listed commands are considered armed and extremely dangerous. The crimes for which they stand accused may be only a hint of the lengths
  they will go to defend themselves against any authority which elects to bring them down, so extreme caution is advised for any who attempt to appre-
  hend them.
  The Burned Band (’Mech Battalion/Veteran): Charged with: Crimes against Humanity (2 counts), Extreme Breach of Faith (1 count), War Crimes (6
  counts), Attacks against civilians (5 counts), Acts of Piracy (4 counts)—Bounty: 250,000 C-bills (Col. Garald “Ox” Fjord and command staff, each*),
  100,000 C-bills (other Band warriors). Last known location: Enders Cluster (Lyran Alliance) 
  Broadstreet Bullies (’Mech Company/Regular): Charged with: Extreme Breach of Faith (2 counts), War Crimes (2 counts), Attacks against civilians
  (17 counts), Acts of Piracy (4 counts)—Bounty: 50,000 C-bills (Capt. Daniel Grover), 10,000 C-bills (other Bullies warriors). Last known location:
  Fletcher (Chaos March)
  Vinson’s Vigilantes (’Mech Company/Veteran): Charged with: Extreme Breach of Faith (2 counts), War Crimes (3 counts), Attacks against civilians (8
  counts), Acts of Piracy (8 counts)—Bounty: 100,000 C-bills (Col. Pada Vinson*), 25,000 C-bills (other Vigilantes warriors). Last known location:
  Antallos (Periphery)
  Dedrickson’s Devils (’Mech Battalion/Regular): Charged with: War Crimes (9 counts), Attacks against civilians (5 counts), Acts of Piracy (6 counts)—
  Bounty: 250,000 C-bills (Maj. James Dedrickson. Jr. and command staff, each), 100,000 C-bills (other Devils warriors). Last known location: Midale
  (FedSuns)
  Lord Byron von Dante (solo aerospace fighter/Elite): Charged with: Extreme Breach of Faith (6 counts), War Crimes (3 counts), Attacks against civil-
  ians (1 count), Acts of Piracy (5 counts)—Bounty: 8,000 C-bills. Last known location: Dante (Outworlds Alliance)
  * Dead or Alive Bounty
  MERCENARIES ON THE FRINGES
  
  9
  MERCENARIES ON THE FRINGES
  deep-rooted issues about your own self-worth). If, on the other hand, a third party pays you his lunch money to beat someone up, then,
  my friend, you are a mercenary. The fact that you were hired to do the job, that it’s all business and not unadulterated thievery. That’s
  what it takes to be a merc, and not a pirate.
  Of course, that definition immediately gives rise to the question, “Well, then what’s the difference between a rogue mercenary and
  a pirate then?”
  Good question! Because that line, if you can believe, is thinner still.
  I suppose it could be said that the rogue mercenary is the one who, for some reason or another, fell into that fifty percent of merc
  outfits that die off in their first year, or the eighty percent who don’t survive their first five. Maybe they were framed for crimes they didn’t
  commit, or they took the fall for the ones they did commit. In this business, it’s all too easy to be the guy who stands at the corner, cov-
  ered in grime and waving that tattered cardboard sign that lets everyone know what you’re prepared to do to get a hot meal.
  Now, can you imagine if that same vagrant you ignore daily also happened to be a crack shot with his Mydron autopistol, the only
  remaining prized possession he has left?
  That is the rogue mercenary, my friends. A down-on-his-luck wash-out with skills to market but no marketability left, tenaciously cling-
  ing to the last lingering threads of his profession in the hope that someone will give him that job for food, so he doesn’t have to beat
  someone up for their lunch money.
  The universe, sadly, is filled with guys and girls just like that. And for some—no, scratch that; for all—of them, the line grows thinner
  every day, and it frays in some places, forcing a former merc to sacrifice his ethics and sense of justice more and more with each day.
  Some go over completely, turning pirate. A very rare few of these folks ever come back.
  It’s a danger every single active and prosperous merc faces on a daily basis, and to some it’s just a single battlefield defeat that can
  transform a hopeful outfit like today’s Black Thorns into tomorrow’s Vinson’s Vigilantes.
  WHERE THE ACTION IS
  So where are all those renegades and misfit mercs we’ve been talking about? Well, like all good hired guns, they go where the action
  is. And, despite what you may have heard about the end of the FedCom Civil War and the upcoming Whitting Conference that’s sup-
  posed to shine light on a kinder, gentler Sphere, there’s precious  few places for professional—or less-than-professional—soldiers to find
  paying work.
  BREAKING NEWS: ENDGAME ON HALL?
  HARNEY (HALL) – [MercNet] – Heavy fighting erupted in and around the city of South Harney today, marking what many believe may be the final
  major offensive by the Allied Mercenary Command after a week-long bid to oppose the handover of the Hall government to Free Worlds League lead-
  ership and presumed Word of Blake control. Led by elements from Baker Battalion of the Third Dismal Disinherited mercenary command and backed
  by the mercenary company Burton’s Brigade, the AMC forces launched a blitzkrieg against suburbs in the capital region, facing off against elements of
  the Free Worlds League’s Fourth Oriente Hussars, the Stealthy Tigers mercenary command, and the command company of Emperor Wilhelm
  Baranov’s Republican Guards.
  Casualty figures—both civilian and military—could not be independently verified at this hour, but MercNet sources have cited substantial dam-
  age to the city infrastructure after hours of relentless combat, which will doubtless add to the massive energy crises already created by the significant
  damage done to Hall’s worldwide power grid. Of the combatants, we are told that both the Third Disinherited and the Republican Guard suffered the
  most severe casualties, including the apparent loss of Baranov’s own Zeus—a prized memento of his time as commander of the AFFC’s Third
  Republican RCT. Sources in the planetary government could neither conform nor deny whether Baranov himself, who assumed control over the plan-
  etary government a decade ago amid the collapse of the Sarna March, was piloting the Zeus in that battle, and, if so, whether he was wounded or
  killed.
  The fighting in South Harney ended with no clear winner on either side, but witnesses noted the withdrawal of the AMC forces as sunset
  approached, as well as great plumes of smoke rising from the ruins of a government-controlled ammunition depot in the city’s western sector, where
  Guard forces apparently held back the Disinherited’s advance.
  Just last week, the war for Hall began when the AMC forces, led by Colonel John Marik-Johns of the Third Disinherited, forcefully opposed the
  landings of the first DropShips of Hussars forces at the Harney spaceport. The Hussars, invited personally by Baranov, were to accept full military
  responsibility for securing Hall under the eagle’s banner, but the AMC forces—which include mercenary company Burton’s Brigade, a known support-
  er of Baranov’s late rival Count Radcliffe McNally—attempted to halt the transfer after Colonel Marik-Johns publicly declared the transfer of power a
  “Blakist farce”.
  Though still lacking hard evidence to back up his claim, Marik-Johns repeated his claims about Baranov’s collusion with the Word of Blake and
  his Disinherited’s opposition to the extension of a Blakist protectorate in the Chaos March as an active commander in the AMC. Baranov, who warned
  the Allied forces to depart when the official declaration of League membership was made, has repeatedly denied these claims, countering that the
  AMC has been duped by the legacy of the late Count McNally into fighting an unnecessary war against a legitimate planetary authority.
  —from MercNet News Extra, 11 October 3067
  
  10
  The Periphery is one place to start looking, with the recent
  break-up of the Taurian Concordat and the shift of the New
  Colony Region from loose confederation to independent state.
  And the Circinians and Marians, since their last clash, continue
  to gear up for what many consider to be an inevitable second
  round. The Outworlds Alliance may no longer be a hiring nation
  if the rumored relations with Clan Snow Raven prove to have
  more substance than fiction to them, but that still leaves inde-
  pendent planetary governments free to call in some added fire
  support when state aid proves insufficient. Then, of course,
  there’s the Deep Periphery, a whole new market recently opened
  up, just waiting for a promising merc outfit or two to thoroughly
  exploit.
  The Great Houses may be tired of fighting from the last
  round, but that’s not stopping their various sub-factions from get-
  ting riled up and calling out their neighbors. Provincial rulers,
  from the March Lords of the Federated Suns and the various
  Free Worlds duchies to the dukes and margraves of the Lyran
  Alliance, are all hiring mercs in droves to boost their weakened
  state defense forces. Most of these, of course, get the overall
  state’s sanction, and the appropriate Great House puts its stamp
  on the contracts. But the wise merc knows that, when fur starts
  to fly, it isn’t the Archon, Captain-General, or Prince who will be
  paying your checks, but the local leaders who have political
  agendas all their own.
  And, of course, there’s the favorite newcomer, the Chaos
  March. Beyond the five Great Houses, there are also two
  Periphery players and a host of lesser powers interested in the
  ongoing fighting there, plus the Word of Blake, ComStar, and
  even the Wolf’s Dragoons’ Allied Mercenary Command. Missions
  there, even in the heart of the Inner Sphere, can run the gamut
  from planetary assault to bandit hunting. It’s like having a little
  slice of the Periphery’s most chaotic fronts in our very own back-
  yard.
  THE ALLIED MERCENARY COMMAND
  The newest employer on the block, of course, is the Allied
  Mercenary Command (AMC). Brainchild of Commander Jaime
  Wolf and a host of like-minded modern-day mercenary paladins,
  the AMC selects only the best and most trustworthy into its small
  circle. So, for those of you newbs thinking these are the guys to
  give you your lucky break, sorry; you don’t get in unless old
  Jaime, some Northwind elder, or the Disinherited’s chief General
  Kreiger say so—no offense to any of the named parties.
  AMC members receive the benefits of full salvage and inde-
  pendent command (liaison for probationary members), with nary
  a quip from the negotiators. They also receive the kind of gener-
  ous pay only the Wolf’s Dragoons can pull off, plus a discount on
  supplies purchased through Outreach that’s only non-applicable
  on the black markets (of course). Clantech is another matter, but
  since most mercs can’t maintain the stuff anyway, the possibili-
  ties are still pretty endless.
  Sound like a sweet deal? Sure, till you get the missions;
  sending you to the jungles, cities, and deserts of the Chaos
  March, to battle the Word of Blake before they can subsume all
  those worlds and forge their great Blakist Protectorate. Worthy
  cause? Maybe. In my opinion, it all comes off as a bit reactionary
  to fight against the only guys who seem to be able to turn the
  lights on and get the maglevs running on time, just because they
  also happen to be heavily armed pseudo-religious zealots half
  the time.
  But, hey, the pay and salvage are good, right?
  FRINGES OF A DIFFERNT FLAVOR:
  ALTERNATIVE MERCS
  Now, mercenaries have always come in all shapes, sizes,
  and flavors, but only recently has anyone cared to list the non-
  ’Mech mercs on the mighty rolls of TO&Es they keep publishing
  everywhere. Having kicked around in a couple foot-slogger com-
  mands and one bluewater company myself (remind me to tell
  you the stories sometime, folks!) I can honestly tell you that such
  WHO’S WHO IN THE AMC
  The following list of noteworthy mercenary commands (in order of general size) demonstrates the present strength of the Allied Mercenary
  Command. Though some members remain under contract to other employers, all may be called upon to hold the line against “Blakist imperialism”
  in the March.
  Wolf’s Dragoons: 5 Regiments (3 currently under foreign contracts), Elite 
  Northwind Highlanders: 5 Regiments (3 currently under foreign contracts), Elite 
  Dismal Disinherited: 3 Regiments, Veteran
  Always Faithful: 1 Regiment, Regular
  51st Dark Panzers: 1 Regiment, Veteran
  Grim Determination: 1 Regiment, Veteran
  Wild Geese: 1 Regiment (currently under foreign contract), Veteran
  The Furies: 1 Armored Regiment, Regular
  The Dioscuri: 2 Battalions (currently under foreign contract), Veteran
  Tooth of Ymir: 2 Battalions, Veteran
  Lindon’s Battalion: 1 Strengthened Battalion, Veteran
  13th Stalking Horse: 1 Strengthened Battalion (currently under foreign contract), Veteran
  Crimson Crusaders: 1 Mixed Battalion, Veteran
  Burton’s Brigade: 1 Company, Regular
  MERCENARIES ON THE FRINGES
  
  11
  groups not only exist, and that there’s plenty more of them
  around than the tin can drivers want you to think, but that many
  of them—a great many—are actually damned good.
  Sure, if you’re a planetary duke eager to protect your ample
  assets from a Capellan horde, you aren’t going to station the
  likes of a Killer Bees or Mick’s Blue Skye Rangers without back-
  ing from some serious walking steel. But can we interest you in
  the likes of the Medusans for some major spaceborne fire sup-
  port? Or perhaps the massive technical support of Skibinski’s
  Salvage, who may not fight on your front lines but will damned
  well assure that your ’Mechs stay fit even after weeks of relent-
  less warfare? In today’s day and age, there are mercs for every
  season and every reason, and though some may think the con-
  cept of non-’Mech mercs is a waste of time—or “over-special-
  ized” to those of you with that hyper-professional vocabulary—
  MERCS IN THE SPOTLIGHT
  Good evening, viewers. I am Harry Noxford, and welcome to another edition of MercNet’s Mercenaries in the Spotlight. Tonight on MTS, we con-
  tinue our series on some of the Inner Sphere’s most unique new mercenary commands with a look at one that—I’m sure you’ll agree—is about as
  unique as they come. 
  There are, of course, many occasions when a successful outfit comes along that doesn’t depend on the almighty BattleMech, even in this day
  and age. And such is the case for these men and women, whose force is comprised almost entirely of battle armor. But these troops are not just any
  type of armored infantry. Indeed, their weapon of choice is nothing short of the original Clan-designed Elemental battlesuit. 
  Originally formed entirely by and of former Clansmen, the Elemental warriors of this unit forsook their Clan heritage in order to survive these
  tumultuous times we live in by selling their skills to the highest bidder. Though losses forced them to open their ranks up to Inner Sphere armored
  infantrymen, new members only gain entrance to this unit after passing Elemental-style training and a Trial of Position.
  Recently returned from a debacle in the Pleiades System only to learn that their manager, Bartholomew Alexander, cleaned out their bank
  account, Captain Caroline MacIntosh, spokeswoman for this unique command, sat down with me to discuss their experiences briefly. Avid viewers, I
  present to you the Raging Horde.
  [Cut to interview room: Noxford sits across from a heavily muscled woman with close-cropped hair and a scarred face]
  [Noxford] Thank you for coming, Captain MacIntosh.
  [MacIntosh] You’re welcome. Thank you for asking.
  [HN] I understand the Horde had a tough go of it against the Taurians?
  [CM] Nothing we couldn’t handle.
  [HN] Really? Reports allege the Taurians forced you all into hiding on Lindsay.
  [CM] That’s a load of [bleeped]! We held the town of Acanthi for two weeks before our lack of ammo forced us to leave.
  [HN] I thought Clanners didn’t run.
  [CM] First, we’re not all Clanners. Secondly, only an idiot fights to the death. We left a company of the bull crappers’ ’Mechs in smoking ruins before
  lifting.
  [HN] So tell me about how Bartholomew Alexander cashed out your account.
  [CM] That son of a [bleeped]! He [bleeped] us royally. No sooner after he learned we’d been caught behind enemy lines, he stole our money and dis-
  appeared.
  [HN] What will you do about it?
  [CM] Do? You’ve got to be [bleeped] kidding me? That’s [bleeped] obvious. We’re going to [bleeped] kill the lot of them! The colonel has issued a
  Trial of Annihilation against Alexander and his family. 
  [HN] What do you want to say to him?
  [CM] Bartholomew Alexander, give your soul to the Almighty, because your ass is ours! [camera fades out]
  Well there you have it. We apologize for the language. After the break, Mercenaries in the Spotlight will further explore the unique arrangement
  of the Horde before we turn our focus to Blanc’s Coyotes, whose return from the mysterious unknown has set tongues wagging across the Inner
  Sphere…
  ask yourself if you’d rather have Stalwart Support or Raging
  Horde holding your thousand year-old cities against foreign guer-
  rillas, or some BattleMech heavyweights who could crush streets,
  buildings, and people underfoot just finding a defensive position
  to blow apart.
  Okay, so maybe I’m being harsh on the ’Mech jocks. But I
  hope the point is clear enough. The modern employer knows (or
  should know) when the BattleMech just doesn’t cut it for a job.
  BattleMechs aren’t weapons of subtlety, and many mercs in the
  field who choose ’Mechs do so at the cost of other valuable forms
  of fire support. For those mercs and for employers across the
  Sphere, thank your stars that the “specialists” exist who can pro-
  vide the smooth operators, or the sea, air, land, and space sup-
  port needed to get a job done right.
  MERCENARIES ON THE FRINGES
  
  In our previous two publications, the “Mercenary’s Atlas” detailed key hubs of the mercenary trade as it stands today. Many of those
  hubs—principally Outreach and Galatea—represent the most prominent centers for the industry, worlds where most of the local econo-
  my and infrastructure is tailored to the unique needs of the mercenary life. Others—such as Northwind and Arc-Royal—represented more
  exclusive markets, whose affairs are largely dictated by the needs and policies of the local mega-mercenary commands that dominate
  such worlds. Still others—Fletcher, Solaris VII, and Westerhand—became hubs of the industry as an outgrowth of their own economic
  and political climates, drawing in mercenaries as a supplemental source of revenue, and supported by the “convenience” of local hostil-
  ities that continuously underscore the need for such professional warriors within their respective regions.
  But there are, of course, many more centers for the mercenary trade throughout the Inner Sphere. Though less centrally located,
  the most prominent of these secondary markets never seem to suffer from a dearth of soldiers for hire. Those which lie beyond the
  boundaries of the Inner Sphere, in fact, have enjoyed remarkable upswings of mercenary activity over the last decade, a trend that many
  analysts attribute to the rising prominence of the Periphery itself in Inner Sphere politics.
  This edition of the Mercenary’s Atlas thus focuses primarily on the secondary mercenary hub worlds of the Periphery, particularly
  the worlds of Antallos, Astrokaszy, and Herotitus—by far the three most popular and active hubs in their regions. Also featured is the
  world of Noisiel, a world not normally found among the ranks of major mercenary business centers, but significant as an example of how
  even a world far removed from hostile borders and clashing politics can draw in professional soldiers and serve as a place for such men
  and women to establish a place in the trade.
  ANTALLOS: THE SCOUNDREL’S PORT
  First settled in 2674 by a conglomerate of trading companies from the Draconis Combine, Federated Suns, Outworlds Alliance, and
  Terran Hegemony, Antallos was originally envisioned as a Star League trading outpost. One of just a handful of such places, Antallos—
  jointly ruled by both Inner Sphere and Periphery powers—was to be a planet where merchants of all League member states could con-
  duct their business on equal footing, unfettered by the economic influence of any one nation.
  Managed by the Terran Hegemony, the bold experiment proved an unqualified success in the Star League’s heyday. Wealthy entre-
  preneurs, eager to establish their own fortunes on the otherwise barren frontier world, founded wildly successful enclaves that drew in
  billions of Star League dollars in revenue and eventually prompted the SLDF to plant
  bases of its own on Antallos in the interests of security.
  But time and fate eventually conspired against this world; barely a century after its
  founding, the Star League that gave birth to this merchant’s Mecca fell in on itself, ignit-
  ing the Succession Wars. Over the next three hundred years, Antallos—once a jewel of
  the Periphery—was ravaged for its precious Star League technology in continuous
  raids by pirates and Combine forces. At the same time, warring city-states, based
  loosely on the old trading enclaves of the Star League era, fell upon one another as
  resources grew scarce and the Hegemony government vanished into the ashes of his-
  tory.
  Today, the barren wastes of Antallos are home to some of the worst dregs of
  humanity, much of its vast wastelands made even more dangerous by roving gangs and
  the fallout of biological and chemical warfare. Pirates and renegades now call Antallos
  home, and the world economy—such as it is—is supported largely by the most illegal
  of trades.
  ANTALLOS AT A GLANCE
  Antallos is a hot, dry, and largely barren world. Close to ninety percent of the plan-
  etary surface is land, most of which varies between featureless, lifeless deserts and
  rugged badlands, many rendered nearly uninhabitable by hostile native wildlife and the
  residue of chemical and biological agents used during the city-state wars of long ago. Beyond the shores of the planet’s five large seas
  and lakes, two small polar ice caps—each barely 100 kilometers in diameter (even during the winter months)—and the thick, untamed
  jungle that swirls about the equatorial region (and mostly surrounds the aptly named Sea of the Green) break up this monotony of des-
  olation.
  Dominating the northern hemisphere, the Sea of Despair is a vast desert all but devoid of native life, yet surrounded by a few thriv-
  ing city-states which trade across this barren waste. In the south, the Shatter Wastes—a badlands region several thousand kilometers
  long—holds the distinction of ranking among the roughest lands of the Periphery. It is home to most of the planet’s vicious native preda-
  tors, as well as several hidden oases that have spawned small communities over the centuries.
  Scattered about these regions, oftentimes in spite of the very environment itself, just over thirty city-states provide a semblance of
  shelter and order for the vast majority of Antallos’ population. Lacking a unified central authority, most of these city-states are complete-
  12
  MERCENARIES SUPPLEMENTAL II 
  THE MERCENARY’S ATLAS
  FACT SHEET: ANTALLOS
  Political Ruler: None (Vance Rezak)
  Star Type (Recharge Time): K4IV (195 hours)
  Position in System: 3rd
  Time to Jump Point: 4.34 days
  Number of Satellites: 2 (Quincy and Zeke)
  Surface Gravity: 0.92
  Atm. Pressure: Standard (Tainted)
  Equatorial Temperature: 49° C (Desert)
  Surface Water: 11 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Birds
  Population: 5,035,000
  Socio-Industrial Levels: D-D-C-D-C
  
  13
  THE MERCENARY’S ATLAS
  
  14
  ly autonomous, providing only their own residents with security
  against the roving Zone Gangs who wander the no-man’s lands
  (often dubbed “Free Zones”) between settlements. These cities
  often subsidize their existence through the most nefarious of
  trades, including slavery and narcotics trafficking, and only a few
  have attained worldwide prominence over the years.
  More recently, Antallos has even become home to a small
  but growing collection of survivors apparently hailing from the
  shattered Smoke Jaguar Clan. Now relegated to the Clans’ Dark
  Caste, these survivors—including technicians, laborers, and
  warriors both trueborn and freeborn—have formed their own ver-
  sion of the infamous Zone Gangs. With some even still possess-
  ing Clantech weaponry, these “Jaguar Gypsies” (as some have
  termed the straggling pseudo-societies) now often prey on trav-
  elers and other gangs while occasionally bidding their services
  to local warlords for basic supplies.
  PORT KRIN: THE OPEN CITY
  The wealthiest and largest city on Antallos, Port Krin was
  first established by Hegemony merchant prince Quincy Krin soon
  after the first colonists arrived on this world. Nestled on the east-
  ern shores of the vast TaliSea, “the Port”—as it came to be
  known—evolved into a freshwater fishing community, largely fail-
  ing to become the “trading Mecca” its founder had dreamt of,
  despite a brief gold rush in the early 2700s. Along with the rest
  of Antallos’ city-states, the fall of the Star League and the start of
  the Succession Wars devastated Port Krin as Combine and
  pirate raiders repeatedly sacked the unprotected, unclaimed
  world.
  The city-states that managed to survive the worldwide loss
  of trade and constant raiding were soon forced to rebuild their
  economies through criminal enterprises, and Port Krin was no
  exception. Beginning with the rule of Controller Samuel Jenkins
  in the mid 29th century, the Port became a haven for smugglers
  and slavers, and also one of the most aggressive city-states to
  rise from the ashes of the first two Succession Wars. Though
  Jenkins’ ultimate plans to conquer all of Antallos through his city-
  state and its army of slaves failed, they did set the standard for
  politics on Antallos, and his emphasis on supporting the slave
  trade made Port Krin a haven for pirates eager to hide from
  authorities or sell their captives and other ill-gotten gains.
  Even today, the cutthroat politics of the Port (estimated pop-
  ulation: just under two million) remain as deadly as ever. Recent
  memory alone may recount Vinson’s Vigilantes’ 3059 coup that
  toppled Controller Gringe Whiplash (who himself had seized
  power eight years earlier), and the subsequent usurpation by the
  pirate Vance Rezak and his Band of the Damned. Despite this,
  the Port itself is remarkably organized and well run for a den of
  thieves. Murder and thievery are officially considered crimes wor-
  thy of brutal punishment, and such punishment is often meted
  out by the city’s ragtag police force on the spot—assuming, of
  course, that the culprits are foolish enough to be caught in the
  act or poor enough to fail in bribing away their guilt. This brand of
  law enforcement helps maintain enough order for the city
  Controllers to collect their taxes and assures that the local trades
  suffer no major disruptions.
  A wealthy city, Port Krin thrives not only on the local slave,
  drug, and weapons trades, but also on the secondary industries
  provided by its own dueling circuit. In mimicry of the gaming
  venues of Solaris VII, the Port hosts its own arenas for both
  BattleMech and man-to-man combat. The DeathRain Arena in
  the city’s northwest side and Haness Hollow in the southern mer-
  chant’s quarter are the anchors of the local vehicular and
  BattleMech blood sports, while the Carrion Pit north of the east-
  ern Portside neighborhoods provides spectators with the pure
  carnage of pit fighting. As with the gladiatorial arenas on Solaris,
  an entire entertainment industry has grown up around the Port
  Krin circuit, including gambling, nightclubs, and even a local
  mass media, centered on the rogue Krin Entertainment,
  Incorporated—a music and trideo conglomerate that caters to
  renegades, privateers, and other shining examples of Port Krin’s
  unique clientele.
  THE MERCENARY TRADE ON
  ANTALLOS
  Nothing resembling a dedicated hiring hall exists on Port
  Krin—or anywhere else on Antallos, for that matter—but as the
  last refuge of many a renegade mercenary or privateer, the world
  is home to no shortage of professional soldiers eager for work.
  Either through circumstances beyond their control or some past
  transgression—real or imagined—most of the hired guns to be
  had here would find themselves in irons on more respectable
  mercenary worlds like Outreach or Galatea. Indeed many, like
  the decimated Vinson’s Vigilantes, even have prices on their
  heads, yet take the risk to make themselves available for hire in
  the generally vain hope of escaping their renegade status and
  reclaiming some modicum of legitimacy.
  For those seeking employment, Antallos is a maze of
  intrigue and challenge. By far, the best deals to be made here are
  done in shadowy backrooms—the best of which are often found
  in Port Krin’s walled Inner Sanctum neighborhood. Bribery and
  blackmail may be necessary just to land an interview with a
  seedy would-be employer whose agenda could be anything
  other than what is written on the contract, and who may negoti-
  ate terms with the edge of his blade or the barrel of his gun.
  Pirates may even become a desperate mercenary’s employer on
  Antallos, forcing the professional soldier to choose between
  morality and his next meal.
  Finding work on Antallos is an exercise in caution, strength,
  and no small degree of ethical flexibility.
  ASTROKASZY:
  NO MAN’S LAND
  On the far side of the Inner Sphere from Antallos, yet strik-
  ingly similar in many ways, lies Astrokaszy. Like Antallos,
  Astrokaszy is hot, dry, and windswept, despite having over three
  times the surface water. Dominated by a single, mammoth land-
  mass, the world’s two oceans cling to the poles, while inland
  seas are too few and far between to support a thriving native
  agriculture. Although its limited ecosystem supports native ani-
  mal life, and the world boasts generous deposits of precious
  stones, little else recommends this world to settlers. Astrokaszy
  was left largely uninhabited until the survivors and dependents of
  a shattered mercenary brigade, the Crimson Reapers, made
  THE MERCENARY’S ATLAS
  
  15
  THE MERCENARY’S ATLAS
  planetfall here in 2892, bringing with them the heavy influence of their dominantly Muslim beliefs and customs.
  Soon after their arrival, however, the Reapers’ command cohesion crumbled as various subcommanders clashed bitterly over how
  to use their meager resources to settle their new home. Company by company, the mercenaries fragmented into ever-smaller camps
  and scattered across most of the northern deserts, eventually forming the cores of the nomadic tribes and Caliphates that persist today,
  wearing down their remaining military strength in battle against local pirates and each other.
  The society the Reapers tried to build endures in the form of small manufacturing centers and mining enclaves that often anchor
  the Caliphate city-states near scattered oases, and the distinctly Arabic Muslim overtones of the planet’s decidedly male-dominant cul-
  ture. Still clinging to the philosophies and traditions of his ancestors, today’s Astrokaszy is a fearless fighter and horseman. Blood
  sports—one of the few diversions available on this barren planet—
  are a common pastime here, as well as the favored means among
  the various Caliphs and Pashas for keeping their respective subjects
  in line.
  HOT AS IT GETS: THE MERCENARY
  TRADE ON ASTROKASZY
  Even less organized and populous than Antallos, Astrokaszy is
  a dangerous climate for the new mercenary to seek work, lacking any
  rule of law beyond the will of the local Caliphate rulers. Here, there
  are no hiring halls, no neutral meeting centers, no training grounds,
  and no DropPorts. Finding an employer on this world and negotiating
  a contract thus carries with it all of the dangers of the mercenary
  trade on Antallos without even the benefit of the flimsy order imposed
  by local police and security forces, as what passes for law and order
  on Astrokaszy is often little more than the whims of the local sultan
  or caliph.
  The closest exception to this rule is the Shervanis Caliphate
  and its capital city of Shervanis City. Recent conflicts, however, have
  ravaged even this bastion of semi-civilization, which includes both a
  small spaceport and the planetary HPG. A short conflict in 3058,
  involving Capellan, Canopian, and (allegedly) Word of Blake forces,
  toppled then-Caliph Malachye Shervanis and led to the rise of Caliph
  Srin Rashier, whose brief, two-day reign consisted almost solely of
  changing Shervanis City’s name to Freedom City. But his rule swiftly
  ended when the Avanti’s Angels mercenary command, then under
  Confederation employ, deposed him.
  Ahmed Shervanis, Malachye’s wandering son, then returned to
  reclaim his birthright with a small army of followers and restored the Shervanis Caliphate to the days of Malachye. Since then, Shervanis
  has clashed with other Caliphates as well, including the recent war with the Rajirr Caliphate that erupted soon after Caliph Shervanis’
  nephew, Badr, was found murdered, apparently on the orders of Najiyah Rajirr, his betrothed. Shervanis’ forces, which include a few
  BattleMechs, remain weakened by the fighting, but—apart from Rashier’s Order of
  the Faithful band—they remain the strongest of all fighting groups on Astrokaszy
  today.
  [Editor’s note: Srin Rashier’s pirate group, the Order of the Faithful, arose soon
  after his surprising emergence as leader of the Desert Winds Tribe, with support
  from unknown sources. Yet despite being so well armed and clearly basing his
  operations off Astrokaszy, he has curiously refrained from retaking the Shervanis
  Caliphate, apparently more interested in preying on the local space lanes and near-
  by worlds than in settling old scores.]
  Despite the recent upheavals, the Shervanis Caliphate remains a hub of com-
  merce and mercenary activity. Mercenaries desperate enough to do business here,
  however, must often do so by first negotiating with the local city rulers to gain entry
  into their domains and meet with any potential employer representatives who may
  be there. Even then, the risk of being shanghaied or killed by locals eager to gain
  a mercenary’s weapons and ’Mech remains uncomfortably high, as most of the
  local rulers would rather steal a warrior’s ride for their own troops’ use than entrust
  their agendas and security to a mere hireling. Nevertheless, it is not uncommon for
  a green mercenary, desperate for employment, to spend time running errands—
  FACT SHEET: ASTROKASZY
  Noble Ruler: None
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 3rd
  Time to Jump Point: 7.98 days
  Number of Satellites: 3 (Delsia, Ralston, Vannora)
  Surface Gravity: 1.03
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 62° C (Desert)
  Surface Water: 36 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammals
  Population: 698,000
  Socio-Industrial Levels: F-F-C-D-C
  
  16
  THE MERCENARY’S ATLAS
  often illegal and highly dangerous ones—just to stay on the local caliph’s good side in the hopes of finding that one lucky break to escape
  Astrokaszy forever.
  All the factors that make Astrokaszy an undesirable place for mercenary commands to seek employment, however, also make it an
  ideal place to find recruits. Combined with the generalized urge to get off the planet, the barbaric lifestyle required to simply survive on
  this harsh world creates an almost endless stream of trained fighters—most of whom would jump at any opportunity to join a real mer-
  cenary command that can promise both freedom and financial security.
  HEROTITUS: BUSINESS BEFORE PLEASURE
  A temperate world of abundant water as well as native plant and
  animal life, Herotitus is far more pleasant than most independent
  Periphery worlds and certainly a far nicer place for today’s mercenary
  to do business on the fringes. With mild seasons and long growing
  cycles, much of the world’s land—particularly in the northern conti-
  nents of Baccali and Pomona—has been given over to the local farm-
  ing and ranching industries. The more developed southern continent
  of Marpessa, by comparison, is better known for its majestic moun-
  tains and steep canyons, both of which draw an ample tourist trade
  already well supported by the presence of most of the planet’s major
  cities nearby—including the planetary capital of New Hedon.
  Originally founded jointly by the Taurian Concordat and the
  Magistracy of Canopus just prior to the Reunification War, Herotitus
  became one of the earliest and greatest examples of Canopian-
  Taurian cooperation in history, a quaint agrarian idyll of minimal
  industrial capacity or military value. After the Star League’s fall, the
  Taurian, Canopian, and Capellan governments all claimed Herotitus
  for themselves, but the planet’s utter lack of military resources spared
  it the worst of the Succession Wars. Its proximity to several larger
  states also kept piracy to a minimum, preserving the planet from
  damage beyond that of the occasional raid.
  At the close of the thirtieth century, the New Hedons, a philo-
  sophical dissident sect from the Taurian Concordat, landed on
  Herotitus and quickly dominated the local economic and political
  landscape through sheer numbers and the allure of their simple “eat,
  drink, and be merry” philosophy. Over the next fifty years, the New
  Hedons transformed Herotitus from a simple agro world into a center
  for a host of thriving pleasure industries rivaled only by those of the
  Magistracy of Canopus itself. The draw of its many resorts and casi-
  nos, catering to every sensual pleasure imaginable, brought with it an economic boom and increased trade between the planet and the
  neighboring states.
  Although the pleasure industry remains strong and viable in the cities, however,
  the culture of the New Hedonists has recently begun to decline as a more puritan-
  ical Christian fundamentalism has taken root among the outlying farming commu-
  nities and is even now working its way into the cities. The recent election of Allison
  Carver, a devout Catholic, to the planetary presidency, has worried many of the
  planet’s New Hedonist leadership so much that many are openly wondering if the
  movement will have to find a new home elsewhere—a prospect that has many
  locals in both the government and the entertainment industry worried.
  BALANCING ACT:
  THE MERCENARY TRADE ON HEROTITUS
  Having gone out of its way to avoid significant military presence ever since its
  founding—despite brief periods of occupation by foreign neighbors—Herotitus’ sta-
  tus as a center for trade and recreation has made it a natural draw for mercenar-
  ies and potential employers alike. Thanks to its central location between five major
  states (three Great Houses and two large Periphery realms), its policy of openness
  to all visitors, and its liberal laws since the early part of the century, Herotitus has
  FACT SHEET: HEROTITUS
  Political Ruler: President Allison Carver
  Star Type (Recharge Time): G3IV (184 hours)
  Position in System: 2nd
  Time to Jump Point: 8.52 days
  Number of Satellites: None
  Surface Gravity: 0.98
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 36° C (Warm-Temperate) 
  Surface Water: 72 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Reptiles
  Population: 16,631,000
  Socio-Industrial Levels: C-D-B-D-B
  
  17
  THE MERCENARY’S ATLAS
  become a convenient waystation for travelers, traders, and Periphery-based mercenaries. As a result, the world has undergone a mas-
  sive population boom over the last four decades, with the latest census figures—taken in 3065—finding nearly 17 million people now liv-
  ing in the scattered cities and towns across the planet, a far cry from the 240,000 estimated in 3025. (Local fundamentalist officials are
  quick to point out that in the 3020s, next to no formal system for measuring the population existed on Herotitus, leading to such gross
  errors that it crippled the planetary tax base. To the fundamentalists, this served as yet another proof that the New Hedonist party, for
  the sake of the economy as well as the souls of the people, should abandon its “inherently flawed” philosophies.)
  New Hedon, the capital city, forms the informal center of this world’s unofficial mercenary trade, with hotels, casinos, conference
  centers, and even the local HPG station all possible venues for mercenaries and employer representatives to meet.The planetary space-
  port, located in the heart of the city, is not equipped for military traffic, however. Thus, mercenaries with heavy equipment—including
  BattleMechs—must keep such gear stowed during their stay in New Hedon and make use of the city’s high-priced local transportation.
  In the suburbs of Myrmos, on the outskirts of New Hedon, there are some informal training centers available to military personnel
  and mercenaries, which rely on antiquated simulator pods. These facilities—colloquially dubbed “the Arcade”—form the core of an unof-
  ficial school and exposition center for professional soldiers, and it is often here that prospective employers gauge the abilities of any local
  talent. Occasional simulator duels are even fought in Myrmos, giving
  rise to a feeble secondary gambling and gaming economy tailored to
  combat aficionados. Additionally, many mercenary commanders on
  Herotitus are known to scope Myrmos and its Arcade for new recruits.
  Close to half the mercenary trade conducted on Herotitus
  occurs in New Hedon and Myrmos, with the rest taking place in the
  handful of smaller cities scattered across the planet. Ironically, though
  no shortage of trained warriors pass through the spaceports and
  cities of this world, a large percentage of the mercenaries recruited
  here tend to fill supporting roles in their new commands. Indeed, a
  recent MRBC study revealed that medical and technical specialists
  hired on Herotitus tend to be among the best in the industry.
  NOISIEL:
  BREAD AND CIRCUSES
  Nestled in the heart of the Lyran Alliance’s Alarion Province,
  Noisiel is a fairly tranquil, modestly industrialized world of average
  resources. Its three primary landmasses—Mahoken, Romaha, and
  Teppokhan—boast an equal mix of farmlands and urban sprawls, with
  enough unspoiled land in between to support a generous, but hardly
  remarkable, tourist trade. However, it is not the postcard scenery that
  draws professional soldiers and media stars to this world year after
  year, but an annual martial tradition established by the wealthy
  Alextep family who rule here: the Noisiel Summer Games. Although
  these annual BattleMech-only competitions have far less to do with
  the politics and business of warfare than those seen on Solaris,
  Westerhand,
  and Antallos,
  the fact that they draw some of the best MechWarriors in the Inner Sphere every
  year has spawned side industries in gambling and mercenary activity.
  THE NOISIEL SUMMER GAMES
  The first Noisiel Summer Games were held in 3047, when Duke Michael—
  founder and CEO of Alextep Engineering Services (an interstellar producer of
  civilian and military engineering vehicles and equipment)—challenged his son
  and chief business rival, Heinrich (himself founder and CEO of Heinrich
  SupporTech Interstellar), to a unique form of BattleMech duel. Intended to resolve
  a professional conflict over who would bid on a government contract, the Alexteps
  planned to hold their duel in public on the rolling hills of Duke Michael’s
  Teppokhan Prime estate and invited all citizens to attend.The modest ticket price,
  both men also decided, would be divided evenly among local charities and a fund
  to pay for any repairs needed on the two family-owned Atlases used in the duel.
  But while both Alexteps were accomplished MechWarriors and their
  FACT SHEET: NOISIEL
  Political Ruler: Duke Michael Alextep
  Star Type (Recharge Time): K0V (161 hours)
  Position in System: 3
  Time to Jump Point: 5.46 days
  Number of Satellites: None (dust ring)
  Surface Gravity: 0.74
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 33° C (Warm-Temperate) 
  Surface Water: 63 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Birds
  Population: 431,011,000
  Socio-Industrial Levels: B-B-C-B-C
  
  18
  THE MERCENARY’S ATLAS
  machines would carry live ammunition, this was not to be a conventional duel by any stretch of the imagination. Instead, Duke Michael’s
  challenge amounted to a one-on-one game of BattleMech-sized rugby, with a large, half-ton, ballistic-polymer sphere serving as the ball
  and a full square kilometer of the Alextep estate serving as the playing field.
  The event, advertised by local media consortiums on several neighboring worlds, brought scores of spectators and proved an amaz-
  ing success, and in the wake of the Clan invasion—after the younger Alextep served a tour in the AFFC on the Clan front—the Noisiel
  Summer Games became a part of local tradition and a huge boost for the planet’s tourism and entertainment industries.
  In the years after the Clan invasion, the Alextep family has vastly expanded their Games to include a wide range of sports and
  opened the competitions to MechWarriors from Solaris and well as mercenaries looking for a break from the backstabbing politics of nor-
  mal Inner Sphere life. Now a 12-day event held every local summer, the Games are part ’Mech show and part talent competition, but
  one which emphasizes more piloting skill and finesse than kill ratios. MechWarriors taking part in the Games are expected to compete
  in a variety of sports “upgraded” to BattleMech scale, including baseball, football, hockey, and chess. Unique BattleMech-based “talent
  shows”, parades, and pageants round out these festivities.
  Although all combat in the Games uses live ammunition, the Alexteps ensure the best medical and technical care for all contestants
  and their machines.This enables those who come here to compete in the Games to focus solely on winning these “BattleMech Olympics”
  and makes such competitors much more accessible to any visiting Solaris talent scouts or Great House employers who might like what
  they see in the Games.
  THE GAMES PEOPLE PLAY
  I’ve been a mercenary ’Mech jock for close to twenty years now, and let me tell you, there ain’t no satisfaction quite like strap-
  ping yourself into the command seat of fifty tons of walking metal and feeling your avatar of power come to life with the thrum of a
  nuclear reactor three meters below your butt. I’ve fought for kings and queens, barons and knaves, with my own trusty Enforcer,
  “Lucille”, but it wasn’t till I saw the vids on those Noisiel Games that I saw what had to be the most inspired stroke of genius—or
  madness—in the universe.
  So, natch, “Lucille” and I had to check this out.
  Imagine, if you will, a festival that’s got all the features of an air show and a classic groundcar exposition, but with ’Mechs instead
  of aircraft and cars. My first day there, I saw a stretch of tarmac outside the Mount Tutenka Spaceport large enough to land two
  Overlords that was filled with BattleMechs on display.There were maybe a battalion of the machines there—customs and stock jobs,
  new and old alike—all roped off so the throngs of ’Mech fans and their kids and SOs could just gawk at them. Gazing up at this one
  modified Atlas they had there, painted up like a giant statue of Santa Claus—complete with a fluffy white beard of myomer bundles—
  I couldn’t believe that people actually would waste good C-bills on this kind of “art.”
  Imagine my shock when I found out that “Santa ’Mech” won a bronze medal—and a good five thousand kroner in prize money—
  for that look. And damned if I didn’t actually see that the “medal” was made at BattleMech scale, and hung from heavy industrial
  chain around that Atlas’ head by the end of the first day!
  But if the shock of seeing one Atlas decorating another for dressing up like Saint Nick wasn’t enough, the show really got start-
  ed the next day, when the first of the “talent competitions” began. Ever see BattleMechs relay race through a river valley? Or how
  about a game of BattleMech football—old American rules, by the look of it? If not, you’re missing out, and let me just say right now
  that a Gauss rifle is one hell of a way to sack the quarterback, and five flights of LRMs makes for a hell of a blitz!
  The next few days, I saw even more amazing feats of ’Mech piloting that made me come away feeling inadequate after a life-
  time in my own “Lucille’s” hot seat. BattleMech basketball and baseball were some of those most memorable ’Mech-scale sports I’ve
  ever seen, played by pilots who could make sixty tons of war machine move in ways my instructors told me simply wasn’t possible.
  Luckily for the spectators they don’t have to dribble that half-ton “ball” in basketball, and the sight of a Hatchetman sliding toward
  home to win a three-inning baseball game can be as frightening as it is inspiring.
  Taking the cake, however, had to be the one-on-one BattleMech dance-offs and “’Mech-fu” tournaments. I’m not kidding, here;
  I never would have thought having the ability to make your Phoenix Hawk do a handstand would ever be considered a marketable
  skill, but seeing one do it in the middle of a three-minute set to the blaring tune of Jonah and the JumpShips’ “Stellar Renegades”
  put that notion to rest. The pilot—some hotshot from the Solaris dueling circuit—won a platinum “medallion” valued at an easy
  100,000 kroner for that stunt!
  During this gala event, there had to be at least a dozen mercenary commands represented in the Games and at least fifty folks
  whose names regularly graced the Solaris scandalvids. Rubbing elbows with that kind of crowd made me think that maybe fighting
  and bleeding for someone else’s politics was the wrong way to go, after all. I mean, in all the competition back there on Noisiel, I
  didn’t see anything worse than a concussion come of all the ’Mech-scale horseplay going on, and I hear the pay for it all wasn’t half
  bad even for the guys who came in dead last.
  Next year, maybe, I’m gonna look into buying “Lucille” a dress. May yet be the easiest and most rewarding kroner we’ll ever
  earn.
  —Excerpt from Postcards from the Kill Zone: A MechWarrior Retrospective, Skye Net Press, 3062
  
  The following information provides another sampling from
  the MRBC’s Mercenary Force Briefs Database, highlighting
  more than thirty additional mercenary commands not included in
  the original Field Manual: Mercenaries, Revised or the first
  Mercenaries Supplemental. Once more, these represent just a
  few of the hundreds—or thousands—of mercenary forces at
  large throughout the Inner Sphere and nearby Periphery, and
  while many routinely do business through the MRBC’s Outreach
  and Galatea offices, not all of them are registered with the
  Commission. The inclusion of such a broad range of commands
  is intended to provide prospective employers with a better under-
  standing of the different types of mercenary troops available
  today and to demonstrate the MRBC’s commitment to fair and
  unbiased representation for all mercenaries everywhere. The
  profiles of several noteworthy groups herein have been expand-
  ed to include particularly interesting sections of their histories,
  tactics, and traditions, and all listings include the Dragoons
  Rating and condensed history for each mercenary command,
  their available forces and composition, and highlights of their
  most exceptional 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, of the original
  Field Manual: Mercenaries, Revised.
  Each type of mercenary force within a command is identified
  by one of the following unique symbols:
  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, 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
  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 as 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 gam-
  ble. Reliable commands are those that continue to uphold their
  contracts in the face of adversity, such as delinquent pay 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 gov-
  ernment. 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 cat-
  aclysmic event, such as outright betrayal, to force such a merce-
  nary command to break a contract.
  AEROSPACE
  ’Mech
  ARMOR
  INFANTRY
  SPECIAL
  FORCE BRIEFS SUPPLEMENTAL
  19
  MERCENARIES SUPPLEMENTAL II 
  
  FORCE BRIEFS SUPPLEMENTAL
  20
  The WhipIts
  Varied Size/Varied Skill/Reliable
  CO: Ace Darwin
  The WhipIts usually rank as regular troops on the lower
  end of the reliability scale. Ace himself is a veteran pilot and has
  more than one elite friend. Rarely do the members have much in
  the way of advanced technology, though Ace’s pink Panther
  tends to sport more than most with its extended-range PPC and
  double heat sinks. Using parts from the Marian Wolf Trap he
  defeated on Austerlitz, Ace has made his own cockpit roomier,
  going so far as to install a beverage cooler, right beneath his
  lucky fuzzy dice.
  ACE DARWIN’S WHIPITS:
  BURNT BY THE STARS
  One of the more unique mercenary units in the known universe, Ace Darwin’s WhipIts consists of
  Ace Darwin and as many of his friends as he can assemble. Despite this haphazard unit composition,
  the WhipIts were generally successful, and things were going well for Ace until disaster struck: Ace
  became famous.
  In a recent Immortal Warrior Vid, a character based upon Ace was introduced, helping to save the
  day at the dramatic climax with his collection of elite warriors. Word spread through entertainment circles
  and soon Ace was the favorite mercenary of the stars. Transformed into a mascot for spoiled entertainers,
  Ace quickly learned to enjoy the attention. His WhipIts rarely did any missions, however, as Ace grew more
  interested in enjoying his new, luxurious lifestyle than in heading into enemy fire.
  Then the fickle fortunes of fame shifted and Ace became yesterday’s news. He found himself sitting
  around, waiting for a star to call, his bank account sucked dry by his newly expensive tastes. He was even forced to check into rehab for
  a reported Kay-Zee habit, and it was only after his recovery that Ace learned who his true friends were.
  In 3065 an old friend of Ace’s, Major Kenneth Petruzzelli of Harlock’s Warriors, reconnected with him on Outreach and encouraged
  him to get back in the saddle. Together, they assembled a new group of WhipIts for a mission to an unusual objective: a monastery on
  a dead world.
  The Marian Hegemony had taken Austerlitz, a once-inhabited Periphery world just outside the Lyran Commonwealth, and were stag-
  ing several raids from a large monastery located on the planet. There, while one-time Solaris co-Champion Elizabeth O’Bannon held
  down Marian troops with her custom Marauder II, the lighter WhipIts ’Mechs—led by Ace himself—snuck under the monastery through
  ancient sewers and outflanked the enemy. After defeating the Marian commander in personal combat, Ace held the severed head of his
  opponent’s Wolf Trap high, parading it all the way back to the WhipIt’s DropShip. He was back on top.
  Ace’s re-integration into the mercenary market since then has been remarkably smooth. Recovering his roots, Ace once again forms
  his WhipIts only after signing a new contact, gathering friends and relatives into an ad hoc unit he often augments en route to the objec-
  tive. This arrangement leads to wildly varying skills within the WhipIts, but it also prevents any potential enemy from ever knowing what
  to expect until battle is joined. Most employers are willing to put up with the inconsistency of the rest of the unit as long as they know
  they are getting Ace.
  The WhipIts have no unifying paint scheme. Instead, Ace’s insignia, a pink cat’s paw, is placed on the left heel of all WhipIts
  BattleMechs, regardless of the member’s chosen color scheme. This insignia refers to Ace’s Panther, which is painted light pink.
  Dragoons Rating: C-
  OFFICERS
  Ace is generally a nice, down-to-earth guy with a side that likes to enjoy life to the fullest. He is slowly rebuilding bridges he burned
  in the past and getting back to being his old, pre-fame self. He takes great care of his Panther and is often found working with Brother
  Soling, an engineer-turned-monk-turned-engineer-again who assisted the WhipIts during their Austerlitz mission and joined the unit full-
  time afterward.
  With a limited grasp of tactics and no formal command training, Ace’s primary asset is his charisma. His ability to work with his bud-
  dies keeps his unit loose and generally loyal to their boss.
  TACTICS
  Ace’s best tactics hinge on chaos and opportunism. While his friends go about the early stages of a mission, Ace roams the back
  lines of the fight, waiting for an opportunity. When he thinks the enemy has forgotten about him or lost track of his location, he moves,
  hoping to spring up where least expected. The sight of a large pink ’Mech plunging unexpectedly to aid a friend in combat has unnerved
  many a foe.
  SUPPORT
  Ace usually expects warriors to maintain their own equipment; however, if Brother Soling is available, he tends to help everyone out.
  At times, the unit has been known to hire additional astechs to help out (or make beer runs). For interplanetary transportation, the WhipIts
  rely almost exclusively on their employer, Ace having only once called upon his lone friend who captains an independent DropShip.
  
  21
  FORCE BRIEFS SUPPLEMENTAL
  The Bad Dream
  Regiment/Veteran/Reliable
  CO: Colonel Henry Bortman
  XO: Major Ronald Hoffman
  Colonel Bortman’s independent command lance consists of
  fast heavy ’Mechs, while the remaining ’Mechs of his regiment
  are primarily mediums, with a few lights and some heavies dis-
  persed throughout. Most of these ’Mechs make use of some form
  of advanced technology (commonly double heat sinks, ER
  lasers, and LB-X autocannons) but a few are actually newer
  models.
  Nightcrawlers
  2 Battalions/Elite/Questionable
  CO: Lt. Colonel Yusef Lochsmitt
  XO: Major Pierre Macquer
  Lt. Colonel Lochsmitt runs a disciplined and well-equipped
  force of mostly medium-armor units that works hard to maintain
  their level of excellence, in contrast to the Bad Dream’s
  MechWarriors. Highly loyal to one another, the Nightcrawlers
  often maintain a separation from the rest of the unit. Growing
  tired of Bortman’s incompetence, Lochsmitt is said to be con-
  templating separating the Nightcrawlers from the rest of the
  Dream.
  BAD DREAM: WARRIORS NOT ACCOUNTANTS
  The Bad Dream began as an understrength battalion of Capellan warriors abandoned with-
  in the Draconis Combine during the First Succession War. Over the following centuries, they
  grew to a full ’Mech regiment, supported by two battalions of armor and a full wing of aero-
  space fighters, mainly serving the Combine and the Federated Suns. Then, in 2866, the
  Dream signed a lucrative contract with the Lyran Commonwealth, a major coup considering
  House Steiner’s dire need for lighter, faster ’Mech forces. Early on, the Lyrans employed the
  mercenaries as raiders against the Free Worlds League, which prompted the Dream to invest
  heavily in its own transports to improve flexibility. But after over a century of continuously
  renewed or extended contracts, the unit found itself spending more and more time defending
  Newtown Square rather than conducting offensive missions. By the close of the Third War, as
  the raids tapered off and support needs mounted, the Dream eventually fell into penury when
  supplies and revenues dried up and they borrowed heavily to keep up with payroll and inflation.
  Heavily in debt, the Bad Dream skipped out two years early on their last Lyran contract,
  escaping into Free Worlds space during the War of 3039. The FWL, well aware of the unit’s strength,
  gladly signed the mercenaries to garrison its Periphery border. Although little combat happened along this
  region, the Dream was able to make ends meet, and they thought they had escaped their tremendous debt to the Lyran Commonwealth.
  The price of their new prosperity, though, was the unit’s combat edge, and by the time Henry Bortman took command in 3048, the lack
  of recent activity had left the unit stagnant, its warriors reliant on simulator training rather than a proper regimen of combat drills.
  As the Bad Dream warriors continued to grow apart, they suffered for their poor decisions. The unit received a message from the
  Mercenary Review and Bonding Commission in April of 3062, ordering the Dream to assemble its representatives and commanders at
  Outreach for an appearance before the board to explain their outstanding debt to the Lyran Commonwealth (now the Lyran Alliance).
  The board sided with the Alliance, declaring the Dream had ample opportunity to clear its debt in the decades since its departure.
  Fortunately, a settlement was reached that allowed the Dream to retain its most critical equipment, but at the cost of the unit’s vaunted
  space-borne assets.
  The Bad Dream’s color scheme is red and yellow, though the Nightcrawlers armor command only uses this for parades. The unit’s
  insignia is a lightning bolt crossing a crescent moon inside a circle.
  Dragoons Rating: C-
  OFFICERS
  Colonel Henry Bortman—well known as both an avid and extremely unskilled player of four-card Drax—leads the Bad Dream, at
  least in name. In fact, the most capable leaders in the Dream today are Lt. Colonel Yusef Lochsmitt and the various company comman-
  ders throughout the regiment. As a result, most of the fighting the Bad Dream sees today is of a more political, internal variety.
  TACTICS
  The Bad Dream ’Mech forces rely primarily on only the most basic and least surprising tactics and strategies in battle. The
  Nightcrawlers, however, undergo more regular drills and are masters at “overrun” tactics, moving through and disrupting opposing for-
  mations.
  SUPPORT
  Almost devoid of internal support, the Bad Dream relies heavily upon its employers for technical and transport needs. Most of the
  Bad Dream’s aerospace assets were sold off to the Lyran Alliance in 3062, and only the Nightcrawlers’ Triumph remains under the unit’s
  ownership.
  
  22
  FORCE BRIEFS SUPPLEMENTAL
  Black Angus Boys
  Battalion/Regular/Questionable
  CO/1st Company: Major Angus Black
  XO/2nd Company: Captain Rico Iglesais 
  Favoring medium and heavy BattleMechs, the Black Angus
  Boys are organized into two outsized companies. Their equip-
  ment is a curious mix of vintage Succession War equipment
  (courtesy of the Eighteenth Marik Militia) and modern designs
  (like the new Thanatos) purchased from Inner Sphere manufac-
  tures.
  While Major Black refers to his MechWarriors as his “Boys,”
  about a third of them are actually female.
  BLACK ANGUS BOYS:
  DISHONOR BEFORE DEATH
  As a Captain in the service of the Free Worlds League, Angus Black shared the same low tastes as Colonel
  Jerom Merz, his commanding officer in the Eighteenth Marik Militia. Black’s promising career was prematurely ter-
  minated in 3066 when SAFE’s Analysis Branch detected “irregularities” concerning the Captain’s company. By
  the most incredible of coincidences, the deployment of Black’s troops coincided with a string of bank robberies
  executed by mysterious gray BattleMechs. After each raid, the nearest ’Mech lance of Black’s unit went rac-
  ing off in a valiant (but invariably unsuccessful) attempt to intercept the attackers.
  When SAFE’s analysts also noted the Militia company was consuming large quantities of purple paint,
  Angus decided that an “extended leave of absence” on sunny Herotitus was in order. Strangely enough, his
  MechWarriors likewise chose to vacation in the same periphery holiday spot.
  Building around his old command, Black toured the fleshpots of New Hedon, recruiting personnel and form-
  ing a new mercenary command dubbed the Black Angus Boys.
  A sharp negotiator, Black quickly won a garrison contract for the Magistracy of Canopus. The Boys had been sta-
  tioned on Booker for less than a month when several companies from the Order of the Faithful attacked the world.
  Unfortunately for the people of Booker, the wording of the contract with the Black Angus Boys specifically charged
  them with defending government property, not the world as a whole. Thus, Angus Black refused orders to engage the
  pirates so long as they were pillaging private businesses and residences.The raiders were quick to grasp this technicality and left Booker
  with their DropShip holds bulging with booty.
  Following the debacle, an infuriated Magistracy terminated the Boys’ contract, and the unit returned to Herotitus in early 3067, where
  they were recently hired by the Taurian Concordat. Taking greater care in the wording of the contract than the Magistracy, the Concordat
  has deployed the mercenaries to support the Third Battalion of the Third Taurian Lancers on Celentaro. So far, Brigadier Aaron Wells
  has been unimpressed with the hired help, and he spends almost as much time keeping an eye on the mercenaries as he does guard-
  ing against the dreaded Davion threat.
  The Black Angus Boys have adopted a dagger impaling a stack of C-bills as their insignia. Equipment is painted gray with purple
  trim.
  Dragoons Rating: F
  OFFICERS
  Ugly rumors, dating back to Angus Black’s short but colorful career with the Marik Militia, persist in connecting Black with the death
  of Isadara Alvares (Colonel Merz’s predecessor). Though a passable tactician, Black’s greatest talent is his sharp negotiating skills and
  ability to creatively interpret his orders to minimize combat damage while keeping his command in the black.
  Captain Rico Iglesais’ past is, if anything, even shadier that that of his commander. Rumored to have extensive Mafia contacts,
  Iglesais pulls double duty as executive and logistics officer.
  The recruitment of Lieutenant Arial Sommerset is one of Black’s stranger moves. Previously a dancer in a Herotitus cabaret show,
  many of the Boys suspect that it is not her natural aptitude for ’Mech piloting that landed her a position in the command lance.
  TACTICS
  The Boys lack anything approaching cohesive tactics, but fight ferociously when backed into a corner. Possessing an exceptionally
  well-developed sense of self-preservation, the mercenaries often seek to avoid direct conflict by stretching the terms of their contract as
  far as possible.
  SUPPORT
  Following their hasty departure from Marik service, Black’s old company brought little in the way of support with them. Recruiting
  personnel to fill support roles has proven difficult, and the battalion can only meet half its maintenance requirements.
  Though lacking transports of any kind, Captain Iglesais seems to know many skippers who “owe” him a favor. Even within the
  Periphery, the Boys can usually summon transport in under a month.
  
  23
  FORCE BRIEFS SUPPLEMENTAL
  Black Heart Roses
  Battalion/Regular/Questionable
  CO: Colonel Sara Heart-Rose
  XO: Major Shah Khan
  The battalion of forty ’Mechs fielded by the Black Heart
  Roses is a hodgepodge of equipment. The most prized posses-
  sions include an Axman (rumored to have belonged to General
  Adam Steiner), Grey Noton’s Rifleman—the “Legend Killer”, a
  Victor (sold for scrap by Katherine Steiner-Davion when she
  seized control of the Federated Commonwealth), an antique
  Striker, and two exceptionally rare Spartans.
  BLACK HEART ROSES: MARRIAGE OF
  CONVENIENCE
  The improbably named Black Heart Roses mercenary command is an amalgamation of Sara
  Heart’s Stone Hearts BattleMech company and the Briar Patch Guard, an infantry battalion
  commanded by Johann Rose. The pair met after both commands were hired to defend Great X
  for the newly formed Arc Royal Defense Cordon. After a whirlwind romance between the two com-
  manders, the two units were combined, creating the Black Heart Roses.
  More noteworthy for an eccentric passion for collecting BattleMechs than for battlefield perfor-
  mance, the Roses did not remain in the Cordon for long. In mid-3064, negotiations to extend their con-
  tract broke down after the Kell Hounds refused to include Morgan Kell’s old Archer (now a prize exhibit in
  the Kell Hounds Museum on Arc Royal) as partial payment for the Black Heart Roses’ services.
  Instead, the command accepted a contract from Baronet Simon Clease, CEO of the Rahne branch of Zettle
  Metals Incorporated. As leader of a pro-Victor faction during the FedCom Civil War, Clease wished to counter
  Duke Etsuya Endo’s military buildup in Rahne City. Hired to defend Shawmut Springs, the melting season thankful-
  ly prevented the pro-Katherine Duke from launching a serious campaign, but sporadic skirmishes between the two subterranean cities
  continued until the end of the conflict.
  Recently, continuing concerns over the Marian Hegemony’s intentions prompted the Niops Association to hire the Roses to bolster
  their growing defense force. Lacking the personnel to operate some of their new equipment, the Association’s deal with the Roses includ-
  ed components and aid from Association technicians to refurbish some of the Star League-era machines in the mercenaries’ collection.
  The Black Heart Roses uses no standard color scheme. Instead, individual ’Mechs commonly employ the colors of other famous
  commands, with the unit insignia—a red rose on a black heart—replacing the original unit or house markings.
  Dragoons Rating: D
  OFFICERS
  Where other women might collect jewelry, Sara Heart-Rose collects BattleMechs. Having grown up around ’Mechs as a mercenary
  brat, she developed a fascination for the machines, reportedly renovating a Javelin pulled from the scrap heap at the tender age of fif-
  teen. By the time she was eighteen, she had restored an Assassin and was well on her way to getting her current ’Mech—a Black
  Knight—fully operational.
  Inheriting command of her father’s small mercenary company expanded the scope of Sara’s “hobby” dramatically, and her collection
  has grown significantly over the years. Unfortunately, her administrative and tactical skills are not at the same level as her technical abil-
  ities.
  TACTICS
  What few tactics the Black Hearts Roses have devised center around isolating individual enemy BattleMechs in order to force their
  surrender or render them more susceptible to anti-’Mech infantry attack.
  SUPPORT
  In addition to fielding a full battalion of ’Mechs, the Black Heart Roses possesses an additional battalion’s worth of equipment in
  varying states of repair. Colonel Heart-Rose has taken great pains to build up her support staff to help renovate all of these ’Mechs, and
  the Roses currently has sufficient technical support for a full regiment.
  Having sold its only Union-class DropShip to supply funds to purchase more ’Mechs, the Roses currently lacks any transport assets.
  Briar Patch Guards
  2 Battalions/Regular/Questionable
  CO/1st Battalion: Lt. Colonel Johann Rose 
  XO/2nd Battalion: Major David Ling
  Commanded by the handsome and dashing Johann Rose,
  the Briar Patch Guards are well-trained in anti-’Mech operations
  and skilled at collecting vanquished units from the battlefield.
  The Guards were in serious financial trouble when they
  joined with the Stone Hearts, and it was unsurprising that Rose
  would seek aid to bail them out.That he would apparently be will-
  ing to marry to secure such aid did not really shock anyone who
  knew him, but what did surprise everyone was that Rose didn’t
  abandon his rather plain-looking spouse at the first opportunity.
  
  24
  FORCE BRIEFS SUPPLEMENTAL
  Black Omen
  Company/Veteran/Questionable
  CO: Captain (Tai-i) Richard Smith
  The Black Omen deploys one light/medium lance and
  two heavy lances of BattleMechs, many of which have been refit-
  ted with captured Clan tech or advanced Inner Sphere weapons
  supplied by the DCMS. Captain Smith pilots the Omen’s only
  Clan ’Mech, a Mad Cat he has nicknamed “Bear Skinner”.
  BLACK OMEN: WARRIORS OF PROPHESY
  “Black omen” is a term invoking bleak warnings and prophetic signs of the future. For the Black
  Omen mercenary unit, this name has proved accurate—sometimes as a warning to their enemies,
  other times foretelling their own fate. Throughout its checkered history, the Omen earned the reputa-
  tion for doing whatever necessary to achieve victory, regardless of honor or morality. During the Ghost
  Bear invasion of Rasalhague in 3050, the unit found itself facing a very dark fate when the Eighth
  Cuirassiers’ Thirty-fourth Striker Trinary landed on Damien. Going to ground, the Omen simply disap-
  peared and was presumed withdrawn. However, two months later, they resurfaced, using unorthodox tac-
  tics to overrun the small garrison force left behind.
  Grabbing what salvage they could, the Omen sent out a distress signal and finally escaped when DCMS
  forces landed. However, their “treachery” in hiding from battle only to strike at inferior forces later is said to have
  sparked much of the Ghost Bears’ intense hatred toward mercenaries, which remains to this day.The Omen’s sur-
  vivors then made their way to Memmingen, where they combined forces with the Outlaws, another mercenary com-
  mand that had been battered by Clan Wolf. In November of 3051, the combined commands faced elements of the
  Wolves’ Thirty-seventh Striker Cluster.
  Memmingen nearly destroyed the combined unit, but they were able to withdraw, even managing to capture supplies and weapons,
  including a couple of ’Mechs. After the death of Major Trent (the de facto leader of both commands), the battered mercenaries went to
  Ueda to rest and repair as best as they could. The danger over, the surviving members of the original Black Omen decided it was time
  to part with the Outlaws. Captain Richard Smith, the Omen’s lone surviving officer, assumed command of the reborn Omen and vowed
  to keep in touch with his one-time comrades in the newly christened Black Outlaws. The Omen made its way to Outreach to complete
  repairs and secure a contract.
  With the aid of Dragoons techs, the Omen completed its rest and refit on Outreach before accepting a contract with the Draconis
  Combine for special raiding missions out of Wolcott. During Operations Bird Dog and Bulldog, the Black Omen operated behind Jaguar
  lines as a reconnaissance unit and saboteur force. During the Ghost Bear invasion, Captain Smith and his command jumped at the
  opportunity to gain some retribution against their old enemies. In keeping with their contract, they used their creative control in selecting
  targets and employing tactics. From Wolcott, the Omen secretly penetrated the Dominion and waged a McCarron’s-style campaign
  against the worlds of Pinnacle, Holmsbu, and Thule, disabling each planet’s HPG and destroying munitions depots along the way. The
  Black Omen struck at Damien where they once again overran a small garrison unit. This time, however, Captain Smith destroyed the
  Bear’s military depots and repair facilities as well, and captured as much booty as the Omen could carry. For their final act, Captain Smith
  unfurled a large flag with the Omen’s crest over the capital, leaving the Bears their calling card.
  Black Omen MechWarriors paint their machines black with blood-red trim and highlights. The unit insignia, a spread-winged raven
  set over a field dripping with red, is placed on the upper left torso.
  Dragoons Rating: C+
  OFFICERS
  Captain (Tai-i during the Omen’s Combine contract) Richard Smith, known for his disdain for tradition and customs, is described as
  iconoclastic by those who admire him and heretical by those who do not. His strange sense of humor generally strikes observers as irrev-
  erent or impious. But despite his idiosyncrasies, Smith is a dedicated commander fiercely committed to fulfilling his contract and ensur-
  ing the safety of his command. His favorite saying, “There are no dishonorable tactics when your life hangs in the balance,” has become
  the unit’s motto.
  TACTICS
  The Black Omen specializes in guerrilla operations as well as fast “raid-and-fade” tactics.They sow confusion and baffle their enemy
  by doing the unexpected.
  SUPPORT
  The Black Omen possesses two DropShips; a Union and Union-C, the latter captured on Damien. The unit now can transport
  enough support personnel and supplies to give them an 80 percent support rating.
  
  25
  FORCE BRIEFS SUPPLEMENTAL
  Blanc’s Coyotes
  Battalion/Regular/Questionable
  CO/Able Company (Pack Hunters): Colonel Martin
  Blanc
  XO/Baker Company (Desert Hounds): Captain Brittany
  Wolfgang
  Charlie Company (Scrap’n Scavengers): Major Tamil “Light
  Foot” Fawcett
  Able company is the command’s strike unit, fielding medium
  BattleMechs, while Baker fields nothing but heavies and
  assaults, serving as the Coyote’s backbone in any operation.
  Charlie Company is a pursuit/scout unit, deploying extremely fast
  light and medium ’Mechs. Most of the Coyotes’ machines have
  been replaced with upgraded Project Phoenix designs and
  upgraded Star League designs provided by their newest employ-
  er, the Word of Blake.
  BLANC’S COYOTES: LONESOME SCAVENGERS
  Many mercenary commands come, go, and sometimes disappear, only to return after long convalescences.
  However, very few vanish and return decades later as Blanc’s Coyotes did when they emerged on Galatea in
  3066, thirty-six years after their parent unit was presumed lost to a misjump. Colonel Blanc thus had every-
  one’s attention when he told the story of his unit’s great adventure.
  In 3030, after twenty years of relative inactivity, the Coyotes’ FedSuns contract expired and the regiment
  departed for Canopus. Apparently, somewhere along the way their Star Lord-class JumpShip, Geronimo,
  misjumped, sending the ship and regiment to an uncharted system, their navigational systems fried. After
  a month charting local space to get their bearings, the Coyotes jumped again, only to find themselves even
  further off-course and deeper into the Periphery. The Geronimo’s problems compounded when its helium
  seals ruptured, stranding the Coyotes in a twelve-planet system. After picking up radio transmissions from
  two of the planets and unknown local spacecraft, the Coyotes dispatched a heavy scout force to each world,
  while the Geronimo’s crew began the arduous task of repairing their vessel—a task that would take nearly thirty-three years to complete.
  Flanked by aerospace fighters, the Coyote DropShips were confronted by indigenous atmospheric fighters of a type not seen since
  before the Star League, and swept them aside after a brief, lopsided engagement. After landing, Coyote forces deployed and were
  attacked again by well-organized mechanized armor and infantry regiments. However, after a brief and intense engagement, the attack-
  ers retreated, apparently startled by the unit’s BattleMechs. Later, the planetary government—identifying itself as the Samoyedic
  Colonies—sent emissaries to discuss peace, which the Coyotes readily accepted and even countered with an offer to help defend
  against pirates and raiders.While the ground forces settled in, the Samoyedians assisted the JumpShip crew in repairing their drive. Over
  the years, they helped locate raw materials to manufacture needed parts and rebuilt the burned out navigational database by pinpoint-
  ing some familiar Inner Sphere worlds through the use of local astronomical facilities.
  Unfortunately, indigenous viruses wiped out many of the Coyotes who settled on the Colony worlds before Samoyedian vaccines
  could spare the rest. The unit’s descendents grew immune to the effects, but to replace their denuded numbers, they began training
  select Samoyedians to fill in their gaps. When the Geronimo finally departed in 3063, less than a battalion of MechWarriors agreed to
  leave. The remaining chose to stay behind to defend their new home, supported by leftover Coyote assets, including three DropShips.
  Colonel Blanc and his Coyotes to this day have refused to reveal any more information on the Samoyedic Colonies, making their remark-
  able story difficult to verify independently.
  The Coyotes’ logo is a coyote standing vigil on a rock, imposed over a setting sun on a golden disc. Their ’Mechs are painted in
  standard Star League army colors.
  Dragoons Rating: C
  OFFICERS
  Martin Blanc, the strikingly handsome grandson of former unit commander Colonel Enzo Wylie, is highly respected as a strong field
  leader and a shrewd tactician, though he is somewhat of an unknown quantity in the Inner Sphere since he assumed leadership during
  the Coyotes’ long absence. Tamil “Light Foot” Fawcett, his executive officer is a second-generation warrior, like the rest of the unit’s mem-
  bers. Rumor has it, he is also a direct descendent of Crazy Horse from the Lakota Tribe of Terra’s North American continent.
  Captain Brittany Wolfgang, Blanc’s chief security officer, is described as a homely woman.Tall and lanky, she drives her Black Knight
  like a cold, calculating killer.
  TACTICS
  The Coyotes fight with a pack mentality.Their companies move in lance formations to attack from one direction, then fade back while
  another company repeats this tactic from another direction.
  SUPPORT
  Coyote MechWarriors are proficient in maintaining their own ’Mechs and their technicians are master scavengers; consequently, the
  unit’s tech support is rated at 100%. The Coyotes have two very old but serviceable Overlord class-DropShips. The Geronimo, though
  spaceworthy, is so quirky and specially modified that only the ship’s personnel are allowed to work on her.
  
  26
  FORCE BRIEFS SUPPLEMENTAL
  Broadstreet Bullies 
  Battalion/Regular/Questionable
  CO: Colonel Daniel Grover
  XO: Major Trevor Stevenson
  The Bullies’ outlaw status forced them to adopt an “all for
  one” mentality out of a sense of self-preservation. However,
  rumors recently surfaced of a former Bullies lieutenant who tried
  to leave the unit on Fletcher with his lance. The current where-
  abouts of this “defector” and his comrades are unknown, and it
  is feared that his fellows may have decided to eliminate them as
  a threat to the rest of the command.
  BROADSTREET BULLIES: ORANGE CRUSH
  In 3057, the Broadstreet Bullies formed from surviving elements of the Fifth Lyran
  Regulars’ Third Battalion, who were on loan to the Capellan government when the rest of
  the Fifth fled its postings on Saiph and Tall Trees. Abandoned by his superiors and left
  for dead, an embittered Hauptmann Daniel Grover decided it was time for his men to look
  out for themselves. He and his company declared themselves mercenary, adopted a new
  name and color scheme, and immediately began advertising their services for hire to
  anyone with a readily available stack of C-bills. Though they remained within the Chaos
  March, the Broadstreet Bullies maintained an office in the Hiring Hall on Outreach in the
  hopes that they could use a Dragoons rating to get better contracts and additional recruits.
  For a time, business was good.
  All that changed, however, on Genoa, a world that had suffered through many long battles.
  The Bullies took a garrison contract from the corporate-backed planetary government and settled in.
  All went smoothly until Hauptmann Grover got into an argument with the Genoa Militia commander over a supply snafu. After declaring
  that his unit would leave the planet at once, Grover got the bright idea to launch an “objective raid” on several towns near their base.
  Looting stores, robbing banks, and wreaking what havoc they could, the Bullies pillaged a swath of Genoa’s countryside in a night of
  rage before abandoning the planet for the funeral world of Fletcher.
  In response to the Genoa incident, the MRBC officially declared the Bullies rogue and placed a bounty on the heads of every unit
  member. Since then, reports have surfaced of units in Broadstreet colors—a distinctive orange and white scheme with black trim—being
  spotted on Acamar, where they sacked the estate and landhold of a local baron. Since then, however, the Bullies appear to have van-
  ished entirely from the Chaos March, and are believed to remain at large, possibly in the employ of the Word of Blake.
  The Bullies’ insignia is a red B offset upon a white B, set against a black circular field.
  Dragoons Rating: Wanted/Rogue
  OFFICERS
  Sergeant Robert Clark has the dubious distinction of being the only member of the AFFC to have ever been court-martialed three
  times without being summarily cashiered. No stranger to trouble, the assault lance commander is surly, abrasive, arrogant, and has no
  problem at all with using physical force to intimidate others into doing what he wants.
  TACTICS
  The Broadstreet Bullies love to use concentrated-fire tactics to bring down enemy units and are not above fighting in densely pop-
  ulated areas, using civilians as “human shields”.
  SUPPORT
  Reportedly, the Bullies have only three techs of their own and rely on their employers for the remainder of their support needs. At
  last report, they possessed only one Union-class DropShip and no JumpShip assets.
  
  27
  FORCE BRIEFS SUPPLEMENTAL
  Burton’s Brigade
  Company/Regular/Fanatical
  CO: Captain Thanh Bondanza
  XO: Lieutenant Amando Flock
  At present, Burton’s Brigade consists of only six functional
  BattleMechs and two tanks, of which only one machine—the
  CDA-3F Cicada piloted by MechWarrior Robert Fieselman—
  sports any advanced technology.
  BURTON’S BRIGADE: IN WITH BOTH FEET
  In the waning days of 3057, Burton’s Brigade was a newly minted mercenary BattleMech
  command five lances strong when Count Radcliffe McNally of Hall hired it to help defend his
  holdings against self-styled “Emperor” William Baranov and his Republican Guard (formerly
  the AFFC’s Fourth Republican). Formed around a core of veteran officers but dominated by
  raw recruits fresh from the Outreach proving grounds, the Brigade undertook its first mission
  under Captain Elly Burton’s command, scarcely aware of the decade-long trial to come.
  Divided among three factions, with Baranov’s forces claiming the upper hand after seizing
  the planetary capital, spaceport, and HPG at Harney, Hall quickly devolved into a quagmire of
  feuding warlords. Within months of the Brigade’s arrival, however, the shattering of Cater’s
  Cohorts—a rebel force broken off from Baranov’s command early in the fighting—left only
  Baranov’s and McNally’s forces standing as the dominant military powers on Hall. A precarious balance, punctu-
  ated by sporadic fighting, characterized the next six years. In the thick of much of it was Burton’s Brigade, support-
  ed by minor mercenary commands like Critchley’s Cavaliers and their employer’s personal militia, the McNally Guard.
  Then, in 3065, the tide turned with the arrival of the Stealthy Tigers, a mercenary regiment hired by Baranov to break the stalemate
  once and for all. Having taken time to recover from their own battles on Carver V, the fresh Tigers intensified the war for Hall as McNally’s
  forces, now seriously outnumbered, went to ground, joining with stragglers from Cater’s Cohorts and various other anti-Baranov factions.
  Together, they waged a yearlong guerilla war that culminated in a final assault against Harney itself in mid-3066. Though initially
  successful during the battle, a Tigers combat drop at the peak of the fighting took out much of the McNally Guard, including Count
  McNally himself. Faced with overwhelming fire, the Brigade fell back, an act that sealed the fate of their allies Critchley’s Cavaliers.
  Baranov’s ultimate victory was denied, however, when the Third Dismal Disinherited, attached to Jaime Wolf’s recently created Allied
  Mercenary Command, arrived on Hall. Desperate for relief, Captain Burton quickly linked her command—which now included survivors
  from the Cavaliers and McNally’s Guard—with the Third, officially making the Brigade a functional part of the AMC. This act finally forced
  Baranov to back off his relentless hunt for McNally’s survivors, unwilling to draw the ire of the Dragoons or other powerful AMC mem-
  bers, and created an uneasy peace for Hall.
  The Brigade uses a tan color scheme with dusty purple highlights. The unit’s logo is two “B”s, one blue-gray and the other purple,
  set upon a tattered tan field. The silhouette of a BattleMech stands atop the purple “B”.
  [Editor’s Addendum: Just over a week ago, the peace on Hall was shattered when the Third Dismal Disinherited and Burton’s
  Brigade launched an attack on Harney, hoping to expose suspected Word of Blake machinations behind Baranov’s recent surprise call
  for Free Worlds League membership. While some details remain sketchy, the information below reflects the latest data MRBC has
  received on Burton’s Brigade since their most recent fighting in the South Harney suburbs.]
  Dragoons Rating: D
  OFFICERS
  Captain Thanh Bondanza was the only surviving commissioned officer in Burton’s Brigade prior to the recent fighting in South
  Harney, when Elly Burton’s death left him effectively in charge of the unit. Thrust in the hot seat unprepared, Bondanza is currently con-
  sidering an offer from Colonel Marik-Johns to formally merge the surviving Brigade elements into the battle-damaged ranks of his Third
  Dismal Disinherited.
  As his BattleMech of choice is a lightweight Javelin, Bondanza is often shadowed on the field by the GLT-4L Guillotine piloted by his
  newly appointed executive officer and bodyguard, Amando Flockheart.
  TACTICS
  Having fought a guerilla war for the better part of the last year, the warriors of Burton’s Brigade have proven most adept in jungle or
  thickly wooded terrain, where they can make the most of the available cover.
  SUPPORT
  The Brigade’s tech support has only now achieved a respectable 75 percent capacity, due to the unit’s combat losses after the last
  battle with Baranov’s pro-League forces. The Brigade has no DropShips.
  
  28
  FORCE BRIEFS SUPPLEMENTAL
  Dedrickson’s Devils
  Battalion/Regular/Questionable
  CO: Major James Dedrickson, Jr.
  XO: Lieutenant Anthony Bertoni
  Most of the remaining dozen or so combat-worthy machines
  are light- to medium-weight with little advanced technology. All
  are jump capable.
  Dedrickson’s Angels
  2 Squadrons/Regular/Questionable
  CO: Captain Danielle Daly
  XO: Lieutenant Eddie Peto
  Dedrickson’s Devils contain two squadrons of medium fight-
  ers, all older designs. Dedrickson mainly uses them for clearing
  drop zones for his BattleMechs.
  DEDRICKSON’S DEVILS: STIRRING THE POT
  Once a reputable mercenary outfit for several decades, a bitter pay dispute between Dedrickson’s Devils
  and the Armed Forces of the Federated Commonwealth started the Devils down the path to piracy in the
  early 3040s. Intolerant of several years of shorted pay, the Devils skipped out on a long garrison contract in
  3041, striking out for greener pastures in the Taurian Concordat. Taurian border guards over Pinard, how-
  ever, refused the unit’s passage through Concordat space, suspecting “Davion treachery”. In retaliation, the
  Devils raided Pinard and fled into the Deep Periphery. With no safe haven nearby, the Devils turned to raid-
  ing lightly defended systems for supplies in order to survive.
  To avoid detection and the ire of the major powers, the Devils began to paint their BattleMechs to match
  the colors of the closest opposing force, normally either the Federated Suns or the Taurian Concordat, even
  going so far as to study and train in the tactics of those units they mimicked. This tactic has so far fooled both
  sides a number of times, and on more then one occasion a single raid by the Devils has sparked a series of retalia-
  tory raids between the Suns and the Concordat. The confusion on both sides has supported numerous raids by this rogue unit over the
  years and proved particularly effective during the recent Taurian campaign against the Pleiades Cluster.
  Recently, however, when the Devils made planet fall on Midale under the guise of the Taurian Guard, they unleashed a maelstrom.
  The defending mercenary unit, Hansen’s Roughriders, having recently suffered grievous casualties and the massacre of their depen-
  dents at Taurian hands, flew into a berserker rage at the mere sight of the Devils’Taurian insignia. Several hours and two dozen destroyed
  machines later, the battered Devils fled Midale, empty-handed.
  When not employing false colors, Dedrickson’s Devils used an original parade scheme of forest green with silver highlights. Their
  insignia—a stylized “D”—normally appears in addition to those of any unit they set out to imitate, but is located inconspicuously on the
  back of their BattleMechs’ lower legs, for purposes of identification between members.
  Dragoons Rating: Wanted/Rogue
  OFFICERS
  James Dedrickson, Jr. is the son of the man who led Dedrickson’s Devils into exile and then into piracy. His unease with the unit’s
  current fate has been reflected in the Devils’ recent performance, and he is starting to have troubles keeping his soldiers in line. In addi-
  tion to the lost lives, another half-dozen MechWarriors disappeared from the command while on Midale.
  SUPPORT
  The Devils have enough transport capability for their entire force and have a single Invader Class JumpShip, the Devil’s Chauffer.
  Though they have enough technical support to maintain all of their naval assets, they only have enough to maintain forty percent of their
  ground forces.
  
  29
  FORCE BRIEFS SUPPLEMENTAL
  Deliah’s Gauntlet
  Company/Regular/Reliable
  CO: Captain Deliah Finn
  XO: Lieutenant Elsa
  The unit sports mostly assault BattleMechs, though they
  have a screening lance that is made of fast heavies and medi-
  ums. The original ’Mechs from Deliah’s lance have the latest
  technology, but the rebuilt machines that make up the rest of the
  unit have equipment dating back to the turn of the century and
  has been struggling lately to procure enough parts to upgrade Lt.
  Elsa’s war-weary Stalker.
  DELIAH’S GAUNTLET: LOOKING TO THE STAR
  A fitting name, Deliah’s Gauntlet was the force that once crushed the foes of the Fist of Mokal.
  After freeing Capolla in 3057, the beleaguered forces of the Terracap Confederation needed to put
  together a defensive force quickly, not only to deter attacks from other systems, but also to keep
  Zhanzheng de guang terrorists from spreading their violence.The Fist’s Major Rocco Valdez
  sent Captain Deliah Finn and her lance to Capolla in the company of eight new recruits, all
  equipped with BattleMechs taken and repaired from the fighting on Sheratan and Terra
  Firma. While setting up a defensive position around Capolla’s lone spaceport, Deliah encoun-
  tered members of One Star Faith at the neighboring observatory. Gradually, their discredited
  religion appealed to her, not only by saving her soul but her life as well.
  In 3066, terrorists struck on both worlds, kidnapping Major Jeffreys, commander of
  Jeffreys’ Own, on Terra Firma and poisoning the barracks on Capolla, though Captain Finn
  escaped because she was at a One Star meeting. Later that night, when the terrorists tried to
  take the spaceport with a lance of light armor, they were repulsed by Captain Finn’s Akuma.
  Broken, but not crushed, the Liaoists withdrew to regroup. Deliah desperately pleaded for relief
  from Terra Firma, but with Major Jeffreys’ death and terrorist attacks of their own, no aid was forthcoming. With most of the locals too
  terrified to help, assistance came from a strange source: the One Star Faith. Though normally a pacifist organization, many of the Faith
  on Capolla included veteran MechWarriors and a few qualified AgroMech pilots eager to defend their home. With their support, Deliah’s
  Gauntlet was reborn.
  The terrorists returned in two companies of armored vehicles. While enough to crush Captain Finn, they proved no match for a full
  BattleMech company, even one whose pilots were mostly greener than NAIS recruits. The Gauntlet crushed the attack and tracked the
  terrorists back to their base camp, returning the violence that had been visited upon them. When Major Valdez asked how his unit was
  doing, Captain Finn replied that he should look around him; Capolla was defended by Deliah’s Gauntlet, a new—and quite independent—
  mercenary command.
  Deliah’s Gauntlet’s insignia is a lady’s glove with spikes upon the knuckles, gathered into a loose fist with rays of light (presumably
  from the One Star) shining through the cracks between the fingers. They use a blue and silver color scheme unless they are actively
  fighting a foe, as most of their garrison duty is fairly benign.
  Dragoons Rating: B-
  OFFICERS
  Captain Finn is young but is growing into her command. She has worked hard to bring her troops up to an acceptable experience
  level. A one-time veteran of Clan combat—having originally served in the AFFC—Deliah is an excellent pilot but still struggles to balance
  battlefield command while engaged in combat.
  Her executive officer, Lieutenant Elsa, is a former Steel Viper warrior who was captured and converted to the One Star Faith. She
  pilots her Stalker like a demon on the battlefield but is very meek outside of the cockpit.
  TACTICS
  The Gauntlet’s tactics are very unorthodox, a remnant of their chaotic birth. Their lances will seem to gang up on one opponent only
  to switch to another in the blink of an eye. To experienced veterans, this tactic seems inefficient, but it has yet to fail in practice. The unit
  is fanatically loyal to each other, choosing their fellow soldiers over their employers any time.
  SUPPORT
  Deliah’s Gauntlet has managed to recruit more than enough technicians from the One Star Faith, and the unit’s equipment is kept
  in pristine condition. The unit has no transportation at present, but has yet to need any, having remained on Capolla ever since their
  inception.
  
  30
  FORCE BRIEFS SUPPLEMENTAL
  Devil’s Brigade
  Battalion/Regular/Reliable
  CO: Major Alex Keller
  The Brigade is composed of a hodgepodge of BattleMechs,
  vehicles, infantry, and aerospace assets, all of Succession Wars-
  era vintage. What new technology they have is centered almost
  entirely around the unit’s infantry, who are all battle armor-
  equipped, and the improved C3 system used by most of the
  force’s BattleMechs (the fact that the Brigade refuses to divulge
  the sources of this system is yet another source for rumors).
  DEVIL’S BRIGADE:
  NEVER FEAR THE UNKNOWN
  Though the Devil’s Brigade is a wet-behind-the-ears mercenary force, it has ties to an
  organization stretching back centuries.
  Interstellar Expeditions—a private group, disparaged by many as “mercenary arche-
  ologists”—has needed its own security force at times, even beyond the various specialized
  mercenary commands they regularly employ. Whether protecting a valuable find or provid-
  ing escort duty for a long-range Deep Periphery expedition against pirates and rogues,
  those few who work full-time for the IE in a military capacity have usually done so through
  familial circles, for decades and often centuries.
  However, for Major Alex Keller and those who followed him, that abruptly ended in 3066,
  after an operation in conjunction with the Periphery Star Guard in the coreward region of the
  Lyran Alliance. As is always the case with Interstellar Expeditions, the exact details of what occurred
  are sketchy at best and non-existent at worst. However, IE apparently dealt with a pirate group called
  the Green Ghosts and an appearance of the dreaded Bounty Hunter. Colonel Janice Annapoulis of the
  Periphery Star Guard has nothing but glowing praises to sing of Major Keller, but he insists that he cannot explain what occurred.
  Whatever the cause for the schism, the IE apparently cut Alex Keller and his followers loose without apparent repercussions.
  However, despite the previous connections to one of the richest private organizations in known space (as rumor has it), the Devil’s
  Brigade has almost no cutting-edge technology to speak of, with most of its units centuries old and held together with spit and bailing
  wire. This has led many to believe that the departure of Alex and those who followed him came at the price of a low-tech restriction.
  More interesting is how, upon reaching Galatea, the Brigade almost immediately tripled in size, all with men and women who arrived
  in their own low-tech, spit-and-wire machines. Considering how quickly the Brigade increased in size, and how it seemed to attract noth-
  ing but older machines, rumors about the price the Devil’s Brigade paid to leave the IE are still flying.
  Despite the Brigade’s rather unique origins, and its lack of upgraded technology so many other mercenary forces now a days con-
  sider so critical to success, the unit has proven its mettle in several recent life-fire battles on the rough and tumble proving grounds on
  Galatea, to the point that several contract offers are currently sitting on Major Keller’s desk.
  The Brigade’s logo is a blood red, stylized “DB” set against a black circle, rimed in red. The unit has poured its few resources into
  general repairs and a few upgrades and so eschews even a camouflage pattern, leaving units in their factory primer, except for a red
  and black band on the right arm of Brigade ’Mechs and battle armor, the right wing of aerospace fighters, or the turret of vehicles.
  Dragoons Rating: D
  OFFICERS
  Alex Keller, along with several other members of his Brigade, can trace a lineage through Interstellar Expeditions and beyond, to
  the Star Group founded in 2889, and—for Keller and three of his most trusted officers—even back to the Millennium Foundation. Though
  he strives to bury that relationship behind a veneer of civility, his oft-times brooding and brusque manner can be off-putting; still, none
  of those currently in the Brigade can be heard to say anything bad about Keller. This has only further stirred up the rumor mill, making
  other mercenary forces (and House liaisons) wonder what is truly going on within this “new” mercenary force.
  TACTICS
  Liquid quick, the Devil’s Brigade generally deploys fast units, heavy on energy weapons, light on ammo-dependent weapons, and
  are seemingly able to pull more speed from a machine than is normally possible. All their battle armor is attached to fast hover trans-
  ports, allowing for quick deployment.
  SUPPORT
  The Brigade only has the technical staff to meet fifty percent of their repair and supply needs at any given moment, a situation they
  are looking to remedy.
  The Brigade has access to two venerable DropShips, the Union-class Druid and the Seeker-class Two Bucks, as well as an ancient
  Merchant-class JumpShip, A La Dios. This vessel is so decrepit looking, however, that other mercenary units—generally those offended
  by Major Keller’s sometime caustic manners—have come to call it the Devil’s Coffin.
  
  31
  FORCE BRIEFS SUPPLEMENTAL
  Dragon’s Breath
  Regiment/Regular/Reliable
  CO: Colonel Peter Tate
  XO: Major Andrew Dellamore
  Dragon’s Breath moved its offices from Outreach’s Hiring
  Hall to Galatea prior to their 3054 contract with the Draconis
  Combine. Thus, the most recent Dragoons rating for this unit
  reflects their poor (at the time) credit rating. The only advanced-
  tech units in the Breath belong to Colonel Tate and Major
  Dellamore.
  DRAGON’S BREATH: PLAYING WITH FIRE
  Debt is an unpleasant part of life for many mercenary commands, with an unfortunate
  amount of them eventually falling prey to “company store syndrome” or succumbing alto-
  gether to the call of a bill collector. For Dragon’s Breath, however, managing their debt load
  (and staying one step ahead of their creditors) has become an art form.
  In 2989, the Dragon’s Breath was formed on Skye by several members of the
  Seventeenth Skye Rangers who had decided that managing their own destiny was infi-
  nitely preferable to taking orders from social generals. After resigning their commissions
  and absconding en masse with their vehicles, Hauptmann Demorris Lee and his men
  traveled to Galatea and advertised that the Breath was available for hire.
  Ironically, the Breath’s first contract took them right back into the Lyran Commonwealth,
  where the new command was offered equipment and supplies on credit. Lee accepted the
  LCAF’s offer, but immediately sought to make his force self-sufficient to avoid owing anything to
  an obvious company store scheme. Using parts of his force as collateral, he secured loans from sev-
  eral Commonwealth banks in order to pay the LCAF back for whatever supplies he purchased. Though
  this technique effectively shifted the Breath’s debt to banks rather than governments, it also forced Lee to move his command from con-
  tract to contract, occasionally skimming choice bits of salvage for sale on the black market just to keep his creditors at bay. This tactic is
  still employed by the unit’s current CO, Colonel Peter Tate, and he has so far used it successfully.
  The Breath saw minimal action during the Clan invasion and was fortunate enough to survive the heavy fighting of the recent
  FedCom Civil War in fair condition. Currently stationed on Kiesen in the Draconis Combine, the Breath is serving out a long garrison con-
  tract. Reportedly, nearly a third of this contract’s proceeds are being paid directly to the Alliance Bank on Tharkad in the ongoing effort
  to reduce the Breath’s outstanding debt.
  The Breath’s insignia is a dragon on its hind legs, wielding a sword in its right hand and a shield in the left. The unit’s colors are navy
  blue and white, trimmed with gold accents and silver across the shoulders.
  Dragoons Rating: D
  OFFICERS
  Colonel Peter Tate is the grandson of Hauptmann Megan Tate, one of the Breath’s founding members. A shrewd businessman with
  a knack for negotiation, Tate managed to talk Alliance Bank into consolidating Demorris Lee’s old—and, in a couple cases, defaulted—
  loans in order to “better manage what credit we have left.” Since his business acumen doesn’t translate well to the battlefield, Colonel
  Tate is more than happy to leave the strategizing to his second-in-command, Major Andrew Dellamore.
  TACTICS
  The members of Dragon’s Breath have become good marksmen, thanks to their continual attempts to take down opponents with as
  little damage as possible—all in the interests of acquiring marketable salvage.
  SUPPORT
  Dragon’s Breath has two Union-class DropShips (the Haruspex and the Klauth) at their disposal and a modest technical staff capa-
  ble of supporting two-thirds of the command’s transport and support needs.
  
  32
  FORCE BRIEFS SUPPLEMENTAL
  Eriksson’s Einherjar
  2 Companies/Regular/Reliable
  CO/Bergström’s Hammare: Överste Mika Bergström
  XO/Sundby’s Kavellerie:
  Överste-Löjtnant Ursula
  Sundby
  The Hammare contain the majority of the sparse high-tech
  weaponry available to the Einherjar, as well as most of the unit’s
  heavy and assault ’Mechs. In order to compensate for their rela-
  tively low speed, the Hammare has become proficient at drop-
  ping directly into an enemy’s position.
  The Kavellerie are more mobile by dint of being lighter.
  Typically they function as additional firepower to the Hammare,
  but on a few occasions Bergström has utilized their mobility to
  pin down an enemy until the whole of the Einherjar could be
  brought to bear.
  ERIKSSON’S EINHERJAR:
  ODIN’S CHOSEN
  The aftermath of the Clan Invasion left the Rasalhague Republic in ruins. Much
  of its Kungsarmé had been shattered, and the nation as a whole had to recast its
  identity, moving from growing Inner Sphere power to ComStar protectorate. This
  has been a difficult undertaking for much of the populace, especially for many
  members of the Kungsarmé, warriors disillusioned to the point of despair and desir-
  ing to face the Clans one last time so they may die in defense of their ruined home-
  lands. One such warrior was Överste Johan Eriksson, who surrounded himself with
  several like-minded individuals, all devoted to one last vengeful assault against the
  hated Clans. After repeated declines for punitive expeditions into Clan space, how-
  ever, Eriksson and his followers deserted the Kungsarmé and went mercenary,
  immediately taking their first anti-Clan contract with the Federated Commonwealth.
  All four companies of the newly formed Eriksson’s Einherjar made landfall on
  Jabuka in July of 3052, facing the elite First Viper Guards. Unfortunately, while the
  Guards were weakened from their recent campaign against the FedCom, and while
  the Einherjar managed to confront them in the close quarters of the Caspern
  foothills, the battle did not go well for the mercenaries. Eriksson initially threw his
  fanatical force against the Clan OmniMechs, inflicting heavy damage, but the Vipers recovered quickly and devastated the Einherjar, suc-
  cessfully deploying a Viper’s Maw maneuver and employing their Elementals to crippling effect. Realizing his unit faced complete destruc-
  tion, Eriksson attempted a desperate breakthrough rather than have his command slaughtered wholesale. Little more than a company
  of Einherjar BattleMechs escaped the carnage—with Eriksson himself among the casualties.
  Eriksson’s successor, Mika Bergström, though equally dedicated to the anti-Clan fight, proved more pragmatic than Eriksson upon
  assuming command and has accepted a broader variety of contracts in order to raise enough capital to rebuild the Einherjar’s lost com-
  panies. The retirement of two original members, along with signs that several other members may soon return to the Republic, have
  made Bergström’s efforts somewhat more difficult of late. Nevertheless, Bergström appears confident that his latest assignment for the
  Circinus Federation may help rebuild much of the command’s lost morale and damaged equipment.
  The Einherjar’s insignia is the silhouette of a crowing cock with a golden comb set on a black square with gold lining. Their parade
  scheme—used only once as far as anyone knows, as the command favors appropriate camouflage in combat—consists of a pale flesh-
  tone with a multitude of bloody gashes painted across their entire surface.
  Dragoons Rating: F
  OFFICERS
  Mika Bergström treads a thin line between irrational fanaticism and dry pragmatism with an unpredictability that is evident in much
  of his nature and actions. This pragmatism has succeeded in sustaining the unit rather then exhausting it against the Clans in heroic but
  futile combat, but the unit’s underlying fierce desire to face the Clans at any cost still affects him and has prevented his command from
  attaining any reliability rating beyond Questionable.
  TACTICS
  “Victory through superior firepower” best summarizes the operational profile of the Einherjar. In battle, they tend to maneuver so the
  maximum amount of firepower can be brought to bear against their enemies, and they do not shy away from running the heat of their
  ’Mechs up to extreme levels.
  SUPPORT
  The Einherjar possess little support beyond a handful of technicians that either share their sympathies or are attracted to the rugged
  men and women that make up the unit. Also available is a Union-class DropShip, Sleipnir.
  
  33
  FORCE BRIEFS SUPPLEMENTAL
  FIGHTING SHAMROCKS: FOREWARNED DARING
  Though accounts of a Fighting Shamrocks mercenary command may be found as far back as two cen-
  turies ago, the unit that today carries the name bears no direct relation the original, which apparently van-
  ished during the early Succession Wars while operating along the border between the Lyran and Free
  Worlds states. Sufficient evidence exists to suggest that the mercenaries who today serve the Circinus
  Federation formed less than forty years ago, having simply co-opted the name of a well-reputed unit from
  the past in an effort to bolster their own reputation.
  Specialists in reconnaissance, the Shamrocks’ first Circinus contract came from Major Fritz Donner to
  support his Black Warriors in an action against Federated Commonwealth in 3054. However, Angus O’Leary,
  the unit’s commander, balked at his orders, determining that the assigned “diversionary” strike against Teyvareb
  was a suicide mission. When Donner dismissed that evaluation, O’Leary broke contract, withdrawing his company from the operation.
  Yet despite his insistence that Donner deliberately “set up” his command, O’Leary never contested the “Questionable” rating his action
  earned the Shamrocks. However, President McIntyre’s later decision to hire them to defend Thadora’s Land against the Marian
  Hegemony indicates a level of trust inconsistent with that rating.
  Prior to the Circinus Federation’s war with the Hegemony, the Fighting Shamrocks rarely appeared on Thadora’s Land in full
  strength. Instead, McGregor Williamson, commander of the infantry company and a native of nearby New St. Andrews, often provided a
  means for elements of the Shamrocks to contract themselves out as security for trading missions between the combined McGregor and
  Stewart Clans of his homeworld, picking up additional capital on the side.
  The Shamrocks have also subcontracted to larger units on occasion in raids against pirate strongholds, but one such action recent-
  ly ended in disaster when another subcontracted unit, Gray’s Ghosts, abandoned their flank position during a combined operation.
  Unaware the Ghosts were gone, a lance of Shamrocks ’Mechs was obliterated before the unit could regroup. O’Leary has since sworn
  to destroy the Ghosts, but so far the lack of transport has made that oath impossible to fulfill.
  In 3065, pay incentives and the promise of upgraded tech—including the possibility of new ’Mechs—prompted O’Leary to consoli-
  date his force on Thadora’s Land. Though the promised upgrades never materialized, the Federation has supplied enough spare parts,
  support materiel, and munitions for the Shamrocks to operate independently for years. Well-provisioned and better prepared than ever,
  the Shamrocks appear to be in good shape today. Once O’Leary is sure of the new political landscape, it’s a safe bet the unit will resume
  looking for outside contracts to increase revenues.
  The Fighting Shamrocks camouflage their ’Mechs with a dull motley of grays, greens, and browns.The unit insignia is a green sham-
  rock with a double outline of scarlet and black.
  Dragoons Rating: D
  OFFICERS
  Captain Angus O’Leary joined the Fighting Shamrocks as XO thirty years ago. A popular leader with his men, known for keeping
  his men alive and employed, he has commanded the Shamrocks for the last two decades and is an ardent believer in skilled recon-
  naissance and intelligence evaluation.
  TACTICS
  O’Leary seldom commits his forces without full recon evaluation, but once he knows the lay of the land, the Fighting Shamrocks are
  known for quick, precise strikes. The Shamrocks’ two lances of older jump-capable ’Mechs operate as the primary unit during any actu-
  al assaults, often making rapid advances and withdrawals with a selection of well-rehearsed leapfrog maneuvers the Shamrocks call
  “hopscotch.”
  SUPPORT
  The Fighting Shamrocks must rely on others for transportation and maintenance. New St. Andrews once routinely transported any
  elements in its employ, but the Circinus Federation has been loath to provide off-world transportation for troops operating as a mere plan-
  etary garrison. Though the unit’s MechWarriors are adept at minor repairs and general maintenance, they must hire skilled technicians
  for more delicate or major repairs.
  Fighting Shamrocks
  Company/Regular/Questionable 
  CO/Able Lance: Captain Angus O’Leary
  XO/Charlie Lance: Lieutenant Phaedra Weldon
  Currently the Shamrocks are down one lance. Able Lance is
  comprised of medium to assault-class ’Mechs, including
  O’Leary’s Crockett. Charlie, the recon unit, is made up of fast,
  maneuverable light ’Mechs.
  Adders
  Company/Regular/Questionable
  CO: Captain McGregor Williamson
  XO: Lieutenant Josephina Archer
  The Shamrocks’ infantry company specializes in recon and
  security, two sides of the same coin. Each platoon is adept at
  working independently.
  
  34
  FORCE BRIEFS SUPPLEMENTAL
  The Irregular Horse is all that remains of a regiment of mili-
  tia armor that accompanied the Carabineers into exile.Today, the
  surviving battalion is a mishmash of hover and tracked vehicles,
  backed by a platoon of ancient Sniper artillery.
  Tucker’s Swallows
  Squadron/Regular/Reliable
  CO: Captain Franz “Catnip” Tucker
  XO: Lieutenant Vernon “Guppy” Smith
  With only a squadron of aerospace fighters, Colonel
  Gabhardt is painfully aware that half her command lacks air
  cover, and the other half has to make do with a paltry two fight-
  ers apiece. Captain Tucker does his best to rotate his meager
  force between ground detachments, but dangerous gaps remain
  in their coverage.
  Gabhardt’s Carabineers
  Regiment/Veteran/Reliable
  CO: Colonel Alexis Gabhardt
  XO/1st Battalion: Major Vic Kantov
  2nd Battalion: Major Jason Fuller
  3rd Battalion: Major Klaus Yanowich 
  Gabhardt’s Carabineers field a medium BattleMech regi-
  ment, with each battalion led by an independent command lance
  of heavy and assault models. Colonel Gabhardt’s independent
  command company consists of medium and heavy ’Mechs.
  Pitermartenzburg Irregular Horse
  Battalion/Regular/Questionable
  CO: Major Shaun Kilpatrick
  XO: Captain Lee Maxwell
  GABHARDT’S CARABINEERS: LAST GASPS
  A veteran command dating back to the Second Succession War, Gabhardt’s Carabineers
  have been hanging on by their fingernails for decades. Caught in a vicious spiral of competing
  with better-equipped foes while lacking the funds to acquire upgrades, the Carabineers were fac-
  ing dissolution. Only the infusion of troops and equipment accompanying Major Vic Kantov when
  he defected from Wolf’s Dragoons saved the mercenaries.
  Bumping from one two-bit contract to the next, they drifted from employment in the failing St.
  Ives Compact to the Chaos March and finally out to the Lyran Periphery. Based on Timbuktu,
  Gabhardt’s Carabineers are deployed piecemeal over a half-dozen worlds and have clashed sev-
  eral times with the so-called “Green Ghosts”—mysterious raiders who attack archeological and
  religious sites up and down the border. These actions have invariably gone against the
  Carabineers, who remain too thinly deployed to stand against a foe equipped with Clan technology.
  The Carabineers’ emblem is a yellow shield bearing a white on red square. An archaic carbine is
  set horizontally set across both squares. The command uses a basic tan color in all environments.
  Dragoons Rating: D
  OFFICERS
  Colonel Alexis Gabhardt is the last living member of the dynasty who created the Carabineers after defecting from the Free Worlds
  League. Devoted to her people, she has kept the command going far beyond the point where any reasonable person would have accept-
  ed defeat, somehow remaining one step ahead of her creditors.
  Major Vic Kantov was once a battalion commander in Wolf’s Dragoons’ Gamma Regiment. When his troops broke a contract with
  House Marik and engaged in acts of vandalism and looting, the MRBC fined the Dragoons one hundred million C-Bills and banned Jamie
  Wolf from battlefield command for a year. Rather than face Wolf in a Trial of Grievance, Kantov hurriedly departed Outreach. His stint
  with Olson’s Rangers ended due to a clash of personalities between him and Timothy Rain, before the ex-Dragoon again switched ban-
  ners to find a more comfortable niche in Gabhardt’s Carabineers, where he was followed by fellow ex-Gamma Dragoons who left (or
  were dismissed) after the MRBC hearing.
  TACTICS
  Major Kantov may be a disgraced Dragoon, but he still rose to the position of battalion commander in the Inner Sphere’s pre-emi-
  nent mercenary command before his disgrace. Under his guidance, the Carabineers have evolved a tactical doctrine that uses their
  speed and mobility to deliver maximum firepower in pinpoint strikes.
  Unfortunately, because of their dispersed deployment, the Carabineers have difficulty applying these tactics on anything above com-
  pany level.
  SUPPORT
  The Carabineers’ dreadful finances are reflected in their substandard technical support. Overworked technicians provide only two
  thirds of the maintenance required. Major Kantov’s men brought a treasure-trove of Star League and Clan technology with them. Though
  invaluable in the field, it only adds to the headaches facing the technical staff.
  The Carabineers lost what DropShip and JumpShip assets they once had years ago.
  
  35
  FORCE BRIEFS SUPPLEMENTAL
  Gael’s Grinders
  Company/Green/Reliable
  CO: Captain Louise Holley
  XO: Lieutenant Samantha Davies
  The Grinders’ medium and heavy ’Mechs sport some isolat-
  ed advanced technology, but are typically older designs with a
  penchant for speed. Holley often uses her FS9-O Firestarter to
  cover the unit’s retreat by setting fires.
  GAEL’S GRINDERS:
  LIVE TO FIGHT ANOTHER DAY
  When Louise Holley raised her unit in 3055 using her connections and personal funds, the
  Grinders appeared destined to become a statistic. Languishing in various lower-end assignments,
  Holley jumped at the chance to accompany the First and Second McCarron’s Armored Cavalry to
  Hsien during Operation Guerrero. After defeating the FedCom units on Hsien, both MAC regiments
  were reassigned, leaving Holley under the command of Capellan-appointed governor, Robert
  Thormay. Almost immediately, a pro-Davion noble, Baron Luis Montong V, declared that Hsein
  would forever remain under FedCom rule. Montong engineered the assassination of Governor
  Thormay and sent his personal guard, the Montong Musketeers, after Gael’s Grinders.
  Hsein’s populace refused to follow Montong. They elected a new Capellan governor, James
  Venten, shortly after Thormay’s death, but only a month later, Prime Minister Roland Martin of the
  planet’s Dendeez Province withdrew his holdings from the Capellan government, raising a conven-
  tional regiment to defend its independence. Now faced with a two-front war, Montong consolidated
  what he could, but maintained pressure on the Grinders, perceiving them to be his main military
  threat. Despite the ongoing fighting, however, Venten successfully secured a peace treaty between
  the three warring factions in late 3058, defining the borders of all three realms which have held for the last decade or so, despite occa-
  sional raids.
  This balance of power remained relatively stable until 3064, when Venten invited the Word of Blake to administer Hsien’s HPG. The
  Word stationed a Level III on site, as well as the Hsien Hotheads (a mercenary command led by Brenn Twohy, whose family once ruled
  Hsein). Montong and Martin countered this development with a temporary truce and hired the Always Faithful mercenary command. Both
  developments effectively sidelined the Grinders as a military factor, though the unit remains on world.
  Recently, rumors have surfaced that the peace of 3058 was built and held by means neither military nor diplomatic. Supported by a
  growing pile of eyewitness testimony and the discovery of Louise Holley’s own past career as a high society madam on Solaris VII, many
  now believe that James Venten, armed with knowledge of Holley’s past and a considerable cash bonus, called upon Holley’s hidden skills
  to turn her entire command into active agents in a campaign of “bedside diplomacy,” directed against key military commanders within the
  Dendeez Defense Force and the Montong Musketeers. Supporting this belief is the fact that the Grinders did indeed vanish from the pub-
  lic eye for months leading up to the cease-fire, and the fact that—between 3058 and 3064—the majority of all skirmishes on Hsein have
  been between the Dendeez forces and those of Baron Montong, leaving the Capellan government largely unscathed.
  Even more damning is the scandal which broke just months ago involving Grinders MechWarrior Aimee Sodol, who was exiled from
  all Confederation territories by Governor Venten for running a prostitution ring. While Louise Holley publicly denies that these rumors
  have any substance, and while she immediately fired MechWarrior Sodol from the Grinders, the specter of these accusations and
  Holley’s own past casts a shadow over her entire unit. Worse still, as these rumors are considered a welcome break from the near-con-
  stant speculation about Brenn Twohy’s intentions, they show no immediate signs of dissipating.
  The Grinders’ insignia is a BattleMech’s foot crushing an hourglass into the ground. The Grinders are seen in as many parades as
  Governor Venten can plausibly organize and are painted in the green commonly seen on Liao units, accented by Capellan insignia.
  Dragoons Rating: C
  OFFICERS
  Captain Louise Holley, beleaguered CO of the Grinders, has visibly aged since the recent scandals about her past and her unit’s
  alleged activities became common knowledge on Hsien.
  TACTICS
  Exhibiting an uncanny patience in combat and maneuvering, the Grinders live up to their name by grinding their opposition to dust,
  dragging battles on for days if necessary and using frequent hit-and-fade tactics.
  SUPPORT
  The Grinders rely on their employers for all technical and transport support, lacking techs or DropShips of their own.
  
  36
  FORCE BRIEFS SUPPLEMENTAL
  Golden Boys
  2 Companies/Regular/Questionable
  CO: Major Charice Kush
  XO: Captain Esko Tuominen
  First Company fields the only ’Mechs in the unit: five old, bat-
  tered machines whose fighting capabilities are highly question-
  able. The rest of the company, however, consists of heavy hover-
  tanks in far better shape. Second Company consists of a mix of
  artillery and other fire support vehicles, augmented with a lance
  of light scouts.
  GOLDEN BOYS: THREE POINTS FOR NEW OSLO
  Highs and lows often come close together, a lesson New Oslo’s militia basketball team—affectionately
  known as the Golden Boys—learned the hard way. While on Thun, receiving their longed-for trophy for first
  place in the Republic Cup, a message from the frontlines obliterated all joy: New Oslo and Rasalhague had
  been invaded by Clan Wolf. Prince Magnusson had fled the capital and ultimate defeat was not far away.
  Shocked, enraged, and almost certainly drunk, the members of the team along with several fans vowed
  to avenge their families, lovers, friends, and the Republic in general by assembling a military unit.
  The next day, life went on and cooler heads prevailed. Although sports life in all of Free Rasalhague—
  like so many other luxuries—came to a halt, the Golden Boys played on, hoping to unite their little com-
  munity of New Oslo refugees and keep spirits high as the Clan invasion became another sad fact of life.
  More than once, the team pondered donating their earnings to the Kungsarmé and the war effort, but
  such ideas were dismissed as fast as they came up. The team languished after the war, destined for
  obscurity—until the longest-standing members recalled their nearly forgotten vow of revenge.
  The remaining Golden Boys, led by their former coach, Charice Kush, decided to leave militia ser-
  vice and turn mercenary at the next opportunity. Such a chance came faster than expected in the form
  of an out-of-luck outfit on its way into the Outworlds Alliance in 3056. A few well-placed credits encouraged the
  former commander into long-overdue retirement and made the former military athletes proud owners of the Golden
  Boys, a fully equipped battalion ready to wreak havoc in the Periphery.
  It was not long, however, before they found out that a real soldiers’ life differed greatly from the basic militia training they received
  years back. Fortunately for the Boys, the important lessons were quickly learned and—despite setbacks—the unit survived its extended
  tour in the Outworlds Alliance. Recently released, the Golden Boys have since turned up on Herotitus—far from home and their dimin-
  ished fame, but very much alive.
  The Golden Boys paint their ’Mechs and vehicles bright red, with a wide, dark blue stripe (framed between two thinner, white stripes)
  on each side. Unit numbers are large, white digits, framed in black, often prominently displayed on torsos or limbs. The unit’s insignia is
  a white basketball shirt with the number “2” in dark blue upon it. The “2” indicates that the Boys once were first, but came out second in
  life.
  Dragoons Rating: D-
  OFFICERS
  Still referred to as “Coach”, Charice Kush has only the faintest grasp of battle doctrine and her knowledge of military behavior stems
  from too many cheap holovids. She can, however, work with people, putting the right men in the right places at the right time, motivated
  to give her their all. For the rest—assuring that those men do the right thing the right way—she relies on her fellow officers, including
  experienced veterans like Esko Tuominen, her executive officer and retired Kungsarmé tank commander.
  TACTICS
  The Boys’ tactics constantly change, depending on the experience of the officers currently employed. Considering the current fluc-
  tuation in the upper ranks, this handicap will likely remain for the near future. Rumors abound, however, that Major Kush is eyeing Noisiel
  as a future business opportunity, in hopes of returning her Boys to more the familiar venue of the sports business—albeit with a new
  twist.
  SUPPORT
  Apart from the occasional tech staying with the unit until the next offer comes along, the Golden Boys are completely dependant on
  outside help for their technical and transportation needs. However, the unit’s medical staff—including a masseur and a psychiatrist—is
  excellent. In addition, their contract negotiator is one of the best on Herotitus, and the unit even boasts a group of “Cheerleaders” who
  work hard to uphold morale.
  
  37
  FORCE BRIEFS SUPPLEMENTAL
  Gordon’s Armored Cavalry
  Regiment/Veteran/Questionable
  CO: Colonel Nicholas Gordon
  XO: Major Serina Gordon
  Gordon’s Air Cav
  Wing/Green/Reliable
  CO: Major Dominick Gordon
  XO: Captain Larry Gargano
  Gordon’s Groundhogs
  Company/Veteran/Questionable
  CO: Captain Grant Gordon
  XO: Lieutenant Miguel Ramirez
  Two Lances of Gordon’s Groundhogs are composed of
  hover tanks while the third is a lance of Combat VTOLs.
  Gordon’s PBI
  Battalion/Regular/Reliable
  CO: Major Samantha Gordon
  XO: Captain Margaret Bethany
  All of Gordon’s PBI is either motorized or jump-pack
  equipped. Most platoons carry support machine guns or portable
  flamers.
  GORDON’S ARMORED CAVALRY:
  NON-NEGOTIABLE HATRED
  In an effort to bolster their weakening front line forces during the early 3020s, House Liao
  began exercising a little-known clause in many of their mercenary contracts to strip away sal-
  vage rights. All of the affected mercenaries grumbled about it, though the larger units
  found it tolerable enough as their pay was high enough to eat such a loss. The smaller,
  company-sized commands, for whom such salvage was a unit’s life blood, however, could
  not. All attempts at a compromise failed, so several bitter units banded together under the
  leadership of then-Captain Nicholas Gordon, creating Gordon’s Armored Cavalry.
  Immediately defecting to the Taurian Concordant, the now-sizeable Cavalry found
  quick employment and was stationed on the border of their former employer. Despite con-
  stant petitions from the Cavalry to perform punitive raids into Confederation space, the
  Concordat moved them to various systems bordering the Federated Suns and known pirate hold-
  ings. Though disappointed, the Armored Cavalry remained a loyal mercenary regiment, following all orders.
  The formation of the Trinity Alliance changed that. One of the many outspoken critics of the negotiations when Sun-Tzu started bring-
  ing in Taurian soldiers in 3060, the unit was prepared to go rogue if ordered to head across the border. Their contract came up for renew-
  al shortly after, and Colonel Gordon announced that his command would refuse to even come to the table unless their contract explicit-
  ly stated that under no circumstances were they to be sent to fight for the Capellan Confederation. Protector Shraplen was reportedly
  furious when he heard the news, but relented, as his military needed the veteran unit. Instead of fighting Sun-Tzu’s wars, the TDF reas-
  signed the Armored Cavalry to offensive duties against the Calderon Protectorate, to probe their former comrade-in-arms for any weak-
  nesses.
  The insignia for Gordon’s Armored Cavalry is a knight riding atop of a Galleon light tank. The unit uses a dust brown and white paint
  scheme.
  Dragoons Rating: D
  OFFICERS
  The oldest of five siblings and the father of eight kids, Colonel Nicholas Gordon tries to run the Cavalry like he does his own fami-
  ly; with a lot of love, time, and effort. Though publicly citing historical issues about fighting for the Capellan Confederation, he is private-
  ly concerned about unneeded casualties in all of House Liao’s recent fighting. The last thing he wants is one or more of his family mem-
  bers being sent home in a coffin, as Gordon’s Armored Cavalry is one of the few regiments with full-arms support that has a single fam-
  ily in all command officer slots.
  TACTICS
  A lighter-than-average unit, Gordon’s Armored Cavalry prefers quick, mobile battles, and many of its machines are configured for
  speed and raw firepower. Colonel Gordon often tries to coordinate with his available air assets for a simultaneous volley of weapons fire,
  splitting his enemy’s attention between the ground and the skies.
  
  38
  FORCE BRIEFS SUPPLEMENTAL
  Gray’s Ghosts
  Company/Green/Questionable
  CO: Captain Vince Chevalle
  This medium-weight company’s only advanced
  technology is an upgraded Valkyrie left over from its
  AFFC days. Captain Chevalle pilots an older Enforcer he claims
  has been a part of his family for generations.
  GRAY’S GHOSTS: NO JOB TOO SMALL
  Disclaimer: The MRBC is currently investigating the Gray’s Ghosts of certain accusations, but
  cautions would-be employers that any unit is considered to be innocent and endorsed by the MRBC
  unless listed as Rogue by the Review Board. This report, completed with only minor cooperation
  from the Gray’s Ghosts, should be taken with that fact in mind.
  The Gray’s Ghosts mercenary company was formed in 3062 under Captain Vince Chevalle
  when he and his company of career misfits left the AFFC. Presumably taking their name from
  Gray “Ghost” Noton of Solaris VII fame, Gray’s Ghosts attempted to prolong their precari-
  ous existence by taking contracts few others would. While apparently very successful
  at crowd control and counter-insurgency, accusations of atrocities committed by mem-
  bers of the Ghosts began to surface almost immediately after their first assignments.
  The amount of civilian casualties and collateral damages attributed to the Ghosts is
  quite substantial, but it must be noted that, while several investigations remain ongo-
  ing, all concluded investigations to date have acquitted the Gray’s Ghosts due to insuf-
  ficient evidence. Other rumors circle around the Ghosts concerning the large numbers of
  offspring whose parentage is attributed to their ranks, with varying amounts of consent
  involved in the alleged conception. Yet so far not a single case has been definitively linked to the mercenaries.
  From an employment perspective, the Ghosts appear to deserve their unreliable rating. So far they have broken three contacts in
  their short history, and two more cases are currently under arbitration. This does not take in to account the many times they have failed
  to provide cover to friendly units, as units like the Fighting Shamrocks can readily attest (indeed, as of this writing the Shamrocks com-
  mander Angus O’Leary has sworn vengeance over this issue, though Captain Chevalle appears unconcerned).
  The Ghosts are currently stationed in the Circinus Federation, involved in a hunt for some insurgents who are receiving off-world
  support, even as authorities and the MRBC continue to investigate the most recent allegations made against them. These charges focus
  on a recent raid on Sierra, which included the assault of all of the daughters of Baron Gustav Feltmann. One of the Feltmann daughters
  did not survive the attack, while another is pregnant and comatose, and the third—rendered paraplegic—miscarried only weeks after the
  incident. Feltmann, convinced that members of Gray’s Ghosts are to blame, has tagged several bounties on the heads of the merce-
  naries. These bounties have provided further motivation for a number of the Ghosts’ enemies to hunt down and destroy the unit, and,
  unsurprisingly, the Fighting Shamrocks may be the front-runners in that race.
  The Ghosts’ insignia is a gray ghost with bloody teeth. They favor camouflage appropriate to their environment while in the field and
  have never used a recognized parade scheme. However, when operating in an urban environment, Ghost MechWarriors often elect to
  paint their machines blood red. One Ghosts’ MechWarrior has been quoted as saying that it cleans easier that way.
  Dragoons Rating: F (Under Review)
  OFFICERS
  Vince Chevalle remains in command of the unit despite five years of scandals and accusations, which he appears to take in stride
  while ensuring his more hedonistic needs are met. Off duty, Chevalle does not seem to care what his troops do and often turns a blind
  eye to accusations or incidents of substance abuse. On occasion, when the incident cannot simply be ignored, he refers it to his unit’s
  lawyer, Spence McWaters.
  TACTICS
  The Gray’s Ghosts prefer only to engage hostile forces at considerably superior odds and take few prisoners in battle. The majority
  of their assignments have featured few, if any, ’Mech-equipped opponents.
  SUPPORT
  The Ghosts have no support beyond their lawyer (on retainer), relying instead on their employers for support and transport. Their
  equipment is in a predictably poor state of repair as a result.
  
  39
  FORCE BRIEFS SUPPLEMENTAL
  Green Mountain Boys
  Reinforced Battalion/Veteran/Reliable
  CO/Major Ethan Allen
  XO/ Captain Thomas Everett
  The battalion consists of mainly of light and medium ’Mechs,
  half of which sport upgraded or new technologies as a result of
  the Trinity Alliance. The Boys also have a few MechWarriors from
  the Federated Commonwealth who fled the civil war with their
  machines.
  Old Men of the Mountain
  Battalion/Regular/Reliable
  CO/Major Lincoln Coleman
  XO/ Captain Vinson Smith
  The Old Men consist of a large amount of dispossessed
  MechWarriors with established infantry leading them. The unit
  has extensive anti-’Mech training, geared toward capturing
  enemy vehicles.
  GREEN MOUNTAIN BOYS:
  LIVE FREE OR DIE
  As a Lyran citizen who endured seventeen years under the childhood moniker of “Woody,”
  Woodrow Ethan Allen finally took to using his middle name for all formal affairs after his admis-
  sion to the prestigious Nagelring Academy. Though he performed well there, Allen lacked the
  family ties for more promising career options and wound up accepting an enlisted post in a
  minor mercenary unit known as Jureck’s Jaegers after only a single tour of duty in the LCAF. In
  3035, while serving with the Jaegers on the Outworld Alliance world of Risin, the discovery of a
  lostech cache led to the arrival of the outlawed Blades of Death mercenary unit. The Blades sav-
  aged the Jaegers and then, in their typical fashion, killed the unit’s officers, claiming the rest as
  slaves, including Allen.
  After the Blades took their lostech booty to their unknown employers for the remainder of
  their fee, Allen remained a Blades slave for many years before being sold to newer, crueler
  masters in the Marian Hegemony. Eventually, however, Allen led a successful revolt and
  escaped the Hegemony world of Islington during a Canopian raid. Though most of his fellow
  slaves were killed, Allen and 27 others managed to abscond with a lance of captured
  Hegemony BattleMechs. Combining these units with money from some of the freed captives’ families and a little support from the
  Magistracy, Allen formed the Green Mountain Boys in 3039, taking their name from a group of rebels led by another Ethan Allen in Terran
  history. In 3042, while serving a short tour in the Taurian Concordat, the Boys received a boon when Ian Calderon, heir to then-Protector
  Thomas Calderon, joined the Boys along with a host of fellow Taurian nationals. Thus it was a much larger Green Mountain Boys that
  returned to Canopian space in 3048, assigned to defend the fringe world of Thraxa from Marian raiders.
  Unfortunately, while on Thraxa, a Thraxan devourer consumed the Boys’ royal celebrity. The tragedy sparked scandal and outrage
  though no one could be faulted. Except for a rotating tour within the New Colony Region, the Boys have remained in Canopian employ
  ever since and are currently stationed on New Abiliene.
  The Boys’ insignia shows Major Allen’s Pillager crushing the triangular insignia of the Caesar in its hand, surrounded by the unit’s
  motto, “Live Free or Die”. Their ’Mechs are painted green and brown while the infantry use appropriate camouflage.
  Dragoons Rating: B-
  OFFICERS
  Major Allen would like to add some armor units, but the economic shape of the Boys doesn’t allow for it. Under his leadership the
  unit has started to recover from the debts it owes to the militaries that helped provide vehicles and has expanded each company to
  include four lances.
  Major Lincoln Coleman has become an expert at training dispossessed warriors and interlacing them in his unit to support profes-
  sional infantrymen. Amazingly there is little resentment among the infantry, the dispossessed being seen as supplemental units that are
  very enthusiastic.
  Captain Everett is the son of Rachael Sullivan, the former lover of Ian Calderon. The question of Thomas’ sire has never been
  brought up and the unit prefers to keep it that way. Investigative reporters are thus not treated well by the troops.
  TACTICS
  The Boys have trained extensively in mobile combat, using their superior speed to draw the enemy into indefensible positions. The
  four-lance companies often confuse an unprepared foe.
  SUPPORT
  As of yet, the Boys lack transportation assets but have solid tech support that draws on the assistance of many of the dispossessed
  pilots from the Old Men of the Mountain battalion to eliminate any need for their employers’ assistance.
  
  40
  FORCE BRIEFS SUPPLEMENTAL
  HAMPTON’S HESSENS:
  TO THE HIGHEST BIDDER
  Hampton’s Hessens, also known simply as “The Hessens”, started out as a social organization for
  current and retired military personnel born on New Hessen (a world which once was often referred to
  as the “Capellan Solaris”). Over time, this group decided that their system could use more of an active
  militia presence, and they formed the First New Hessen Irregulars. With so many prominent (and
  wealthy) military families eager to support their home-grown militia, the Irregulars expanded through
  a flow of private donations and semi-retired veterans, eventually swelling to a garrison force three
  ’Mech regiments strong. Never straying far from their home in service to the Capellan Confederation,
  Hampton’s Hessens diligently protected their lands until the Fourth Succession War, when the New
  Ivaarsen Chasseurs decimated two Hessens regiments and killed Colonel Patterson Hampton, the
  Hessens’ long-standing leader.
  With New Hessen under FedSuns rule and the paranoid Romano Liao purging anyone she even
  suspected of helping the Federated Suns (either intentionally or through incompetence), Kurt Festerling,
  commander of the surviving Hessens, decided that his troops no longer owed allegiance to House Liao. After
  brief negotiations, the AFFS hired the surviving Hessens as a mercenary regiment on the condition that they
  would defend their ancestral homeworld on a long-term contract.Thus, the New Hessen Armored Scout regiment protected New Hessen
  and its surrounding systems for twenty years until its contract finally expired just a few months before the first reports of the Clan Invasion
  started filtering in. Refusing to sign on for what would most certainly be a death sentence, the New Hessen Armored Scouts instead
  entered the employ of the local government, providing an economical garrison force for the system, and over time and with generous
  donations from some of the older nobility, the Hessens expanded their forces from three battalions to five. The unit remained peaceful-
  ly on New Hessen until 3062.
  Not wishing to bring the erupting FedCom Civil War to his home world, General Festerling decided to move his unit off New Hessen
  to the Mercenary’s Star of Galatea, hoping to leave no tempting targets on New Hessen for either side. He also announced his intention
  to rebuild the Hessens to their full three-regiment strength, and only when the unit was complete would it be up for hire. The prospect of
  getting three fresh regiments enticed many factions, who have been sending General Festerling an abundance of aid packages—includ-
  ing munitions, discounts on ’Mech purchases, and even advanced technology—in an effort to woo the Hessens to their banner. These
  “donations” have finally enabled the Second New Hessen Irregulars to reach their full strength, completing Festerling’s goals. True to his
  word, the mercenary commander has begun reviewing contracts from all major powers.
  COMMAND
  General Kurt Festerling has been in charge of Hampton’s Hessens since the death of Patterson Hampton during the defense of New
  Hessen. Despite only one ’Mech regiment to command, Festerling justified his rank by being in charge of New Hessen’s defense force,
  leaving the operations of the Armored Scouts to Colonel Fillippe Asaeu. With the re-activation of the Hessens’ sister regiments, General
  Festerling has taken command of the First New Hessen Irregulars.
  FORCES
  While continuing to defend New Hessen on a private contract to the government, the unit rebuilt itself, and in 3054 reactivated one
  of its sister regiments by diverting half of their five battalions to the new command. Thanks to the wide array of investors over the past
  decade—including the Capellan Confederation, the Federated Suns, and the Word of Blake—all three regiments have finally reached
  full strength, though complimentary support elements remain almost nonexistent.
  SUPPORT
  Hampton’s Hessens, in their rapid growth, have also acquired enough technical support to meet seventy percent of all their main-
  tenance requirements. Their transportation, however, is severely lacking, and they can only transport approximately forty percent of their
  force at any time.
  COLORS AND INSIGNIA
  Hampton’s Hessens still use their original Capellan uniform, sans the Liao insignia. Their insignia, which all three regiments use, is
  a yellow “H” and a sword against a black oval.
  
  41
  FORCE BRIEFS SUPPLEMENTAL
  New Hessen Armored Scouts
  Regiment/Elite/Reliable
  CO/1st Batt: Colonel Fillippe Asaeu
  XO/2nd Batt: Major John Jameson
  3rd Batt: Major Karen Dillon
  The Armored Scouts are full of older warriors and veterans
  who came out of retirement, along with their aging ’Mechs.
  Because of this, the unit is rated elite, but only a third sport
  upgraded technology. Most are light and medium ’Mechs, sup-
  plemented by swift heavies.
  New Hessen Star Buccaneers
  2 Wings/Elite/Reliable
  CO: Colonel Melissa Broodah
  XO: Major Rob Gypcreet
  Instead of expanding their numbers, the Star Buccaneers
  have instead concentrated on improving the quality of their tech-
  nology. The two wings are fully upgraded and are looking to add
  a third wing to their ranks.
  NEW HESSEN ARMORED SCOUTS:
  RECON IN FORCE
  Up until 3054, the New Hessen Armored Scouts were the last remnants of Hampton’s Hessens still
  on the rolls, a rather bleak distinction. The fact that this occurred only because they were not engaged
  during the Fourth Succession War only compounded the unit’s morale problem for several years.
  Despite this, the Scouts defended their homeworld and the surrounding systems from occasional
  pirate and Confederation raids for twenty years until their contract with the Federated Commonwealth
  expired. Refusing to fight the then-invincible Clans, the Hessens instead continued to protect their
  home. Being in a relatively safe area, however, the unit’s experience rating began to slip as skills atro-
  phied and long-time members rotated out. Still, thanks to the connections of many prominent New
  Hessen military families, the Scouts were soon flooded with seasoned MechWarriors from the Clan
  front, many of whom wanted to join the prominent group their grandfathers once belonged to. The reg-
  iment swelled to five battalions, and in 3054, General Festerling decided to split the command into two
  regiments.
  The fallout from Operation Guerrero and the secession of the Lyran half of the Commonwealth cre-
  ated yet another flood of seasoned soldiers, and Colonel Asaeu was able to bring the Armored Scouts back up
  to full strength, while Festerling focused on the First Irregulars. The unit is currently residing on Galatea, waiting for Festerling to choose
  a contract from multiple offers. Though appreciative of all the aid from various organizations their commanding officer has managed to
  procure, the unit has begun to grow impatient with the lack of action.
  The New Hessen Armored Scout regiment uses navy blue paint scheme with sky blue trim.
  Dragoons Rating: C
  OFFICERS
  Colonel Fillippe Asaeu has competently led the Armored Scouts since 3030, and is looking to retire in a few months. What has
  General Festerling worried is that Colonel Asaeu has yet to groom a possible successor.
  Major Karen Dillon is a relative infant compared to the rest of the Scouts’ officer corps. At the age of thirty-two, Dillon is part of a
  group mostly in its fifties, and she often feels out of place among her peers.
  TACTICS
  Where other units prefer to use scout lances to recon potential hotspots, the New Hessen Armored Scouts prefer to use an entire
  company to ensure superior numbers and firepower in any chance encounters during opening maneuvers. The company often splits up
  to harass opposing forces from multiple sides at once.
  
  42
  FORCE BRIEFS SUPPLEMENTAL
  First New Hessen Irregulars
  Regiment/Veteran/Reliable
  CO/1st Batt: General Kurt Festerling
  XO/2nd Batt: Major Roberto Smythe
  3rd Batt: Major Jonathan Carrey
  The First Irregulars are the heaviest regiment out of the
  three, with two companies of assault ’Mechs, four heavy compa-
  nies, and the rest evenly split between medium and lights.
  Roughly half of the regiment utilizes upgraded technology.
  128th New Hessen UDR
  Regiment/Regular/Fanatical
  CO/1st Batt: Colonel Murray William
  XO/2nd Batt: Major Jack Durgan
  3rd Batt: Major William Perot
  The 128th New Hessen Urban Defense Regiment is a unit
  drafted by General Festering to provide armor support for the
  rest of the brigade. Mostly comprised of heavy tanks, the regi-
  ment provides a solid anchor for the rest of the Irregulars.
  FIRST NEW HESSEN IRREGULARS:
  THE CRAZY 108
  Reinstated in late 3054, The First Irregulars were celebrated as the beginning of the return to good
  times for New Hessen. Despite the need for them to depart immediately to spare the world from fight-
  ing in the FedCom Civil War, the planetary populace on the whole rejoiced at the regiment’s resur-
  rection.
  Like the Armored Scouts, the First Irregulars have benefited from an overabundance of returning
  military personnel from both the Clan front and the Civil War. While most went to the depleted
  Armored Scouts, many also filled out the ranks of the First Irregulars. This earned the relatively new
  command a higher-than-average experience rating, boosting the mercenary brigade’s overall rating
  for prospective employers.
  After the First Irregulars reached full strength, General Festerling made the announcement that after
  the third and final regiment was formed, they would put the unit up for hire at last. Though most of the
  resulting flood of aid was invested in the third regiment, a substantial portion was diverted to the First
  Irregulars. This boosted morale, and even though the regiment lacks combat experience as a cohesive
  whole, the First Irregulars feels confident that it can meet any challenge thrown at it, and it has already proven
  this during many war games on Galatea’s proving grounds.
  The First Irregulars’ paint scheme is light green with dark green highlights.
  Dragoons Rating: C
  TACTICS
  The First New Hessen Irregulars like to keep their opponents off-balance through unpredictability. The unit will strike at a string of
  seemingly unimportant and lightly defended targets to spread out a garrison as much as possible and then decisively attack the key
  objectives en masse, taking all of them in one fell swoop before the defenders can regroup.
  
  43
  FORCE BRIEFS SUPPLEMENTAL
  Second New Hessen Irregulars
  Regiment/Green/Reliable
  CO/1st Batt: Colonel Pat “Ton” Hampton
  XO/2nd Batt: Major Tom Mardul
  3rd Batt: Major Paul Buchwald
  The Irregulars carry a mix of heavy and light ’Mechs, with a
  few mediums spread throughout. The regiment is roughly two-
  thirds upgraded, most of which focuses on improved weaponry.
  SECOND NEW HESSEN IRREGULARS:
  NEW KIDS ON THE BLOCK
  Officially re-formed in late 3066, the Second New Hessen Irregulars holds the record for the short-
  est time between formation and being listed as a hundred percent strength.Though still lacking in sup-
  port units, proper training, and transportation, the regiment contains 108 fully functional BattleMechs
  and pilots. The financial strain for this endeavor has been hard on the unit but not impossible due to
  all the aid being provided by various parties, both small and large.
  The Second Irregulars have the highest percentage of advance technology out of the three Hessens
  regiments, but that is only because General Festerling invested most of the donations and aid pack-
  ages into the fledgling unit. Only a third of the Second Irregulars’ MechWarriors have seen actual
  combat, having come from other units. The rest were recruited from the various minor academies that
  dot the landholds of New Hessen’s wealthiest families.
  The Second Irregulars have not seen any combat outside of live-fire simulations. Even though they
  have shown remarkable skill and competence in these exercises, their lack of any actual combat keeps
  them from acquiring a regular experience rating.
  The Second Irregulars paint their ’Mechs blue with gold trim. Their Insignia is the standard Hessens’ crest.
  Dragoons Rating: C
  OFFICERS
  Colonel Pat “Ton” Hampton is the grandson of Hampton’s Hessens’ former CO, General Patterson Hampton. Not old enough to take
  over the command for himself, then-Major Hampton led one of the first groups of volunteers to splinter off and form the core of the
  Hessens’ third regiment. Well aware of his responsibility and destiny to lead the unit, Pat strives to be ready for that day.
  TACTICS
  The Second Irregulars has not been around long enough to develop any preferred tactics. Colonel Hampton has been attempting
  to hone the unit’s urban warfare tactics, but this has proven to be a long, slow process.
  SUPPORT
  Though the regiment can meet most of its day-to-day technical needs, it does not possess a single DropShip for transport. General
  Festerling, who has spent exorbitant amounts of funds just to gather the newly formed regiment on Galatea, insists that the next con-
  tract he signs will provide transportation for the Second, or at least significant compensation for it.
  
  44
  FORCE BRIEFS SUPPLEMENTAL
  Hannibal’s Hermits
  Regiment/Regular/Reliable
  CO: Colonel Hannibal Aufkophen
  XO/1st Batt: Major Charles DuVaul 
  2nd Batt: Major Ximena Chu
  3rd Batt: Major Otto Unrhu
  The Hermits field three full battalions, each with an inde-
  pendent command lance. First Battalion is a medium screening
  force, Second Battalion operates as a dedicated reconnaissance
  unit, and Third Battalion is the Hermits’ knockout punch as a
  powerful, reinforced assault battalion.
  With new BattleMechs marching off Terra’s production lines,
  the Word of Blake have sold many older designs to the Hermits
  at a preferential rate, and thus many Star League and Marik
  designs now fill their ranks.
  Sand Crabs
  2 Battalions/Regular/Reliable
  CO/1st Batt: Lt. Colonel Franklin Bourne
  XO/2nd Batt: Major Lukas Pfannenschmidt
  A short regiment consisting of two battalions of mechanized
  infantry, the Sand Crabs possess a company of combat engi-
  neers who often work closely with the Third Battalion.
  HANNIBAL’S HERMITS: SHELL GAMES
  Formed at the end of the thirtieth century by Helmut Aufkophen, Helmut’s Hermits grew to
  regimental size by 3023, when the Draconis Combine hired them. Stationed on the Lyran
  front, the Hermits were overwhelmed by elements of three Lyran RCTs during the first wave
  of Steiner’s Fourth Succession War offensive. With Colonel Aufkophen dead, Hermann
  Aufkophen’s first act as commander was to surrender. Following Takashi Kurita’s infamous
  “Death to Mercenaries” order, the Hermits elected to remain interned. After the war, the bat-
  tered regiment signed on to garrison Fatima for the Lyrans.
  Hermann’s Hermits sat out the War of 3039 and the first year of the Clan Invasion. But when the
  Clan offensive renewed under a new ilKhan in 3051, the Hermits were ordered to Quarell. Fearing the
  invaders, Colonel Aufkophen dragged his feet, spinning out preparations to depart until his command’s assigned station fell to the Clans.
  An infuriated AFFC could do little, for the Hermits contract expired shortly afterwards.
  The Hermits languished on Outreach for almost a year before the Free Worlds League offered them a contract. Stationed to guard
  against Periphery raiders, all went well until SAFE operatives alleged that the Hermits were accepting bribes from smugglers. An inde-
  pendent team of Word of Blake investigators was called in, and after three months they published findings that exonerated the merce-
  naries. With the FWL contract winding down in 3059, Word of Blake recruiters approached Colonel Aufkophen. Grateful for Blakist aid in
  refuting SAFE’s unfounded allegations, the colonel was most receptive to their offer of employment.
  The first of many mercenary commands to overcome their reservations and take service with the Word of Blake, the Hermits trav-
  eled to Terra. Unfortunately, Hermann Aufkophen died en route after contracting the Thurrock flu, leaving his son, Hannibal, to assume
  command. Receiving fair treatment from their employers, the Hermits have since become the example for Blakist recruiters to parade
  before other mercenary commands.
  The Hermit’s insignia is a crab carrying a conch shell on its back. BattleMech parade colors consist of a white torso and head with
  tan limbs.
  Dragoons Rating: C
  OFFICERS
  Hannibal Aufkophen has worked wonders rebuilding the Hermits’ reputation after the damage it suffered under his father’s com-
  mand. The years spent on Terra have been a godsend for the mercenaries, allowing them to retrain and re-equip before their deploy-
  ment on Keid in 3067, where they relieved elements of the Word of Blake’s Third Division.
  Otto Unrhu is the Hermits’ logistics officer, as well as commander of their Assault Battalion. Blakist investigations have categorical-
  ly disproved more then twenty allegations that he has extensive contacts with various organized crime groups scattered throughout the
  Inner Sphere and beyond.
  TACTICS
  On the offensive, the Hermits’ Second Battalion seeks out the enemy, and their First Battalion pins them in place. Third Battalion
  then splits into two sections that execute a pincer movement to envelope the foe, offering little chance of survival.
  Defensively the Hermits have Third Battalion dig in while First Battalion operates as a fast reaction reserve. Second Battalion is then
  released to screen against enemy light units or harass the enemy’s rear as appropriate.
  SUPPORT
  The Hermits’ support staff is currently twenty percent below the unit’s minimum maintenance needs. However, the Word of Blake
  has supplied additional technical staff to make up the difference.
  A fleet of Union- and Leopard-class DropShips allows the Hermits to lift almost half their BattleMechs, but their antiquated Leviathan-
  class JumpShip lacks the capacity to carry them all.
  
  45
  FORCE BRIEFS SUPPLEMENTAL
  HeavyHell Raisers
  Battalion/Regular/Questionable
  CO: Major Manu Sharma
  Though BattleMechs make up the largest block of units with-
  in the Raisers, the force also fields vehicles, aerospace fighters,
  battle armor (all Inner Sphere standard) and standard infantry (a
  Special Forces company, commanded directly by Major
  Sharma). Though the Raisers once had the opportunity to
  increase beyond battalion size, Sharma felt this would be detri-
  mental to their unusual brand of warfare and refused.
  After their last contract in the Periphery, the Raisers are cur-
  rently only at ninety percent strength and have returned to
  Galatea for recruiting, rest, and refit.
  HEAVYHELL RAISERS: TAKING A STAND
  During Operation Guerrero, Stapleton’s Grenadiers, under constant pressure to prove their worth to the
  State, assaulted the world of Sarna alongside the mercenary Tooth of Ymir. They lost air superiority to the
  cadets of the Sarna Martial Academy and were mauled terribly, forcing them to abandon the Tooth and flee
  off world. After the Maskirovka culled the surviving command for its failure, the husk of the Grenadiers lan-
  guished until it was reborn as the First Capellan Defense Force under Xin Sheng.
  However, according to Manu Sharma—attached to the Grenadiers’ infantry command—those “facts” hide a
  deeper malignancy. By his account, the Grenadiers were systematically and ruthlessly left short-changed on
  supplies and training. Furthermore, he contends that the Strategios knew of the Sarna academy aerospace
  cadets’ prowess and specifically used that to target the aerospace assets of the Grenadiers, allowing parts
  and supplies to lag behind until it was a foregone conclusion they would lose air superiority, thus leading to
  their demise. This would allow the Strategios to rid themselves of a “troublesome” unit, while simultaneous-
  ly creating a newer, more “loyal” force.
  Though Major Sharma contends other officers of the defunct Grenadiers share his views, none have
  so far come forward. Nevertheless, Major Sharma left the service before the unit even returned to Capellan
  space, and slowly built his own mercenary command from similarly disenfranchised warriors and shattered
  units: all with the same burning hatred of House Liao.
  The HeavyHell Raisers’ logo is a flaming trident with a devil’s tail. The unit utilizes a forest green color
  scheme with slight, dark purple highlights.
  Dragoons Rating: C
  OFFICERS
  Strangely enough, though a good portion of the Raisers’ assets are BattleMechs, Major Manu Sharma cannot pilot one. Though
  trained in the Special Forces of the Capellan Confederation, he was not a Death Commando (which is likely why he is still alive) and so
  is not fully versed in the operation of a ’Mech. Nevertheless, his intimate knowledge of all aspects of 31st century warfare allows him to
  place his assets with absolute precision. Though soft spoken and possessing unassuming features, Sharma’s brilliant intellect and extra-
  ordinary charisma combine with this expert knowledge to create a leader any MechWarrior might follow, even one who is a “mere PBI.”
  TACTICS
  The HeavyHell Raisers use a complete combined arms philosophy and hold to no rigid TO&E within the command. Instead, Major
  Sharma assigns units into lances and companies as appropriate for a given mission. Though other forces might find this confusing, lead-
  ing to a breakdown in performance, the close-knit Raisers constantly train with all aspects of the command, mitigating this potential prob-
  lem. It also means that, from one engagement to the next, no enemy will be able to pin down the Raisers’ precise organization and tac-
  tics.
  This unorthodox thinking is backed by a punch delivered with an overabundance of assault ’Mechs. Major Sharma does not hold
  any romantic notions of BattleMech combat and uses whatever tactics and means necessary to achieve his objectives. When it comes
  to fighting House Liao, those means can quickly turn ugly.
  SUPPORT
  As a direct result of the events in the Chaos March that led Major Sharma to leave the Capellan Confederation and form his mer-
  cenary command, the HeavyHell Raisers include an expert cadre of technicians that enables them to cover one hundred percent of their
  repair and supply demands.
  The Raisers have no JumpShips and only one DropShip—the Overlord-class Frances—that has been modified slightly to carry the
  command’s disparate elements. However, many of the force’s infantry and vehicles are often simply strapped into the cargo holds as best
  able.Thus, whenever the resources become available, Sharma plans to further modify the Overlord to more comfortably berth his strange
  mix of units.
  
  46
  FORCE BRIEFS SUPPLEMENTAL
  Kraken Unleased
  Battalion/Green/Reliable
  CO: Major Phill McBain
  XO: Captain Celina Pescados
  While the Krakens deploy a company of light and medium
  BattleMechs (many swapping jump jets for experimental under-
  water maneuvering units from Solaris markets), their main strik-
  ing power lies in three companies of surface and subsurface
  watercraft.
  The Mermen
  2 Battalions/Green/Reliable
  CO: Major Nielson Gousteau
  XO: Captain Henri Solomon
  Though lacking combat experience, Gousteau’s Mermen
  are highly skilled divers. Each battalion includes a company of
  combat engineers trained for underwater demolitions work.
  KRAKEN UNLEASHED: RIDING THE WAVE
  Kraken Unleashed is a highly specialized mercenary force with expertise in aquatic and amphibi-
  ous warfare. Only recently formed, the Krakens are on their first deployment on Remshield.
  During the first Star League era, the desert world of Remshield was extensively terraformed.
  With the loss of technology during the Succession Wars, the planet had begun to revert to desert,
  and the equipment maintaining the environment began to fail piece by piece. Captured by the
  Federated Suns in the Fourth Succession War, the NAIS (with the aid of data from the Grey Death
  Memory Core) began an ambitious project to repair the equipment—once more transforming
  Remshield from a dry, cracked badlands into an oasis of blue-green seas. Unfortunately, all that tech-
  nology made Remshield an extremely tempting target for raiders operating in the Chaos March, even after
  the Capellan Confederation recaptured the world in the late 3050s.
  With aid from Chancellor Liao slow in coming, Remshield’s government finally took matters into their own hands, by hiring the
  Krakens to defend their recently restored atmosphere and water processing plants as well as the network of artificial waterways and
  lakes that make up the planet-wide irrigation system.
  The next group of raiders to attack Remshield received a very nasty surprise.
  Advancing towards Water Processing Plant Number Twelve with two lances of BattleMechs and a company of mechanized infantry,
  the bandits were thrown back in confusion when skimmers and hydrofoils emerged to contest their crossing of a local water channel.
  Thinking they would be safe from the attack once submerged, the bandit ’Mechs moved off to the south and attempted to cross a reser-
  voir—only to run afoul of a squadron of Neptune submarines.
  As a hail of torpedoes turned their BattleMechs into fish food, the bandit infantry tried to pull back to their DropShips, only to find
  their retreat cut off by Kraken infantry that had been rapidly deployed via the defending hydrofoils. The infantry had made clever use of
  the processing plant water channels to cut off any retreat, and the bandits, trapped on land with their DropShips lifting off, had no choice
  but to surrender.
  The mercenaries employ as their emblem the image of a mighty sea monster ripping a diminutive Atlas apart with its tentacles.
  Aquatic camouflage of a solid blue-gray with green stripes is always used, even on land
  Dragoons Rating: D
  OFFICERS
  Before taking up the life of a mercenary, Major Phil McBain was a proud member of both the Free Skye Movement and the New
  Glasgow Yacht Club on Skye. Following the Movement’s latest failure to secure an independent Isle of Skye, McBain decided it would be
  far healthier to relocate.
  Nielson Gousteau’s deep and murky past lies in SAFE’s Eagle Corps. Choosing a career as a freelance operative after Thomas
  Marik returned from the dead to take control of the League, Gousteau’s expertise in amphibious infantry operations and underwater
  demolitions has proven invaluable to McBain.
  TACTICS
  The Krakens’ tactics inevitably center on using artificial or manmade waterways and bodies of water. Infantry can infiltrate rear areas,
  either aboard submarine APCs or under their own power. Combat subs spring ambushes at river crossings or protect coastlines from
  amphibious assault.
  In a departure from conventional tactics, the Krakens’ small BattleMech contingent is usually relegated to a supporting role.
  SUPPORT
  With fellow members of the New Glasgow Yacht Club to call upon, McBain has assembled a technical support team whose skills
  are second to none in the field of wet-naval technology.
  After arriving on Remshield, the Krakens converted several cargo hulls to serve as tenders for their waterborne elements. Even if
  the mercenaries possessed DropShips and JumpShips, these vessels are far too large to transport off world.
  
  47
  FORCE BRIEFS SUPPLEMENTAL
  Little Richard’s Panzer Brigade
  Battalion/Veteran/Questionable
  CO/Alpha Battle Co.: Colonel Regina Whitman
  XO/Bravo Assault Co.: Major Malcolm Powell
  Charlie Striker Co.: Captain Arlene Specter
  Currently the Brigade is an under-strength battalion. Alpha
  Company fields fast medium and heavy ’Mechs, while Bravo
  deploys heavies and assaults. Charlie is comprised of light and
  medium ’Mechs, many of them upgraded Capellan designs.
  LITTLE RICHARD’S PANZER BRIGADE:
  A FALLEN LEGACY
  Many historians claim that the decline of the Panzers began when this once-fanatical mercenary
  command left the Lyran Commonwealth upon the announcement of Hanse Davion’s intent to marry
  then-Archon-Designate Melissa Steiner. But the actual fall of the Brigade really took place dur-
  ing the later stages of the FedCom Civil War, the inevitable end result of that fateful union. In
  the late stages of the war, the Brigade, under a Capellan contract, launched an unsanctioned
  attack against the Chaos March planets of Genoa and Arboris in the hopes of taking advan-
  tage of the confusion. The Panzers believed their forces would easily persuade the Genoan
  leadership into returning to the Capellan fold, but they had not counted on Duke George
  Hasek acting to stop the Capellan mercenaries’ incursion into his March; he sent the Twelfth
  Vegan Ranger’s Beta regiment.
  Beta Regiment, assisted by smaller mercenary units and the Genoa Home Guard, tore into the Brigade as
  soon as contact was made. Though Richard fought a magnificent tactical battle, he was outclassed by a vastly supe-
  rior force of battle-hardened veterans. Beta Regiment’s relentless attacks on Richard’s Panzers drove them across the desolate surface
  of the world. Befitting the Panzer’s heritage, the Rangers showed Richard’s command little mercy, and within two weeks of the Rangers’
  landing the Panzer Brigade began an orderly retreat for their DropShips to leave the world behind them. However, the Rangers had other
  intentions. Pushed into the Brigade’s LZ, they destroyed two Panzer DropShips, completely annihilating their armor, infantry, and remain-
  ing aerospace forces.
  The Brigade fled to Arboris, where they believed they could call for reinforcements from their Capellan employers. Any hopes of help
  evaporated when the pursuing Rangers emerged at a pirate point in system and made landfall. Under orders to destroy the Panzer
  Brigade once and for all, Beta Regiment unleashed another week of unrelenting attacks, reducing Richard’s once-proud regiment to a
  mere seven lances of operational BattleMechs and forced them to withdraw from the Chaos March with nothing to show for their expe-
  dition except the loss of all supporting units and over two-thirds of their ’Mech forces. As a sad note to a unit with a tumultuous history,
  Richard “Sugar Baby” Whitman died of his wounds after the withdrawal.
  Whitman’s daughter, Regina, assumed command of the shattered Panzers and returned back to Pleione. Shortly after making land-
  fall, however, she learned that the Capellans had censured her command, pulling all support and nullifying their contract. Currently, the
  Panzers are still on Pleione, isolated in their encampment only because the planetary governor hasn’t found a unit to replace them.
  The insignia for Little Richard’s Panzer Brigade is a crosshair superimposed on a triangle of fire. Panzer ’Mechs are painted dark
  gray with black trim.
  Dragoons Rating: F
  OFFICERS
  Affectionately known as the “Gila Queen,” Colonel Regina Whitman is an attractive woman who is well-spoken and cheerful. She is
  as deadly as she is colorful, however, a fact recently proven in the fighting on Genoa and Arboris. Her solid grasp of tactics and hands-
  on leadership helped unite the survivors of her command’s recent disasters.
  Major Malcolm Powell, once Richard’s second in command, is Regina’s staunchest supporter as well as her lover. He is the unit’s
  strategic and tactical planner.
  TACTICS
  The Panzers are known (and reviled) for skirting the edges of honorable combat. They treat all enemies with little mercy, a fact that
  returned to haunt them on Genoa. In the past, the unit used every trick in the book to win, including using false colors and bogus IFF
  transponders. However, Regina knows that in order for her command to survive, she will have to change all that, and she is instituting
  changes to show potential employers this is not the unit of old.
  SUPPORT
  Colonel Whitman sold off all of the Brigade’s transportation assets except for two DropShips; an Overlord and a Union. Their lone
  Invader-class JumpShip is being used for re-supply missions, bringing much needed parts and munitions to the command. The Brigade
  has enough technicians to give them a 100% tech support rating.
  
  48
  FORCE BRIEFS SUPPLEMENTAL
  Lone Wolves
  Regiment/Regular/Reliable
  CO: The Committee
  The Lone Wolves BattleMech regiment leans
  toward the light side, though a few lances are composed solely
  of assault ’Mechs.
  Lone Wolves’ Support
  Battalion/Regular/Questionable
  CO: The Committee
  The Lone Wolves’ support force is a hodgepodge of infantry,
  armor, and aerospace fighters. Its size, composition, and tech-
  nology all tend to fluctuate from week to week.
  LONE WOLVES:
  LAISSEZ-FAIRE MERCENARIES
  In some ways, the drawn out, low-intensity warfare so common in the Third Succession
  War was harder on the soldiers who fought it than the swift ferocity of the first two conflicts,
  as constant fighting can destroy a warrior’s nerves. Most persevere, but some snap, refus-
  ing to follow orders they don’t like or simply running off in the heat of battle. A group of
  such warriors from various Houses met on Galatea sometime in the mid-thirtieth century
  and formed the unique and unconventional Lone Wolves mercenary command. Over
  time, their infamy grew, and oftentimes rebellious soldiers would be told by their com-
  manders to “go and join the Lone Wolves” as a polite way of kicking them out of their
  units.
  The Lone Wolves are one of the few well-established mercenary forces who have never
  in their history registered with the MRBC, relying instead on word of mouth more than any
  other marketing strategy. The lack of MRBC sanction has also allowed them more freedom in
  interpreting a contract loosely rather than adhering to strict codes of conduct that many in the unit
  so loathe.
  Though technically a single command, during the FedCom Civil War the Lone Wolves’ unique structure enabled them to approach
  a system and offer “package deal” services, where one or more lances or companies would be separated from the main outfit. This kept
  the Wolves “under the radar” for the entire war, and this practice would likely have gone unnoticed if “The Committee” had not announced
  it after the war’s end. In an odd turn of events, the Lone Wolves recently regrouped on Outreach, assembling en masse to offer the plan-
  etary government its services and saying they would register with the MRBC if hired. Although the cause of this sudden reversal has
  intrigued many, the Outreach government has balked at the offer so far, since they already have access to the formidable Wolf’s
  Dragoons.
  The Lone Wolves use no paint scheme. Their Insignia is a wolf’s face on a blue and gold disk.
  Dragoons Rating: Unrated
  OFFICERS
  The Lone Wolves’ command company and its integrated support staff, known simply as “The Committee,” run all operations for the
  unit. These officers are warriors who have been with the Lone Wolves the longest. Most were kicked out of their former outfits or simply
  had their fill of regulations, uniforms, or their old bosses. The Committee negotiates all contracts, sets all internal pricing for supplies,
  and ensures that every soldier who fights gets paid each morning.
  TACTICS
  Due to their unusual command structure and abnormally high turnover rate, the Lone Wolves have not developed any signature tac-
  tics or strategy. However, many of their smaller commands bring tactics from their previous units along with them.The one thing the Lone
  Wolves are known for is their ability to smell a fight coming and their tendency to mysteriously appear shortly before it erupts.
  SUPPORT
  The one constant in the Lone Wolves is its impressive repair and refit facilities. Its technical staff is top notch, and the fees charged
  to the MechWarriors reflect that. Every scrap or armor, every myomer strand, and every bullet must be purchased out of pocket by indi-
  vidual soldiers.
  
  49
  FORCE BRIEFS SUPPLEMENTAL
  THE MEDUSANS: LOOKS CAN KILL
  During preparations for Operation Bulldog, the combined allied commands gave careful
  consideration to the resistance they could expect when approaching worlds held by the Smoke
  Jaguars. While they hoped to avoid the bloody battles postulated by their “Worst Case
  Scenarios”, the allies elected to supplement what was already an impressive naval contingent
  with mercenary forces, just in case the worst actually happened. However, exercises
  demonstrated a worrisome lack of cohesion between hired vessels and allied commands,
  especially in conjunction with DCMS forces. In a bid to resolve the problem, several inde-
  pendent mercenary ships were grouped into squadrons.Though still under the overall super-
  vision of a task force commander, these hired forces generally operated under their own com-
  mand structure.
  This approach paid off handsomely when the ad-hoc squadrons distinguished themselves
  in the lightning-fast campaign through the Smoke Jaguar Occupation Zone. Over Yamarovka, one
  of these mercenary space squadrons, the Hydras, warded the First Davion Guards against frantic
  attacks by Jaguar fighters during the run in from the jump point. Though the mercenary squadron took
  casualties, their actions preserved the Guards’ fighter strength for the landings themselves.
  Many of these mercenary squadrons dissolved with the conclusion of Operation Bulldog, but some independent DropShip com-
  manders appreciated the improved effectiveness (and survival odds) offered by the concept. Adding marine and BattleMech elements
  to their force, two such Bulldog squadrons—Hydra and Basilisk—eventually pooled their resources, forming the Medusan Mercenary
  Fleet Command (a designation that was quickly truncated to “the Medusans”).
  In 3061, after a year of anti-piracy patrols in Lyran space, the Medusans entered into a five-year contract with Duke George Hasek.
  Initially charged with safeguarding shipping routes in the Capellan March, the Medusans were redeployed to escort supplies into the
  beleaguered St. Ives Compact when the Capellan Confederation invaded that realm.
  Eager to retain their services for operations in the Pleiades Cluster against the Taurian incursion, Duke Hasek offered the Medusans
  incentives to extend their contract for another three years. Since then, the mercenary squadrons have been successful at intercepting
  Concordat supply convoys—effectively starving the invaders of desperately needed war materiel.
  COMMAND
  When operating as a single force, Admiral John Jellicoe directs Medusan operations from the command section of the Invader-class
  Canterbury. Jellicoe retains command of one squadron centered on this vessel when the Medusans deploy as separate formations, leav-
  ing Vice Admiral Samantha Harrington to command the others. As Medusan JumpShips and DropShips can be separated by light-min-
  utes or even -hours, actual combat command often rests with Rear Admirals Harwood and Beatty.
  On the ground, command passes to the senior officer of the deployed ground component.
  TECHNICAL AND TRANSPORTATION SUPPORT
  All Medusan technical support and transport functions are centralized in the Command and Support Squadron. Invader-class
  JumpShips are the workhorses of the Medusans’ fleet, both because of their limited armament, as well as the sophisticated computers
  and comm. systems that make them ideal command platforms. The fleet possesses sufficient JumpShip capacity for both squadrons.
  Two Quetzalcoatl-class JumpShips provide transport for the Medusans’ formidable fighter screen.
  Though stretched by the challenge of maintaining so many vessels, the Medusan technical crews manage to keep up, aided by pref-
  erential access to the FedSuns shipyards in the Capellan March. The technical element is headed by the Glasgow—a Model 97
  “Octopus” tug—supported by a clutch of cargo ships that are often called upon to serve double duty as tankers.
  COLORS AND INSIGNIA
  The Medusans’ insignia is a skull surmounted by a writhing mass of snakes in place of hair. All Medusan units employ a basic gray
  color scheme, with trim colors based on the squadron. The Command and Support Squadron employs gold trim, while Hydra Squadron
  uses red, and Basilisk Squadron uses blue.
  The Medusa head is displayed on the on the right leg or wing of ’Mechs or aerospace fighters, and squadron insignia is displayed
  on the on the left leg or wing. Individual sub-commands also employ their own insignia in addition to the medusa’s skull, which is dis-
  played on the side fuselage of their fighters and the torsos of BattleMechs.
  All Medusan JumpShips display only the medusa-skull head, as do the DropShips and small craft of the Command and Support
  Squadron. DropShips, vehicles, and small craft from the other two squadrons display both the medusa head and squadron insignia.
  
  50
  FORCE BRIEFS SUPPLEMENTAL
  Hydra Assault Squadron
  Squadron/Veteran/Reliable
  CO: Rear Admiral Henry H. Harwood
  XO/1st Div: Commodore Patricia Woodhouse
  2nd Div: Captain Isabella Parry
  3rd Div: Captain Jonathan “Hooky” Bell
  The core of Hydra Squadron is Woodhouse’s First Division,
  consisting of the Fortress-class Ajax (which also serves as
  Harwood’s flagship) and Cumberland, supported by the Intruder-
  class Exeter and Ambuscade of Second Division. Parry com-
  mands the squadron’s most mobile elements, the Achilles-class
  Achilles II and the Kuan Ti-class Petard (formerly the CCSS
  Shen Zhen).
  Harpy Fighter Wing
  Wing/Regular/Reliable
  Wing Cmdr: Major Robin “The Greek” Demetriadis
  Demetriadis commands a wing of medium aerospace fight-
  ers. Skilled in interception and space combat, the Harpy wing’s
  performance in an atmosphere is less impressive.
  Minotaur Marine Battalion
  Battalion/Veteran/Reliable
  Infantry Cmdr: Colonel Eric Vanderchamp
  The Minotaurs provide the marine forces for the
  Hydra Assault Squadron. Employed for boarding parties or LZ
  security, the Minotaurs occasionally act as a light raiding force as
  well. The squadron’s Fortress-class DropShips carry a company
  of APCs for such operations.
  Gargoyle BattleMech Battalion
  2 Companies/Regular/Reliable
  CO: Lt. Colonel Kenny White
  Fielding a mix of jump-capable medium and light
  BattleMechs, the Gargoyles travel aboard the Squadron’s two
  Fortress-class DropShips and are normally called upon to pro-
  vide LZ security while Hydra DropShips are grounded. The
  Gargoyles have also trained for Zero-G and vacuum operations.
  HYDRA ASSAULT SQUADRON:
  MANY HEADS MAKE LIGHT WORK
  The Hydra squadron has clashed with pirate forces several times—first while under
  contract to Nashan Shipping in the Lyran Alliance, and later along Capellan March ship-
  ping routes—but they faced their greatest challenge in the St. Ives Compact during the
  height of the Capellan invasion.
  During the conflict, Duke George Hasek funneled both humanitarian aid and military supplies
  to his allies and redeployed Hydra Squadron to cover a convoy carrying desperately needed medical
  supplies. Accompanying the convoy were four hundred volunteer aid and medical personnel led by
  Kuan Yin Allard-Liao.
  While distributing aid on Targa, a Death Commando strike team, arriving via pirate point,
  attacked this convoy. Fortunately, Hydra Squadron was on the far side of the planet at the time. As
  the enemy DropShips burned in, Rear Admiral Harwood ordered the convoy’s freighters to ground on
  the planet, while his own vessels matched their orbit. The substitution went unnoticed, and the surprised
  Capellans ran straight into the massed firepower of an assault squadron that vaporized one company of Death Commandos instantly
  and sent a second screaming to their deaths in Targa’s atmosphere.
  The action cost the Medusans one Leopard CV, but the capture of a Kuan-Ti-class DropShip offset the loss.
  The Hydras’ squadron insignia is a fearsome seven-headed serpent.
  Dragoons Rating: B
  OFFICERS
  Rear Admiral Henry H. Harwood served both the LCAF and AFFC but was forced into retirement following the formation of the Lyran
  Alliance. He jumped at the chance to get back into space when offered command of one of Operation Bulldog’s mercenary squadrons.
  In combat, he rejects the conventional wisdom that it is impossible to achieve surprise in a modern naval engagement.
  TACTICS
  In space, Hydra’s DropShips and fighters normally concentrate fire against a single target, usually the most heavily armed element
  of an opposing force. On the ground, the squadron’s marines and ’Mech forces often deploy close enough to their charges to benefit
  from the extra fire their assault DropShips can bring into play.
  
  51
  FORCE BRIEFS SUPPLEMENTAL
  Basilisk Assault Squadron
  Reinforced Squadron/Veteran/Reliable
  CO: Rear Admiral David Beatty
  XO/1st Div: Commodore Trevylyan Naper
  2nd Div: Captain Robert Arbuthnott
  3rd Div: Captain Hugh Evan-Thomas
  Commodore Naper’s Bellerophon, an old Excalibur-class
  DropShip modified as an assault vessel, serves as Rear Admiral
  Beatty’s flagship. The Fortress-class Marksman completes the
  First Division’s complement. Arbuthnott’s oversized division com-
  prises of the Acasta, Active, and Agincourt—three fleet Avenger-
  class assault DropShips, while Third Division consists of the
  Intruder-class Fearless and Leopard CV-class Tiger.
  Gryphon Fighter Wing
  Wing/Veteran/Reliable
  Wing Cmdr: Major Lee “Big Wing” Mallory
  The Gryphon fighter wing employs a mix of light fighters for
  interception duty and heavy fighters for assault missions.
  Manticore Marine Battalion
  Battalion/Veteran/Reliable
  Infantry Cmdr: Lt. Colonel Victor Ekenberg
  Colonel Ekenberg’s troops are highly experienced
  in Zero-G and space operations.The Basilisk squadron
  carries a number of assault shuttles that the battalion employs
  for boarding actions. Ekenberg would dearly like to equip his men
  with battle armor as well, but the expense of such a move is pro-
  hibitive.
  Chimera BattleMech Company
  Company/Veteran/Reliable
  CO: Major Ezekiel Hazard
  Like the Gargoyles, the Chimera Company pro-
  vides security for grounded Basilisk DropShips. Their skills at
  operating in a vacuum were put to the test when they were
  deployed on the hull of Gulf Breeze, the largest space habitat in
  the Inner Sphere, while battling a particularly bold band of
  pirates. Fielding jump-capable medium and light BattleMechs,
  the Chimera travels aboard the Marksman.
  BASILISK ASSAULT SQUADRON:
  WINNING THE STARING MATCH
  At the start of 3060, the LAAF remained focused on the Clan Occupation Zones, waiting for
  a response from the other Clans to the Jaguars’ expulsion from the Inner Sphere. Meanwhile,
  the interior of Alliance space suffered from increased pirate activity. To counter this, Nashan
  Shipping contracted the Medusans to provide additional protection for their widespread mer-
  cantile activities.
  One particularly daring pirate band attempted to seize a cargo shipment from the Nashan
  warehouses located on the Gulf Breeze space habitat in the Gulf Breeze system (formally
  CMO 26). Fortuitously, the Basilisk squadron was on hand, overseeing the transfer of other cargo.
  A swirling melee of DropShips and AeroSpace fighters ensued, and in the confusion the raiders suc-
  ceeded in landing BattleMechs on Gulf Breezes’ massive hull. In response, Rear Admiral Beatty ordered
  his own BattleMech forces into the fray. Chimera Company’s ’Mechs held off the raiders long enough for
  the Basilisk squadron to repulse the raider DropShips, cutting off the bandits’ escape.
  Choosing death to surrender, the surviving raider MechWarriors ejected rather than be captured. Neither the
  identity of the raiders nor the specifics of the cargo they were so intent on taking has been determined.
  The Basilisk—a mighty serpent—serves as this squadron’s insignia.
  Dragoons Rating: B
  OFFICERS
  Considered by many to be a loose cannon, Rear Admiral David Beatty approaches space combat with all the subtlety of a bull in a
  china shop. Doubtless this is why Admiral Jellicoe chose Commodore Naper as Beatty’s second in command.
  Standing over two meters in height with flaming red hair and beard, many expect Trevylyan Naper to share his Admiral’s tempera-
  ment. Appearances can be deceptive, and Commodore Naper remains calm and collected even in the face of scathing outbursts from
  his commander.
  TACTICS
  “Go for the throat” is the unofficial motto of the Basilisks. Opponents who attempt fancy maneuvers often find themselves buried in
  an avalanche of assault DropShips and aerospace fighters, so anyone daring to take this force on head-to-head with anything less than
  a WarShip can expect to suffer heavily in the exchange.
  
  52
  FORCE BRIEFS SUPPLEMENTAL
  MICK’S BLUE SKYE RANGERS:
  ANNOYANCE FROM ABOVE
  As the son of a pro-Steiner family living on Skye, Keith Mick learned the hard way during the first
  Free Skye Rebellion that not all of the planet’s inhabitants supported the Archon as much as his par-
  ents—both customs officials—did.With nothing more than a childish promise to wipe out the separatists,
  he left as a deck hand on a private DropShip bound for Galatea even before their funeral had ended.
  Over the years, Mick learned the mercenary trade as a VTOL pilot and took a special liking to this
  cheap, unobtrusive, yet fast-hitting method of fighting. Years of hard work, determination, and sheer luck
  eventually enabled him to form his own command in early 3056, which he named the Blue Skye Rangers
  as a play on his heritage and his pro-Steiner leanings.
  Mick’s plans for bringing Skye “home to the Archon”, however, were cut short when the Second Skye
  Rebellion erupted, and he realized that a single company of infantry with air support was not going
  to make a notable difference on battlefields teeming with ’Mechs. Stalled again, Mick took on short-
  term jobs within the newly formed Lyran Alliance and what remained of the Federated
  Commonwealth, only to find out that he did not find the new Archon or her politics very appealing. Suddenly, Mick found himself in a very
  awkward situation, both politically and emotionally.
  Fortunately for Mick, before he had to make a decision between principles, the FedCom Civil War broke out. Though the war proved
  far from effective in quelling the Skye separatist movement, and his Rangers took very little part in it, Mick at least found the new Archon
  far more acceptable than the old. Reportedly, he plans to return his command to serve the nation of his birth as soon as his present
  FedSuns contract expires, which should occur in early 3070.
  Typically, Rangers’ fuselages are painted a dark Steiner blue, decorated with light gray wisps of clouds to resemble the Skye
  Rangers insignia, with undersides painted to match the local skies for camouflage reasons. Occasionally, the top colors are also replaced
  by camouflage appropriate to the unit’s operational area.
  Mick’s Blue Skye Rangers’ main insignia consists of the Skye Rangers logo without clouds and gripped by a Steiner fist. However,
  a variation omitting the fist and replacing the sun with the FedSuns starburst was used during the FedCom Civil War and still may be
  seen on some of the unit’s equipment.
  Dragoons Rating: C+
  OFFICERS
  Captain Keith A. Mick is a man of strong principles, bent on upholding them at all costs—verbally, at least. When the time comes to
  act on his beliefs, however, Mick always seems to get just halfway there. In truth, Mick may actually be quite satisfied with his life as a
  mercenary, and is not about to let his politics or past get him killed for the sake of a hopeless dream. This state of mind is echoed by the
  men and women under Mick’s command, creating a notably reasonable and friendly climate.
  TACTICS
  “Far from guns, a soldier ages” might be the key tactical doctrine for the Rangers. Although they advertise themselves for scout and
  infiltration missions, the company actually prefers to act as an “airborne police force”, performing patrol duties on sparsely populated
  worlds where its pilots and troopers can log a lot more flight hours than combat hours.
  As lazy as they sound, however, the Rangers are extensively trained and constantly drilled in all aspects of air raid, quick-strike, and
  guerilla operations, making them surprisingly effective on the occasions when combat occurs.
  SUPPORT
  Lacking JumpShip or DropShip capability, the Rangers rely entirely on their employers for transport. Once on planet, however, they
  use their own Planetlifters and a lance of Karnovs to move troops, personnel, and materiel quickly. Combined with a reliable tech staff
  and seasoned combat engineers trained to set up temporary airfields, the Rangers are able to provide their own infrastructure during
  missions, making them nearly autonomous.
  Mick’s Blue Skye Rangers
  Company/Regular/Reliable
  CO: Captain Keith A. Mick
  XO: Sergeant Hermann Geiger
  Due to the fragility of VTOLs, force composition changes
  pretty often. Nonetheless, a general composition of one combat
  VTOL lance, one infantry-transport lance, and a third lance of
  conventional fighters is the standard Captain Mick tries to employ
  at all times. The pride of the company is its lance of Mechbuster
  fighters, always held in reserve for “that special occasion.” The
  Rangers’ infantry support—often raised from local sources—
  varies from mission to mission.
  
  53
  FORCE BRIEFS SUPPLEMENTAL
  One-Eyed Jacks
  Regiment/Veteran/Reliable
  CO: Colonel Darrel “Ramrod” Duke
  XO: Major Derek Henson
  The Jacks favor heavier ’Mechs, like most Lyran composed
  units, but they also deploy a scout company led by Mercedes
  Hanson in her Puma. For the most part, the Jacks’ ’Mechs are
  older models, but they do possess a few upgrades and even a
  handful of OmniMechs. Many of the older machines have been
  with their families for generations and have undergone some
  form of modification, either through necessity or through desire.
  AeroJacks
  2 Squadrons/Veteran/Reliable
  CO: Major Tom Kazanski
  The AeroJacks prefer heavier fighters and are excellent at
  breaking through planetary defenses. The unit has tried to pro-
  cure some Eisensturms but has been put on the waiting list.
  ONE-EYED JACKS: BLIND JUSTICE
  The Blackjack School of Combat was once the only major privately run MechWarrior academy in the
  Lyran Commonwealth. Its infamous curriculum and faculty led to the common Lyran belief that while the
  Nagelring ensures its graduates a glorious career and a warrior’s funeral, going to Blackjack guarantees
  graduates a long life and the ill-gotten wealth to enjoy it. Desperate for talent, the Lyrans valued the school
  despite its seamier aspects, and the Jade Falcon Clan came to respect its graduates. The Steel Vipers ulti-
  mately destroyed the school when they claimed Blackjack in the wake of the Clan invasion, and many a
  graduate was upset by the elimination of their alma mater.
  Former Blackjack alum Colonel Darrel “Ramrod” Duke resigned his commission in the Fourteenth Lyran
  Guards in 3062 to start up his own mercenary unit comprised of other former Blackjack students. With an
  eye toward avenging the loss of their old stomping grounds, he recruited a surprising number of warriors to
  his new command. After only a few months of training, the vengeful warriors of the One-Eyed Jacks raided
  the Falcon-held world of Sudeten, striking at the Second Falcon Jaegers who originally took Blackjack.
  Fighting with typical Blackjack tenacity and underhandedness, the unit did well against the Falcons and
  retired with heavy casualties. Their vengeance sated for the time being, the unit returned to the Inner Sphere to regroup, restoring their
  depleted ranks with more former Blackjack alums plus a few warriors who had not graduated from Blackjack.
  In the aftermath of the FedCom Civil War, the One-Eyed Jacks scored their first real contract since demonstrating their prowess
  against the Clans. Finding employment not with the Lyran Alliance or Federated Suns but from Caesar Steiner, the unit was placed on
  retainer and has since been stationed on Giausar to fortify the weakened Cavanaugh Theater against possible incursions by House
  Marik. The fact that Duke Caesar hired the unit personally, rather than working through the normal LAAF chain of command, has many
  wondering if he has any special and interesting plans in store for the One-Eyed Jacks.
  The Jacks’ insignia is similar to that of the Blackjack School of Combat, using a jack of spades playing card as its base, but instead
  of wielding a club, this one-eyed jack bears a hatchet similar to the one used by a Hatchetman BattleMech. The Jacks use camouflage
  appropriate to the local terrain while on missions, but for formal occasions they adopt a color scheme of dark greens and blues (or dark
  green and gold for non-graduates of Blackjack). The unit donates a portion of their contract toward a fund to rebuild the Blackjack School
  of Combat now that the world of Blackjack is again in Lyran hands.
  Dragoons Rating: D+
  OFFICERS
  “Ramrod” Duke is an old school warrior, expecting everyone in his command to bust their humps and look out for each other. He
  pushes his troops hard and makes sure they party hard as well. He is a strong tactician and strategist but by no means a genius. He
  prefers to lead by example, with his Templar always at the forefront.
  One of the gems of Duke’s recruiting effort was Derek Henson, who had been captured as a cadet by the Jade Falcons. He even-
  tually become a warrior after years of bondsmanship, but was always distrusted because of his heritage. He abandoned the Falcons dur-
  ing a raid by Storm’s Metal Thunder and hitched a ride home with them, brining along a disenchanted Clan MechWarrior, Mercedes, who
  is now his wife.
  TACTICS
  The regiment prefers ambushes and heavy numerical superiority but won’t shy away from combat if they do not possess either
  advantage. The most common maneuver that the Jacks practice is wheeling opposing forces into one another and taking advantage of
  the confusion.
  SUPPORT
  All warriors are expected to perform basic maintenance on their machines, but the unit must hire additional techs when heading out
  for a mission. The Jacks do not possess any JumpShips but do have a pair of Unions and an Overlord, allowing them to move most of
  the regiment. The Jacks have a pair of coolant trucks and a number of recovery vehicles used for advanced technology salvage.
  
  54
  FORCE BRIEFS SUPPLEMENTAL
  Star Guard BattleMechs
  2 Companies/Green/Reliable
  CO: Colonel Janice Annapoulis
  XO: Captain Alfred Young-Davion
  The MechWarriors of the Guard typically provide escort for
  other elements of the command and are often expected to work
  independently for extended periods of time, either during long-
  range exploratory missions or during scout patrols. This necessi-
  tates a reliance on non-combat skills that make the MechWarriors
  versatile but also poorly skilled for combat conditions.
  Star Guard Aerospace
  Wing/Regular/Reliable
  CO: Major Hellen Estevez
  The command’s aerospace pilots are specialized in
  DropShip escort and aerospace superiority missions.
  Star Guard Armor
  Battalion/Green/Reliable
  CO: Major Franklin Raines
  The armor unit consists almost entirely of infantry
  support vehicles and medium tanks for convoy escort.
  Star Guard Infantry
  Two Battalions/Regular/Reliable
  CO/First Batt: Major Louise Epstein
  XO/Second Batt: Major Florence Vermeer
  The Star Guard Infantry’s First Battalion is specialized in
  security assignments, and deploys the heavier weaponry of the
  infantry force. It also boasts full APC support and even an
  attached artillery company for added firepower. Second
  Battalion’s combat engineers are specialized in tasks from
  bridge building and fortification construction to mine laying and
  the destruction of enemy fortifications. Their APC support
  includes VTOLs and two companies of artillery units, including a
  Long Tom.
  Star Guard Engineers
  Battalion/Green/Reliable
  CO: Major Gale Siemens
  The Engineers are essentially a specialized version of the
  Second Infantry Battalion. Focused almost entirely on the con-
  struction of bases, fortifications, supply depots, and permanent
  bridges, the Star Guard Engineers typically see little to no com-
  bat action. Lacking combat vehicles, they instead have a broad
  range of engineering vehicles and equipment with them on their
  DropShip.
  Star Guard Naval Support
  Company/Green/Reliable
  CO: Commodore Allison Kennedy
  The Naval Support group, specialized in aquatic operations,
  joined the Star Guard during one of its many formative mergers.
  Commodore Kennedy often provides solutions to strategic dilem-
  mas that make the best use of her unit’s maritime capabilities.
  PERIPHERY STAR GUARD: ENEMIES OF ENTROPY
  The Periphery Star Guard is a mix of several smaller mercenary commands that first became acquainted while
  working with ComStar’s Explorer Corps. When funding for the Corps drastically reduced, a large number of these
  hyper-specialized mercenaries suddenly found themselves without work. A handful of these “Corps orphans” managed
  to pool their resources—and their talents—to create a single, larger unit, thus creating the Periphery Star Guard—one
  of the most successful explorer-mercenary combinations currently on the market.
  Most recently, the Guard has been active coreward of the Lyran Alliance, supporting efforts of groups like Interstellar
  Expeditions. These missions have brought the Guard into several encounters with the mysterious Green Ghosts pirate
  group, whose cutting-edge equipment caused the Guards significant damage but also unified them in the crucible of combat.
  Star Guard BattleMechs, vehicles, and fighters are painted in a flowing coat of black and dark blues to emulate the night sky. Tiny
  white dots are meant to represent stars the unit has visited, while kills are represented by larger white dots.
  Dragoons Rating: D
  OFFICERS
  Colonel Janice Annapoulis became a MechWarrior simply for the personal satisfaction of piloting a BattleMech. As she matured, her
  skills in matters economical and diplomatic allowed her to become a more well-rounded leader, and has allowed her to keep the
  Periphery Star Guard unified, despite the predations of pirates and the harshness of the unknown.
  TACTICS
  The Star Guard has, by nature, specialized in what they refer to as “armed support”.Their personnel and equipment is ramped main-
  ly towards engineering, exploration, scouting, and repair, enabling them to act as convoy and field supply support, transporting equip-
  ment and personnel for other combat units as needs demand.
  SUPPORT
  The Guard’s support is outstanding. With more than enough technicians for their own needs, they typically use this asset as a sell-
  ing point during negotiations. These techs are battle-hardened individuals used to making do with whatever is on hand in the field.
  
  55
  FORCE BRIEFS SUPPLEMENTAL
  Prey’s Divisionals
  Battalion/Regular/Reliable
  CO/Second Co.: Major J. “Bad Karma” Benderoth
  XO/First Co.: Captain Lynell Nickolavich
  One lance short of a full battalion since Martens’ departure,
  the remainder of Prey’s Divsionals consist primarily of vintage
  medium-heavy machines, with a scattered assortment of
  upgrades acquired in the early years of the Concordat’s alliance
  with the Capellans.
  PREY’S DIVISIONALS: FAMILY IN CRISIS
  Believed by some to have originated in the Tortuga Dominions as part of Paula “Lady Death”
  Trevaline’s pirate band, the unannounced arrival of Prey’s Divisionals in the Taurian Concordat in 3049
  nearly triggered the battalion’s end before it could begin its mercenary career. Though paranoid TDF
  commanders over Cyrton mistook them for Davion raiders, Damascus Prey, then-commander of the
  Divisionals, managed to clarify matters after an initial exchange of fire and subsequently offered his force
  up for hire. Desperate to augment their military defense forces, the TDF granted a long-standing garrison
  contract on New Vallis to the Divisionals, assigning them to the newly formed VI Corps.
  It was during the early years of this contract that a young Jeffrey Calderon, fulfilling his legal require-
  ments for military service, first met Captain Talia Martens, commander of the battalion’s First Company and
  executive officer to the unit’s new commander, Major J. “Bad Karma” Benderoth. A romance soon blossomed, facil-
  itated in part by VI Corps commander Cham Kithrong. But by 3053, Calderon’s responsibilities to his realm—including secret negotia-
  tions with the Canopians and the increasing crises of then-Protector Thomas Calderon’s reign—forced this relationship into a brief hia-
  tus.
  The Divisionals remained on New Vallis and found their contract renewed with a significant increase in pay soon after Jeffrey
  Calderon became Protector. It was just after Calderon’s inaugural tour of the realm that he and Martens renewed their secret affair, which
  resulted in the birth of their son, Erik, in 3056. Though Martens never publicly revealed who the father was, her fellow Divisionals—and
  Marshal Kithrong—were fully aware. The matter remained unnoticed until soon after Calderon’s death in 3061.
  Although the secret of Erik Martens’ parentage was protected by an oath taken by all Divisionals and Marshal Kithrong, as Grover
  Shraplen’s administration grew increasingly paranoid and reactionary over the years, Kithrong finally broke the silence in 3063 and
  accepted the unofficial title of regent to the young boy. This declaration quickly eroded Protector Shraplen’s faith in Kithrong, leading to
  the inevitable full-scale rebellion by Kithrong’s VI Corps against Shraplen’s government in 3066.
  Just prior to this, Kithrong appealed to Major Benderoth and Captain Martens to join his resistance effort, so he could better protect
  the “true heir to the Concordat”, but Benderoth swore that “the Divisionals’ family is the whole of the Concordat, not any one of her citi-
  zens.” Martens agreed to follow Kithrong, however, taking with her both her son and her company command lance—all without a fight
  from her former comrades. Ever since, the Divisionals have refused several requests from Shraplen to engage any elements of the
  Calderon Protectorate. Walking a fine line between insubordination and betrayal, they remain on the FedSuns front.
  Prey’s Divisionals use a color scheme of black and blue, with red highlights. The battalion’s insignia is the letter “P” set inside a side-
  ways letter “D” that looks like a mouth—complete with bloody fangs—in the process of devouring the “P”.
  Dragoons Rating: D
  OFFICERS
  Major J. “Bad Karma” Benderoth served as Colonel Prey’s executive officer until the senior officer’s death from a drug overdose in
  3051. Like the other “first generation” Divisionals, he refuses to discuss much of the unit’s past, except to acknowledge that he “once ran
  on the wrong side of the law.” This secrecy even extends to his first name, which remains unpublished even in the unit’s internal docu-
  ments. What is known about Benderoth is his fanatical devotion to his unit, its members, and the state for which they now serve, and his
  willingness to fight to the death to protect all three.
  TACTICS
  Their insistence on not engaging Protectorate forces has limited the Divisionals’ role in the Concordat’s defense strictly to repelling
  pirate and Inner Sphere aggressors. Having been a garrison force for well over a decade now, they favor defensive tactics at all times,
  preferring to draw enemy forces away from population centers so they may fight unhindered and minimize casualties.
  SUPPORT
  Allegedly, the Divisionals recently sold off their aging Scout-Class JumpShip to a local corporation, leaving them a sole Overlord for
  transport assets. The revenue for the sale is reportedly being pumped into expanding the unit’s support and supply base, including the
  hiring of additional techs to meet the battalion’s glaring needs.
  
  56
  Raging Horde
  Cluster/Veteran/Questionable
  CO/Command Star: Colonel Calvin Moon
  XO/Alpha Trinary: Major Roberto Maine
  Omega  Trinary: Captain Jason “Verlog” Henne
  Gamma Trinary: Captain Caroline “Bulldog” MacIntosh
  The Horde’s Clansmen use various types of Elemental
  armor, while the Spheroid troops deploy mostly Longinus and
  Infiltrator Mk II suits. The unit uses Clan organization, but each
  Star contains either four Points of Spheroid suits or five Points of
  Clan. Alpha Trinary deploys mostly Clan troopers with a few
  Spheroids, while Omega and Gamma are made up of mostly
  Inner Sphere troopers. Currently, the unit is short roughly one
  Star per Trinary. During downtimes, the Horde’s stars engage in
  intramural sports, including Elemental hockey, football, and
  lacrosse.
  RAGING HORDE: THE MONGREL HUNS
  In a universe where BattleMechs dominate the battlefield, lesser units are normally overlooked or
  ignored. The Raging Horde is changing that. Though mercenary units comprised mostly of infantry
  are not unheard of, it is the fact that the unit was founded exclusively by ex-Clansmen that sets it
  apart from all others. Though most of the Horde appears to hail from the Nova Cat Clan, survivors
  from other invading Clans are represented as well. How they managed to come together under one
  roof is a testament to the leadership abilities of their current commander, Colonel Calvin Moon.
  Allegedly, the Horde’s formation was not happenstance but pre-ordained by a vision Moon is pre-
  sumably following. However, many of these former Clansmen are still adjusting to their new mercenary
  identity; old ways die hard, and the mercenary profession still carries with it a certain stigma even among
  ex-Clansmen. To help overcome this, most still follow Clan customs within the unit, maintaining their beliefs to keep their past alive.
  The Horde’s command issue was settled the only way its founders knew how: by combat. After numerous Trials of Position, a
  Diamond Shark and Nova Cat emerged as the unit’s co-leaders. But when obtaining a contract, neither commander had any experience
  in business and negotiation. Fate would shine on them, however, when an eccentric lesser noble—Bartholomew Alexander—agreed to
  sponsor the Horde for a “modest” twenty percent fee.
  Thanks to Alexander, the Horde won its first few contracts against the Falcons and Crusader Wolves before casualties took their toll
  on the unit. Alexander recommended bringing in veteran Inner Sphere battle-armored troopers to supplement their losses, but the
  Clansmen agreed only if the troopers passed their Trials of Position. Enough passed to bring the Horde back to full strength again, but
  even today conflicts occasionally flare up between the Clan and Spheroid warriors.
  The Horde was garrisoned on Lindsay when fate turned against them. During the Taurian’s campaign for the Pleiades Cluster, the
  world was overrun, stranding the Horde behind enemy lines. Upon learning of this, Alexander emptied the unit’s account and vanished,
  believing the unit destroyed.The Horde eventually escaped Lindsay with an appropriated Taurian JumpShip and returned to Galatea only
  to discover what Alexander had done.Vowing revenge, the Horde recently sold off two of their four Sassanid DropShips and started plan-
  ning a relentless hunt to find and kill Alexander.
  The Horde’s insignia is a bull with red eyes and flaming nostrils, covered in black armored plates trimmed in silver. All Horde armor
  is painted in a red desert camouflage pattern.
  Dragoons Rating: C
  OFFICERS
  Colonel Calvin Moon is small for an Elemental, yet his size belies his strength. Moon is an inspirational and strong-willed comman-
  der, and a master of headhunter tactics. A Nova Cat by birth, he is also the unit’s mystic and is believed to see into the future.
  Major Roberto Maine failed his Trial to remain active and left Clan Diamond Shark, finding himself on Galatea when the Horde
  formed. Equally adept at infantry tactics as he is at logistics and futures trading, Maine maintains contact with friends in his former Clan’s
  merchant caste.
  Captain Jason Henne, a former Com Guard armored infantry officer, left the Order after Anastasias Focht retired. Henne is a giant
  of a man who regularly works out with Colonel West.
  Captain Caroline MacIntosh, a survivor of FedCom Civil War, left after Yvonne Steiner-Davion returned to the throne. She calls her-
  self “Bulldog” because of her build and pug dog looks.
  TACTICS
  The Horde combines Inner Sphere and Clan infantry/anti-Mech techniques, specializing in ambushes, headhunting, and swarming tactics.
  SUPPORT
  With their captured Invader-class JumpShip, the Horde can easily transport their two Sassanids (Slasher and Pouncer) and one
  Triumph (Stormbringer). Battle damage has forced them to replace both of the Sassanids’ weapons with their Inner Sphere equivalents.
  The Horde has full technical support.
  FORCE BRIEFS SUPPLEMENTAL
  
  57
  FORCE BRIEFS SUPPLEMENTAL
  Reed’s Brew
  Battalion/Veteran/Questionable
  CO: Major Lucas “Hurly” Reed
  XO: Captain Samuel “Whig” Smada
  While officially listed at sixty percent strength, Major Reed
  owns most of the battalion’s ’Mechs outright. Once MechWarriors
  are hired to pilot the machines, their strength will rise quickly.
  Roughly a third of the battalions sports upgraded technology.
  Reed’s Roughnecks
  Company/Veteran/Reliable
  CO: Captain William “Bud” Ironman
  XO: Lieutenant Mick “Old Man” Lobenstein
  Reed’s Roughnecks provide security for the base and brew-
  ery, as well as Major Reed when out in public.
  REED’S BREW:
  MORE FILLING, LESS FLAVOR
  As the Federated Commonwealth fed unit after unit into the meat grinder of the Clan
  Invasion, individuals began to realize that following their orders was effectively a death sentence.
  Several soldiers ordered to the front banded together and fled to the Periphery. Calling them-
  selves “Reed’s Brew” after their commander, Burly Reed (and his legendary affinity for alcohol),
  this handful of deserters made their way to the Circinis Federation, where they immediately found
  work bolstering the Black Warriors. The Brew was happy for the most part with their assignment to
  Clayborne II, with the sole difficulty being the lack of adequate beer. Quite vocal about this drawback,
  Burly Reed was finally told by one of his many bartenders in 3056 that if he was not satisfied, he
  should go and brew his own.
  That’s exactly what Reed did.
  By 3060, “Reed’s Beer Brew” had become the most purchased beer in the Circinis Federation.
  Though still legally under contract to the Federation, Reed’s mercenaries became more of a corpo-
  rate entity, providing security to Reed’s own massive brewery and the nearby cities at their leisure and
  enlisting more soldiers to protect their modest facilities elsewhere. As a combat unit, the Brew did not see
  much action until the Marian Hegemony invasion of 3066, when a brief raid by Marian forces near the brewery forced the mercenaries
  into a battle that claimed Major Reed’s life. His younger brother, Lucas ”Hurly” Reed took control of both the command and the brewery,
  and decided that not only were the tensions between the Periphery powers more than he was comfortable with, but that Reed’s Beer
  Brew had reached the point where it should expand its market. After several weeks of deliberations, Lucas and his staff decided to open
  up a second facility on Galatea as soon as their contract expired in early 3067.
  Though popular in the poor Circinus Federation, Reed’s Beer Brew has only struggled alongside the more established brands found
  on the Mercenary’s Star. To cover all the expenses in moving and building a new state-of-the-art facility, Major Reed has had to move
  his unit from brewery security back to traditional mercenary operations. Unfortunately, lack of combat experience over the past few years
  has withered their Dragoons and experience ratings, preventing any employer from taking them seriously. The Brew thus remains unem-
  ployed at this time.
  Reed’s Brew’s parade colors are dark blue with red highlights. Their insignia is an Atlas toasting with an overflowing mug of beer.
  Dragoons Rating: D
  OFFICERS
  Despite starring in several self-made commercials to push his product, Major Lucas Reed remains a relatively unknown figure to
  the public, as the Reed’s Beer Brew remains unpopular in the Inner Sphere. This has not, however, stopped him from playing the part of
  the star. Lavish parties, large entourages, and outrageous outfits are all normal parts of Lucas’ lifestyle.
  SUPPORT
  With a fully staffed maintenance division for the two breweries, Major Reed has seen to it that all employees of Reed’s Beer Brew
  Inc. have some sort of BattleMech technical skills as well. This has given the military arm of the company full technical support.
  
  58
  Rubinsky’s Renegades
  Demi-Company/Veteran/Reliable
  CO: Captain Maxophilia Rubinsky
  With only a single low-tech BattleMech and two OmniMechs,
  the Renegades are extremely well equipped. Rubinsky typically
  sold off high-tech salvage rather than have it break down due to
  poor maintenance, but the exchange program has allowed her to
  be more selective about her inventory. Most ’Mechs are liberally
  customized to maximize the fighting style the Renegades prefer.
  RUBINSKY’S RENEGADES:
  UP CLOSE AND PERSONAL
  Maxophilia Rubinsky has been the consistently successful commander of her small unit,
  Rubinsky’s Renegades, since defeating a Smoke Jaguar Binary at the unit’s inception in 3057.
  In an era when the Inner Sphere could only hope to defeat the Clans through vastly superior
  numbers in combat, this feat deserved considerably more respect than it received. It also left the
  unit—survivors from the Grover’s Heavy Guard mercenary company—a mere six BattleMechs in
  strength. Unfortunately for Rubinsky, she was still bound by the contract signed by the late Grover
  Anderson, her deceased commander, which surrendered all salvage to House Kurita. Well-com-
  pensated for her mission, Captain Rubinsky spent the time leading up to Operation Bird Dog refit-
  ting and training her unit in close-quarters combat. This made her Renegades a natural for inclu-
  sion in Bird Dog, where they successfully harassed the Third Jaguar Cavaliers on Hyner before
  the arrival of the Second Sword of Light. Operation Bird Dog reduced Rubinsky’s command to
  a mere two OmniMechs, but the funds and salvage she received enabled her to recover with-
  in a year.
  Since then, the Renegades have mostly performed objective raids in the Chaos March,
  where their small size has made them a favorite for such activities.Though attrition has been sub-
  stantial, Captain Rubinsky has so far been successful in reconstituting her unit’s strength each
  time with considerable speed, often thanks to favorable damage compensation and high salvage
  rights, which she insists upon before each mission.
  Rubinsky’s Renegades are currently resting and refitting on Galatea, pending a new contract. In the mean-
  time, several Renegades MechWarriors have become quite active in the local dueling circuit.
  The Renegades’ BattleMechs use camouflage paint schemes appropriate to match the terrain in which they are operating.The com-
  mand’s insignia is a polished-chrome mechanical wasp, which is painted on the upper left leg of each ’Mech.
  Dragoons Rating: B
  OFFICERS
  A rugged and crude individual, Captain Rubinsky tends to care a great deal about the people serving under her. This does not
  appear obvious considering the unit’s casualty rates, but Rubinsky has few qualms about the lethality of her particular style of merce-
  nary assignments, and her MechWarriors follow her with few reservations. They and their commander greatly value their independence,
  and it is unlikely that Captain Rubinsky will join her estranged father’s command, the Rubinsky’s Light Horse, despite the elder Rubinsky’s
  annual appeals to do so.
  TACTICS
  The Renegades specialize in close quarters combat at any odds and have been known to pull through against superior numbers
  through sheer aggression and brute force—albeit invariably with heavy casualties. They have grown adapt at demonstrating that even a
  small force can be immensely dangerous behind enemy lines or when facing an enemy on their terms.
  SUPPORT
  Though fiercely independent, there has been an active technician-exchange program between the Light Horse and the Renegades
  since 3063, allowing Light Horse technicians to gain experience operating in hostile environments while allowing the Renegades to func-
  tion with near-full support at all times.
  FORCE BRIEFS SUPPLEMENTAL
  
  59
  FORCE BRIEFS SUPPLEMENTAL
  The Room With Two Doors
  Administrative Group/Veteran/Reliable
  CO/Company President: Edward Skibinski
  The administrative section of Skibinski Salvage,
  The Room is responsible for all contract negotiations, human
  resources, payroll, and all other administrative duties. As
  Skibinski himself prefers a hands-on approach to upper-level
  management functions, he is usually found working directly with
  the staff.
  Skibinski’s Salvage
  ’Mech Technician Company/Regular/Reliable
  CO/Elliott’s Ghouls: Team Leader Joe Wasson
  XO/Finch’s Fixers: Team Leader Jim Finch
  Wojack’s Wreckers: Team Leader Dan Wurzer
  The technicians of Skibinski’s Salvage are arranged in a
  fashion similar to standard infantry companies, with each 28-
  man team led by a Team Leader (Lieutenant) and a Lead Tech
  (Sergeant). Of the three teams, the most experienced are Elliott’s
  Ghouls, overseen by Team Leader Joe Wasson and his Lead
  Tech, Elliott Baumgartner. The Ghouls only just obtained their
  veteran status after picking up a new tech from Defiance
  Industries of Hesperus II. Although Baumgartner himself is a
  graduate of Defiance’s program with ten more years than the rest
  of his colleagues under his belt, the program itself was in its
  infancy when he attended. Thus, he missed out on some of the
  more recent graduates’ specialized training.
  The most dedicated of the Service Team Leaders, Lead
  Tech Mike Patton of Finch’s Fixers is second only to his own
  number two man, Kyle LeGrand, in devotion to duty, often per-
  forming quality repairs under heavy fire. Rumor has it that
  Defiance Industries has expressed an interest in bringing
  LeGrand back to their programs, but the Assistant Lead Tech has
  repeatedly refused these offers.
  Under Lead Tech Mike Wojak, Wojack’s Wreckers have long
  suffered from a reputation for immaturity, and their experience
  level recently dropped to regular after an influx of new techs from
  Defiance. However, these new techs have brought along an air of
  professionalism that has simultaneously balanced the team’s
  reliability rating, bringing it on par with the rest of Skibinski’s tech-
  nical teams.
  SKIBINSKI’S SALVAGE: WE GET IT FIXED
  Tired of managing a chain of local fast food establishment on Hesperus, Edward Skibinski
  decided to take his life in a different direction. Fascinated by the workings of BattleMechs, he
  took a job at Defiance Industries managing a team of BattleMech techs. Though a reward-
  ing job in and of itself, Skibinski grew tired of the upper management constantly harping on
  his team’s performance ratings, even when they ranked among the top troubleshooters in the
  complex, and so he proposed the idea of opening up an independent shop to his subordinates.
  At the suggestion that any independent tech team would find more work if it did not have
  the Inner Sphere’s largest ’Mech producer in its back yard, Skibinski and his followers decid-
  ed to relocate to Arc-Royal. After liquidating his assets (including all of his remaining restau-
  rants) and convincing his partners to do the same, Skibinski was able to purchase an aging,
  surplus Union, and he took his new outfit to Arc-Royal in 3065. Skibinski’s Salvage was born.
  As the men and women involved with the company are there because they are all profes-
  sionals, the company has adopted a dress code and uniform standard, which is echoed on their
  equipment. All field personnel are required to wear neutral grey jumpsuits with red and gold high-
  lights. A shoulder patch on the company uniforms (as well as Skibinski’s fighters and DropShip) bears the unit’s emblem, four rings in a
  box formation.
  Dragoons Rating: C
  OFFICERS
  A fireplug of a man, Edward Skibinski is rarely seen without a smile on his face or a bottle of water out of reach. His business sense
  and ability to work with any person on any problem has allowed him to turn a group of assorted technicians into a profitable business.
  To expand that business, Skibinski has kept a good relationship with Defiance’s training program, looking to steal their top graduates.
  TACTICS
  As Skibinski’s Salvage is not a combat unit, they do not have a general tactical scheme. When in the field, the unit always deploys
  within its employer’s defense perimeter, and the Salvage’s fighters are only used for unit defense and DropShip escort duties.
  SUPPORT
  Captain Josh Ihmoud is the commanding officer of the Four Rings, the Overlord-class DropShip that recently replaced the unit’s
  dilapidated Union. Half of the vessel’s BattleMech bays were removed to increase the cargo capacity and allow for the installation of addi-
  tional repair equipment. Captain Ihmoud’s command also consists of the two Stingray and four Lucifer aerospace fighters used to escort
  the DropShip through contested space (something that always worries Skibinski).
  
  60
  13th Stalking Horse
  Reinforced Squadron/Veteran/Fanatical
  CO/HHQ Command Troop: Colonel Jeffrey “Fred”
  Morgan
  XO/Alpha Troop (Temperamental Templars): Major Coleen
  “Amazon” Leve
  Bravo Troop (Dirty Dozen Ronin): Captain Janan “Ra” Keb
  Charlie Troop (Bottled Lightning): Captain Sean “Stomper”
  Suthern
  The Stalking Horse is a cavalry squadron or reinforced bat-
  talion. Each troop is an augmented company, organized into
  three augmented lances called platoons. HHQ Troop is the
  Horse’s command unit. Alpha Troop’s platoons field mixed-weight
  elements, with the third platoon consists of VTOLs and fast hover
  tanks. Bravo Troop fields the command’s lighter elements, spe-
  cializing in recon and lightning assaults, while Charlie Troop pos-
  sesses the heaviest augmented platoons of the entire command,
  including Grey Death Scout and Cavalier battle-suits awarded to
  them by Duke George Hasek for their service during the FedCom
  Civil War.
  13TH STALKING HORSE: IRON HORSEMEN
  Over the last seventeen years, the many wars fought throughout out the Inner Sphere
  have produced many by-products; refugees, orphans, wrecked economies, sundered infra-
  structures, and displaced veterans. The Thirteenth Stalking Horse is one such by-product.
  Formed in 3064 by disenchanted members of the First Ceti Hussars, the Stalking Horse
  has become a melting pot of soldiers from various Houses and Periphery militaries.
  Warriors disillusioned and disgusted with their former liege-lords in just about every Inner
  Sphere realm found their way to Outreach to sell their skills. Among them was Colonel
  Jeffrey Morgan, founder of the Stalking Horse.
  Morgan used his connections to obtain sponsorship for his new command from
  Commander Jamie Wolf himself, who lent his support to bolster smaller mercenary com-
  mands throughout the Inner Sphere. Once the Stalking Horse had registered as an active
  force, Wolf invited his friend to join the Allied Mercenary Command along with the Wild
  Geese, whose commander, Brigadier Alisande Faulkner, was a long time friend of Colonel
  Morgan’s. The Iron Horsemen wasted no time getting into action against the Word of Blake.
  The Stalking Horse was conceived around the concepts behind the CCAF’s augmented lances
  (combined lances of BattleMechs, ground units, and aerospace/air assets) and the Ceti Hussars Combat Command. The Horsemen’s
  unique organization promotes strong unit integrity and speed while maximizing flexibility and firepower.The command is comprised most-
  ly of fast medium and heavy ’Mechs while supported by heavy armor (both track and hover) including a company of battle armor.
  During the FedCom Civil War, the Thirteenth saw action in the Capellan March against both Katherine’s Loyalist forces and Word of
  Blake Militia. On Sheratan, they held the line against elements of the Blakists’ Fifth Division while the Wild Geese maneuvered into the
  enemy’s rear and attacked. Morgan personally led the final assault that broke the Word’s line, driving them from the field, but their vic-
  tory was short-lived as enemy reinforcements returned en masse and pushed Morgan back. Forced into a fighting retreat, both the
  Stalking Horse and the Wild Geese left Sheratan in good order, and both currently garrison Alta Vista.
  The Stalking Horse insignia is a stylized horse-headed Grim Reaper, wielding a bolt of lightening upon a rust-red disc background.
  The unit uses appropriate camouflage for the terrain in which they operate.
  Dragoons Rating: B
  OFFICERS
  A graduate of Blackjack School of Conflict, Colonel Jeffrey Morgan loves unorthodox tactics and excels in mobile warfare. Morgan
  is a brilliant tactician and a naturally gifted MechWarrior.
  Captain Janan “Ra” Keb, a former member of the Fourth Arkab, left his command because of his inability to accept the Nova Cats
  into the Kuritian fold. Keb specializes in recon/scout operations.
  Lieutenant Josie “Bunny” Dred joined the Stalking Horse after leaving the Canopian Highlanders in disgust due to her realm’s col-
  lusion with the Confederation.
  Lieutenant Joseph “Bane” Twocrows is a Plains Indians descendant from the Free Worlds League. He possesses an uncanny abil-
  ity to pinpoint the OpFor commander when performing strafing runs in his Stingray. When asked how he does it, he simply replies, “Old
  Indian trick.”
  TACTICS
  Although a new command, the Thirteenth’s experienced officers and members quickly developed the tactics that define their unit
  today, including cavalry maneuvers, ambushes, combat drops, and hit and fade strikes.
  SUPPORT
  The Horsemen have a single Triumph and two Union DropShips, and an Invader-class JumpShip purchased from Wolf’s Dragoons.
  Horsemen technicians and members provide enough support for a rating of 80 percent.
  FORCE BRIEFS SUPPLEMENTAL
  
  61
  FORCE BRIEFS SUPPLEMENTAL
  Stone Ponies
  Company/Regular/Reliable
  CO: Captain Lyndsey Reinstadt
  XO/Able Lance: Lieutenant Edmund Brown
  Baker Lance: Lieutenant Arthur Chubarov
  Charlie Lance: Master Sergeant Franco Klein
  The Stone Ponies have a grand total of six BattleMechs,
  which make up Able and half of Baker Lances. The rest of the
  company—including all of Charlie Lance—is comprised of medi-
  um to heavy armored combat vehicles.
  STONE PONIES: HEART OF GOLD
  Every mercenary unit, it is said, works solely for profit. While there are
  plenty of examples to the contrary—such as the Kell Hounds, the Wolf’s
  Dragoons, or the Eridani Light Horse—the Stone Ponies are a lesser-
  known example of a unit that places principle ahead of the bottom line.
  This small unit was formed from stragglers that were seeking some
  kind of purpose in life, mercenaries burned out on fighting merely for the
  sake of a C-bill or two and three meals of field rations a day. Captain Lyndsey
  Reinstadt, formerly of the Black Omen, spent several years on Outreach after
  leaving that command, looking for professional soldiers who sought a purpose in
  life beyond being someone else’s cannon fodder in some vain hope for “a big score.”
  The Stone Ponies were the result of these efforts.
  The Ponies spent the remaining years of the Clan War (and the years since) wandering the rimward sections of the Periphery, tak-
  ing contracts on small, independent worlds that otherwise could not afford protection. Their contracts were—and are—unique in that the
  unit asks only for transportation to the planet, a facility to work on their machines, and just enough money to buy any parts and supplies
  needed, plus a very modest profit margin for the members of the unit (on combat contracts only).
  Currently, the Ponies are stationed on Clayborne II in the Circinus Federation.
  The Stone Ponies use a rough, rust-and-black camouflage scheme for parade and field operations. Their unit insignia is a herd of
  wild horses thundering across a barren wasteland.
  Dragoons Rating: C
  OFFICERS
  Master Sergeant Franco Klein serves two purposes in the Stone Ponies: he not only leads the unit’s Charlie Lance as a tank com-
  mander, but he also puts his logistical acumen to work as the unit quartermaster. During the Ponies’ stay at a duty station, Klein will often
  rustle up volunteers for what he calls “public relations work” and take a small crew around the planet to perform community service pro-
  jects.
  TACTICS
  The Stone Ponies tend to fight on the run in order to draw any attackers away from populated areas, in the hopes of minimizing civil-
  ian casualties and collateral damage.
  SUPPORT
  The Stone Ponies have no independent support assets, and hire transportation from contract to contract. All maintenance and repair
  is done by members of the unit, with occasional help from local mechanics.
  
  62
  FORCE BRIEFS SUPPLEMENTAL
  Tiger Sharks
  Battalion/Green/Questionable
  CO/1st Co.: Major Jason Timmus
  XO/2nd Co.: Captain Eva Vaul 
  3rd Co.: Captain Holt Frazier 
  The Tiger Sharks field a mix of heavy and light BattleMechs
  with infantry, armor, and aerospace fighter support. They do not
  operate an independent battalion command lance.
  TIGER SHARKS: IN AT THE DEEP END
  There are many independent mercenaries scattered throughout the Inner Sphere.
  Some prefer the freedom of answering to no higher authority. Others are just one step
  away from banditry. It is from the ranks of the latter group that the Tiger Sharks were
  formed.
  Tired with scratching out a living escorting merchants and guarding warehouses,
  Jason Timmus gathered together a mishmash of soldiers from Noisiel, Astrokaszy, and the back streets of
  Outreach. Serving for several years as a Periphery garrison force for the Free Worlds League, the Sharks managed to at least give the
  illusion of reliability.
  The confusion surrounding the Lyran secession and the formation of the Chaos March offered all mercenaries golden opportunities
  for employment. Seeking to prevent Acamar’s pro-Capellan nobility from dragging their world back under Capellan domination, desper-
  ate local merchants of the Acamar Merchants Freedom Guild hired the Tiger Sharks.
  On paper, the Sharks seemed up to the task, and a string of early successes gave the merchants the upper hand until Liao troops
  counterattacked and halted further gains. Aiming to regain the initiative, Timmus launched an assault on the planetary capital, killing sev-
  eral prominent nobles and acquiring an impressive collection of loot. However, at the same time, Capellan troops attacked the city of Flat,
  home of the AMFG. With their employers dead or scattered and no other central authority on planet after the Sharks leveled several gov-
  ernment buildings, the mercenaries bought passage back to Outreach.
  The Chaos March continued to provide the Sharks with rich pickings over the next decade. With myriad factions in the market to hire
  some muscle, they have gone wherever Timmus believed there was plunder to be had. Curiously, however, since their recent return to
  Outreach, the Tiger Sharks have turned down several offers of employment in the past few months. Clearly they are waiting for some-
  one or something, but the mercenaries have so far rebuffed all questions on the subject.
  The Tiger Sharks always use camouflage appropriate to their assignment. In addition, the lower arms and legs of their BattleMechs
  and wings of aerospace fighters are banded with black tiger stripes on yellow. Armor adds these same colors in a strip running down the
  center of the hull. A yellow shark with black stripes is their insignia.
  Dragoons Rating: F
  OFFICERS
  Claiming to hail from Dante in the Outworlds Alliance (hard to substantiate due to the Omniss’ aversion to computerized records),
  Major Timmus first appeared in the Inner Sphere shortly after the Truce of Tukayyid halted the Clan invasion in 3052. Living a hand-to-
  mouth existence, Timmus drifted into the Free Worlds League, where he formed the Tiger Sharks.
  One of Timmus’ favorite techniques for securing employment is to arrive unannounced on a Chaos March world where two or more
  small groups are at odds. Each faction is then faced with the danger that somebody else will offer the Sharks employment. Timmus likes
  to stir the pot by paying courtesy calls to the leaders of each faction, knowing that sooner or later someone will offer him a contract, even
  if just to remove the danger that an enemy may do so. By keeping the contract lengths short, Timmus can easily switch sides in local
  conflicts several times, creating a frenzied bidding war to drive up the price to acquire—or retain—the Sharks’ services.
  Second Company’s Lieutenant Jackson Stragy made a name for himself as a bounty hunter in the years leading up to the Clan inva-
  sion. Just why a loner like Stragy joined a mercenary command is a mystery, though some speculate that he could be using the Sharks
  as a cover to fulfill an exceptionally rich contract.
  TACTICS
  Individuals in the Tiger Sharks retain a wide streak of independence, which shows in their poor battlefield coordination. Mobbing
  tactics, not finesse or skill, are the order of the day.
  SUPPORT
  The Tiger Sharks are critically short of skilled technical staff, resulting in very poor combat readiness. Up to half their equipment is
  sidelined at any time. They possess one ancient Union-class DropShip, taken as a prize during their service in the Chaos March, but
  lack JumpShips.
  
  63
  FORCE BRIEFS SUPPLEMENTAL
  Vinson’s Vigilantes
  Company/Veteran/Questionable
  CO: Colonel Pada Vinson
  XO: Captain Kenise Dumas
  Ten BattleMechs of medium to heavy weight comprise all
  that remains of Vinson’s Vigilantes. Of these machines, only
  one—a battle-scarred Axman—sports any advanced technology.
  All are in various stages of disrepair.
  VINSON’S VIGILANTES:
  KICKING AND SCREAMING
  Once considered a reliable mercenary force, if not a terribly noteworthy one, Vinson’s Vigilantes
  emerged from the chaos of the late Third Succession War from a collection of smaller commands,
  and over the next several decades served each of the five Great Houses. But the arrival of the Clans
  and the refusal of upgrade packages in preparation for a mission against them prompted Colonel
  Pada Vinson to abandon his employer—the Federated Commonwealth—in late 3052, raiding sever-
  al AFFC armories before departing aboard a hijacked JumpShip. Declared rogue by the MRBC for
  the unwarranted murder of the armory personnel and JumpShip crew, the Vigilantes fled the Inner
  Sphere, eventually seeking refuge—and a power base—on the lawless Periphery world of Antallos.
  Outlawed and hunted, the Vigilantes began to fall apart as factions within clamored for a return to
  the Inner Sphere. Instead, Vinson attempted to unite his command by taking control of Antallos’ principal
  city, Port Krin, in 3059. With an eye toward securing all of Antallos as his personal fief, Vinson (now calling
  himself “Governor-Colonel” to stress his control over Port Krin) succeeded in unifying his command, but only
  for the short-term. Before long, deepening divisions between the rogue commander and executive officer
  Major Dominique Madróve hampered efforts to expand the Vigilantes’ control beyond the Port Krin city-state.
  Making matters worse was the presence of Vance Rezak, one of the richest and most notorious
  pirate leaders in the region, whose estates and connections on Antallos rivaled Vinson’s own. In a second
  attempt to solidify his authority by directing his troops against a common foe, Vinson guided the Vigilantes toward an
  inevitable showdown with Rezak’s Band of the Damned, confident that his abridged BattleMech regiment could overwhelm the mixed
  regiment despite the latter’s comparative edge in technology.
  Instead, the arrival of the Snow Ravens and their conquest of Rezak’s Hole led Rezak to act first. By 3065, he established a power
  base on Antallos so formidable that, on the eve of the final confrontation with Vinson, well over two-thirds of the Vigilantes simply went
  over to Rezak’s side without a shot fired—swayed by the promises and wealth of the pirate leader. Though Vinson’s remaining forces
  attempted to put up a fight, the overwhelming firepower and unexpected groundswell of local support for their opponants forced the one-
  time Governor-Colonel to flee Port Krin for the Free Zones beyond its walls.
  In their focus to merely survive, the Vigilantes have abandoned all hope of employing a unified color scheme, and many of their
  BattleMechs range from a flat primer to a generic camouflage scheme to a motley mix of colors from salvaged and mismatched armor
  plates. Only the unit’s logo—the fog-enshrouded silhouette of a man wielding a large gun set against a full moon—identifies a Vigilantes
  ’Mech.
  Dragoons Rating: Wanted/Rogue
  OFFICERS
  Having seen his command betrayed and decimated by his own executive officer and a man he considers to be a “two-bit bandit
  king”—all just as he was about to claim command over an entire world—Colonel Pada Vinson is reportedly giving in to bitterness and
  paranoia. Since retreating from Port Krin, it is said he is now eyeing avenues for a return to Port Krin by building a power base in some
  other Antallosan city, such as Proctor or Hermantown.
  TACTICS
  Utterly demoralized since their loss in Port Krin, the Vigilantes have begun to demonstrate a marked lack of cohesion during the few
  battles observed between them and various Zone Gangs. This lack of coordination only worsens when encountering their former com-
  rades among Rezak’s Band, and some reports have identified Vigilantes units retreating from battle against the Damned after putting up
  only token resistance.
  SUPPORT
  A hefty portion of the Vigilantes’ already meager tech staff were killed or defected during the unit’s final defeat in Port Krin, leaving
  only a handful of techs to tend to Vinson’s ten remaining BattleMechs. Worse still, in their retreat, Vinson was able only to claim one of
  the Vigilantes’ three Overlord DropShips, and his captured Invader –class JumpShip was recently claimed by Rezak’s Band as well.
  
  Wild Geese
  Reinforced Regiment/Veteran/Fanatical
  CO: Brigadier General Alisande Faulkner
  XO/Regimental Headquarters Troop: Leftenant Colonel
  Dave Stutenroth
  CO/Blackhorse Squadron: Colonel Paul Bowman
  CO/Ironhorse Squadron: Major Sandy Reich
  CO/Darkhorse Squadron: Major Alexander Zehnder
  Each Wild Geese squadron is a reinforced battalion com-
  posed of six companies (called troops). Blackhorse Squadron
  fields jump capable ’Mechs of fifty-five tons and heavier, while
  Ironhorse deploys heavy and assault ’Mechs. Darkhorse is com-
  prised of fast light and medium ’Mechs. All squadrons are further
  supported by hover armor, VTOLs, and battle-armored troops.
  WILD GEESE: SWORDS AND SPURS
  One of Ian and Hanse Davion’s best-kept secrets has been the Wild Geese. For years, this unit parad-
  ed around the Federated Suns, operating much like the FedSuns Armored Cavalry. However, the Wild
  Geese only masqueraded as a Davion line unit. This gave the AFFS plausible deniability when opera-
  tions failed or a propaganda windfall when they succeeded. For the Geese, not receiving fame or glory
  didn’t matter; protecting their homes and family was a far greater calling.
  Brigadier General Allen Faulkner formed the Wild Geese after leaving the AFFS before Ian Davion
  became First Prince. Faulkner was an ardent advocate of cavalry tactics and mobile warfare, a belief
  that made him an enigma among his peers. But he and his Geese got Ian Davion’s attention in 3006
  after stopping and forcing both the Blackwind Lancers and Marion’s Highlanders off Valexa. Ian offered
  Faulkner a lucrative contract that gave his command exclusive operation rights with one condition: they
  must fly colors of other Davion units while deployed. The Prince explained that this would confuse the
  enemy and bolster his own military’s sagging morale.
  For the next forty-plus years, the Wild Geese fought more battles than many prestigious line units in
  the AFFS.Then, in 3051, they faced Clan Jade Falcon in a classified raid on Blackjack. Faulkner fought a bril-
  liant campaign, but the Falcons’ superior training and technology proved too much to handle. Faulkner ordered his battered forces to
  retreat while he and his command company fought a rearguard action, and he died in the effort to save his command.
  Battered and demoralized, the Geese returned home to mourn their fallen comrades. Hanse Davion ordered them to stand down,
  agreeing to continue their payments until they were fully ready for duty again, a process that took nearly a decade to complete and includ-
  ed a reorganization of the entire regiment. After the Clans’ defeat at Tukayyid, the Geese’s new commander, Alisande Faulkner, took an
  extreme interest in the Com Guards organization and adopted it for her unit, and by 3062 the Wild Geese returned for action—only this
  time under their own colors. During the Capellan-St. Ives war, the Geese helped the Blackwind Lancers escape Ambergrist, and later
  joined with the Allied Mercenary Command to fight alongside the Thirteenth Stalking Horse on Sheratan. The Geese are currently sta-
  tioned on Alta Vista.
  The Wild Geese colors are varying shades of tan and brown, with highlights representing each squadron in the regiment. Their
  insignia is a stylized bronze goose with its wings extended forward over bronze-trimmed black background.
  Dragoons Rating: A
  OFFICERS
  Brigadier Alisande Faulkner, granddaughter of Allen Faulkner, assumed command of the Geese after she resigned from the First
  FedSuns Armored Cavalry. She is a gifted tactician and student of mobile warfare, who has kept the Geese from collapsing through sheer
  force of will.
  Major Sandy Reich is a true assault pilot, piloting a Thug retrofitted with jump jets and Clan weaponry. A former Com Guard war-
  rior, she joined the Geese in 3060 after Operation Bulldog. Her experience with Com Guard tactics has been invaluable. She bears a
  strong resemblance to Alisande that prompts many to wonder if they may be sisters.
  Colonel Paul Bowman, the Geese’s tactical commander and disowned grandson of the Duke of Tikonov, is an unusual man with a
  penchant for collecting information—the darker the better.
  Leftenant-Colonel “Crazy” David Stutenroth is the regimental XO. He commands the units aerospace squadrons comprised of
  Stukas, and is fond of saying “You will die slowly…” during ground support operations.
  TACTICS
  Embracing mobile warfare tactics of General George S. Patton (an ancient Terran military commander), the Geese use their armor
  and infantry to pin targets in place while their BattleMechs and aerospace fighters destroy them.
  SUPPORT
  The Geese have enough DropShips to move their entire regiment and all support units with the help of three Invader class-
  JumpShips. Their technicians provide enough support to give them a 90 percent rating.
  64
  FORCE BRIEFS SUPPLEMENTAL
  
  65
  MERCENARIES SUPPLEMENTAL II
  CAPELLAN CONFEDERATION
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Gael’s Grinders (Company)
  G/R
  Hsien
  90%
  0/45/10(B)
  (CO: Captain Louise Holley)
  CHAOS MARCH
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Burton’s Brigade (Company)
  G/R
  Hall
  75%
  0/35/0(C)
  (CO: Captain Elly Burton)
  Deliah’s Gauntlet (Company)
  R/R
  Capolla
  100%
  0/40/0(C)
  (CO: Captain Deliah Finn)
  CIRCINUS FEDERATION
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Eriksson’s Einherjar (2 companies)
  R/R
  Circinus
  85%
  0/15/0(F)
  (CO: Mika Bergström)
  The Fighting Shamrocks (Company)
  R/Q
  Thadora’s Land 65%
  0/20/0(D)
  (CO: Captain Angus O’Leary)
  Gray’s Ghosts (Company)
  G/Q
  Andiron
  110%
  0/10/0(F)
  (CO: Vince Chevalle)
  Stone Ponies (Mixed Company)
  R/R
  Clayborne II
  100%
  0/15/0(F)
  (CO: Captain Lyndsey Reinstadt)
  DRACONIS COMBINE
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Black Omen (Company)
  V/Q
  Wolcott
  80%
  10/30/15(C)
  (CO: Captain Richard Smith)
  Dragon’s Breath
  R/R
  Kiesen
  95%
  5/60/5(B)
  (CO: Colonel Peter Tate)
  FEDERATED SUNS
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  The Medusans
  Command and Support
  Squadron (JumpShip Squadron)
  V/R
  New Syrtis
  100%
  0/100/0(C)
  (CO: Admiral John Jellicoe)
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Hydra Assault Squadron
  (DropShip Squadron)
  V/R
  New Syrtis
  100%
  0/50/0(C)
  (CO: Rear Admiral Henry H Harwood)
  Basilisk Assault Squadron
  (DropShip Squadron)
  V/R
  New Syrtis
  113%
  0/66/0(C)
  (CO: Rear Admiral David Beatty)
  Mick’s Blue Skye Rangers (Company) R/R
  Kawich
  90%
  0/35/0(B)
  (CO: Captain Keith A. Mick)
  13th Stalking Horse (Battalion)
  V/F
  Alta Vista*
  85%
  0/100/20(A)
  (CO: Colonel Jeffrey “Fred” Morgan)
  Wild Geese
  V/F
  Alta Vista
  90%
  0/100/25(A)
  (CO: Brigadier Alisande Faulkner)
  FREE WORLDS LEAGUE
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Bad Dream
  V/R
  Kendall
  105%
  0/85/15(B)
  (CO: Colonel Henry Bortman)
  LYRAN ALLIANCE
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Gabhardt’s Carabineers 
  V/R
  Timbuktu
  75%
  5/40/10(B)
  (CO: Colonel Alexis Gabhardt)
  MAGISTRACY OF CANOPUS
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Green Mountain Boys (Battalion)
  V/R
  New Abilene
  125%
  0/50/0(C)
  (CO: Major Ethan Allen)
  NIOPS ASSOCIATION
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Black Heart Roses (Battalion)
  R/Q
  Niops V
  100%
  0/52/0(C)
  (CO: Colonel Sara Heart-Rose)
  TAURIAN CONCORDAT
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Black Angus Boys (Battalion)
  R/Q
  Celentaro
  80%
  0/20/0(D)
  (CO: Major Angus Black)
  MERCENARY 
  DEPLOYMENT SUPPLEMENTAL
  (Deployment as of 10 October 3067)
  This list supplements the deployment list given in the previous Mercenary Supplemental (published by the Mercenary Review and
  Bonding Commission) and covers only those units referenced in this volume. It should be noted, as always, that there are well over a
  thousand known mercenary commands at large throughout the Inner Sphere and Periphery at any given time.
  
  Gordon’s Armored Cavalry
  V/Q
  Amber Grove
  70%
  0/35/0(D)
  (CO: Colonel Nicholas Gordon)
  Prey’s Divisionals (Battalion)
  R/R
  New Vallis
  90%
  0/45/0(D)
  (CO: Major J. Benderoth)
  WORD OF BLAKE
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Blanc’s Coyotes
  R/Q
  New Home
  80%
  0/60/10(C)
  (CO: Colonel Martin Blanc)
  Broadstreet Bullies (Company)
  R/Q
  Unknown**
  65%
  0/35/0(F)
  (CO: Captain Daniel Grover)
  Hannibal’s Hermits
  R/R
  Keid
  115%
  0/70/5(B)
  (CO: Colonel Hannibal Aufkophen)
  INDEPENDENT/UNCONTRACTED
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Ace Darwin’s Whipits (1-2 Lances)
  R/R
  Outreach*
  variable
  0/25/0(D)
  (CO: Ace Darwin)
  Dedrickson’s Devils (Battalion)
  R/Q
  Unknown**
  45%
  0/10/0(F)
  (CO: Major James Dedrickson, Jr.)
  Devil’s Brigade (Battalion)
  R/R
  Galatea*
  75%
  0/30/0(D)
  (CO: Alex Keller)
  Golden Boys (2 Companies)
  R/Q
  Herotitus*
  100%
  0/35/0(D)
  (CO: Major Charice Kush)
  Hampton’s Hessens
  New Hessen Armored Scouts
  E/R
  Galatea*
  100%
  0/34/0(D)
  (CO: Colonel Fillippe Asaeu) 
  1st New Hessen Irregulars
  V/R
  Galatea*
  100%
  0/50/0(C)
  (CO: General Kurt Festerling)
  2nd New Hessen Irregulars
  G/R
  Galatea*
  100%
  0/66/0(B)
  (CO: Colonel Pat “Ton” Hampton)
  HeavyHell Raisers (Battalion)
  R/Q
  Galatea*
  75%
  0/30/0(C)
  (CO: Major Manu Sharma)
  Kraken Unleashed (Battalion)
  G/R
  Remshield*
  125%
  0/45/0(C)
  (CO: Major Phill McBain)
  Little Richard’s Panzer Brigade (Batt.) V/Q
  Pleione*
  85%
  0/100/20(A)
  (CO: Colonel Regina Whitman)
  Lone Wolves
  R/R
  Outreach*
  110%
  03/46/5(C)
  (CO: The Committee)
  Periphery Star Guard
  G/R
  (Periphery)
  85%
  0/5/0(F)
  (CO: Janice Annapoulis)
  Raging Horde (1 Cluster)
  V/Q
  Galatea
  80%
  60/40/0(B)
  (CO: Colonel Calvin Moon)
  Reed’s Brew (Battalion)
  V/Q
  Galatea*
  60%
  0/35/5(D)
  (CO: Major Lucas “Hurly” Reed)
  Rubinsky’s Renegades (1.5 Lances)
  V/R
  Galatea*
  100%
  0/75/35(B)
  (CO: Captain Maxophilia Rubinsky)
  Skibinski’s Salvage (1 tech company)
  R/R
  Arc-Royal*
  100%
  —/—/— (C)
  (CO: President Edward Skibinski)
  Tiger Sharks (Battalion)
  G/Q
  Outreach*
  92%
  0/18/0 (D)
  (CO: Major Jason Timmus)
  Vinson’s Vigilantes (Company)
  V/Q
  Antallos**
  85%
  0/25/0(F)
  (CO: Colonel Pada Vinson)
  PRIVATELY CONTRACTED
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  One-Eyed Jacks
  V/R
  Caesar Giausar 
  100%
  5/10/5(C)
  Steiner
  (CO: Colonel Darrel “Ramrod” Duke)
  * Unit is currently uncontracted
  ** Unit is Wanted/Rogue
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  Home-
  Tech
  Unit Name
  Exp/Loy
  World
  Strength C/SL/O(R)
  66
  MERCENARY DEPLOYMENT SUPPLEMENTAL
  
  67
  MERCENARIES SUPPLEMENTAL II 
  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.
  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.
  Mapsheet Terrain: In these rules, when a terrain type such
  as Urban, Wooded, or Mountain Terrain is mentioned, it is specif-
  ically referencing the Terrain-Specific Mapsheet Tables (see p.
  107, BMR). As such, if a rule specifies “Urban Terrain,” it specifi-
  cally means those maps found under Table 7: Urban Terrain
  Table (see p. 107, BMR).
  Terminology: In these rules, the term unit is 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 is used when specifi-
  cally referring to the mercenary force that a player will build.
  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 exam-
  ple, 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
  opposing units both have the advantage of choosing the side of
  the map from which they enter, ignore the advantage and instead
  determine 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, before making his
  Initiative roll—choose to take the Initiative. The controlling player
  may only “bank” up to two Initiatives (giving up four beforehand)
  at any one time in this way. For purposes of any other special abil-
  ities, 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 initia-
  tive bonus if it destroyed 4 enemy units and lost 2 of its own dur-
  ing 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. This ability may only
  be used if the scenario type allows for it. For example, an offen-
  sive 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 campaign set-
  ting, 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-
  MERCENARY COMMANDS
  
  68
  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 adja-
  cent enemy unit 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
  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 avail-
  able to move) do not carry over to later turns. For example, an
  overrun-capable force makes an initiative roll of 11, while its
  opponent rolls a 6. That gives the overrun-capable force a mar-
  gin of success of 5, allowing two units to move and fire before
  any opposing units may move (5 divided by 2 is 2.5, rounding
  down to 2).
  Units employing the overrun capability do not take part in
  the normal move/fire sequence and so do not count when deter-
  mining how many units each side must move when alternating
  turns during the Movement, Reaction, and Weapon Attack phas-
  es. 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 fol-
  lowing mercenary commands. 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 pre-
  served (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 mercenary unit
  according to the rules starting on page 137 of FMMercs.
  If using an alternate generation method or if exercising a
  commander’s prerogative to choose ’Mechs, the equipment rat-
  ing can serve as a guide for those choices.
  FORCE-SPECIFIC RULES
  The following level 3 rules reflect the special tactics and abil-
  ities of the various mercenary commands featured in this book.
  ACE DARWIN’S WHIPITS (F)
  Before the start of any scenario, the WhipIts’ controlling play-
  er must designate a command unit. No enemy unit may fire at the
  WhipIts’ designated commander if that unit has a line-of-sight to
  a closer WhipIts BattleMech (regardless of whether or not modi-
  fiers make hitting the closer ’Mech more difficult or impossible).
  Warriors or mercenary commands with a special ability to target
  enemy commanders are exempt from this rule only if modifiers
  make hitting the closer unit impossible.
  Warriors who participate in three missions with Ace Darwin
  and put the WhipIt insignia on their machines may consider Ace
  a 1-point Contact per CBT: RPG rules.
  BAD DREAM (B)
  Bad Dream ’Mech units suffer a –1 initiative penalty for every
  one of their battalion commanders (majors) who is involved in
  combat; these units must be designated before the start of any
  scenario. If Colonel Bortman is leading (the unit must be desig-
  nated as such before the start of any scenario), the controlling
  players rolls 1D6. On a 1 the Colonel has had a good night at
  Drax last night and cancels all Initiative penalties, adding an
  additional +1 Initiative modifier. On a 2 or 3 he had an unevent-
  ful night, which does not affect the force. On 4-6, he has had a
  bad night and inflicts an additional –1 Initiative penalty.
  Furthermore, if the Bad Dream unit casualties ever outnumber
  those of the opposing force by two to one or more, Bortman
  orders an immediate retreat.
  The Nightcrawlers may roll a separate Initiative from the rest
  of the Dream if they so choose. When doing so, treat the
  Nightcrawlers as a third force during the Movement Phase and
  Weapon Attack Phase. In addition, the Nightcrawlers gain a mod-
  ified Overrun Combat special ability when they are the only force
  deployed in a scenario and may move one unit for every point by
  which their Initiative result exceeds that of the opposing force.
  BLACK ANGUS BOYS (D)
  When randomly assigning BattleMechs to this command,
  the Black Angus Boys may roll on the F column of the Random
  ’Mech Assignment Table: Free Worlds League (see p. 126, Field
  Manual: Free Worlds League) or Random Unit Assignment Table:
  Free Worlds League (see p. 226, Field Manual: Updates), rather
  than the D column of the Random Unit Assignment Table (see p.
  126, FMMercs). For every BattleMech assigned in this fashion,
  however, one Black Angus ’Mech may be rolled up on B of the
  Random Unit Assignment Table (see p. 126, FMMercs).
  BLACK HEART ROSES (C)
  All Black Heart Roses infantry possessing anti-BattleMech
  MERCENARY COMMANDS
  NAMED MERC UNITS EQUIPMENT
  RATING TABLE
  Rating
  Description
  Example
  A
  Heavy Upgrades
  Little Richard’s Panzer Brigade
  B
  Good Upgrades
  Gabhardt’s Carabineers
  C
  Fair Upgrades
  HeavyHell Raisers
  D
  Average Upgrades
  Tiger Sharks
  F
  Poor Upgrades
  Vinson’s Vigilantes
  
  69
  MERCENARY COMMANDS
  training suffer a +1 modifier to the base to-hit target when mak-
  ing anti-BattleMech Leg and Swarm Attacks (see p. 72, BMR).
  BLACK OMEN (D)
  Adept at night fighting, the Black Omen suffers only a +1 to-
  hit penalty for Night Combat (see p. 87, BMR). Additionally, if any
  enemy unit fires a point-blank shot using the Hidden Units rules
  (see p. 83, BMR); the Omen player gains a +2 Initiative modifier
  for the next 2 turns.
  Clan Ghost Bear forces receive a +2 Initiative modifier for
  the first turn in any scenario when facing the Black Omen.
  However, for every turn in which no Black Omen ’Mechs are
  destroyed, this bonus is decreased by 1 (to a minimum of 0). For
  every turn thereafter that no Black Omen ’Mechs are destroyed,
  the Black Omen player gains a +1 Initiative modifier (to a maxi-
  mum bonus of +2).
  BLANC’S COYOTES (B)
  At the beginning of the scenario, the controlling player can
  place any Coyote units on the board as many hexes from his
  home edge as the unit has running MP.
  Blanc’s Coyotes are extremely adept at close range combat
  and receive a –1 to-hit modifier to medium-range attacks, and a
  –2 to-hit modifier for short-range attacks, but suffer a +2 to-hit
  modifier at long range. They may also ignore all Attacker
  Movement modifiers for walking or running.
  Blanc’s Coyotes suffer a –2 Initiative penalty when facing
  any Clan force.
  BROADSTREET BULLIES (F)
  When fighting in Urban Terrain, the Bullies may use the
  Hidden Units rules (see p. 83, BMR) for all or part of their forces,
  and they also receive a +1 Initiative modifier.
  BURTON’S BRIGADE (C)
  Burton’s Brigade receives a +1 Initiative modifier when fight-
  ing in any wooded or jungle terrain and may reduce all to-hit
  modifiers for woods or jungle terrain by –1 per hex (to a minimum
  modifier of 1 each).
  DEDRICKSON’S DEVILS (F)
  Before the start of the game, the controlling player may
  choose to mimic the special rules of any force from the Taurian
  Concordant or the Federated Suns, provided the opposing side
  is not the same affiliation.
  DELIAH’S GAUNTLET (C)
  Deliah’s Gauntlet is very effective at combining fire upon the
  enemy when they have the Initiative but are much more hesitant
  when the enemy is dictating the fight.
  To reflect this, if the Gauntlet player wins Initiative by more
  than 1 point, all Gauntlet attacks against one opposing unit—
  chosen randomly by the Gauntlet player—receive a –1 to-hit
  modifier. If, on the other hand, the Gauntlet player loses Initiative
  by more than 1 point, attacks against one opposing unit—chosen
  randomly by the opposing player—receive a +1 to-hit modifier.
  Deliah’s Gauntlet characters may receive a +1 skill bonus in
  two of the following skills at no cost: Interest/One Star Ideology,
  Interest/Astronomy, Navigation/Space, or Fast-Talk. However,
  Gauntlet characters with any of these skills also automatically
  receive a one-point Stigma/One Star Faith Trait.
  DEVIL’S BRIGADE (F)
  When randomly determining units using the Random Unit
  Assignment Table (see p. 126, Field Manual: Mercenaries,
  Revised) the controlling player may choose to re-roll any unit that
  does not have a Walking/Cruising/Safe Thrust MP of 5 or better,
  but the player must take the new unit rolled.
  At the controlling player’s choosing, any ’Mechs fielded in a
  scenario can mount the Improved C3 Computer (see p. 135,
  BattleTech Master Rules, Revised). However, the ’Mech must be
  a legal design after mounting the C3, so an appropriate mix of
  2.5 tons of equipment must be removed (this can be any combi-
  nation of equipment/weapons/armor) and there must be the
  required two slots available in a single location.
  If the Brigade fields only units (this requirement excludes
  infantry) found in Technical Readout: 3025 and Technical
  Readout: 3026, their Walking/Cruising/Safe Thrust MP is modi-
  fied by +1 for all units with 3 to 5 standard Walk/Cruise/Safe
  Thrust MPs and by +2 for all units with 6 to 8 standard
  Walk/Cruise/Safe Thrust MPs.
  Units with a standard
  Walk/Cruise/Safe Thrust of 2 MPs or less or more than 8 MPs do
  not receive these modifiers.
  Note that these MP bonuses affect only the unit’s
  Walk/Cruise/Safe Thrust MP and any resulting weapons and
  physical 
  attack 
  modifiers 
  but 
  do 
  not
  affect
  Running/Flanking/Maximum Thrust MP or any jumping capabili-
  ty. Note also that losing enough MPs from damage to reduce a
  unit’s base Walk/Cruise/Safe Thrust MP to 0 also eliminates
  these bonus MPs as well, so a Commando, which would enjoy a
  Walk MP of 8 under these rules, that loses 6 MPs due to battle
  damage would be reduced to 0 MP as a result.
  DRAGON’S BREATH (B)
  The MechWarriors of Dragon’s Breath are very good at plac-
  ing their shots so that enemy forces are brought down with a min-
  imum of damage (the better to be salvaged).
  Because of this, the penalty for Called Shot is reduced by 1.
  ERIKSSON’S EINHERJAR (F)
  To reflect their intense hatred of the Clans, the Einherjar suf-
  fers a –1 Initiative modifier when fighting Clan forces, but they
  also receive the Force the Initiative special ability.
  FIGHTING SHAMROCKS (D)
  Due to their skill and thoroughness in reconnaissance, in
  any scenario where the Fighting Shamrocks are the defenders,
  the player controlling this force may veto the first map sheet cho-
  sen by the opposing player.
  In addition, the Shamrocks also receive a +3 Initiative mod-
  ifier for the first turn, +2 for the second, and +1 for the third turn.
  Subsequent Shamrocks Initiative rolls apply no further bonuses.
  However, because they do not adapt well to the unexpected,
  these values are reversed when the Shamrocks are the attack-
  
  70
  MERCENARY COMMANDS
  ers in a scenario, imposing a –3 Initiative modifier for the first
  turn, –2 in the second, and –1 in the third. Subsequent
  Shamrocks Initiative rolls apply no further penalties.
  GABHARDT’S CARABINEERS (B)
  When operating with twelve or fewer units, the Carabineers
  may employ the Off-Map Movement special ability.
  GOLDEN BOYS (D)
  Every Golden Boys MechWarrior may ignore the effects of
  the first pilot damage during a battle (they don’t need to make a
  Consciousness roll) due to their mental strength and relaxed
  muscles. For each subsequent hit, however, the damage effects
  are treated normally.
  During contract negotiations, add an additional +1 modifier
  to all Contract Negotiations Checks to reflect the Boys’ expert
  lawyers.
  GORDON’S ARMORED CAVALRY (D)
  All characters affiliated with Gordon’s Armored Cavalry
  automatically receive a 1-point Quirk/Hates Capellans Trait.
  GAEL’S GRINDERS (B)
  Louise Holley counts as a Veteran negotiator, and, when
  using CBT: RPG, has a Seduction skill bonus of +6.
  GRAY’S GHOSTS (F)
  All Gray’s Ghosts characters automatically receive a 2-point
  Bad Reputation Trait. The Ghosts’ lawyer counts as a Veteran
  negotiator in all contract negotiations as well as contract breach
  and criminal litigations. (in CBT: RPG terms, this lawyer rates a
  +6 in Negotiation/Legal).
  GREEN MOUNTAIN BOYS (C)
  If it forgoes firing for that turn, any Green Mountain Boys unit
  may elect to run/flank at twice its normal walk rate. This ability
  cannot be used if the unit cannot run/flank.
  If the Green Mountain Boys are the defender in a scenario,
  they may use Hidden Unit rules (see. 83, BMR) for up to half of
  their force (round down).
  HAMPTON’S HESSENS
  New Hessen Armored Scouts (D)
  The New Hessen Armored Scouts gain a +2 Initiative mod-
  ifier during any scenario, but only as long as all of their
  BattleMechs and vehicles have a Walking/Cruising MP of 6 or
  more.
  First New Hessen Irregulars (C)
  The First Irregulars may use both the Banking Initiative and
  Off-Map Movement special abilities.
  Second New Hessen Irregulars (B) 
  If there is one building or less on the playing area, the
  Second Irregulars’ player suffers a –2 initiative penalty for the
  duration of the scenario. If more than one building is present, this
  penalty is reduced to a –1.
  HANNIBAL’S HERMITS (B)
  When randomly determining units, the Hermits may use
  either the B column of the Random Unit Assignment Table (see
  p. 126, FMMercs), or the B column of the Word of Blake Militia on
  the Random ’Mech Assignment Table: ComStar (see p. 131, Field
  Manual: ComStar), or Random Unit Assignment Table: Word of
  Blake (see p. 220, Field Manual: Updates).
  The Hermits’ heavy and assault ’Mechs may use the Off-
  Map Movement special ability.
  HEAVYHELL RAISERS (C)
  For every four ’Mechs fielded in a scenario, one ’Mech must
  be an assault ’Mech.
  If the HeavyHell Raisers field ’Mechs, vehicles, and infantry
  in a given scenario, the controlling player can choose one of the
  following special abilities for that scenario (the ability is chosen
  after the maps are placed, but before units are placed on the
  board):
  • All vehicle units gain a –1 to-hit modifier to all long-range
  weapon attacks.
  • All assault ’Mechs gain +1 Running MP (Walking MP is
  unaffected)
  • All infantry gain a –2 to-hit modifier to all weapon attacks
  (not physical attacks)
  • All aerospace fighters choose from 1 to 7 consecutive
  hexes for strafing attacks, rather than the standard 5.
  KRAKEN UNLEASHED (C)
  The player controlling Kraken Unleashed can elect to
  replace the jump jets on any of their BattleMechs with UMUs (see
  pp. 62-63, MapPack: Solaris VII).
  During each turn that more than half of the Kraken player’s
  units begin in (or on) a water hex, the command receives a +1
  Initiative modifier.
  LITTLE RICHARD’S PANZER
  BRIGADE (A)
  The rough tactics for which the Panzer Brigade is infamous
  gives them an ability to intimidate any opposition.
  To reflect this ability, the Brigade cancels any opposing
  force’s positive Initiative modifiers whenever the Brigade destroys
  more enemy ’Mechs than it loses to the opposing side in a given
  turn. Once the opposition loses its bonuses, the Brigade player
  can generate his own bonuses through total ’Mech kills. For every
  lance of BattleMechs destroyed by the Brigade in excess of those
  destroyed by their opponents, the Brigade receives a +1 Initiative
  modifier.
  Enemy units may not fire point-blank shots using the Hidden
  Units rules (see p. 83, BMR) against the Brigade on any Flatlands
  Terrain.
  LONE WOLVES (C)
  Up to half of the Lone Wolves force may enter the board on
  any edge except the opposing force’s home edge, but must be at
  least five full-hexes away from the opposing force’s home edge.
  
  71
  MERCENARY COMMANDS
  THE MEDUSANS
  When randomly determining Medusan BattleMechs, reroll
  any result that yields a unit without jump jets.
  All Medusan aerospace fighters receive a +1 modifier to
  Piloting and Gunnery rolls while operating in space and a –1
  modifier when operating in atmosphere.
  Hydra Assault Squadron (C)
  Hydra Squadron DropShips receive a +1 modifier to
  Gunnery rolls in any turn that only a single enemy unit is target-
  ed.
  Basilisk Assault Squadron (C)
  All Basilisk Squadron DropShips receive a +1 modifier to
  Gunnery rolls at short range.
  MICK’S BLUE SKYE RANGERS (B)
  To reflect their favoritism toward airborne units, the Rangers
  gain a +3 Initiative modifier as long as their force consists entire-
  ly of conventional fighters or VTOLs.
  The Rangers’ highly experienced techs receive a +1 modifi-
  er on all rolls made to repair conventional fighters or VTOLs.
  ONE-EYED JACKS (C)
  The One-Eyed Jacks create confusion against uncoordinat-
  ed groups.
  To reflect this, if there are ever two or more groups of enemy
  forces without an overall command unit designated before the
  start of the scenario (two lances without a captain among them,
  two Trinaries without their Star Colonel, and so forth), the Jacks
  gain a +1 Initiative modifier for each enemy group present.
  This bonus, however, is negated if the enemy has a Mobile
  HQ unit. If negated in such a fashion, in fact, the enemy can see
  through the Jacks’ tactics and the Jacks suffer a –1 Initiative
  penalty instead of a bonus.
  The Jacks receive an automatic and additional +1 Initiative
  modifier if any of the opposing forces they are facing include
  Steel Vipers.
  PERIPHERY STAR GUARD (F)
  The Periphery Star Guard’s excellent technical support and
  willingness to offer them to support employer units affords them
  the same effect as a veteran-rated support administrator during
  contract negotiations.
  Furthermore, their ability to make repairs on the fly in the
  heat of battle allows them to perform “Rush Job” repairs (see p.
  92, BMR) at the half-time rate without an experience level reduc-
  tion. Quarter-time and eight-time rush jobs still require the 2-level
  and 3-level experience reductions, respectively.
  PREY’S DIVISIONALS (D)
  When acting as the defender in any non-Urban Terrain,
  Prey’s Divisionals automatically receives a +2 Initiative modifier.
  If fighting in Urban Terrain, the Divisionals loses this modifier but
  gains the Forcing the Initiative special ability.
  If any of the opposing forces consist of regular or mercenary
  troops employed by the Calderon Protectorate, Prey’s
  Divisionals loses all of the above special abilities, and must
  instead withdraw from the map along the shortest possible route
  using any desired movement mode. These retreating Divisionals
  may not make physical attacks of any kind against Protectorate-
  affiliated units but may deliver weapon attacks at a +2 to-hit mod-
  ifier.
  RAGING HORDE (A)
  The Raging Horde can never be intimidated. When any
  Horde unit is within six hexes of a target, it gains a –1 to-hit mod-
  ifier for any direct-fire (non-missile) weapon. If any non-Elite
  enemy unit is within three hexes of a Raging Horde squad/Point,
  the Horde player can intimidate the unit.
  To resist intimidation requires a successful Piloting Skill Roll
  (or Gunnery Skill Roll for units without Piloting skills) on the part
  of the unit being intimidated. Veteran units receive no modifiers
  to this roll, while Regular units suffer a +2 penalty, and Green
  units suffer a +4 penalty. If the roll fails, the intimidated unit must
  move its maximum run/flank MP away from the Horde unit that
  intimidated it in the following turn. Afterward, the unit may func-
  tion normally.
  Raging Horde units receive a -2 to-hit modifier for any anti-
  BattleMech Swarm or Leg Attack (see p. 72, BMR). However, if
  the opposing ’Mech is not disabled after the initial attack, the
  Horde infantry must continue attacking it until the unit has been
  destroyed (or until the attacking Horde unit is destroyed).
  Raging Horde characters may automatically receive a +1
  skill 
  bonus 
  in 
  Interest/Football, 
  Interest/Soccer,
  Interest/Lacrosse, Interest/Rugby, or Interest/Hockey.
  REED’S BREW (D)
  Reed’s Brew receives a +2 Initiative modifier when acting as
  the defender in any scenario.
  RUBINSKY’S RENEGADES (B)
  If the scenario allows for it, up to one-third (rounding down)
  of the Renegades units may be placed using the Hidden Units
  rules (see p. 83, BMR).
  Rubinsky’s Renegades units receive an additional +1 to-hit
  modifier when using partial cover, but only if the attacker is far-
  ther than six hexes away. The additional +1 modifier does not
  apply to any opposing unit six hexes away and closer, but the
  Renegade unit receives a –1 to-hit modifier against that unit.
  If the Renegades’ designated command ’Mech (must be
  designated before the start of the scenario) is destroyed, the
  Renegades suffer a +1 to-hit and +1 Piloting Skill Roll modifiers
  for the remainder of the scenario.
  SKIBINSKI’S SALVAGE (C)
  Due to their training and experience working with Defiance
  Industries of Hesperus, Skibinski’s Salvage gain a +1 modifier on
  all repair rolls (see p. 90, BMR) to any BattleMech that appears
  on the Random ’Mech Assignment Table: Lyran Alliance (see p.
  127, Field Manual: Lyran Alliance) or Random Unit Assignment
  Table: Lyran Alliance (see p. 227, Field Manual: Updates).
  
  72
  CBT: RPG RULES
  13TH STALKING HORSE (A)
  The Thirteenth Stalking Horse receives a +2 Initiative modi-
  fier at the beginning of the turn in any scenario when they deploy
  a mix of vehicles, infantry, and BattleMech units, and a –2
  Initiative penalty if fighting in Urban Terrain. These Initiative mod-
  ifiers stack, so a combined-arms force loses its modifier if fight-
  ing in Urban Terrrain.
  The Stalking Horse cannot be intimidated when its control-
  ling player deploys two or more platoons of infantry. If all infantry
  platoons target a single enemy unit in a turn, each unit receives
  a +1 to-hit modifier in that turn.
  Finally, while operating in open terrain, Stalking Horse
  BattleMechs may increase their Running MPs by +1 to simulate
  the Horsemen’s affinity for mobile warfare. Doing so, however,
  imposes an additional +1 attacker movement modifier for all
  attacks made by the speeding unit(s).
  STONE PONIES (F)
  When acting as the defenders in a scenario, the Stone
  Ponies reduce all to-hit modifiers for attacker movement by 1 (to
  a minimum of 0).
  TIGER SHARKS (D)
  On any turn in which more than one Tiger Shark unit
  remains in play, all Tiger Shark units can elect to combine fire
  against a single opposing target. All such attacks against this
  “favored target” receive a –1 to-hit modifier, but all active Tiger
  Shark units capable of making ranged attacks must have a valid
  line of sight to this target and be within range of at least one
  weapon (which must be fired). When using this ability during a
  turn, the Tiger Sharks may make no additional ranged attacks
  against any other targets.
  VINSON’S VIGILANTES (F)
  Before the start of any scenario, the Vigilantes player must
  roll 1D6 for every ’Mech the Vigilantes field, and deliver that
  many 7-point hits to that unit, determining hit locations on the
  Front/Back chart. Note that any damage which penetrates armor
  may deliver a critical hit as normal, but any ammo, cockpit criti-
  cal, second gyro or third engine hits must be re-rolled.
  The Vinson’s Vigilantes suffer a –1 Initiative penalty in all
  engagements due to their lack of cohesion. If opposing Vance
  Rezak’s Band of the Damned or Clan forces of any kind, this
  penalty becomes –2, and the entire Vigilantes force must imme-
  diately begin to retreat on any turn where they lose the Initiative
  by 6 points or more.
  WILD GEESE (A)
  Point-blank shots from Hidden Units (see p. 83, BMR) may
  not be directed on Wild Geese units.
  The Wild Geese receives a +2 Initiative modifier unless and
  until their designated commander’s ’Mech (which must be desig-
  nated before the start of any scenario) is disabled or destroyed,
  and the unit receives an additional +1 Initiative modifier if the
  designated command unit of the opposing force is disabled or
  destroyed. Should the Wild Geese commander lose her ’Mech,
  however, the unit automatically loses the Initiative for the next
  turn and suffers a –2 Initiative penalty for the remainder of the
  scenario.
  Any Jade Falcon forces that oppose the Wild Geese receive
  a +2 Initiative modifier.
  CBT: RPG RULES
  This section provides new Life Paths to supplement those
  found in the character creation rules provided in the Classic
  BattleTech RPG (CBT: RPG) and the Classic BattleTech
  Companion (CBTComp). These rules enable players and
  gamemasters to create characters better tailored for mercenary-
  based campaigns.
  ADDITIONAL PATHS
  The following section contains two new Life Paths unique to
  the mercenary life. Players and gamemasters can use these
  paths in conjunction with those presented in CBT: RPG and the
  CBT: RPG Companion. Both of these Paths feature a unique list
  of events similar to the paths presented in the CBT: RPG rule-
  book. Use the standard rules for determining character events (p.
  24, CBT: RPG) with one exception: instead of rolling 2D6, play-
  ers roll 2D10 to select an event. In addition, each EDG point
  spent to affect an event roll on these tables can be used for a re-
  roll or to modify the result by 1 or 2 points.
  TOUR OF DUTY: ROGUE MERCENARY
  Mercenary or Bandit Kingdom Affiliation only.
  Becoming a legitimate mercenary is hard enough; staying
  legitimate is even harder. Those who can’t play by the rules are
  considered to have “gone rogue,” wanted and often hunted by the
  MRBC or other authorities to stand trial for the crime of not living
  up to the standards.
  Time: 3 years 
  Attribute Minimums: WIL 3
  Traits: Bad Reputation, Enemy, Bloodmark 
  Skills: Scrounge +2, Survival +2, Escape Artist +1, +2 to any
  three military field skills 
  Previous Paths: Any Tour of Duty path 
  Next Path: Tour of Duty: Rogue Mercenary (4), Tour of Duty:
  Pirate (4), Ne’er Do Well (4)
  Tour of Duty: Rogue Mercenary Events
  2
  The worst part about going rogue is being caught.
  [Interrogation +2, Add 1d6 years to time spent in this path,
  Unattractive, Glass Jaw, lose all Well Equipped and Wealth
  
  73
  traits, next path must be Ne’er Do Well] 
  3
  Those cowards said they’d follow you to hell and back, but
  did they? Of course not! [Combat Paralysis, Dark Secret,
  Madness/Paranoia] 
  4
  Is it sabotage, or just bad luck? [Enemy (2), Perception +2,
  Survival +2, and Choose either Vehicle –1 and Gremlins, or
  Poorly Equipped and Unlucky] 
  5
  Certain parties have taken an active interest in your opera-
  tions and want to end them. [Enemy (2), BloodMark,
  Perception +2] 
  6
  You’ll never get to be legitimate if you continue to ignore the
  rules of warfare. [Bad Reputation (2)]
  7
  You’re running from your employers not just because of con-
  tract breaches, but because of what you did to their kids.
  [Seduction +2, Fast Talk +2, Enemy (3), Dependent] 
  8
  They don’t know why you went rogue, and you don’t want
  them to know either. [Dark Secret (3), Deception +2, Fast-
  Talk +1] 
  9
  Your boys remained loyal to the last … even while you
  escaped with the spoils.
  [Wealth, Well Equipped,
  Quirk/Selfish, Choose either Dark Secret (2) or Bad
  Reputation (2)] 
  10
  Pickings are slim for mercs wanted by the MRBC. [Poverty,
  Survival +2] 
  11
  A good soldier is always in demand, no matter his methods.
  [+2 to any two military field skills] 
  12
  That unsanctioned raid netted you supplies to last a while.
  [Well Equipped, Bloodmark, +2 to any two military field
  skills] 
  13
  These profit margins are better than when you were legit.
  [Wealth, +1 to any four military field skills]
  14
  The noble doesn’t care about your rating, merely your effec-
  tiveness [Contact, Negotiation +2, +2 to any military field
  skill, +1 to any other skill] 
  15
  The rock you were hiding under turned out to be someone’s
  hidden supply cache. Take it, or leave it? [If you take the
  treasure and run, take Wealth, Well Equipped, Owns
  Vehicle, Bloodmark (2) and Enemy (2). Otherwise, take
  Poverty, Contact (2), and Good Reputation (2)] 
  16
  Certain parties have taken an active interest in your opera-
  tions and want to help. [Contact (2), In For Life, Well
  Equipped, Scrounge +2, Perception +2, Intimidation +2] 
  17
  The populace has nicknamed you “Robin of Port Krin” [Good
  Reputation (2), Well Connected] 
  18
  To hell with being a rogue merc! You’re going to be a Bandit
  King! [Wealth (2), Well Equipped, Bad Reputation, Property
  (2), Quirk/Paranoid, Leadership +3, SOC +2] 
  19
  Choose one event or roll twice and apply both results.
  20
  Choose two events or roll three times and apply each result.
  TOUR OF DUTY:
  FREELANCE MERCENARY
  Inner Sphere and Periphery Affiliations only.
  You’re a mercenary among mercenaries. You’ve been in so
  many units you’ve lost count, and you like it like that. You don’t
  like staying with a single group for too long, and you have your
  reasons why.
  Time: 2 years 
  Attribute Minimums: WIL 3, BOD 4, INT 4 EDG 5
  Traits: Stigma/Unreliable (2), Brave, Vehicle, Impatient 
  Skills: Survival +3, Perception +2, +2 to any three military field
  skills 
  Previous Paths: Any Military path 
  Next Path: Tour of Duty: Rogue Mercenary (4), Tour of Duty:
  Mercenary (4), Tour of Duty: Inner Sphere (4), Tour of Duty:
  Freelance Mercenary (4), Ne’er Do Well (4), Travel (4)
  Tour of Duty: Freelance Mercenary Events
  2
  That unit whose equipment you “salvaged” has come to take
  it back—with interest. [Escape Artist +2, +2 to any three
  combat skills, Bad Reputation, BloodMark (2), Disabled,
  Enemy (2), Lose all Wealth, Well Equipped, and Vehicle
  traits, next path must be Ne’er Do Well] 
  3
  That last assignment left you a wreck. [+2 to any skill,
  Madness/Any, Choose two of the following: Combat
  Paralysis, Lost Limb (2), Glass Jaw. May take no further
  mercenary, pirate, or military paths] 
  4
  You left a lot behind you that you’d rather not remember.
  [Dark Secret (3), Life Debt, +1 to any two skills] 
  5
  You’re freelance because the units you stick with have a
  habit of getting destroyed. [Choose two: Bad Reputation (2),
  Dark Secret (2), Introvert, Unlucky] 
  6
  The problem with being freelance is you have no safety net
  for the slow periods. [Poorly Equipped, Poverty] 
  7
  You saw the double cross coming, but couldn’t prevent it
  from happening. [Enemy (2), Quirk/Paranoid, Introvert, Sixth
  Sense] 
  8
  This contract wasn’t exactly easy. [+2 to any three combat
  skills, EDG –1, Choose either Disabled or Lost Limb] 
  9
  You gained fame and fortune, but at what cost? [Lost Limb
  (3), Clumsy, Unattractive, Wealth (2), SOC +2, Promotion
  (2), +1 to any two military field skills]
  10
  You’ve picked up a few tricks this last go around. [+1 to any
  two skills] 
  11
  You’re a better negotiator than your agent is. [Wealth,
  Negotiation +2] 
  12
  That tour left you not only better off, but with a family as well.
  [Dependent, Well Equipped] 
  13
  This raid was easier then they said it would be. [+1 to any
  two military field skills] 
  14
  You hit the jackpot with this contract. [EDG +1, Wealth (2)] 
  15
  You’re owed a lot of favors. [Contact, Well Connected] 
  16
  This long-term contract was just too good to pass up. [In For
  Life, Wealth, Well Equipped (2), Negotiation +2, Fast Talk
  +1, add 2D6 years to this path] 
  17
  Your reputation has attracted a circle of confidants. [Contact,
  Contact (2), Gregarious, Leadership +1, Negotiation +1] 
  18
  Ace Darwin has nothing on you! [Fast Talk +2, Leadership
  +2, Gregarious, Owns Vehicle, Vehicle, Well-Connected] 
  19
  Choose one event or roll twice and apply both results.
  20
  Choose two events or roll three times and apply each result.
  MERCENARIES SUPPLEMENTAL II 
  
  74
  MERCENARIES SUPPLEMENTAL II 
  
  75
  MERCENARY RULES ANNEX
  This section provides rules to supplement those found in
  Field Manual: Mercenaries, Revised (FMMercs) and are intended
  for use in BattleTech games. Although tailored primarily for mer-
  cenary-based games, many of these rules may be applied to
  other game settings and scenarios as well. References to the
  BattleTech Master Rules, Revised are abbreviated as BMR.
  References to the first Mercenaries Supplemental are abbreviat-
  ed as MS1.
  Terminology: In these rules, the term unit is used as it is in
  BMR, to refer to a single battlefield unit such as a ’Mech, vehicle,
  or infantry platoon. The term force is used when specifically refer-
  ring to the mercenary force that a player will build.
  UNIT COMPOSITION TABLE
  EXPANSIONS
  In previous BattleTech sourcebooks, random BattleMech,
  vehicle, and fighter tables have been published that, when com-
  bined with the Creating Scenarios rules (see p. 97, BMR), allow
  players to rapidly generate an effective mix of combat units for
  use in BattleTech scenarios. However, while these tables detail
  the BattleMech units of various forces, reflecting their technology
  levels and faction-specific designs as of 3067, they do not cover
  all aspects of force composition, such as variable equipment lev-
  els for non-’Mech unit types or scenarios set in different eras of
  play.
  For more variety, the following rules expansions to the vari-
  ous Random Unit Assignment Tables (found in the BMR and the
  Field Manual series) enable players to generate a wider range of
  forces. These rules may be used as appropriate to generate non-
  ’Mech forces over different equipment rating categories as well as
  combat forces played in BattleTech eras beside the current 3067.
  RANDOM VEHICLE/FIGHTER
  TABLE EXPANSIONS
  The Vehicle and Aerospace Fighter Equivalency Tables (see
  p. 76, 79) expand upon the utility of existing random vehicle tables
  found in the various Field Manuals published to date (including
  Field Manual: Updates and FMMercs). However, rather than
  merely listing expanded random tables for every faction, these
  tables provide equivalent units for any vehicle assignments ran-
  domly determined using existing tables, based on the equipment
  rating of the force in question.
  To use these equivalency tables, the player must begin by
  generating non-’Mech units using the appropriate random vehicle
  table for their force’s faction. These vehicles then become known
  as the Base Unit Type, which defines the motive type and weight
  of the vehicle or fighter in question. The player then determines
  the final vehicle or fighter model by choosing from those listed in
  the Vehicle Equivalency Table as follows:
  Within the same force equipment level (Inner Sphere “A”,
  Clan Front-Line, and so forth), the player may choose any vehicle
  of equivalent motive type (or weight class, for aerospace units)
  that falls within the same weight class of the vehicle or fighter ran-
  domly assigned to them. Players may alternatively choose their
  vehicle equivalent from a lesser equipment rating (or weight class
  for fighters), but doing so forces the player to limit the selection
  only to units of equivalent motive type and tonnage.
  So, while a player whose force has an equipment rating of B
  and a randomly rolled 50-ton tracked vehicle may choose from
  any tracked vehicle between 40 and 75 tons on the Inner Sphere
  “B” lists, the same player may only choose 50-ton vehicles if opt-
  ing for a vehicle of “C” equipment rating or less (the purpose of
  this rule is to encourage a selection appropriate to the equipment
  level of the unit in question).
  Factions, Level 3 Units, and Conventional Fighters
  Note that these tables may be used to modify the vehicle and
  aerospace forces for any faction, not just mercenaries. Players gen-
  erating Clan forces, however, may not choose from the Inner
  Sphere/Periphery “A” listings when opting for units of a “lesser”
  equipment rating, because such units are (generally) extremely new
  and/or limited in numbers. Instead, a Clan force player may select
  “lesser” units (below Clan second-line) from the Inner Sphere “B” list-
  ings or lower as if they are a ComStar/Word of Blake force (reflect-
  ing their access to the Star League-era designs ComStar and Word
  of Blake also maintain).
  Faction-specific units and Level 3 designs (units designed using
  non-standard CBT rules) are marked on the tables as well, reflecting
  their extremely limited or restricted deployment.Such units should be
  considered one equipment level higher than their listed ratings on the
  table by any force generated that is not from—or employed by, in the
  case of mercenaries—that faction. Thus, a B-rated vehicle marked
  as belonging specifically to the Lyran Alliance is considered to be an
  A-rated vehicle to any non-Lyran (or non-Lyran mercenary) force.
  Conventional fighters, on the other hand, represent a more
  primitive and accessible solution in the case of aerospace units.
  When determining alternative aerospace designs, selecting a con-
  ventional craft allows the player to ignore tonnage restrictions com-
  pletely, granting the player access to all conventional fighter designs
  at or below the unit’s equipment rating. However, the effective equip-
  ment level upgrades for Level 3 and faction-specific designs still influ-
  ence the actual level of the unit in question.
  Note that equipment rating modifiers only stack when a unit is
  both limited to a faction and classified as a Level 3 design. Units lim-
  ited to two or more factions only increase the rating by one level. A-
  rated Inner Sphere faction-specific units and Clan first-line faction-
  specific units are considered unattainable if their ratings are raised
  above their highest respective levels due to faction exclusivity or
  Level 3 design rules, as are designs pushed above the highest
  Periphery “A” listings to Periphery forces. So, if the sample unit men-
  tioned above were limited to the Alliance and the Federated Suns, it
  would still be considered A-rated to a non-Lyran/non-FedSuns force.
  If the unit were also considered to be a Level 3 design, however, the
  unit would be completely unattainable to non-Lyran/non-FedSuns
  units, as its rating would be driven above an Inner Sphere “A” clas-
  sification.
  MERCENARY RULES ANNEX
  
  76
  MERCENARY RULES ANNEX
  VEHICLE EQUIVALENCY TABLE
  Inner Sphere “A”
  Hover
  Tracked
  Wheeled
  VTOL
  Minion [20]CC,FS,LA
  Main Gauche LST [30]FW,WB
  Morningstar [60]CC,FS
  Mantis [15]
  Minion (TAG) [20]CC
  Main Gauche (C3) [30]FW,WB
  Morningstar (Comp. Cmd.) [60]CC,FS
  Minion (T. Computer) [20]FS
  Main Gauche (XL) [30]FW,WB
  Morningstar (Laser) [60]CC,FS
  Stygian [40]FW
  Manteuffel [70]†FS,LA
  Fortune WAV [80]LA
  Stygian (Armor) [40]FW
  Padilla HAT [75]CC,CS,WB
  Shiltron [80]†DC,FS,FR
  Musketeer [50]FS
  Fury [80]CS,WB
  Musketeer (Armor) [50]FS
  Glory [85]FS
  Glory (Lt. Gauss) [85]FS
  Ajax [90]†FS,LA
  Inner Sphere “B”/Periphery “A”
  Hover
  Tracked
  Wheeled
  VTOL
  Hi-Scout (NapFind) [2]*
  Hi-Scout (PathTrack) [3]*
  Rotunda [20]CS,WB
  Ripper [10]CS,WB
  Gabriel [5]CS,FR,WB
  Badger [30]†WD
  Mobile HQ [25]
  Sprint (C3) [10]DC,FS,FR,LA
  Beagle [15]CS,WB
  Bandit [50]†WD
  Hetzer (LB-X) [40]CC
  Kestrel [25]WD
  Lightning [35]CS,WB
  Chaparral [50]CS,WB
  Glaive [45]LA
  Nightshade [25]CS,WB
  Pegasus (C3) [20]DC,FS,LA
  Vedette (RAC) [50]FS
  Thor Artillery [55]CS,WB
  Cyrano [30]CS,WB
  Gladius [40]
  Hi-Scout Carrier [60]*
  Demon [60]CS,FR,WB
  Pinto [30]CS,WB
  Zephyr [40]CS,FS,WB
  Pike (RAC) [60]FS
  Demon (Horned) [60]CS,WB
  Kanga [50]*CS,WB
  Po (Lt. Gauss) [60]FW
  Typhoon (RAC) [70]FS,LA
  Marksman [65]CS,WB
  Magi [70]CS,FR,FW
  Pilum (Arrow IV) [70]FS,LA
  Burke [75]CS,WB
  Demolisher (Arrow IV) [80]
  Partisan (Comp. Cmd.) [80]
  Partisan (Lance Cmd.) [80]
  Partisan (RAC) [80]FS
  Rhino [80]CS,FR,WB
  SturmFeur (Hvy. Gauss) [85]LA
  Alacorn Mk. VII [95]LA
  Mobile Long Tom [95]
  Ontos (Lt. Gauss) [95]CC,FW
  Puma [95]CS,FR,WB
  Demolisher II [100]DC,LA
  Inner Sphere “C”/Periphery “A”
  Hover
  Tracked
  Wheeled
  VTOL
  Maultier APC [15]CC
  Scorpion (MRM) [25]DC
  Skulker [20]
  Sprint [10]DC,FS,FR,LA
  Centipede [20]
  Scorpion (SRM) [25]
  Chevalier [35]CS,DC,FS,WB
  Sprint (Laser) [10]DC,FS,FR,LA
  J. Edgar (TAG) [25]
  Galleon (3058) [30]
  Chevalier (Active Probe) [35]CS,WB
  Warrior H8 [20]FS,FR,LA
  Pegasus (3058) [35]DC,FS,LA
  Hunter (3058) [35]
  Chevalier (Speed) [35]CS,WB
  Hawk Moth [25]
  Saladin (LB-X) [35]
  Goblin ISV (3058) [45]CS,FS,LA
  Striker (3058) [35]DC,FS
  Hawk Moth (Armor) [25]
  Saladin (Ultra) [35]
  Vedette (3058) [50]CC
  Striker (Narc) [35]DC,FS
  Yellow Jacket [30]
  Saracen (MRM) [35]DC
  AC/2 Carrier (LB-X) [60]
  Tokugawa [60]DC
  Yellow Jacket (Ammo) [30]
  Scimitar (TAG) [35]
  LRM Carrier (3058) [60]
  Typhoon [70]
  Regulator [45]CC
  Manticore (3058) [60]LA
  Drillson (Streak) [50]LA
  Pike (LB-X) [60]
  Fulcrum [50]
  SRM Carrier (3058) [60]
  
  77
  MERCENARY RULES ANNEX
  Maxim (3058) [50]DC,FS,FR
  Patton (Ultra) [65]LA
  Maxim (Anti-Pers.) [50]
  Rommel (Gauss) [65]LA
  Maxim (Fire Supp.) [50]
  Pilum [70]
  Maxim (Infantry) [50]
  VNL-K75N Von Luckner [75]
  Demolisher (Gauss) [80]
  Demolisher (MRM) [80]DC
  Heavy LRM Carrier [80]
  Partisan (LRM) [80]
  Partisan (XL) [80]
  Challenger X MBT [90]
  Alacorn Mk VI [95]CS,FS,LA,WB
  Ontos (3058) [95]
  Inner Sphere “D”/Periphery “B”
  Hover
  Tracked
  Wheeled
  VTOL
  Savannah Master [5]
  GAL-100 Galleon [30]
  Swift Wind [7.5]
  Ferret [5]
  Blizzard [25]
  GAL-200 Galleon [30]
  MASH Truck [20]
  Ferret (Armor) [5]
  Harasser [25]
  Hunter [35]
  Packrat LRPV [20]
  Ferret (Cargo) [5]
  Harasser (Laser) [25]FW
  Light SRM Carrier [40]
  Striker [35]
  Sprint (Infantry) [10]DC,FS,FR,LA
  Harasser (LRM) [25]FW
  Myrmidon [40]
  Striker (LRM) [35]
  Warrior H-7A [21]
  J. Edgar [25]
  Goblin [45]
  Hetzer [40]
  Warrior H-7C [21]
  J. Edgar (Flamer) [25]
  Goblin (Inf. Support) [45]CS,FS,LA
  Cavalry [25]
  J. Edgar (Kurita) [25]DC
  Goblin (LRM) [45]CS,FS,LA
  Cavalry (Inf.) [25]
  J. Edgar (MG) [25]
  Goblin (SRM) [45]CS,FS,LA
  Cavalry (SRM) [25]
  Plainsman [35]DC,FR,FW,LA
  Vedette (Liao) [5v0]CC
  Karnov [30]
  Saladin [35]
  Vedette (NETC) [50]
  Karnov (3058) [30]
  Condor (Davion) [50]FS
  Bulldog [60]
  Condor (Laser) [50]
  Bulldog (AC/2) [60]
  Condor (Liao) [50]CC
  Bulldog (LRM) [60]
  Drillson [50]
  LRM Carrier [60]
  Drillson (SRM) [50]
  Pike [60]
  Maxim [50]
  Po [60]
  Patton [65]
  Rommel [65]
  Brutus [75]
  VNL-K65N Von Luckner [75]
  Zhukov [75]
  Partisan [80]
  Partisan (AC/2) [80]
  Partisan (Air-Def.) [80]
  Schrek PPC Carrier [80]
  SturmFeur [85]
  Ontos (LRM) [95]
  Behemoth [100]
  Behemoth (Flamer) [100]
  Behemoth (Kurita) [100]DC
  Inner Sphere “F”/Periphery “C”
  Hover
  Tracked
  Wheeled
  VTOL
  Hover APC [10]
  Tracked APC [10]
  Swift Wind (ICE) [7.5]
  Warrior H-7 [21]
  Heavy Hover APC [20]
  J-27 Ord. Transport [10]
  Wheeled APC [10]
  Peregrine [30]
  Hvy. Hover APC (LRM) [20]
  Hvy. Tracked APC [20]
  Flatbed Truck [10]
  Hvy. Hover APC (MG) [20]
  Hvy. Tracked APC (LRM) [20]
  Flatbed Truck (Armor) [10]
  Hvy. Hover APC (SRM) [20]
  Hvy. Tracked APC (MG) [20]
  Flatbed Truck (SRM) [10]
  Pegasus [35]
  Hvy. Tracked APC (SRM) [20]
  Hvy. Wheeled APC [20]
  Saracen [35]
  Scorpion [25]
  Hvy. Wheeled APC (LRM) [20]
  Scimitar [35]
  Engineering Vehicle [40]
  Hvy. Wheeled APC (MG) [20]
  Condor [50]
  ’Mech Recovery Vehicle [50]
  Hvy. Wheeled APC (SRM) [20]
  Vedette [50]
  Coolant Truck 135-K [30]
  Vehicle Equivalency Table (Cont.)
  
  78
  MERCENARY RULES ANNEX
  Vedette (AC/2) [50]
  Hvy. ’Mech Recovery [70]
  AC/2 Carrier [60]
  Manticore [60]
  SRM Carrier [60]
  Demolisher [80]
  Ontos [95]
  Clan Front-Line
  Hover
  Tracked
  Wheeled
  VTOL
  Shamash [11]CBS,CSA
  Badger (Clan) [30]†
  Indra [35]
  Donar [21]
  Hephaestus [30]†CHH
  Badger (Clan 2) [30]†
  Ku [50]CGB
  Donar (Recon) [21]CGB
  Svantovit IFV [35]
  Bandit (Clan) [50]†
  Epona [50]†CHH
  Bandit (Clan 2) [50]†
  Hachiman [50]
  Enyo [55]CHH
  Oro [60]
  Athena [75]CHH
  Morrigu [80]CBS,CFM
  Morrigu (Laser) [80]CBS,CFM
  Heimdall [95]†CWX
  Mars [100]
  Mars (ATM) [100]
  Mars (XL) [100]CHH
  Clan Second-Line
  Hover
  Tracked
  Wheeled
  VTOL
  Asshur [20]
  Mithras [25]
  Odin [20]
  Anhur [30]
  Svantovit (Streak) [35]
  Zorya [35]
  Ishtar [65]
  Tyr [45]CGB
  Ares [40]CHH
  Shoden [70]CNC
  Maxim (Clan) [50]
  Pike (Clan) [60]
  Shoden (Streak) [70]CNC
  Demolisher (Clan) [80]
  Huitzilopochtli [85]
  * Level 3 Unit
  † Omni Unit 
  CFM: Clan Fire Mandrill
  CC: Capellan Confederation
  FW: Free Worlds League
  CGB: Clan Ghost Bear
  CS: ComStar
  LA: Lyran Alliance
  CHH: Clan Hell’s Horses
  DC: Draconis Combine
  WB: Word of Blake
  CNC: Clan Nova Cat
  FR: Free Rasalhague Republic
  WD: Wolf’s Dragoons (Mercenary)
  CSA: Clan Star Adder
  FS: Federated Suns
  CBS: Clan Blood Spirit 
  Using the Vehicles column of the Random Unit
  Assignment Table from FMMercs, Dave obtains a 50-
  ton Drillson heavy hovertank for his B-rated mercenary
  command. Using the Vehicle Equivalency Table, he
  finds that the Drillson is actually a D-rated hover vehicle
  (though the Streak-SRM variant has a C rating, or B if
  Dave’s mercenary command did not happen to be
  working for the Lyran Alliance at this stage). The only
  vehicle of equivalent weight and movement type at an
  Equipment Rating of B is a Kanga jump tank. But as the
  Kanga is marked as a ComStar/Word of Blake design
  and a Level 3 unit, it is actually considered to be two
  levels higher in equipment rating, putting it well beyond
  Dave’s reach, so his only real options at a B equipment
  rating are the Gladius or the Zephyr—both of which
  weigh in at 40 tons (within the 10-ton alternate unit
  range).
  Dave may thus choose to take the Gladius or the
  Zephyr, or he may select any of the less sophisticated
  50-ton equivalents under the C, D, or F Equipment
  Rating listings. As Dave actually likes the Drillson, he
  opts for the Streak-SRM variant listed on the tables for
  an Equipment Rating of C.
  Vehicle Equivalency Table (Cont.)
  
  79
  MERCENARY RULES ANNEX
  AEROSPACE FIGHTER EQUIVALENCY TABLE
  Inner Sphere “A”
  Conventional
  Light
  Medium
  Heavy
  AB-18C Raubvogel [45]LA
  CRX-O Corax [30]†OA,CSR
  LX-2 Lancer [50]FW
  HSCL-1-O Huscarl [75]†CS,FR
  S-4C Sai [40]DC, CNC
  LX-2A Lancer [50]FW
  SHV-O Shiva [85]†FW
  S-7 Sai [40]DC
  DFC-O Defiance [55]†CC,WB
  AHB-X Ahab [90]CS,WB
  DARO-1 Dagger [45]†FS
  ON-1 Oni [55]DC
  EST-O Eisensturm [95]†LA
  CMT-3T Troika [65]TC,MC
  EST-R3 Eisensturm [95]†LA
  CMT-3U Troika [65]TC,MC
  MIK-O Tatsu [70]†DC
  Inner Sphere “B”/Periphery “A”
  Conventional
  Light
  Medium
  Heavy
  Heavy Strike Fighter [45]FW
  S-4 Sai [40]DC
  HCT-213B Hellcat II [50]CS,WB
  HMR-HD Hammerhead [75]CS,WB
  Medium Strike Fighter [25]
  TRN-3T Trident [20]CS,WB
  GTHA-500 Gotha [60]CS,WB
  RPR-100 Rapier [85]CS,WB
  SWF-606 Swift [25]CS,WB
  IRN-SD1 Ironsides [65]CS,WB
  AHB-443 Ahab [90]CS,WB
  SPD-502 Spad [30]CS,WB
  ZRO-114 Zero [35]CS,WB
  RGU-133E Rogue [40]CS,WB
  RGU-133F Rogue [40]CS,WB
  RGU-133L Rogue [40]CS,WB
  THK-53 Tomahawk [45]CS,WB
  THK-63 Tomahawk [45]CS,WB
  Inner Sphere “C”/Periphery “A”
  Conventional
  Light
  Medium
  Heavy
  Boomerang Spotter Plane [5]
  SYZ-Z2A Seydlitz [20]FS,FR.LA
  F-92 Stingray [60]
  TR-13A Transgressor [75]
  Light Strike Fighter [10]
  SYZ-Z3A Seydlitz [20]FS,FR.LA
  LCF-R16 Lucifer [65]
  SL-15R Slayer [80]
  Guardian (B) [20]
  SYZ-Z4 Seydlitz [20]FS,FR.LA
  LCF-R16KR Lucifer II [65]
  CHP-W7 Chippewa [90]
  ’MechBuster (Laser) [50]
  F-11RR Cheetah [25]FW
  SL-17R Shilone [65]DC
  F-700 Riever [100]FW
  F-14S Cheetah [25]FW
  F-700A Riever [100]FW,DC
  SPR-6D Sparrowhawk [30]
  STU-D6 Stuka [100]
  Inner Sphere “D”/Periphery “B”
  Conventional
  Light
  Medium
  Heavy
  Boeing Jump Bomber [20]
  SYD-Z2 Seydlitz [20]FS,FR,LA
  CSR-V12M Corsair [50]FW
  TR-14 Transgressor AC [75]
  ’MechBuster (SRM) [50]
  SYD-Z3 Seydlitz [20]FS,FR,LA
  CSR-V20 Corsair [50]FS,LA
  SL-15A Slayer [80]
  F-11R Cheetah [25]FW
  SL-25 Samurai [50]DC
  SL-15B Slayer [80]
  F-12S Cheetah [25]FW
  TR-11 Transit [50]CC
  SL-15C Slayer [80]
  SB-27 Sabre [25]
  F-90S Stingray [60]FS,LA
  CHP-W10 Chippewa [90]
  TR-7 Thrush [25]
  F-94 Stingray [60]
  F-100A Riever [100]FW,DC
  SL-21L Sholagar [35]DC
  LCF-R16K Lucifer II [65]DC
  F-100B Riever [100]FW
  LCF-R20 Lucifer [65]
  STU-K10 Stuka [100]
  SL-17AC Shilone [65]DC
  STU-K15 Stuka [100]
  Inner Sphere “F”/Periphery “C”
  Conventional
  Light
  Medium
  Heavy
  Guardian [20]
  SYD-Z1 Seydlitz [20]FS,FR,LA
  CSR-V12 Corsair [50]
  EG-3 Eagle [75]
  ’MechBuster [50]
  F-10 Cheetah [25]FW
  LTN-GL5 Lightning [50]
  TR-13 Transgressor [75]
  Planetlifter [50]
  CNT-1D Centurion [30]
  TR-10 Transit [50]CC
  SL-15 Slayer [80]
  SPR-H5 Sparrowhawk [30]FS,LA
  F-90 Stingray [60]
  CHP-W5 Chippewa [90]
  
  80
  MERCENARY RULES ANNEX
  BATTLE ARMOR ASSIGNMENTS
  With the arrival of the Clans and their advanced technolo-
  gies—including their powerful Elemental battle armor—an arms
  race unparalleled in Inner Sphere history began. In just fifteen
  years, the number of battlesuit designs deployed by both the
  Clans and the Inner Sphere has shot up from one to roughly thir-
  ty unique models ranging from lightweight power armor (PA(L)s)
  to massive assault battlesuits.
  Not all of these designs are widely available, however. To
  date, few (if any) Inner Sphere, Periphery, or mercenary com-
  mands with equipment ratings of C or lower can afford the
  resources and support to field even a squad of standard battle
  armor. Thus, only a handful of unique designs may be available
  outside of the major Inner Sphere powers or the Clans them-
  selves.
  To reflect this, the Battle Armor Equivalency Table (see p.
  81) enables players to field a more appropriate mix of battle
  armor based on affiliation, weight class, and equipment ratings.
  To use the table, the force to be played must be either a Clan
  force, an Inner Sphere force with an equipment rating of C or
  higher, or a Periphery force with an equipment rating of B or
  higher. The force’s controlling player must first determine the
  weight classes of all battlesuit squads (Points, for Clan forces)
  using the standard Random Weight-class Tables (see p. 109,
  BMR). Then, for each squad or Point, the player rolls 1D6 and
  consults the target number (TN) given in the tables below to see
  what suits are available, noting the factions as appropriate. A-
  rated Inner Sphere forces and Front-Line Clan forces may add
  +1 to these 1D6 rolls, while B-rated Periphery and C-rated Inner
  Sphere forces apply a –4 modifier to their rolls.
  Any modified roll result that fails to equal or exceed the list-
  ed TNs for all battlesuits possible in the given weight class indi-
  cates that the force may not field battle armor in that weight
  class. In such cases, the player may make a second 1D6 roll on
  the next-lower battlesuit weight class to determine what suits
  are available instead, modifying this roll as normal.
  In addition to the generic models, mercenary forces may
  have access to any battle armor designs normally restricted sole-
  ly to the faction currently employing them. Other forces may also
  check for the availability of battlesuits specific to another faction
  as well but must make a roll equal to or better than the suit’s TN
  plus three (TN+3) in order to have access to such battle armor
  designs, and then only if the suit appears on the appropriate
  chart (Inner Sphere for Inner Sphere/Periphery forces or Clan for
  Clan forces).
  Remember that the results determine what suits are avail-
  able, not what suits must be used for a given weight class.
  Players pick the battlesuits they wish from those that are avail-
  able, deploying them in squads of four troopers or Points of five,
  all of which use the same suit model.
  The Kell Hounds, an A-rated mercenary command,
  regularly fields battle armor. For one scenario, the play-
  er controlling the Hounds (who are working for the Lyran
  Alliance, of course) rolls up a squad each of medium
  and assault battle armor. As an Inner Sphere A-rated
  SPR-H5K Sparrowhawk [30]DC
  HCT-213 Hellcat [60]
  F-100 Riever [100]FW
  SPR-8H Sparrowhawk [30]FS
  LCF-R15 Lucifer [65]
  STU-K5 Stuka [100]
  SL-21 Sholagar [35]DC
  SL-17 Shilone [65]DC
  TRB-D36 Thunderbird [100]
  Clan Front-Line
  Conventional
  Light
  Medium
  Heavy
  —
  Bashkir [20]†
  Turk [50]†
  Sabutai [75]†
  —
  CRX-O Corax [30]†OA,CSR
  Visigoth [60]†
  Jenghiz [80]†
  —
  Avar [35]†
  Sabutai [70]†
  Scytha [90]†
  —
  Batu [40]†
  Kirghiz [100]†
  —
  Sulla [45]†
  Clan Second-Line
  Conventional‡
  Light
  Medium
  Heavy
  Light Strike Fighter [10]
  Chaeronea [25]
  Tyre [55]
  Xerxes [85]
  Guardian [20]
  Chaeronea 2 [25]
  Tyre 2 [55]
  Xerxes 2 [85]CHH
  Guardian (B) [20]
  Chaeronea 3 [25]CSR
  Ammon [65]
  Hydaspes [95]
  ’MechBuster [50]
  Vandal [30]†
  Hydaspes 2 [95]
  ’MechBuster (Laser) [50]
  Issus [40]
  ’MechBuster (SRM) [50]
  Issus 2 [40]CSR
  Planetlifter [50]
  S-4C Sai [40]CNC,DC
  *Level 3 Unit
  †Omni Unit 
  ‡Represents similar design type
  CC: Capellan Confederation
  FW: Free Worlds League
  TC: Taurian Concordat
  CS: ComStar
  LA: Lyran Alliance
  CHH: Clan Hell’s Horses
  DC: Draconis Combine
  WB: Word of Blake
  CNC: Clan Nova Cat
  FR: Free Rasalhague Republic
  MC: Magistracy of Canopus
  CSR: Clan Snow Raven
  Aerospace Equivalency Table (Cont.)
  
  81
  MERCENARY RULES ANNEX
  force, the Hounds may roll 1D6+1 for each squad. The
  Hounds player rolls a 2 on the assault squad and a 4 on
  the medium squad. With the Hounds’ A-rating, the
  results become 3 and 5, respectively.
  Because the roll for the assault squad failed to
  reach the 4+ necessary to score a Fenrir assault squad,
  the Hounds player may roll again on the heavy column
  (though only the Sloth is available there, since both
  Phalanx designs are specific to other factions). The
  Hounds player thus must settle for only one choice in
  the assault squad, and she fields a four-man squad of
  heavy Sloth battlesuits.
  The roll result of 5 on the medium squad opens
  broader possibilities up for the Hounds player, however.
  On the table, the Inner Sphere standards (with a TN of
  1+), the Gray Death Standard battlesuit (2+), and even
  the brand new Rottweiler battlesuit (TN of 5+) become
  possible options. Of these, the Hounds player chooses
  Gray Death Standard suits, hoping that their firepower
  and durability will offset the limited use of the Sloths.
  Had the medium squad roll result been a 7 (a roll
  of 6, plus 1 for the Hounds’ A equipment rating), the
  mercenaries would have seen even more options for
  their medium battle armor squad, as the roll would have
  been sufficient to make everything outside of the basic
  and Lyran factions—such as the Cavalier, the Fa Shih,
  the Longinus, and even Elemental armor—available for
  their force, since they would have met those suits’ TNs
  by 3 or more (TN 4+3 = 7).
  BATTLE ARMOR EQUIVALENCY TABLE
  Inner Sphere “A-C”/Periphery “A-B”*
  Light/PA(L) [TN]
  Medium [TN]
  Heavy [TN]
  Assault [TN]
  Gray Death Scout [1+]
  Inner Sphere Standard [1+]
  Sloth [3+]
  Fenrir [4+]LA
  Infiltrator (Mk 1) [3+]
  Grey Death Standard [2+]
  Phalanx (FWL) [5+]FW,WB
  Kanazuchi [4+]DC
  Kage [4+]DC
  Cavalier [4+]FS
  Phalanx (WoB) [6+]WB
  Grenadier [5+]FS
  Aerie [6+] OA
  Elemental [4+]WD
  Hauberk [7+]*FS
  Kobold [5+]CS,FR
  Fa Shih [4+]CC
  Tornado PA(L) [5+]CS,WB
  Longinus [4+]FW,WB
  Nighthawk XXI PA(L) [5+]CS,WB
  Raiden [4+]DC
  Infiltrator (Mk 2) [5+]FS
  Purifier [5+]WB [6+]CS
  Rottweiler [5+]LA
  Trinity (Asterion/Theseus) [5+]CC,MC,TC
  Clan Battle Armor [6+]DC
  Trinity (Ying Long) [6+]CC
  Void [5+]DC
  Clan Front-Line/Second-Line*
  Light/PA(L) [TN]
  Medium [TN]
  Heavy [TN]
  Assault [TN]
  Sylph [4+]CCC,CSR,CDS
  Elemental [1+]
  Gnome [4+]CHH,CGB
  Golem [5+]CGB
  Aerie [5+]CSR
  Clan Battle Armor [4+]CDS,CNC
  Corona [5+}CSA
  Nighthawk XXI PA(L) [5+]
  Salamander [4+]CFM,CHH
  Undine [4+]CGS
  Afreet [5+]CIH
  Void [6+]CNC
  *A-rated Inner Sphere or Front-Line Clan units add +1 to the 1D6 roll result when determining available battlesuit designs. B-rated Periphery or C-rated
  Inner Sphere forces add –4 to the die roll result when determining suit availability.
  †The Hauberk may not be deployed prior to 3070. It is included on these charts for the sake of completeness.
  CC: Capellan Confederation
  WD: Wolf’s Dragoons (Mercenary)
  CGB: Clan Ghost Bear
  CS: ComStar
  MC: Magistracy of Canopus (Periphery)
  CGS: Clan Goliath Scorpion
  DC: Draconis Combine
  OA: Outworlds Alliance (Periphery)
  CHH: Clan Hell’s Horses
  FR: Free Rasalhague Republic
  TC: Taurian Concordat (Periphery)
  CIH: Clan Ice Hellion
  FS: Federated Suns 
  CNC: Clan Nova Cat
  FW: Free Worlds League
  CDS: Clan Diamond Shark
  CSA: Clan Star Adder
  LA: Lyran Alliance
  CFM: Clan Fire Mandrill
  CSR: Clan Snow Raven
  WB: Word of Blake
  
  82
  MERCENARY RULES ANNEX
  ALTERNATE BATTLETECH ERA
  EXPANSIONS
  The scenario creation rules currently in use reflect equip-
  ment and technologies available to BattleTech units in the pre-
  sent-day (3067) era. For campaigns set during other eras, how-
  ever, the following additional rules enable players to approximate
  force compositions typical of BattleTech scenarios set during the
  Age of War, the Star League era, or even the various Succession
  Wars. Designed to work with all currently published tables for the
  present-day era, these rules can apply equally well for merce-
  nary and non-mercenary forces alike.
  The Age of War Era (2398-2569)
  The Age of War, which predated the Star League and saw
  the rise of the Great Houses in size and power, was also the
  dawn of the BattleMech age. At the start of this era, BattleMechs
  did not exist, and conventional armies waged war using tanks,
  infantry, and aerospace fighters. The Terran Hegemony’s debut
  of the Mackie changed all that, bringing about a revolution in tac-
  tics, but it would take decades before these machines became a
  common sight on the battlefield.
  In this era, the only major factions were the six Great
  Houses of Cameron, Davion, Kurita, Liao, Marik, and Steiner,
  plus a handful of Periphery states (notably the Rim Worlds
  Republic, the Taurian Concordat, and the Outworlds Alliance—
  with the Magistracy of Canopus appearing very close to the
  end).The Clans, Free Rasalhague Republic, ComStar, and Word
  of Blake, did not exist in this time period (though the Principality
  of Rasalhague—an officially independent minor power—did exist
  as an effective military protectorate of the Draconis Combine).
  Pirates and mercenaries were commonplace, though few were
  as well armed as the House armies.
  Developing forces for scenarios set during the Age of War is
  a tricky business. To date, no BattleTech products have provided
  game statistics for equipment used before the advent of
  BattleMech technology. However, the following basic rules pro-
  vide a rough approximation of the type of forces used during the
  Age of War.
  Force Types: All forces generated during the early half of
  the Age of War—prior to the spread of BattleMech technology—
  must be limited to conventional infantry, conventional combat
  vehicles, and aerospace fighters only. When rolling to determine
  the units deployed in these forces, use the F column only, regard-
  less of the command’s present-day equipment rating (see the
  rules for expanded vehicle/fighter assignments, p. 75, to deter-
  mine the appropriate units for “F” rated vehicles or fighters).
  Note, however, that all randomly rolled combat vehicles and
  fighters simply provide a baseline from which the command’s
  actual units are defined; none of the combat vehicles and few of
  the aerospace fighters in use by 3067 existed during this era.
  Thus, a randomly rolled Stuka or a Patton tank should not be
  taken for an actual Stuka or Patton, but merely a fighter or vehi-
  cle of the same tonnage, motive system and basic design phi-
  losophy (see Combat Vehicles and Aerospace Fighters below for
  more information).
  BattleMechs, which come into widespread use only after
  2443, are covered later in this section.
  
  83
  MERCENARY RULES ANNEX
  Note that many formations employed during this era tended
  to be homogenous groups of same-model units, regardless of
  the force type. To reflect this, players may roll once per lance or
  company when determining weight classes and unit models,
  rather than making multiple rolls for individual units.
  Heavy Weapons: During the Age of War, only a few of the
  weapon systems seen in BattleTech today were widely available
  for use on vehicles, fighters, and (eventually) BattleMechs. Prior
  to 2460, these weapons were the machine gun, flamer (standard
  and vehicular), standard LRMs and SRMs, all standard lasers,
  standard AC/2s and AC/5s, and the Thumper and Sniper artillery
  pieces. After 2460, production models of the AC/10, PPC, and
  Long Tom artillery weapon became widely available. Finally, the
  AC/20, developed specifically as a ’Mech-killer weapon system,
  emerged as a production weapon after 2500.
  Note that, as production-quality equipment, all of the
  weapons listed above function exactly as normal in Classic
  BattleTech games. Players interested in more depth, however,
  may opt to deploy units that use some of these newer weapons
  as early as ten years before they enter full-scale production.
  Such “experimental” weapon models function as normal but also
  apply the following basic rules: energy weapons produce 50 per-
  cent more heat when fired (rounding up), while ballistic weapons
  suffer a jam on any to-hit roll of 2 and may carry only three-quar-
  ters of their listed ammunition capacity (rounding up) per ton.
  Thus, an AC/20, which appeared in the 2500s, could be fielded
  in the 2490s but carries only 4 rounds of ammo per ton (0.75 x 5
  = 3.75, rounded up to 4) and is as prone to weapon jams as a
  modern Ultra AC.
  Combat Vehicles and Aerospace Fighters: To reflect the
  overall inferiority of Age of War-era combat units prior to the
  advent of the BattleMech, all conventional combat vehicles and
  aerospace fighters randomly assigned throughout the Age of
  War adhere to the following rules.
  First, to reflect the less efficient chassis and engine designs
  available to units in this era, all combat vehicles and fighters
  must sacrifice 20 percent of their total mass in weapons, equip-
  ment, heat sinks, power amplifiers, and (if necessary) engine
  size. This mass is then replaced by a single item of equipment to
  reflect the extra mass older units had to spend on less efficient
  chasses, engines, controls, and so forth. While the weight of this
  archaic equipment varies, it is treated as a single item of equip-
  ment for purposes of construction (occupying one equipment slot
  on vehicles, located in the body) but has no effect in combat and
  cannot be damaged. For example, a 100-ton Age of War Stuka
  analogue would have to lose 20 tons’ worth of engine weight,
  weapons, ammunition, and/or heat sinks, while a 65-ton Age of
  War Patton tank analogue would have to sacrifice 13 tons some-
  where to fit in its bulkier archaic equipment.
  Note that in some cases, this may force the vehicle to
  decrease its movement and opt for a smaller engine. If so, it is
  then up to the controlling player to redesign the vehicle or fight-
  er based on its original tonnage and motive system, bearing in
  mind the heavy weapons restrictions noted above. Remember
  that any combat vehicle or aerospace fighter randomly deter-
  mined from the F tables and reconstructed by these rules should
  not be confused with the unit that was used as its basis for its
  design, but merely reflects a machine of similar tonnage, motive
  system, and overall function that was produced during the Age of
  War, before such designs ever emerged.To differentiate between
  the original base vehicle and its Age of War analogue, players
  should give the redesigned vehicle a new name as well. Virtually
  none of the combat vehicles and fighters published to date exist-
  ed during the Age of War era.
  Finally, prior to the advent of the BattleMech, all combat
  vehicles and aerospace fighters in the Age of War possessed
  much weaker armor than is used today. To reflect this, all such
  units deployed prior to 2470 may suffer penetrating critical hits
  (even if armor still remains in a hit location) any time they suffer
  damage from a single hit that delivers more than 7 points of dam-
  age. To determine if a penetrating critical has occurred in such
  cases, the attacker (or the controlling player, in the case of acci-
  dental damage) makes a standard roll for critical hits any time the
  vehicle or fighter sustains more than 7 points of damage in a sin-
  gle hit. This penetrating critical roll is modified by –1, so critical
  hits of this nature may only occur on rolls of 9 or higher, rather
  than the traditional 8+. The effects of these penetrating critical
  hits are then resolved as normal for the vehicle type.
  Note that this rule is identical to the penetrating critical hit
  rule for Support Vehicles as presented in Combat Equipment.
  Checks for penetrating critical hits are made in addition to any
  standard critical hit checks and effects for special hit locations or
  damage done directly to internal structure. Such standard critical
  hits are checked as normal for all vehicle types, with no modified
  rolls.
  As an optional alternative, players with access to the
  Support Vehicle Construction Rules presented in Combat
  Equipment may reconstruct these randomly rolled vehicles and
  fighters using the Support Vehicle rules instead. In such cases,
  disregard the 20 percent “ancient equipment” rule for combat
  vehicles and instead construct these vehicles with a maximum
  CBT: RPG Tech Level of C and a maximum armor BAR of 7,
  even with the Armored Chassis modification. The weapons
  restrictions listed above still apply to all Age of War vehicles cre-
  ated in this fashion.
  BattleMechs: In 2443, with the battlefield debut of the
  Terran Hegemony’s Mackie against Combine tanks on Styx, the
  age of the BattleMech dawned in the Inner Sphere. Compared to
  the present day, only a small fraction of new designs surfaced
  over the next century as these marvelous new engines of war
  gradually proliferated. Of these, only those most common and
  proven have been addressed in past publications. To reflect this
  limited selection, the Age of War Random BattleMech
  Assignment Table below replaces the standard Random
  BattleMech Assignment Tables used in other scenario/force cre-
  ation rules, and also precludes the need for random rolls to
  determine weight class.
  Only the best commands of the day would have rated
  BattleMechs during the Age of War, so only those House forces
  with an equivalent equipment rating of A or B today may roll for
  random BattleMech assignments in the Age of War and may
  choose to roll on the column representing the time of their for-
  mation or any column prior to that within their faction. For the
  sake of argument, assume that all non-militia Terran Hegemony
  
  84
  MERCENARY RULES ANNEX
  regiments have an equivalent equipment rating of A or B during
  the Age of War. Mercenary forces and Periphery states may roll
  for random BattleMechs using the columns appropriate to their
  employer or nearest Inner Sphere neighbor, but may only do so
  for equipment one column “earlier” than that employer/neighbor,
  starting in the year 2470. This reflects the fact that BattleMechs
  began as a House-only weapon system during this era. Pirate
  forces during the Age of War never obtained BattleMechs in sig-
  nificant numbers.
  Spacecraft: For all intents and purposes, the construction of
  DropShips, JumpShips, and WarShips used during the Age of
  War differed very little from the spacecraft of the thirty-first cen-
  tury, though DropShips (and docking collars for such vessels)
  prior to 2470 did not exist as such. Instead, DropShip-like vessels
  (some as large as 5,000 tons in mass) made use of pressurized
  bays on board their parent vessels. BattleMech cubicles likewise
  did not exist prior to the 2470s, forcing BattleMechs to be trans-
  ported and deployed as cargo. Players wishing to reflect such
  AGE OF WAR RANDOM BATTLEMECH ASSIGNMENT TABLE
  Faction
  Year
  1D6 roll
  2443-2470
  2470-2500*
  2501-2570
  Terran Hegemony (House Cameron)
  1
  BNC-3E Banshee
  LCT-1V Locust
  SHD-2H Shadow Hawk
  2
  MSK-5S Mackie
  WSP-1A Wasp
  GRF-1N Griffin
  3
  MSK-5S Mackie
  GRF-1N Griffin
  TDR-5S Thunderbolt
  4
  MSK-5S Mackie
  TDR-5S Thunderbolt
  WHM-6R Warhammer
  5
  MSK-6S Mackie
  ARC-2R Archer
  VTR-9A Victor
  6
  MSK-6S Mackie
  BNC-3E Banshee
  STC-2C Striker
  Capellan Confederation (House Liao)
  1
  None
  WSP-1L Wasp
  LCT-1V Locust
  2
  None
  GRF-1N Griffin
  WSP-1L Wasp
  3
  None
  MSK-5S Mackie
  SHD-2H Shadow Hawk
  4
  None
  MSK-5S Mackie
  TDR-5S Thunderbolt
  5
  None
  MSK-6S Mackie
  STC-2C Striker
  6
  None
  MSK-6S Mackie
  MSK-6S Mackie
  Draconis Combine (House Kurita)
  1
  None
  WSP-1K Wasp
  STG-3R Stinger
  2
  None
  ARC-2R Archer
  LCT-1V Locust
  3
  None
  MSK-5S Mackie
  GRF-1N Griffin
  4
  None
  MSK-5S Mackie
  WHM-6K Warhammer
  5
  None
  MSK-6S Mackie
  VTR-9A Victor
  6
  None
  MSK-6S Mackie
  MSK-5S Mackie
  Federated Suns (House Davion)
  1
  None
  WSP-1A Wasp
  LCT-1V Locust
  2
  None
  DV-6M Dervish
  WSP-1A Wasp
  3
  None
  MSK-5S Mackie
  DV-6M Dervish
  4
  None
  MSK-5S Mackie
  TDR-5S Thunderbolt
  5
  None
  MSK-6S Mackie
  WHM-6D Warhammer
  6
  None
  MSK-6S Mackie
  MSK-6S Mackie
  Free Worlds League (House Marik)
  1
  None
  STG-3R Stinger
  WSP-1A Wasp
  2
  None
  TDR-5S Thunderbolt
  STG-3R Stinger
  3
  None
  MSK-5S Mackie
  GRF-1N Griffin
  4
  None
  MSK-5S Mackie
  TDR-5S Thunderbolt
  5
  None
  MSK-6S Mackie
  ARC-2R Archer
  6
  None
  MSK-6S Mackie
  MSK-6S Mackie
  Lyran Commonwealth (House Steiner)
  1
  None
  COM-2D Commando
  COM-2D Commando
  2
  None
  GRF-1N Griffin
  CLN-7N Chameleon
  3
  None
  BNC-3E Banshee
  GRF-1N Griffin
  4
  None
  MSK-5S Mackie
  TDR-5S Thunderbolt
  5
  None
  MSK-6S Mackie
  STC-2C Striker
  6
  None
  MSK-6S Mackie
  BNC-3E Banshee
  * A-rated Lyran and all Terran forces may deploy these BattleMechs as early as 2460, reflecting their head start on other factions.
  
  85
  MERCENARY RULES ANNEX
  vessels in Age of War-era games should build such vessels
  using these simple facts as a guide as they build units using the
  AeroTech 2, Revised Construction rules; detailed construction
  rules for such units are beyond the scope of this book.
  The Star League Era (2570-2750)
  Finally weary of wars without end, the Great Houses united
  under the Star League, ushering in a Golden Age of technology,
  relative peace—and hidden feuds. House Cameron, stewards of
  the Terran Hegemony and “first among equals,” held a distinct
  edge in military technology over the other League members, with
  better weapons, armor, and engineering making everything from
  their tanks and fighters to their BattleMechs and WarShips easi-
  ly superior to those of their erstwhile allies. Even this edge, how-
  ever, could not overcome the ambitions and rivalries that would
  tear down mankind’s greatest experiment in its prime.
  The factions present during the Star League era were all
  those that surfaced or existed during the Age of War. As various
  edicts forcibly reduced the size of House armies, an upsurge of
  mercenaries and other private forces also surged, though mer-
  cenaries rarely saw much overt use during this time period.
  Star League technology refined many weapon systems in
  this era, much of which found their way into the hands of the
  Camerons and the SLDF. All factions, however, had access to
  conventional infantry, combat vehicles, aerospace fighters, and
  BattleMechs, supported by DropShips, JumpShips, and
  WarShips. Battle armor and ProtoMechs did not yet exist in this
  era.
  When determining force compositions for the factions in this
  era, use the following rules:
  Mercenary, Periphery, and pirate forces are always
  assumed to have an equipment rating of F when randomly deter-
  mining BattleMech, combat vehicle, and aerospace fighter
  assignments. Mercenaries may roll on either the Random Unit
  Assignment Table (see p. 126, FMMercs) or that of their employ-
  ing state, so a mercenary command employed by the Lyran
  Commonwealth may roll on the F column of the Random
  BattleMech Assignment Table (see p. 127, Field Manual: Lyran
  Alliance), or Random Unit Assignment Table: Lyran Alliance (see
  p. 227, Field Manual: Updates). Periphery states may roll on
  either their faction table or that of their nearest Inner Sphere
  neighbor.
  Houses Davion, Kurita, Liao, Marik, and Steiner may deploy
  troops using the D and F assignment columns of their appropri-
  ate factions’ Random Unit Assignment Table (as presented in the
  BMR or Field Manual series). If the unit has a present-day (3067)
  equipment rating of A or B, the roll should be made using the D
  column. Otherwise, the unit has an equipment rating of F.
  House Cameron, representing the Terran Hegemony and
  the SLDF, may use the B columns of the Com Guard and Word
  of Blake Militia on the Random ’Mech Assignment Table:
  ComStar (see p. 131, Field Manual: ComStar), or Random Unit
  Assignment Table: ComStar or Random Unit Assignment Table:
  Word of Blake (see pp. 219 and 220 respectively, Field Manual:
  Updates).Terran Hegemony forces may use either column at will,
  or may roll on the F column of the Random Unit Assignment
  Tables of any of the other five Inner Sphere House factions. Star
  League Defense Force forces may roll on the same columns as
  House Cameron or use the D column of the Great House faction
  in whose territory they are currently based.
  Also note that many formations employed during this era
  tended to be homogenous groups of same-type units, regardless
  of type. To reflect this, players may roll once per lance or compa-
  ny when determining weight class and unit type, rather than mak-
  ing multiple rolls for individual elements.
  Legal Weapon Systems: Note that, in some cases,
  BattleMechs or vehicles that did not actually exist in the Star
  League era may appear using the above methods. In such
  cases, the controlling player must reroll the result. Alternatively,
  the player may simply swap out any “illegal” weapon systems and
  equipment used by the offending unit for legal equipment of
  equal tonnage to represent a limited production run or prototype
  model.
  In the Star League era, machine guns, flamers, all standard
  autocannons, all standard lasers, PPCs, all standard LRMs, and
  all standard SRMs were “legal” equipment, as well as the Long
  Tom, Sniper, and Thumper Artillery pieces. Also introduced dur-
  ing this age were the ER Large Laser, ER PPC, pulse lasers
  (large, medium, and small), as well as the LB 10-X AC, standard
  Gauss rifle, Arrow IV missile launcher, Ultra AC/5, Streak SRM 2,
  standard Narc Missile Beacon, Artemis IV fire-control system,
  anti-missile system, Beagle active probe, Guardian ECM suite,
  TAG, CASE, MASC, ferro-fibrous armor, endo-steel internal
  structure, and double heat sinks. All other equipment—including
  BattleMech hatchets, swords, and other melee combat
  weapons—were not in use.
  The Succession Wars Era (2751-3030)
  The fall of the Star League brought about three centuries of
  endless conflict known collectively as the Succession Wars. Even
  before the actual start of the First War in 2786, the rival Houses,
  each claiming the right to rule the shattered League, began to
  tear the Camerons’ legacy asunder, eventually launching a holo-
  caust that consumed the Terran Hegemony and burned away the
  technological progress of the previous two centuries in nuclear
  fire and relentless warfare. Beginning with the departure of
  Kerensky’s Star League Defense Force and the formation of
  ComStar, the Succession Wars finally ran their course with the
  rise of the Steiner-Davion alliance and their short-lived
  Federated Commonwealth.
  Campaigns set in the first two Succession Wars would see
  the waning of Star League technology thanks to the rampant use
  of nuclear and biochemical warfare, while the Third War saw a
  resultant decline of military sophistication as resources grew
  increasingly scarce. Signs of recovery, however, began to appear
  with the Fourth Succession War. These effects are reflected by
  the following rules:
  First, the Great Houses of Davion, Kurita, Liao, Marik, and
  Steiner, plus the three major Periphery states (Magistracy of
  Canopus, Outworlds Alliance, and Taurian Concordat) all exist at
  this stage, as does ComStar (though the Order remains secre-
  tive, and its military might is hidden throughout this time). The
  Clans have no impact on the Succession Wars era. Mercenaries
  and pirates are commonplace.
  
  86
  MERCENARY RULES ANNEX
  To determine the BattleMech, combat vehicle, and aero-
  space fighter forces available to the various Inner Sphere and
  Periphery factions during the Succession Wars, the Succession
  War Units Table (see above) provides a guide that approximate-
  ly translates an Inner Sphere or Periphery force’s present-day
  (3067) Equipment Rating with its equivalent rating for each given
  era. Forces that do not have a present-day Equipment Rating
  may assume a rating of C in their home faction for the purposes
  of determining their Succession Wars-era compositions.
  Each listing provides two letter-number codes, separated by
  a comma.These letter-number combinations yield the equivalent
  equipment rating (on present-day tables) for a certain number of
  units per each four-unit grouping (i.e. BattleMech or combat vehi-
  cle lances). The first letter-number code indicates the number of
  units for each group that the force determines from the appropri-
  ate column of its “home faction” Random Unit Assignment Table.
  The second combination designates the equipment ratings and
  number of units per group that may be rolled on the present-day
  ComStar or Word of Blake Random Unit Assignment Tables (at
  the player’s option). A listing of “NA” for this second letter-num-
  ber combination means the group may not roll on the ComStar
  or Word of Blake tables at all. So, for instance, an A-rated Lyran
  BattleMech force in the present day receives a listing of “D1, B3”
  during the First Succession War, meaning the controlling player
  rolls once per lance on the “D” column of the Lyran Alliance
  Random BattleMech Table (in either Field Manual: Updates or
  Field Manual: Lyran Alliance) and rolls three times per lance on
  the “B” column of the ComStar or Word of Blake Random Unit
  Assignment Tables. The same force in the Fourth Succession
  War, however, may only use the “F” column of the Lyran Random
  Unit Assignment Tables for all four BattleMechs per lance,
  reflecting the end result of three hundred years of attrition.
  As time passed during the Succession Wars, technology
  gradually downgraded, and many units began to ride into combat
  in increasingly poor states of repair. To reflect this, some entries
  on the Succession War Units Table indicate when certain units
  must suffer downgrades or some form of pre-existing damage.
  Downgrades: In the case of downgrades, the controlling
  player must roll 1D6 for the affected unit and reduce that many
  Level 2 (and Level 3, if any) items—including armor, heat sinks,
  and engines—to an equivalent in Level 1 technology (see p. 154,
  FMMercs, for a listing of all Level 1 equipment). Note that a unit
  cannot downgrade more systems than it already has, so a down-
  graded unit that sports ferro-fibrous armor and double heat sinks
  as its only Level 2 equipment need only downgrade its armor and
  sinks to their standard versions, even if the controlling player
  rolled up 6 items to downgrade. However, once all downgrades
  have been made, the downgraded unit must still be legal by the
  construction rules presented in the BMR.
  Pre-Existing Damage: Units that receive pre-existing dam-
  age suffer the indicated amount of damage and critical hits,
  determining the locations and any critical hits randomly against
  the affected units. For BattleMechs, use the Front/Back column to
  determine the locations of all damage. Aerospace fighters and
  conventional aircraft use the Above/Below column. For conven-
  tional combat vehicles, determine the location of any damage by
  first rolling a direction of attack (using the BattleMech Facing
  After a Fall chart) before rolling the hit location of any damage.
  Note that no units may take to the field if it has suffered any crit-
  ical damage that would render it completely inoperative or immo-
  bilized, so any critical damage that would destroy a unit or reduce
  its mobility to 0 must be rerolled. If the second result also
  destroys or immobilizes the unit, disregard both results and sim-
  ply apply an additional 5 points of damage to a random location.
  SUCCESSION WAR UNITS TABLE
  Succession War Eras
  Present-Day Force
  First War
  Second War
  Early Third War
  Late Third War
  Fourth War 
  Faction/Unit Rating
  (2751-2821)
  (2822-2864)
  (2865-2950)
  (2951-3025)
  (3026-3030)
  Inner Sphere/A
  D1, B3
  D2, B2
  D3, B1*
  D3, B1*‡
  D4, NA
  Inner Sphere/B
  D2, B2
  D3, B1*
  D4, NA
  D4†, NA
  D4†, NA
  Inner Sphere/C
  D2, B2*
  D4, NA
  F4, NA
  F4†, NA
  F4†, NA
  Inner Sphere/D
  F3, B1*
  F4, NA
  F4†, NA
  F4‡, NA
  F4†, NA
  Inner Sphere/F
  F4, NA
  F4†, NA
  F4‡, NA
  F4§, NA
  F4‡, NA
  Periphery/A
  B2, B2
  B3, B1*
  B3, B1*‡
  B4, NA
  B4, NA
  Periphery/B
  B3, B1*
  B4, NA
  B4, NA
  C4†, NA
  C4, NA
  Periphery/C
  C3, B1*‡
  C4, NA
  C4†, NA
  C4‡, NA
  C4†, NA
  *Downgraded Star League technology. Replace 1D6 Level 2 items in one of these units with an appropriate Level 1 item.
  †Lightly Damaged Unit: One of these units (chosen at random) receives 1 point of damage for every 5 tons of weight, distributed randomly in 5-point
  (or fraction thereof) groups. Do not roll critical effects, even if internal structure is damaged.
  ‡Moderately Damaged Unit: One of these units (chosen at random) receives 2 points of damage for every 5 tons of weight, distributed randomly in
  5-point (or fraction thereof) groups. Determine one critical hit to a random location, as well as any possible critical hits suffered from any internal
  structure damage. Disregard any hits that would immobilize or kill the unit, including cockpit/crew killed hits, ammunition hits, and destroyed motive
  systems and gyros.
  §Heavily Damaged Units: Two of these units (chosen at random) each receive 4 points of damage for every 5 tons of weight, distributed randomly
  in 5-point (or fraction thereof) groups. Determine two critical hits per unit, each to a random location, in addition to any possible critical hits suffered
  through internal structure damage. Disregard any hits that would immobilize or kill either unit, including cockpit/crew killed hits, ammunition hits, and
  destroyed motive systems and gyros.
  
  87
  MERCENARY RULES ANNEX
  The Post-Succession War Eras (3031-Present)
  The era following the Fourth Succession War saw a series
  of significant but smaller conflicts, including the War of 3039, the
  Ronin Wars, and the Andurien-Canopian War, as the Great
  Houses collectively adjusted to a radically altered Inner Sphere.
  The discovery of the Helm Memory Core by the Gray Death
  Legion mercenary command heralded a renaissance of lost
  technologies, leading to a recovery of some of the weapons once
  claimed solely by House Cameron, the SLDF, and their succes-
  sors in ComStar.
  The recovery proved fortuitous, for on the eve of the 3050s,
  Kerensky’s descendants returned to the Inner Sphere with a
  vengeance, posing a threat so great that it briefly united the war-
  ring factions they left behind and even heralded the creation of a
  new Star League. The Clan invasion in particular sparked a
  surge in the development of military technology that continues
  even today, including an explosion of new BattleMech, combat
  vehicle, and aerospace fighter designs.
  Campaigns set in the post-Succession Wars era would see
  the return of Star League technology thanks to the Helm Core
  and a rising tide of refits that vastly improved the capabilities of
  existing designs. Surges of new development soon followed dur-
  ing the conflicts of late 3030s and the Clan invasion that began
  barely a decade later. These effects are reflected by the follow-
  ing rules:
  The Great Houses of Kurita, Liao, and Marik, and an
  alliance between the Steiner and Davion Houses, dominated
  much of the Inner Sphere, along with smaller powers such as the
  Free Rasalhague Republic and the St. Ives Compact. The
  Magistracy of Canopus, Outworlds Alliance, and Taurian
  Concordat were joined in the Periphery by numerous smaller
  realms, the largest and most aggressive of which were the
  Marian Hegemony and the Circinus Federation. ComStar’s mili-
  tary might finally surfaced during this age, and the Clans became
  a major influence after 3050. Mercenaries and pirates were com-
  monplace, with some—such as the Wolf’s Dragoons and Belt
  Pirates—even achieving sufficient size to make their own distinc-
  tive impact on the interstellar scene. Moreover, the fallout from
  the Truce of Tukayyid and the fraying of the Steiner-Davion
  alliance would create major upheavals in the political landscape,
  including the formation of the Word of Blake splinter groups, the
  separation of the Lyran and FedSuns states, a scattering of minor
  independent worlds and micro-factions in the Chaos March, and
  even the creation of a new Star League.
  To determine the BattleMech, combat vehicle, and aero-
  space fighter forces available to the various Inner Sphere and
  Periphery factions during the post-Succession Wars eras, the
  Post-Succession War Units Table below follows the same basic
  guide for approximately translating a 3067-era Inner Sphere or
  Periphery force’s Equipment Rating with its equivalent for each
  given era. (As before, forces that do not have a present-day
  Equipment Rating may assume a rating of C in their home faction
  for the purposes of determining their post-Succession Wars-era
  compositions.)
  As with the Succession Wars Units Table, each listing in the
  Post-Succession Wars Units Table provides two letter-number
  codes, separated by a comma. These letter-number combina-
  tions yield the equivalent equipment rating (on present-day
  tables) for a certain number of units per each four-unit grouping
  (i.e., BattleMech or combat vehicle lances). The first letter-num-
  ber code indicates the number of units for each group that the
  force determines using its appropriate “home faction” column of
  the appropriate Random Unit Assignment Table, while the sec-
  ond combination designates the equipment ratings and number
  of units a group may roll on the present-day ComStar or Word of
  Blake Random Unit Assignment Tables (at the player’s option). A
  POST-SUCCESSION WAR UNITS TABLE
  Present-Day Force
  Post-Succession War Era
  Faction/Unit Rating
  (3031-3039)
  (3040-3049)
  (3050-3060)
  (3061-3067)
  Inner Sphere/A
  D3§, B1*
  D2§, B2*
  B2, B2
  A4, NA
  Inner Sphere/B
  D3§†, B1*
  D3§, B1*
  C3, B1
  B4, NA
  Inner Sphere/C
  D4, NA
  F3§, B1*
  D3§, B1*
  C4, NA
  Inner Sphere/D
  F4†, NA
  F4, NA
  F4§, NA
  D4, NA
  Inner Sphere/F
  F4‡, NA
  F4†, NA
  F4, NA
  F4, NA
  ComStar and WoB/A
  B2, B2*
  B3, B1*
  A2, B2
  A4, NA
  ComStar and WoB/B
  B1, B3*
  B2, B2*
  A3, B1
  B4, NA
  Periphery/A
  B4*, NA
  B3, B1*
  A3, B1
  A4, NA
  Periphery/B
  C4, NA
  B4, NA
  C4§, NA
  B4, NA
  Periphery/C
  C4†, NA
  C4, NA
  C4†, NA
  C4, NA
  *Downgraded Star League technology. Replace 1D6 Level 2 items in one of these units with an appropriate Level 1 item.
  †Lightly Damaged Unit: One of these units (chosen at random) receives 1 point of damage for every 5 tons of weight, distributed randomly in 5-point
  (or fraction thereof) groups. Do not roll critical effects, even if internal structure is damaged.
  ‡Moderately Damaged Unit: One of these units (chosen at random) receives 2 points of damage for every 5 tons of weight, distributed randomly in
  5-point (or fraction thereof) groups. Determine one critical hit to a random location, as well as any possible critical hits suffered from any internal struc-
  ture damage. Disregard any hits that would immobilize or kill the unit, including cockpit/crew killed hits, ammunition hits, and destroyed motive sys-
  tems and gyros.
  §Upgrade: Replace 1D6-1 (minimum of 1) Level 1 items on one unit with an appropriate Level 2 item chosen from the Upgraded Technologies Table
  below, based on faction and date of availability.
  
  88
  MERCENARY RULES ANNEX
  UPGRADED TECHNOLOGIES TABLE
  Post-Succession War Era
  Year of Upgrade Availability (by Faction)
  Weapon/Item (order introduced)
  CC
  DC
  FS
  FW
  LA
  CS/WB
  Periphery*
  3031-3039 (and earlier):
  BattleMech Axe/Hatchet
  3030
  3028
  3025
  3030
  3022
  3030
  3025
  Artemis IV FCS
  3040
  3045
  3045
  3035
  3045
  Always
  3065
  Endo-Steel Internal Structure
  3042
  3035
  3040
  3042
  3040
  Always
  3065
  Narc Missile Beacon
  3040
  3045
  3045
  3035
  3045
  Always
  3065
  Streak SRM 2
  3040
  3040
  3040
  3035
  3040
  Always
  3054§
  XL Engine
  3045
  3045
  3048
  3045
  3035
  Always
  3065
  LB 10-X AC
  3040
  3040
  3035
  3040
  3037
  Always
  3065
  Ultra AC/5
  3040
  3040
  3035
  3040
  3037
  Always
  3065
  MASC
  3035
  3040
  3040
  3040
  3040
  Always
  3065
  CASE
  3042
  3036
  3040
  3045
  3040
  Always
  3065
  Pulse Lasers (Small, Med., Large)
  3040
  3037
  3042
  3039
  3042
  Always
  3054§
  ER Large Laser
  3045
  3037
  3045
  3039
  3042
  Always
  3065
  ER PPC
  3040
  3037
  3042
  3039
  3042
  Always
  3065
  3040-3049:
  Double Heat Sinks
  3045
  3047
  3040
  3045
  3042
  Always
  3052§
  Ferro-Fibrous Armor
  3045
  3040
  3042
  3045
  3042
  Always
  3045§
  Anti-Missile System
  3045
  3045
  3040
  3045
  3040
  Always
  3065
  Gauss Rifle
  3045
  3040
  3043
  3040
  3040
  Always
  3065
  Beagle Active Probe, Guardian ECM 3045
  3050
  3048
  3047
  3048
  Always
  3065
  3050-3060:
  C3 System (Master & Slave)
  3060
  3050
  3058
  3060
  3058
  3060
  NA
  Triple-Strength Myomer
  3050
  3059
  3055
  3060
  3055
  3065
  NA
  Pod (Omni) Technology
  3060
  3052
  3057
  3058
  3057
  3058
  3065
  A-Pod
  3056
  3056
  3056
  3057
  3056
  3055
  3065
  Light Gauss Rifle
  3063
  3065
  3065
  3056
  3065
  3061
  NA
  Ultra AC/2, Ultra AC/10
  3058
  3061
  3059
  3057
  3060
  3059
  3067
  Streak SRM 4, Streak SRM 6
  3060
  3058
  3059
  3059
  3059
  3059
  3067
  MRM
  3065
  3058
  3063
  3064
  3063
  3065
  NA
  BattleMech Sword
  3060
  3058
  3060
  3060
  3060
  3060
  3060
  LB 2-X AC, 5-X AC, and 20-X AC
  3060
  3060
  3058
  3060
  3059
  3061
  NA
  ER Small and Medium Lasers
  3060
  3061
  3059
  3058
  3060
  3059
  3067
  Ultra AC/20
  3061
  3061
  3060
  3060
  3059
  3061
  NA
  3061-3067:
  Heavy Gauss Rifle
  NA
  3066
  3067
  3066
  3061
  NA
  NA
  Light Engine
  3067
  3067
  3066
  3067
  3062
  3067
  NA
  Targeting Computer
  3067
  3067
  3062
  3067
  3065
  3067
  NA
  Rotary Autocannon/2, and /5
  3067
  3067
  3062
  3067
  3065
  3067
  NA
  Improved C3 Computer
  NA
  NA
  NA
  3067
  NA
  3062†
  NA
  Improved Narc Missile Beacon
  NA
  NA
  NA
  3067
  NA
  3062†
  NA
  Stealth Armor
  3063
  NA
  NA
  3067
  NA
  3067‡
  NA‡
  Rocket Launcher-10/-15/-20
  3065
  3067
  3066
  3067
  3067
  3067
  3064¥
  *Unless otherwise noted, Periphery dates reflect availability to Taurian Concordat, Magistracy of Canopus, and Outworlds Alliance only
  †Word of Blake, 3065
  ‡Magistracy of Canopus and Taurian Concordat only, 3067; Other Periphery states and ComStar, NA
  §Taurian Concordat only; Magistracy of Canopus, Marian Hegemony, and Outworlds Alliance, 3055; Others 3065
  ¥Marian Hegemony only; Magistracy of Canopus and Taurian Concordat, 3065; Other Periphery states, 3066
  CC: Capellan Confederation (and St. Ives Compact)
  DC: Draconis Combine (and Free Rasalhague Republic)
  FS: Federated Suns
  FW: Free Worlds League
  LA: Lyran Alliance (Commonwealth)
  CS/WB: ComStar/Word of Blake
  
  89
  MERCENARY RULES ANNEX
  listing of “NA” for this second letter-number combination means
  the group may not roll on the ComStar or Word of Blake tables at
  all.
  With the ending of the Succession Wars, the discovery of
  the Helm Core, and the arrival of the Clans, technology gradual-
  ly improved across the Inner Sphere. Though some units still
  rode into combat in some degree of disrepair, others began to
  emerge sporting upgraded technologies. To reflect this, some
  entries on the Post-Succession War Units Table indicate when
  certain units must suffer downgrades or pre-existing damage
  and when some may receive upgrades.
  Downgrades: The rules for Succession Wars-era down-
  grades remain the same for the post-Succession Wars era.
  Pre-Existing Damage: The rules for Succession Wars-era
  pre-existing damage remain the same for the post-Succession
  Wars era.
  Upgrades: Starting around the 3030s, certain elements of
  recovered Star League technology—plus a host of new tech-
  nologies—began to surface among the armed forces of the
  Successor States, first coming into widespread use in the form
  of various field refits. To reflect this, the controlling player of any
  units designated to receive upgrades on the table rolls 1D6, sub-
  tracting one from the result (to a minimum of 1). The result is the
  number of items on the unit that may be upgraded to an appro-
  priate piece of the following Level 2 Inner Sphere technologies.
  The year of each item’s widespread introduction (not counting
  the limited run of prototype tech like the early “freezers” used
  during the War of 3039, or the chemically flawed triple-strength
  myomers used in the Fourth War era), as well as the year in
  which it became widely enough available—through trade or man-
  ufacturing—for routine upgrades in the armies of each major
  Inner Sphere power and the Periphery are listed in the Upgraded
  Technologies Table below.
  MERCENARY FORCE
  CREATION EXPANSIONS
  In Field Manual: Mercenaries, Revised, players interested in
  creating a new mercenary command were introduced to an
  organic path-based system roughly analogous to the organic Life
  Path system used in generating characters for CBT: RPG. This
  path-based system covered the most common examples of a
  mercenary force’s formative stages, beginning with the founder’s
  origins and concluding with generalized career paths for recruit-
  ment and combat experience. A point-based equivalent to this
  mercenary creation system was then introduced with the first
  Mercenaries Supplemental, allowing for a faster but less eventful
  creation process.
  The following rules are designed to expand on both systems
  by offering additional career paths and modifiers that can be
  used to fine-tune or flesh out commands that form under less-
  common conditions, such as unit desertions or bands who live
  just this side of piracy. Each of these optional expansions is
  designed to mesh with either creation system with a minimum
  amount of adjustment on the players’ part.
  COMBAT EXPERIENCE PATH: FORMER
  HOUSE COMMAND
  Though many mercenary forces form from a collection of
  various professional soldiers or from the remains of larger com-
  mands shattered in combat, others begin with a core of warriors
  who once served together under a state banner. Either because
  they were left behind or they deserted en masse, these former
  house command troops often band together and go mercenary,
  beginning their commands with a running start, though often at
  the risk of becoming marked men in their former homelands.
  The Former House Command is a special “Stage Zero”
  Combat Experience Path (see p. 141, FMMercs) designed to
  generate large forces fairly quickly but at a substantially greater
  risk—both financially and practically. Like the other Creating a
  Mercenary Force paths, it is run in the second step of the mer-
  cenary creation process (after the creation of the force comman-
  der in Step 1), but before selecting a hiring hall or running any
  other Recruitment/Combat Experience Paths. It may be repeated
  a maximum of three times, during which the force does not age,
  as it reflects the former House command’s pre-mercenary expe-
  rience. However, victories and defeats rolled up for the former
  house command path must be recorded and used to compute
  any Dragoons Rating at a later date, reflecting the force’s overall
  reputation before it became mercenary.
  Note that the expense of generating such a large force can
  quickly reduce a forming command’s Cash Pool to the minimum
  limit of –20 (and, after event rolls, can even go beyond this point).
  If this occurs at any point in the path process, the creator must
  immediately proceed on to Step 3: Force Identification (see
  FMMercs, p. 144) and complete the creation process so as to get
  the command to its first contract before it disbands in bankruptcy.
  Finally, note that any former House command must indicate
  its faction of origin at the time of its creation, as future dealings
  for or against that faction may be affected by the command’s sta-
  tus as “deserting troops” of their former homeland.
  FORMER HOUSE COMMAND TABLE
  Time: Not Applicable
  Personnel: +12 Same. Choose three of the following: +4 Comp,
  +4 Dist, +3 Sup, +3 Med
  Points: +12 Exp, +4 Tech, +12 Mass, -6 Cash
  Special: Path may be repeated a maximum of three times. Each
  repeat imposes an additional –2 modifier to Event rolls (min-
  imum result of 2).
  Former House Command Events (2D6)
  2
  Mission Failure: Betrayed, hunted, and left for dead—it was
  a miracle that any of your forces survived at all. [–4D6 per-
  sonnel (chosen randomly in groups of 4), –2D6 Mass, –2D6
  Exp, –2D6 Tech, –1D6 Cash]
  3
  Mission Failure: A major snafu left your entire force trapped
  behind enemy lines with no way out but through. [–3D6 per-
  sonnel (chosen randomly in groups of 3), –2D6 Mass, –1D6
  Exp, –1D6 Tech, –2 Cash]
  4
  Mission Failure: Betrayed by your superiors, your force was
  
  90
  MERCENARY RULES ANNEX
  accused of a war crime it did not commit and sentenced by
  a tribunal to life in prison, but together you managed to
  escape … barely. [–2D6 personnel (chosen randomly in
  groups of 2), –1D6 Mass, –1D6 Exp, –1D6 Tech]
  5
  Mission Failure: This is mutiny! Well, you called it “justice.”
  [–1D6 personnel (chosen randomly), –2 Mass, –2 Exp, –2
  Tech, +2 Cash]
  6
  Mission Failure: A commander’s gotta do what a comman-
  der’s gotta do, and it’s high time the politicos got wise. [–1
  Same, –1 Sup, –1 Mass, –1 Exp, +1 Cash]
  7
  Mission Success: Opportunity knocks only once, and you
  had no choice but to answer. [+1 Comp, +1 Sup, +1 Mass,
  +1 Cash]
  8
  Mission Success: It’s been a long and honorable run, but
  maybe it’s time to look for some less conventional opportu-
  nities in self-employment. [+1 Same, +2 Comp, +2 Sup, +1
  Med, +1 Mass, +1 Exp, –1 Cash] 
  9
  Mission Success: It was an enticing offer; resign your com-
  mission and convince your men to sign on for an adventure
  that makes mere military service pale in comparison. Who
  cares who signed the checks? [+2 Same, +2 Comp, +1 Dist,
  +3 Sup, +2 Med, +1 Mass, +2 Cash]
  10
  Mission Success: You are a solid and inspiring commander.
  Where you lead, others follow. [+2D6 personnel (assign no
  more than 4 per category), +1D6 Mass, +1D6 Tech, +1D6
  Exp, +2 Cash]
  11
  Mission Success: A glorious victory against overwhelming
  odds inspires others to flock to your command when you
  finally tire of politics as usual. [+4D6 Personnel (assign no
  more than 6 per category), +2D6 Mass, +1D6 Tech, +1D6
  Exp, +1D6 Cash]
  12
  Roll twice and apply both results.
  COMBAT EXPERIENCE PATH:
  RENEGADE MERCENARY COMMAND
  A curious cousin to the former House command, the rene-
  gade mercenary command is the group of professional soldiers
  united not so much as comrades-in-arms, but as co-conspirators
  in a more criminal enterprise. Whether the result of a truly dis-
  gruntled band of ex-House troops or a mercenary command on
  the skids, the renegade mercenary force may be a blight on the
  honor of the profession, but its no-holds-barred, winner-take-all
  approach to professional soldiering offers the potential for a huge
  payoff.
  The Renegade Mercenary Command Path is an alternative
  to the standard Stage 3 Combat Experience path presented in
  the normal rules for Creating a Mercenary Force rules (see p.
  143, FMMercs). Available to mercenary forces of every origin
  and type, this path is potentially more rewarding to a fledgling
  mercenary force in terms of experience and cash, but is also
  harsher and more perilous, incurring a –1 event roll modifier for
  every pass through the path, rather than every two passes.
  Furthermore, unless otherwise stated in the event roll, any mer-
  cenary force that makes use of this path may not be registered
  in the Dragoons’ database (though a Dragoons Rating may be
  computed for the purposes of determining contract offers).
  RENEGADE MERCENARY
  COMMAND TABLE
  Time: 6 months
  Personnel: +2 Dist
  Points: –1 Mass, +3 Exp, +2 Cash
  Special: –1 to Event roll for every pass after the first. May not
  register with a Dragoons Rating unless event roll determines
  otherwise.
  Renegade Mercenary Events (2D6)
  2
  Mission Failure: It was a trap! Some A-rated bounty hunter
  damn near succeeded in collecting on your “Wanted: Dead
  or Alive” poster … [+2 Exp, –3 Tech, –2 Mass, +2 Cash,
  –3D6 personnel (determine randomly); force is classified as
  Wanted/Rogue by the MRBC (see p. 97)]
  3
  Mission Failure: “’Honor among thieves,’ hah!” Betrayed by a
  band with even less scruples than your own. [+2 Exp, –1
  Tech, –1 Mass, +1 Cash, –2D6 personnel (determine ran-
  domly); force is classified as Wanted/Rogue by the MRBC
  (see p. 97)]
  4
  Mission Failure: It’s a thin line between privateer and pirate.
  Welcome to the wrong side of the law. [+1 Exp, –1 Tech, +1
  Mass, +1 Cash; force is classified as Wanted/Rogue by the
  MRBC (see p. 83)]
  5
  Mission Failure: Mercs get all the dirty jobs, and mercs like
  you get some of the dirtiest. [+2 Exp, –1D6 personnel (deter-
  mine randomly), –1D6 Tech]
  6
  Mission Failure: A little over zealousness in the field cost you
  a contract and some promising talent. [–2 Sup, –1 Med, –1
  Cash]
  7
  Mission Failure: If you’re not registered, don’t expect a lot of
  help in contract breach settlements … [Choose one: –1
  Tech, –1 Mass, or –1 Cash]
  8
  Mission Success: All part of life on the firing line. [Choose
  one: +1 Exp, +1 Mass, or +1 Cash]
  9
  Mission Success: “Salvage? What salvage? We didn’t find
  any salvage?” You just managed to pull the wool over your
  liaison officer’s eyes and tuck away a little something extra
  for your people. [+1 Exp, +1 Tech, +2 Mass, +1 Cash]
  10
  Mission Success: A shattered command agrees to join yours
  after you save their bacon. [+2 Exp, +2 Mass, +1D6 Same,
  +1D6/2 (round up) Comp, +1D6 Dist]
  11
  Mission Success: Unlikely heroes! When push came to
  shove, your band of misfits and brigands really came
  through for the good guys. Not a bad way to make a fresh
  start. [+2 Exp, +2 Tech, +2 Mass, +2 Cash, +2D6 personnel
  (determine randomly, in groups of two); force may register
  with the MRBC as a legitimate command.]
  12
  Roll twice and apply both results.
  MERCENARY CREATION AND
  ALTERNATE ERAS
  Although the Alternate BattleTech Era Expansions on p. 82
  provide a guide to generating combat forces for scenarios set
  during past eras in the Classic BattleTech universe, they are by
  no means the only impact on alternate-era campaigns.The avail-
  ability of unit types, costs and qualities of training, the production
  
  91
  MERCENARY RULES ANNEX
  of specific models, and even the presence (or absence) of cer-
  tain hiring halls have impacted the interstellar mercenary profes-
  sion for centuries.
  To reflect the various impacts on mercenary formation, the
  following Mercenary Creation Modifier Tables provide an
  overview of the impact each era has on the creation of merce-
  nary forces using the rules found in Field Manual: Mercenaries,
  Revised (see pp. 137-152). For players using the point-based
  creation system featured in the first Mercenaries Supplemental
  (see pp. 79-90), use the Point-Based Modifiers given in each
  table instead of the standard modifiers.
  Each listing details the following major points:
  • Prohibited Unit Types defines the units (BattleMechs,
  OmniMechs, battle armor, and so on) that mercenary commands
  may not incorporate when formed in a given era.
  • Commander/Founder notes any restrictions to the mercenary
  commander/founder.
  • Available Hiring Halls lists the hiring halls that are active in each
  era and their modifiers (for both standard FMMercs rules and the
  MS1 point-based system), which replace those given in the cur-
  rent-era books.
  MERCENARY CREATION MODIFIERS TABLES
  Age of War (2398-2569)
  Prohibited Unit Types: (Before 2470) BattleMechs and battle armor; (2470-2569) battle armor
  Commander/Founder: Mercenary founders may not take modifiers for Clan origins or Clan training.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip Tech
  None
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0.00
  0.00
  0.00
  0.00
  0.00
  Recruiting Path Modifiers: +1 Same, +1 Comp, +1 Dist, –1 to event rolls
  Combat Experience Path Modifiers: +1 Same, +1 Exp, –1 to event rolls
  Force Identification: No mercenary command may possess more than 12 BattleMechs per regiment; –2 to Experience Rating rolls (MechWarriors
  only); treat “Custom” Tech Rating roll results as “A”; treat “Battle Armor” Infantry Type rolls as “Anti-BattleMech.”
  DropShips: None of the listed classes existed in this era. However, players may roll for the following at a +2 TN modifier, reflecting functionally equiv-
  alent transports: Behemoth, Buccaneer, Condor, Fury, Gazelle, Leopard CV, Mammoth, Mule, and Seeker. Note that upgraded versions of these ves-
  sels also do not exist.
  JumpShips: None of the listed classes existed in this era. However, players may roll for the following at a +1 TN modifier, reflecting functionally
  equivalent transports: Scout, Merchant, Invader. Note that, instead of docking collars, the functional equivalents of these JumpShips use pressurized
  bays large enough to accommodate 5,000-ton “drop shuttles.”
  Base Salaries: Double the base salaries of all MechWarriors, BattleMech technicians, and infantry trained in anti-BattleMech operations. Note that
  Armored Infantry and Battle Armor Technicians do not exist in this era, nor do MechWarriors and BattleMech-related technicians and infantry troops
  prior to 2470.
  Maintenance Table: Note that OmniMechs, OmniFighters, and battle armor do not exist in this timeframe, nor do BattleMechs prior to 2470. Double
  the weekly maintenance costs and man-hour support needs for all aerospace fighters, DropShips, JumpShips, and WarShips during this era.
  Additional Point-Based Rules: Multiply all Base Initial Category Points (see p. 83, MS1) by 0.5 (round fractions up). Note prohibited unit types.
  Multiply the cost for increasing experience for MechWarriors only by 1.5 (see p. 85, MS1). Multiply the Unit Costs (see p. 85, MS1) for BattleMechs
  only by 1.25 (round up). Tech Levels for all units may not be modified in this era (see p. 87, MS1).
  Star League Era (2570-2750)
  Prohibited Unit Types: Battle armor
  Commander/Founder: Mercenary founders may not take modifiers for Clan origins or Clan training.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip Tech
  Solaris VII
  +1
  0
  0
  +1
  0
  0
  +1
  +1
  +1
  –1
  +0.05
  +0.05 +0.05
  +0.03 +0.05
  Recruiting Path Modifiers: +1 to any one personnel type, –2 to event rolls
  Combat Experience Path Modifiers: +1 Tech, +1 Exp, –1 to event rolls
  Force Identification: No mercenary command may possess more than 36 BattleMechs per regiment; –1 to Experience Rating rolls (MechWarriors
  only); treat “Custom” Tech Rating roll results as “A”; treat “Battle Armor” Infantry Type rolls as “Anti-BattleMech.”
  DropShips: Players may roll for the following at a +1 TN modifier, reflecting existing or functionally equivalent transports: Achilles, Avenger,
  Behemoth, Buccaneer, Condor, Excalibur, Fury, Gazelle, Intruder, Leopard, Leopard CV, Mammoth, Monarch, Mule, Overlord, Seeker, Union, and
  Vengeance. Note that upgraded versions of these vessels also do not exist.
  JumpShips: Players may roll for the following at a +1 TN modifier, reflecting existing or functionally equivalent transports: Scout, Merchant, Invader,
  Monolith, and Star Lord.
  Base Salaries: Multiply the base salaries of all MechWarriors, BattleMech technicians, and infantry trained in anti-BattleMech operations by 1.5.
  Note that Armored Infantry and Battle Armor Technicians do not exist in this era.
  Maintenance Table: Note that OmniMechs, OmniFighters, and battle armor do not exist in this timeframe.
  Additional Point-Based Rules: Multiply all Base Initial Category Points by 0.75 (round fractions up). Note prohibited unit types. Multiply the
  Experience Cost for MechWarriors only by 1.25 (round up). Multiply the Unit Costs for BattleMechs only by 1.10 (round up). Double the cost for Tech
  Level increases for all units, noting that Omni and Clan upgrades are unavailable.
  
  92
  MERCENARY RULES ANNEX
  First Succession War Era (2751-2821)
  Prohibited Unit Types: Battle armor
  Commander/Founder: Mercenary founders may not take modifiers for Clan origins or Clan training.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip
  Tech
  Antallos/Port Krin
  0
  +0
  +1
  +1
  0
  0
  0
  +1
  0
  0
  +0.05
  +0.05
  0.00
  0.00
  +0.05
  Galatea
  +1
  +1
  +1
  0
  0
  0
  +1
  0
  +1
  –1
  +0.10
  0.00
  0.00
  +0.05
  0.00
  Solaris VII
  +1
  +1
  0
  +1
  0
  0
  +1
  +1
  +1
  –1
  +0.10
  +0.05
  +0.05 +0.03
  +0.05
  Recruiting Path Modifiers: +1 to any one personnel type, –1 to event rolls
  Combat Experience Path Modifiers: +1 Mass, +1 Exp, –2 to event rolls
  Force Identification: Treat “Custom” Tech Rating roll results as “A”; treat “Battle Armor” Infantry Type rolls as “Anti-BattleMech.”
  DropShips: Players may roll for the following at a –1 TN modifier, reflecting existing or functionally equivalent transports: Achilles, Avenger,
  Behemoth, Buccaneer, Condor, Excalibur, Fortress, Fury, Gazelle, Intruder, Leopard, Leopard CV, Mammoth, Monarch, Mule, Overlord, Seeker,
  Union, and Vengeance. Note that upgraded versions of these vessels do not exist.
  JumpShips: Players may roll for the following at a –1 TN modifier, reflecting existing or functionally equivalent transports: Scout, Merchant, Invader,
  Monolith, and Star Lord.
  Base Salaries: Multiply the base salaries of all combat personnel types by 1.10. Note that Armored Infantry and Battle Armor Technicians do not
  exist in this era.
  Maintenance Table: Note that OmniMechs, OmniFighters, and battle armor do not exist in this timeframe.
  Additional Point-Based Rules: Multiply Base Initial Category Points (see p. 83, MS1) by 1.15 (round up). Note prohibited unit types. Do not mod-
  ify Experience Costs. Multiply all Unit Costs by 0.90 (round up). Do not modify Tech Level increases for any units. Note that Omni and Clan upgrades
  are unavailable.
  Second Succession War Era (2822-2864)
  Prohibited Unit Types: Battle armor
  Commander/Founder: Mercenary founders may not take modifiers for Clan origins or Clan training.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip
  Tech
  Antallos/Port Krin
  0
  +0
  +1
  0
  0
  0
  0
  0
  0
  0
  +0.05
  0.00
  0.00
  0.00
  0.00
  Galatea
  +2
  +1
  +1
  0
  +1
  0
  +1
  0
  0
  –1
  +0.20
  +0.05
  +0.05 –0.03
  0.00
  Solaris VII
  +1
  +1
  0
  0
  +1
  0
  +1
  +1
  +1
  –2
  +0.10
  +0.05
  +0.05 –0.03
  +0.05
  Recruiting Path Modifiers: –1 to event rolls
  Combat Experience Path Modifiers: –1 Mass, –1 Tech, +1 Exp, –1 to event rolls
  Force Identification: Treat “Custom” Tech Rating roll results as “A”; treat “Battle Armor” Infantry Type rolls as “Anti-BattleMech.”
  DropShips: Players may roll for the following at a –1 TN modifier, reflecting existing transports: Achilles, Avenger, Behemoth, Buccaneer, Condor,
  Excalibur, Fortress, Fury, Gazelle, Intruder, Leopard, Leopard CV, Mammoth, Monarch, Mule, Overlord, Seeker, Union, and Vengeance. Note that
  upgraded versions of these vessels do not exist.
  JumpShips: Players may roll for the following at no TN modifier, reflecting existing transports: Scout, Merchant, Invader, Monolith, and Star Lord.
  Base Salaries: Multiply the base salaries of all combat personnel types by 0.75. Note that Armored Infantry and Battle Armor Technicians do not
  exist in this era.
  Maintenance Table: Note that OmniMechs, OmniFighters, and battle armor do not exist in this timeframe.
  Additional Point-Based Rules: Multiply Base Initial Category Points (see p. 83, MS1) by 0.90 (round fractions up). Note prohibited unit types.
  Multiply experience upgrade/downgrade costs by 0.75 (rounding up). Do not modify Unit Costs. Do not modify Tech Level increases for any units. Note
  that Omni and Clan upgrades are unavailable.
  Early Third Succession War Era (2865-2950)
  Prohibited Unit Types: Battle armor
  Commander/Founder: Mercenary founders may not take modifiers for Clan origins or Clan training.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip
  Tech
  Antallos/Port Krin
  0
  +1
  +1
  –1
  0
  0
  –1
  –1
  0
  0
  +0.10
  –0.05
  –0.05
  0.00
  –0.05
  Galatea
  +2
  +1
  +1
  0
  +1
  0
  +2
  0
  +1
  –1
  +0.20
  +0.05
  +0.10 +0.03
  0.00
  Herotitus
  0
  0
  +1
  0
  +1
  0
  –2
  –1
  –1
  0
  +0.05
  +0.05
  –0.10 –0.05
  –0.05
  Solaris VII
  +1
  +1
  0
  +1
  +1
  0
  +1
  0
  0
  –2
  +0.10
  +0.10
  +0.05 –0.05
  0.00
  Recruiting Path Modifiers: None
  Combat Experience Path Modifiers: –1 Mass, –2 Tech, +1 Exp
  Force Identification: Treat “Custom” Tech Rating roll results as “A”; treat “Battle Armor” Infantry Type rolls as “Anti-BattleMech.”
  
  93
  MERCENARY RULES ANNEX
  DropShips: Players may roll for the following at no TN modifier, reflecting existing transports: Achilles, Avenger, Behemoth, Buccaneer, Condor,
  Excalibur, Fortress, Fury, Gazelle, Intruder, Leopard, Leopard CV, Mammoth, Monarch, Mule, Overlord, Seeker, Union, and Vengeance. Note that
  upgraded versions of these vessels do not exist.
  JumpShips: Players may roll for the following at no TN modifier, reflecting existing transports: Scout, Merchant, Invader, Monolith, and Star Lord.
  Base Salaries: Multiply the base salaries of all MechWarriors, aerospace fighter pilots, spacecraft crew, and technicians by 0.67. Multiply the base
  salary of all other warriors and support staff by 0.50. Note that Armored Infantry and Battle Armor Technicians do not exist in this era.
  Maintenance Table: Multiply the costs and man-hour support requirements of all combat units (not counting infantry) by 1.25. Note that OmniMechs,
  OmniFighters, and battle armor do not exist in this timeframe.
  Additional Point-Based Rules: Multiply Base Initial Category Points (see p. 83, MS1) by 0.75 (round fractions up). Note prohibited unit types.
  Multiply experience upgrade/downgrade costs by 0.75 (rounding up). Multiply all Unit Costs by 1.10 (round up). Multiply Tech Level increases for all
  units by 1.25 (round up). Note that Omni and Clan upgrades are unavailable.
  Late Third Succession War Era (2951-3025)
  Prohibited Unit Types: Battle armor
  Commander/Founder: Mercenary founders may not take modifiers for Clan origins or Clan training.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip
  Tech
  Antallos/Port Krin
  0
  +1
  +1
  –1
  0
  0
  –1
  –1
  0
  0
  +0.10
  –0.05
  –0.05
  0.00
  –0.05
  Galatea
  +2
  +1
  +1
  +1
  0
  0
  +1
  –1 
  +1
  –1
  +0.20
  +0.05
  +0.05 +0.03
  –0.05
  Herotitus
  0
  +1
  +1
  0
  +2
  0
  –1
  –1
  –1
  0
  +0.10
  +0.10
  –0.05 –0.05
  –0.05
  Solaris VII
  +2
  +1
  0
  +1
  +1
  0
  +1
  0
  0
  –2
  +0.15
  +0.10
  +0.05 –0.05
  0.00
  Recruiting Path Modifiers: +1 to event rolls
  Combat Experience Path Modifiers: –2 Mass, –3 Tech, +1 Exp, –1 Cash, +1 to event rolls
  Force Identification: Treat “Custom” Tech Rating roll results as “A”; treat “Battle Armor” Infantry Type rolls as “Anti-BattleMech.”
  DropShips: Players may roll for the following at a +1 TN modifier, reflecting existing transports: Achilles, Avenger, Behemoth, Buccaneer, Condor,
  Excalibur, Fortress, Fury, Gazelle, Intruder, Leopard, Leopard CV, Mammoth, Monarch, Mule, Overlord, Seeker, Union, and Vengeance. Note that
  upgraded versions of these vessels do not exist.
  JumpShips: Players may roll for the following at a +2 TN modifier, reflecting existing transports: Scout, Merchant, Invader, Monolith, and Star Lord.
  Base Salaries: Multiply the base salaries of all MechWarriors, aerospace fighter pilots, spacecraft crews, and technicians by 0.40. All other warrior
  and support types receive a base salary multiplier of 0.30. Note that Armored Infantry and Battle Armor Technicians do not exist in this era.
  Maintenance Table: Multiply the costs and man-hour support requirements of all combat units (not counting infantry) by 1.50. Note that OmniMechs,
  OmniFighters, and battle armor do not exist in this timeframe.
  Additional Point-Based Rules: Multiply Base Initial Category Points by 0.75 (round fractions up). Note prohibited unit types. Multiply Experience
  Costs by 0.75 (rounding up). Multiply all non-BattleMech Unit Costs by 1.10 (round up). Multiply BattleMech Unit Costs by 1.35 (round up). Multiply
  Tech Level increases for all units by 1.25 (round up). Note that Omni and Clan upgrades are unavailable.
  Fourth Succession War Era (3026-3030)
  Prohibited Unit Types: Battle armor
  Commander/Founder: Mercenary founders may not take modifiers for Clan origins or Clan training.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip
  Tech
  Antallos/Port Krin
  0
  +1
  +1
  –1
  0
  0
  –1
  –1
  –1
  0
  +0.10
  –0.05
  –0.05 –0.05
  –0.05
  Arc-Royal
  0
  +1
  0
  +1
  0
  0
  +1
  0
  0
  –1
  +0.05
  +0.05
  +0.05 –0.03
  0.00
  Astrokaszy
  –1
  +1
  +1
  0
  0
  0
  –1
  –2
  –1
  0
  +0.05
  0.00
  –0.05 –0.05
  –0.10
  Galatea
  +2
  +1
  +1
  +1
  0
  0
  +1
  –1 
  +1
  –1
  +0.20
  +0.05
  +0.05 +0.03
  –0.05
  Herotitus
  0
  +1
  +1
  0
  +2
  0
  –1
  –1
  –1
  0
  +0.10
  +0.10
  –0.05 –0.05
  –0.05
  Solaris VII
  +2
  +1
  0
  +1
  +1
  0
  +1
  0
  0
  –2
  +0.15
  +0.10
  +0.05 –0.05
  0.00
  Westerhand
  +1
  0
  0
  0
  0
  0
  0
  0
  +1
  0
  +0.05
  0.00
  0.00
  +0.05
  0.00
  Recruiting Path Modifiers: +1 to event rolls
  Combat Experience Path Modifiers: –2 Mass, –3 Tech, +1 Exp, –1 Cash, +1 to event rolls
  Force Identification: Treat “Custom” Tech Rating roll results as “A”; treat “Battle Armor” Infantry Type rolls as “Anti-BattleMech.”
  DropShips: Players may roll for the following at a +1 TN modifier, reflecting existing transports: Achilles, Avenger, Behemoth, Buccaneer, Condor,
  Excalibur, Fortress, Fury, Gazelle, Intruder, Leopard, Leopard CV, Mammoth, Monarch, Mule, Overlord, Seeker, Union, and Vengeance. Note that
  upgraded versions of these vessels do not exist.
  JumpShips: Players may roll for the following at a +2 TN modifier, reflecting existing transports: Scout, Merchant, Invader, Monolith, and Star Lord.
  Base Salaries: Multiply the base salaries of all personnel types by 0.50. Note that Armored Infantry and Battle Armor Technicians do not exist in this
  era.
  Maintenance Table: Multiply the costs and man-hour support requirements of all combat units (not counting infantry) by 1.50. Note that OmniMechs,
  OmniFighters, and battle armor do not exist in this timeframe.
  
  94
  MERCENARY RULES ANNEX
  Additional Point-Based Rules: Do not modify Base Initial Category Points. Note prohibited unit types. Multiply Experience Costs by 0.90 (round-
  ing up). Multiply all non-BattleMech Unit Costs by 1.25 (round up). Multiply BattleMech Unit Costs by 1.50 (round up). Multiply Tech Level increases
  for all units by 1.50 (round up). Note that Omni and Clan upgrades are unavailable.
  Early Post-Fourth Succession War Era (3031-3050)
  Prohibited Unit Types: Battle armor
  Commander/Founder: Mercenary founders may not take modifiers for Clan origins or Clan training.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same
  Comp
  Dist
  Sup
  Med Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip
  Tech
  Antallos/Port Krin
  0
  +1
  +2
  –1
  0
  0
  –1
  –2
  0
  0
  +0.15
  –0.05
  –0.05
  0.00
  –0.10
  Arc-Royal
  +1
  +1
  0
  +1
  0
  0
  +1
  0
  –1
  –1 
  +0.10
  +0.05
  +0.05
  –0.08
  0.00
  Astrokaszy
  0
  +2
  +2
  0
  0
  0
  –1
  –1
  –1
  0
  +0.20
  0.00
  –0.05
  –0.05
  –0.05
  Galatea
  +1
  0
  0
  –1
  –1
  0
  –1
  –2
  0
  0 
  +0.05
  +0.10
  –0.05
  0.00
  –0.10
  Herotitus
  0
  +1
  +2
  0
  +2
  0
  0
  –1
  0
  0
  +0.10
  +0.10
  –0.05
  –0.05
  –0.05
  Outreach
  +2
  +2
  +2
  +1
  +1
  +1
  +2
  +1
  0
  –1
  +0.30
  +0.15
  +0.10
  –0.03
  +0.05
  Solaris VII
  +2
  +1
  0
  +1
  +1
  0
  +1
  0
  0
  –2
  +0.15
  +0.10
  +0.05
  –0.05
  0.00
  Westerhand
  +1
  0
  0
  0
  0
  0
  0
  –1
  0
  –1
  +0.05
  0.00
  0.00
  –0.03
  –0.05
  Recruiting Path Modifiers: +2 to event rolls
  Combat Experience Path Modifiers: –1 Mass, –1 Tech, +1 Exp
  Force Identification: Treat “Custom” Tech Rating roll results as “A”; treat “Battle Armor” Infantry Type rolls as “Anti-BattleMech.”
  DropShips: Players may roll for the following at a +1 TN modifier, reflecting existing transports: Achilles, Avenger, Behemoth, Buccaneer, Condor,
  Excalibur, Fortress, Fury, Gazelle, Intruder, Leopard, Leopard CV, Mammoth, Monarch, Mule, Overlord, Seeker, Union, and Vengeance. Note that
  upgraded versions of these vessels do not exist in sufficient numbers for mercenary purchase.
  JumpShips: Players may roll for the following at a +1 TN modifier, reflecting existing transports: Scout, Merchant, Invader, Monolith, and Star Lord.
  Base Salaries: Multiply the base salaries of all combat personnel types by 0.67. Multiply all support staff personnel types by 0.80. Note that
  Armored Infantry and Battle Armor Technicians do not exist in this era.
  Maintenance Table: Multiply the costs and man-hour support requirements of all combat units (not counting infantry) by 1.25. Note that
  OmniMechs, OmniFighters, and battle armor do not exist in this timeframe.
  Additional Point-Based Rules: Do not modify Base Initial Category Points. Note prohibited unit types. Do not modify Experience Costs. Multiply
  all non-BattleMech Unit Costs by 1.10 (round up). Multiply BattleMech Unit Costs by 1.25 (round up). Multiply Tech Level increases for all units by
  1.25 (round up). Note that Omni and Clan upgrades are unavailable.
  Late Post-Fourth Succession War Era (3051-3060)
  Prohibited Unit Types: None
  Commander/Founder: Mercenary founders may take modifiers for Clan origins or Clan training, but double all negative personnel modifiers.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same
  Comp
  Dist
  Sup
  Med Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip
  Tech
  Antallos/Port Krin
  0
  +1
  +2
  –1
  0
  0
  –1
  –2
  +1
  0
  +0.15
  –0.05
  –0.05
  +0.05
  –0.10
  Arc-Royal
  +1
  +1
  0
  +1
  +1
  0
  +2
  +1
  –1
  –1 
  +0.10
  +0.10
  +0.10
  –0.07
  +0.05
  Astrokaszy
  0
  +2
  +3
  0
  0
  0
  –1
  –1
  –1
  0
  +0.25
  0.00
  –0.05
  –0.05
  –0.05
  Fletcher
  0
  +1
  +1
  0
  0
  0
  0
  0
  +1
  0
  +0.10
  0.00
  0.00
  +0.05
  0.00
  Galatea
  +1
  +1
  0
  0
  0
  0
  0
  –1
  +1
  –1
  +0.10
  0.00
  0.00
  +0.03
  –0.05
  Herotitus
  0
  +2
  +2
  +1
  +2
  0
  0
  –1
  0
  –1
  +0.20
  +0.15
  0.00
  –0.03
  –0.05
  Northwind
  +1
  +1
  0
  +1
  0
  0
  0
  0
  0
  –1 
  +0.10
  +0.05
  0.00
  –0.03
  0.00
  Outreach
  +2
  +2
  +1
  +1
  0
  +1
  +2
  +1
  0
  –2
  +0.25
  +0.10
  +0.10
  –0.05
  +0.05
  Solaris VII
  +2
  +1
  0
  +1
  +1
  0
  +1
  0
  +1
  –2
  +0.15
  +0.10
  +0.05
  0.00
  0.00
  Westerhand
  +1
  0
  0
  0
  0
  0
  –1
  –1
  0
  –1
  +0.05
  0.00
  –0.05
  –0.03
  –0.05
  Recruiting Path Modifiers: +1 Tech, +1 to event rolls
  Combat Experience Path Modifiers: –1D6 personnel (chosen randomly), –2 Mass, +3 Exp, –2 to event rolls
  Force Identification: Use standard rules.
  DropShips: Players may roll for the following at no TN modifier, reflecting existing transports: Achilles, Avenger, Behemoth, Buccaneer, Claymore,
  Condor, Excalibur, Fortress, Fury, Gazelle, Hamilcar, Hannibal, Hercules, Intruder, Leopard, Leopard CV, Mammoth, Merlin, Monarch, Mule,
  Overlord, Rose, Seeker, Triumph, Union, and Vengeance. Add +1 to the listed TNs for upgraded versions of these vessels.
  JumpShips: Players may roll for the following at no TN modifier, reflecting existing transports: Scout, Merchant, Invader, Monolith, Star Lord, and
  Tramp.
  Base Salaries: Multiply the base salaries of all Armored infantry and Battle Armor technicians by 1.10. Multiply all other personnel types by 0.90.
  Maintenance Table: Multiply the costs and man-hour maintenance requirements for OmniMechs, OmniFighters, and battle armor by 1.10.
  Additional Point-Based Rules: Do not modify Base Initial Category Points. Note prohibited unit types. Multiply Experience Costs by 0.80 (round
  up). Multiply BattleMech Unit Costs only by 1.10 (round up). Multiply Tech Level increases for all units to Level 2+ by 1.10 (round up), add +1 to all
  Omni upgrades, and +2 to all Clan upgrades.
  
  95
  MERCENARY RULES ANNEX
  • Recruiting Path Modifiers and Combat Experience Path
  Modifiers determine additional modifiers to the appropriate paths
  which are applied in addition to those given under the standard
  FMMercs rules, and may include event roll modifiers that apply
  even to the new paths presented in this book. Note that the min-
  imum and maximum event roll numbers remain 2 and 12,
  respectively.
  • Force Identification details exceptions and modifications to the
  FMMercs Recruit Identification Table (see p. 146).
  • DropShips and JumpShips provide modifiers to any attempt to
  obtain the appropriate transports, as well as additional general
  notes on the technologies of the era.
  • Base Salaries and Maintenance Table provide multipliers and
  restrictions for personnel salaries and equipment maintenance
  costs and man-hour needs, based on the era.
  • Additional Point-Based Rules provides modifiers that are only
  used as indicated throughout the MS1 Point-Based Force
  Creation system.
  NEW HIRING HALL: NOISIEL
  Although not intended as such, the yearly Games on Noisiel
  have transformed the humble Lyran world into a bona fide center
  of the mercenary industry in its own right. However, the special-
  ized and seasonal nature of the Games means that employer
  agents and mercenary commands are not always present on
  Noisiel, resulting in an irregular effect on newly forming com-
  mands that choose Noisiel as their hiring hall.To reflect this, mer-
  cenary commands formed in the year 3055 or later may add
  Noisiel to their hiring hall options as outlined in the Noisiel row of
  the Present-Day Era (3061-3067) table shown above. However,
  to reflect the fact that Noisiel specializes in MechWarriors above
  all other warrior types, the player may apply warrior personnel
  modifiers 
  solely 
  to 
  whichever 
  warrior 
  class 
  (Same,
  Complementary, or Distant) the mercenary command’s
  MechWarriors hail from. If the command has no BattleMechs,
  apply the result to the Distant warrior class.
  MERCENARY OPERATIONS
  EXPANSIONS
  The following rules expand on those given for running a mer-
  cenary command in FMMercs (see pp. 153-181) and may be
  used in any mercenary-based CBT or CBT: RPG campaign.
  VERY LARGE/VERY SMALL
  MERCENARY COMMANDS
  Mercenary forces come in all sizes, ranging from individual
  hired guns and BattleMech lances to massive, multi-regimental
  forces capable of single-handedly conquering major worlds.
  While the rules for running mercenary forces in FMMercs nomi-
  nally cover commands of all sizes, commands that are either very
  large or very small may find that size does matter in the merce-
  nary profession.
  Most mercenary commands are considered very large when
  the primary fighting force—defined as the combat force type that
  Present-Day Era (3061-3067+)
  Prohibited Unit Types: None
  Commander/Founder: Use standard rules.
  Available
  Standard Personnel and Point Pool Modifiers
  Point-Based Pool Modifiers
  Hiring Halls:
  Same
  Comp
  Dist
  Sup
  Med
  Admin
  Exp
  Tech
  Mass
  Cash
  Warr
  Supp
  Exp
  Equip
  Tech
  Antallos/Port Krin
  0
  +1
  +2
  –1
  0
  0
  –2
  –2
  +1
  0
  +0.15
  –0.05
  –0.10
  +0.05
  –0.10
  Arc-Royal
  +1
  +1
  0
  +1
  +1
  0
  +2
  +1
  –2
  –1 
  +0.10
  +0.10
  +0.10
  –0.13
  +0.05
  Astrokaszy
  0
  +2
  +3
  +1
  0
  0
  –1
  –1
  –1
  0
  +0.25
  +0.05
  –0.05
  –0.05
  –0.05
  Fletcher
  +1
  +1
  0
  +1
  0
  0
  –1
  –1
  +2
  0
  +0.10
  +0.05
  –0.05
  +0.10
  –0.05
  Galatea
  +2
  +1
  0
  0
  0
  0
  0
  –1
  +1
  –1
  +0.15
  0.00
  0.00
  +0.03
  –0.05
  Herotitus
  0
  +2
  +2
  +1
  +2
  0
  0
  –1
  +1
  –1
  +0.20
  +0.15
  0.00
  +0.03
  –0.05
  Noisiel†
  *
  *
  *
  +1
  0
  +1
  +2
  0
  0
  –1 
  +0.05
  +0.08
  +0.10
  –0.05
  +0.00
  Northwind
  +1
  +2
  0
  +2
  0
  0
  +1
  +1
  0
  –1 
  +0.15
  +0.10
  +0.05
  –0.03
  +0.05
  Outreach
  +2
  +2
  +1
  +1
  0
  0
  +2
  +2
  0
  –3
  +0.25
  +0.05
  +0.10
  –0.08
  +0.10
  Solaris VII
  +2
  +1
  0
  +2
  +1
  0
  +1
  –1
  –1
  –2
  +0.15
  +0.15
  +0.05
  –0.10
  –0.05
  Westerhand
  +1
  +1
  0
  0
  0
  0
  –1
  –1
  –1
  0
  +0.10
  0.00
  –0.05
  –0.05
  –0.05
  †See New Hiring Hall: Noisiel below; applicable only to commands created in 3055 or later.
  *Add +1 to whichever warrior category the command’s MechWarriors belong to (Distant if there are no BattleMechs in the command).
  Recruiting Path Modifiers: Use standard rules
  Combat Experience Path Modifiers: Use standard rules
  Force Identification: Use standard rules
  DropShips: Use standard rules
  JumpShips: Use standard rules
  Base Salaries: Use standard rules 
  Maintenance Table: Use standard rules
  Additional Point-Based Rules: Do not modify any point-based tables.
  
  96
  MERCENARY RULES ANNEX
  VERY LARGE/VERY SMALL MERCENARY COMMAND MODIFIERS TABLE
  Very Large
  Very Small
  Command
  Command
  Overhead Costs (see p. 164, FMMercs):
  x2.5
  x0.5
  Contract Modifiers Table (see p. 156, FMMercs):
  Offers
  +1
  –1
  Employers
  +1
  +2
  Missions
  0*
  –1**
  Master Contract Terms (see p. 159, FMMercs):
  Payment Multiplier
  1.1
  1.1
  Base Length
  +6 months
  +3 months
  Command Modifier
  –2
  +1
  Overhead Modifier
  –1
  +2
  Salvage Modifier
  0
  –1
  Support Modifier
  –1
  +2
  Transport Modifier
  –1
  +3
  Purchasing Supplies (see pp. 171-176, FMMercs):
  Parts/Equipment Procurement
  +1
  –1
  Replacement Equipment
  +1
  –1
  Personnel
  +1
  +2
  *If the roll on the Contract Mission Table results in Covert or any Raid mission not attached to a Planetary Assault (i.e., a Special mission type), reroll
  the result. Consider any second Covert result to be a Planetary Assault. For any Raid mission result, only 1D6/2 battalions of the mercenary force
  (rounded up) will actually be hired for the mission, with forces chosen at the commander’s discretion.
  **If the roll on the Contract Mission Table results in Planetary Assault or any Special mission attached to a Planetary Assault (i.e., Special mission
  types), reroll the result. Consider any second Planetary Assault result to be an Objective Raid.
  
  97
  MERCENARY RULES ANNEX
  serves as the main body in military engagements—measures
  over two regiments in size. If the primary fighting force consists
  of BattleMechs, however, the command is considered very large
  if it fields more than one regiment. Such forces often command
  higher fees, receive more contract officers, and draw better sup-
  port in the field than their Dragoons Rating would otherwise indi-
  cate. However, they must also devote greater resources to their
  own massive internal bureaucracies and logistical needs, and
  many employers are reluctant to offer them favorable command
  rights, support or transport terms due to their massive size.
  Finally, such commands invariably find themselves called upon
  for heavier work than smaller outfits, often tasked with planetary
  assault missions or broken up into battalion-sized units to carry
  out multiple missions at once.
  Most mercenary commands are considered very small
  when their primary fighting force numbers one lance or less in
  size in BattleMechs, combat vehicles, or aerospace/convention-
  al fighters. If the primary fighting force consists of infantry (of
  either kind), however, the command is considered very small
  when it numbers less than five full squads. These commands
  have almost no logistical needs to speak of, and are ideal for raid-
  ing missions and other covert assignments. Although employers
  are occasionally hard to come by and often try to short-change
  these commands in salvage rights or supplies, the “small change”
  nature of these commands make it easier for employers to con-
  cede on transportation, monetary support, and command rights.
  To reflect the effects of these extreme-size forces in merce-
  nary operations, the Very Large/Very Small Mercenary
  Command Modifiers Table below provides the applicable modi-
  fiers to each aspects of mercenary operations as outlined in
  pages 153-181 of Field Manual: Mercenaries, Revised, as well as
  the new optional rules for dependents presented later in this sec-
  tion. For the sake of reference, each modifier heading is followed
  by a page reference to the appropriate table or value to which it
  applies.
  ROGUE/WANTED SEVERITY TABLE
  2D6 Roll
  Result
  Modifier Table
  1 or less
  Wanted: Dead or Alive [Bounties: 500,000 (Officer), 250,000 (Non-Officer)]
  Wanted
  2
  Wanted: Dead or Alive [Bounties: 250,000 (Officer), 100,000 (Non-Officer)]
  Wanted
  3
  Wanted. [Bounties: 100,000 (Officer), 25,000 (Non-Officer)]
  Wanted
  4
  Wanted. [Bounties: 50,000 (Officer), 10,000 (Non-Officer)]
  Wanted
  5
  Wanted. [Bounties: 20,000 (Officer), 5,000 (Non-Officer)]
  Wanted
  6
  Wanted. [Bounties: 10,000 (Officer), 3,000 (Non-Officer)]
  Wanted
  7
  Rogue, Officers Wanted. [Bounties: 8,000 (Officers only)]
  Rogue
  8 or higher
  Rogue.
  Rogue
  Rogue
  Wanted
  Overhead Costs (see p. 164, FMMercs):
  x5
  x10
  Contract Modifiers Table (see p. 156, FMMercs):
  Offers
  –2
  –4
  Employers
  –2
  –4
  Missions
  –2*
  –3*
  Master Contract Terms (see p. 159, FMMercs):
  Payment Multiplier
  0.8
  0.5
  Base Length
  –3 months (min 1)
  –5 months (min 1)
  Command Modifier
  +3
  +5
  Overhead Modifier
  –1
  –1
  Salvage Modifier
  +1
  +2
  Support Modifier
  –3
  –5
  Transport Modifier
  –4
  –6
  Purchasing Supplies (see pp. 171-176, FMMercs):
  Parts/Equipment Procurement
  –2
  –4
  Replacement Equipment
  –2
  –4
  Personnel
  –2
  –4
  *If the roll on the Contract Mission Table results in Planetary Assault or any Special mission attached to a Planetary Assault (i.e., Special mission
  types), reroll the result. Consider any second Planetary Assault result to be an Objective Raid.
  
  98
  MERCENARY RULES ANNEX
  WANTED/ROGUE MERCENARIES
  Mercenaries who commit crimes against humanity, who vio-
  late their contracts in particularly unconventional and inconve-
  nient ways (like switching sides mid-battle), or who refuse to
  abide by the legal rulings of the MRBC (or other binding author-
  ity) may be declared rogue or wanted by the interstellar commu-
  nity. Such mercenaries are often subject to hiring bans and
  account freezes intended to cripple them financially, while boun-
  ties are set for them and their comrades to ensure they are
  brought to justice.
  Whether or not a mercenary command is operating under
  the aegis of the MRBC (or its equivalents, such as the old
  Mercenary Guilds), any mercenary or group of mercenaries may
  be declared rogue if it knowingly and deliberately commits any of
  the following acts, is found guilty of them in an appropriate court
  of law, and refuses or evades the legal punishments dictated by
  same:
  •Crimes Against Humanity: Using weapons of mass
  destruction on civilian targets, deliberate destruction of HPGs or
  non-combat JumpShips, deliberate destruction of life-support
  systems (such as water and air purifiers), or attacking civilian
  population centers in the absence of credible enemy resistance
  or outside of a reasonable cause of self-defense.
  • War Crimes: Attacking non-combatant troops with intent to
  cause severe loss of life, including enemy POWs, captured sup-
  port personnel (including technicians, medics, and military or
  civilian administrators).
  • Severe Breach of Faith: Switching sides in the middle of a
  contract or battle, refusing to report for contract assignments,
  going AWOL, indefensible breach of contract in a combat setting
  (such as refusal to engage or not engage without just cause, or
  failure to comply with salvage rights).
  • Attacks Against Civilian Targets: Any attack directed solely
  against civilian-controlled centers and facilities, including resi-
  dences, hospitals, churches, commercial or financial institutions,
  which are not named as legitimate targets in the contract.
  • Acts of Fraud or Piracy: Misrepresentation of forces and/or
  capabilities to secure contract or advance funding for missions
  (with resultant severe breach of faith results as above), theft of
  civilian or government property not identified as intrinsic to con-
  tract objectives, launching unsanctioned attacks against neigh-
  boring targets—friendly or hostile.
  ALTERNATE ERA OPERATIONS MODIFIERS
  AOW
  SLE
  SW1
  SW2
  SW3E
  SW3L
  SW4
  PWE
  PWL
  Overhead Costs (see p. 164, FMMercs):
  x0.2
  x0.3
  x0.3
  x0.5
  x0.5
  x0.7
  x0.8
  x1.0
  x1.0
  Contract Modifiers Table (see p. 156, FMMercs):
  Offers
  +1
  –2
  +3
  +3
  +2
  +1
  0
  +1
  +2
  Employers
  +1
  –1
  +3
  +3
  +2
  +1
  +1
  +1
  +1
  Missions
  0
  –2
  0
  0
  0
  +1
  0
  0
  +1
  Master Contract Terms (see p. 159, FMMercs):
  Payment Multiplier
  1.8
  1.5
  1.1
  0.75
  0.65
  0.50
  0.60
  0.70
  0.90
  Base Length
  +2 mo.
  –1 mo.
  +3 mo.
  +3 mo.
  +4 mo.
  +6 mo.
  +2 mo.
  +1 mo.
  +0 mo.
  Command Modifier
  0
  +2
  –1
  0
  +1
  +2
  –1
  –2
  –1
  Overhead Modifier
  +3
  –1
  +2
  +1
  +1
  –1
  0
  0
  0
  Salvage Modifier
  +2
  +3
  +2
  +1
  –2
  –4
  –2
  –3
  –1
  Support Modifier
  –1
  –1
  +2
  +1
  0
  –1
  –2
  –1
  0
  Transport Modifier
  –1
  +3
  +1
  –1
  –2
  –3
  –2
  –1
  0
  Purchasing Supplies (see pp. 171-176, FMMercs):
  Parts/Eqpt Procurement (Level 1)
  –2/0.5
  –1/0.6
  +2/0.7
  +1/0.9
  –1/1.2
  –3/1.5
  –2/1.2
  +1/1.0
  +1/1.0
  Parts/Eqpt Procurement (Level 2+ I.S.)
  NA/NA
  –3/1.1
  –2/1.3
  –1/1.7
  –3/2.0
  –5/3.0
  –3/1.8
  –2/1.2
  –1/1.0
  Parts/Eqpt Procurement (Level 2+ Clan)
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  –2/4.0
  Replacement Equipment (Level 1)
  –2/0.6
  –1/0.7
  +2/0.8
  +1/1.0
  –1/1.4
  –3/1.7
  –2/1.5
  +1/1.1
  +1/1.0
  Replacement Equipment (Level 2+ I.S.)
  NA/NA
  –2/1.4
  –1/1.6
  –2/2.0
  –4/2.3
  –6/3.5
  –3/2.0
  –1/1.5
  0/1.0
  Replacement Equipment (Level 2+ Clan)
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  NA/NA
  –5/5.0
  Personnel
  +3
  –2
  +6
  +4
  +2
  +2
  +3
  +2
  +2
  Personal Gear (RPG)*
  C/0.5
  F/0.6
  E/0.7
  E/0.9
  E/1.2
  E/1.5
  D/1.2
  E/1.0
  F/1.0
  *Personal Gear (RPG) includes personal armor, small arms (including support weapons, ammo, and accessories), housing, food, medical and miscel-
  laneous gear. Letter left of slash indicates the maximum RPG Tech rating of the item, while the number to the right reflects cost multiplier (which applies
  in addition to regional cost tables from the appropriate faction’s Handbook).
  AOW: Age of War (2398-2569)
  SW2: Second Succession War (2822-2864)
  SW4: Fourth Succession War (3026-3030)
  SLE: Star League Era (2570-2750)
  SW3E: Early Third Succession War (2865-2950)
  PWE: Early Post-Fourth War (3031-3050)
  SW1: First Succession War (2751-2821)
  SW3L: Late Third Succession War (2951-3025)
  PWL: Late Post-Fourth War (3051-3060)
  
  99
  Cross-reference the result of this roll against the Rogue/Wanted
  Ruling Severity Table below and apply the appropriate modifiers
  as indicated under Rogue/Wanted Operational Modifiers for
  future operations until the mercenary command is cleared of any
  wrongdoing, is destroyed, or descends fully into piracy.
  Note that, in RPG terms, members of any mercenary com-
  mand that receive a Wanted result automatically receive a 3-point
  Bad Reputation Trait (4 points if the character is an officer in the
  unit), as well as a Bloodmark trait of a level appropriate to the C-
  Bill award given. Mercenary characters who are subjected to a
  Rogue result receive a 2-point Bad Reputation Trait (3 points if
  the character is an officer).
  MERCENARY OPERATIONS AND
  ALTERNATE ERAS
  In much the same way as the size and wanted/rogue status
  of mercenary command impacts on its formation and generation
  of unit types and sizes, alternate eras of play can also impact the
  day-to-day operations of mercenary forces, including such things
  as contract offers, payment terms, supplies, and so forth. To
  reflect this, the Alternate Era Operations Modifiers Table provides
  an expansion to the various aspects of mercenary operations
  already presented for very large or small commands and wanted
  or rogue commands. Note that these modifiers may be applied in
  addition to those for the command’s size or wanted/rogue status,
  and are compatible with those rules as indicated in the table.
  In addition, however, the Alternate Era Operations Modifiers
  includes expanded information on the procurement of supplies
  and equipment based on the era, as well as the cost of the same.
  For all items under the Purchasing Supplies header, the number
  to the left of the slash indicates the modifier to the base target roll
  for a given piece of hardware, while the number to the right indi-
  cates its cost multiplier.
  Players using these rules must also note that some Level 2
  equipment (both Clan and Inner Sphere) may not be available at
  all in a given era. When attempting to acquire such parts and
  equipment under these rules, these things should be kept in mind
  • Disrespect of International Law: Refusal to pay fines or
  adhere to hiring bans and/or freezes mandated by the ruling of
  the MRBC, its equivalent mercenary legal courts, or a legitimate
  and recognized third party high court.
  For a mercenary unit to be declared rogue, its case must go
  before a legitimate authority as outlined on pages 179-180 of
  FMMercs. If the crime of the mercenary command is simple con-
  tract breach (failure to complete a contract to the satisfaction of
  an employer) without any of the above criteria coming into play
  (as determined by the gamemaster or a neutral player), use the
  rules for resolving contract breaches normally. Note also that
  during the First and Second Succession Wars, the use of
  weapons of mass destruction and other war crimes committed
  by House troops were more widespread—though often
  decried—and mercenary forces that used these same methods
  were rarely prosecuted for such crimes.
  If, however, the mercenary command is being charged with
  any one of the above crimes (which, unlike a standard contract
  breach charge, may be prosecuted by the employer, the target-
  ed faction, or a MRBC/MRBC-equivalent body), is guilty of the
  offense, and opts to defend its position in court, apply an addi-
  tional –3 modifier to the mercenary negotiator’s roll. If the mer-
  cenary force is innocent of the charges, apply an additional +2 to
  the mercenary negotiator’s roll instead. The roll is then made as
  per a standard contract breach resolution, with the prosecuting
  negotiator (prosecutor) rolling against the mercenary’s negotia-
  tor.
  If the mercenary negotiator’s roll exceeds that of the prose-
  cutor by any margin of success, the mercenary force has pro-
  tected its integrity and suffers no penalties. Any unfinished con-
  tract still in dispute with the prosecuting faction is considered null
  and void and the command is credited with a successfully com-
  pleted mission.
  If, however, the mercenary negotiator’s roll fails to exceed
  that of the employer, the mercenary command has failed to
  defend against the charge. In that case, if the margin of differ-
  ence between the two negotiators’ rolls is 5 points or less, treat
  the result as a standard contract breach, but double the
  fine, hiring ban length, and the point reduction to the
  mercenary force’s Dragoons rating. If the margin is
  greater than 5 points, the mercenary command is
  ordered to disband at once and turn over all military
  equipment—including weapons, vehicles, and trans-
  ports—to the faction victimized by its offenses. In addi-
  tion, the senior officers and those warriors most directly
  involved in the charges will face imprisonment or execu-
  tion appropriate to the laws of the faction victimized by
  their actions.
  Failure on the mercenary force’s part to comply with
  a ruling or to defend against the charges at all levels an
  automatic charge of Rogue against the mercenary com-
  mand. The mercenary command instantly reduces its
  Dragoons rating to 0, and its controlling player must roll
  2D6, applying the same modifiers for guilt or innocence
  as indicated above for the mercenary’s negotiator (plus
  an additional +1 if the charges were limited to severe
  breach of faith and/or disrespect of international law).
  MERCENARY RULES ANNEX
  SHARES-PAY TABLE
  Rank/Role
  Shares
  MechWarrior or Aerospace Pilot
  2
  DropShip or JumpShip Captain
  2
  Vehicle Commander or Infantry Platoon Leader
  1.5
  Battle Armor Trooper or Chief Tech/Chief Medic
  1.5
  Vehicle/Spacecraft Crewman or Chief Administrator
  1
  Conventional Infantry (All Types)
  1
  Non-Chief Support Staff (All Types)
  0.75
  Conventional Infantry (Anti-’Mech/Anti-Air Trained)
  +0.25
  Lance CO
  +0.50
  Company CO
  +1.00
  Company XO
  +0.75
  Battalion CO
  +1.50
  Battalion XO
  +1.25
  Regimental CO
  +2
  Regimental XO
  +1.75
  
  100
  MERCENARY RULES ANNEX
  at all times, noting the rules previously covered for creating mer-
  cenary units and force selections through alternate eras.
  OPTIONAL SHARES-PAY SYSTEM FOR
  MERCENARIES
  The following optional rules cover an alternate salary sys-
  tem commonly used by less structured mercenary commands,
  cooperative commands (including Solaris VII cooperative sta-
  bles), and most pirate bands. Although lacking in the structure
  and force-wide support of standard salary structures, the shares-
  pay system appeals particularly well to more competitive (or
  greedy) warriors and can provide added incentive to otherwise
  less-motivated personnel.
  In the shares-pay system, the base contract mercenary
  salaries are assessed as normal when establishing contract
  terms, as are transport reimbursement and support payments.
  The awarding of these monies to the force and its staff, however,
  is dispersed differently between the various members of the
  command, and then only at the end of the force’s contracted mis-
  sion (or at the end of each month, for force working on garrison,
  retainer, or security duty contracts).
  The quantity each member of the mercenary command
  receives under the shares-pay system is entirely up to the con-
  trolling player. Most successful outfits will assign between 15 and
  25 percent off the top to the force’s war chest “slush fund” for
  general repairs and upkeep. The remainder is divided among the
  force’s members in accordance with their role by a set number of
  “shares” per rank and role, as suggested by the Shares-Pay
  Table below. Note that determining the value of a share is accom-
  plished by adding up the total number of shares to be divvied out
  and dividing the sum of the contract salary, support, and trans-
  port by that number.
  In addition to this, any salvage or booty taken by the merce-
  nary command is divided among the warriors based on a similar
  shares-payment system as covered above after a certain per-
  centage of the spoils (in C-bill value) is devoted to the slush fund.
  This salvage shares system, however, does not include any per-
  sonnel that did not directly contribute to the actual fighting, such
  as support staff and vessel crews during a ground battle. In addi-
  tion, every warrior or vehicle crew responsible for making a kill
  during the battle receives an additional 0.25 shares per kill,
  reflecting their greater contribution to the business of fighting.
  These “salvage shares” awards may then be divided up among
  the recipients in either C-bills (after selling off the salvage) or
  equipment.
  Use of the force’s slush fund is typically controlled by the
  command’s CO or XO only and may be used to purchase sup-
  plies, transports, and other day to day needs, including the pay-
  ment of any overhead charges and other fees. Repairs and mod-
  ifications to the command’s equipment become the responsibili-
  ty of the actual pilots and crews of said equipment, often
  financed out of their own pockets.
  
  Kell Hounds. Northwind Highlanders. Blue Star
  Irregulars. Literally a thousand and one mercenary units
  populate the Inner Sphere, yet these are the
  household names that captivate the common man.
  But for every top, there is a bottom. Gray’s Ghosts.
  Kraken Unleashed. Vinson’s Vigilantes. Some call
  them ‘pirates,’ others ‘down-on-their-luck,’ and
  others ‘salvation’ when the job’s small enough and
  the pay just right. But for these hard-boiled
  warriors, life isn’t cheap. Life hardly exists at all!
  A companion volume to Classic BattleTech Field
  Manual: Mercenaries, Revised, and Mercenaries
  Supplemental™, Mercenaries Supplemental II™
  delves into the dregs of the mercenary world,
  allowing players to use these unique
  mercenaries in their Classic BattleTech
  campaigns. Additional rules for mercenary
  creation include non-BattleMech Unit Tech
  Levels, special renegade and freelancer
  mercenary paths, as well as rules for
  playing mercenaries in different
  BattleTech eras, from the Star
  League, to the Succession Wars,
  to the present.
  
  CN9-D5 Centurion,
  Black Heart Roses
  PNT-9R Panther,
  Ace Darwin’s WhipIts
  CGR-1A1 Charger,
  Bad Dream
  THS-4S Thanatos,
  Black Angus Boys
  Mad Cat Prime,
  Black Omen
  
  FS9-H Firestarter,
  Dedrickson’s Devils
   AKU-1X Akuma,
  Deliah’s Gauntlet
  GHR-5H Grasshopper,
  Burton’s Brigade
  BL-6-KNT Black Knight,
  Blanc’s Coyotes
  AS7-D Atlas,
  Broadstreet Bullies
  
  Manticore Heavy Tank,
  Devil’s Brigade
  ZEU-6S Zeus,
  Dragon’s Breath
  BNC-3E Banshee,
  Fighting Shamrocks
  LGB-12C Longbow,
  Gabhardt’s Carabineers
  HER-3S Hermes,
  Eriksson’s Einherjar
  
  FS9-O Firestarter,
  Gael’s Grinders
  SRM Carrier,
  Golden Boys
  HBK-4G Hunchback,
  Gray’s Ghosts
  PLG-3Z Pillager,
  Green Mountain Boys
  TBT-7M Trebuchet,
  Gordon’s Armored Cavalry
  
  Boomerang Spotter Plane
  Hampton’s Hessens
  EXT-4D Exterminator,
  Hannibal’s Hermits
  Monitor Naval Vessel
  Kraken Unleashed
  SD1-O Sunder,
  Little Richard’s  
  Panzer Brigade 
  ON1-K Orion,
  HeavyHell Raisers
  
  STG-5R Stinger,
  Lone Wolves
  Invader JumpShip,  
  Union and Overlord DropShips
  The Medusans
  TLR1-O Templar,
  One-Eyed Jacks
  F-100 Riever
  Periphery Star Guard
  ’MechBuster,
  Mick’s Blue Skye Rangers
  
  DV-6M Dervish,
  Prey’s Divisionals
  Elemental battle armor 
  Raging Horde
  MTR-5K Maelstrom,
  Rubinsky’s Renegades
  F-90 Stingray 
  Skibinski’s Salvage
  CLNT-2-3T Clint,
  Reed’s Brew
  
  SHD-5D Shadow Hawk,
  13th Stalking Horse
  CRS-3M Cronus,
  Stone Ponies
  ENF-4R Enforcer,
  Vinson’s Vigilantes
  WTH-1 Whitworth,
  Tiger Sharks
  HGN-732 Highlander,
  Wild Geese
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/BattleTech - Mercenaries Supplemental II -OEF {WK35025} .pdf