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In their quest to seize the throne of the Star League during the Succession Wars, the Great Houses abandoned the [[Ares Conventions]] and committed murder on an unimaginable scale, rendering whole worlds lifeless and erasing centuries of technological progression.  Ironically, it was mercenaries who played a role in trying to save humanity from itself, though not necessarily out of noble purpose.  Seeking to protect their livelihood, many mercenaries began using their contracts to police their employers, refusing to take missions which violated the Ares Conventions.  Mercenaries were responsible for reviving the tradition of offering opponents the chance to surrender and pay a "ransom" so they could return home.  Eventually, all factions within the Inner Sphere and Periphery had adopted to one degree or another a code of conduct called the ''Honors of War''.  Also known simply as the ''Conventions'', these guidelines were based on the Ares Conventions and mercenary practices which promoted fair dealing and limited warfare.<ref name=FMM8>''Field Manual: Mercenaries'', p. 8</ref><ref name=MH29>''Mercenary's Handbook'', p. 29</ref>  And it was a mercenary unit, the [[Gray Death Legion]], which recovered the [[Helm Memory Core]] in [[3028]] and opened the door for the Inner Sphere to start recovering much of the [[lostech]] which had disappeared over centuries of constant fighting.<ref>''Technical Readout: 3039'', p. 222</ref>
 
In their quest to seize the throne of the Star League during the Succession Wars, the Great Houses abandoned the [[Ares Conventions]] and committed murder on an unimaginable scale, rendering whole worlds lifeless and erasing centuries of technological progression.  Ironically, it was mercenaries who played a role in trying to save humanity from itself, though not necessarily out of noble purpose.  Seeking to protect their livelihood, many mercenaries began using their contracts to police their employers, refusing to take missions which violated the Ares Conventions.  Mercenaries were responsible for reviving the tradition of offering opponents the chance to surrender and pay a "ransom" so they could return home.  Eventually, all factions within the Inner Sphere and Periphery had adopted to one degree or another a code of conduct called the ''Honors of War''.  Also known simply as the ''Conventions'', these guidelines were based on the Ares Conventions and mercenary practices which promoted fair dealing and limited warfare.<ref name=FMM8>''Field Manual: Mercenaries'', p. 8</ref><ref name=MH29>''Mercenary's Handbook'', p. 29</ref>  And it was a mercenary unit, the [[Gray Death Legion]], which recovered the [[Helm Memory Core]] in [[3028]] and opened the door for the Inner Sphere to start recovering much of the [[lostech]] which had disappeared over centuries of constant fighting.<ref>''Technical Readout: 3039'', p. 222</ref>
  
The [[Clan Invasion]] was as devastating to those mercenaries caught in its path as it was to the Great Houses which suddenly found themselves the target of the SLDF's descendants: of the 108 mercenary [[regiment]]s which faced the Clans in front-line combat, nearly a third were totally destroyed.<ref>''Field Manual: Mercenaries'', p. 26</ref>  It also revealed the secret origin of [[Wolf's Dragoons]], one of the most celebrated mercenary units in history, as forward scouts for the invasion but who nevertheless chose to side with the Inner Sphere against their Clan brethren.  Mercenaries like the Dragoons and [[Kell Hounds]] were instrumental in defeating the Clans during the [[Battle of Luthien (3052)|Battle of Luthien]], and with trust in ComStar lost after the [[ComStar Schism]] the Dragoons helped to create the [[Mercenary Review and Bonding Commission]] to replace the MRB.  Mercenaries played an important role in the destruction of [[Clan Smoke Jaguar]] and ending the Clan threat during [[Operation BULLDOG|Operations BULLDOG]] and [[Operation SERPENT|SERPENT]], and some went "legitimate" by helping to form a new [[Second Star League Defense Force|SLDF]].<ref name=FMM8/><ref name=FMMr7>''Field Manual: Mercenaries, Revised'', p. 7</ref>  In the years after, mercenaries continued to help defend against Clan incursions, but once again soon found themselves caught up in the power struggles of the Inner Sphere: mercenaries fought in the [[FedCom Civil War]], the [[Capellan-St. Ives War]], and operated in the [[Chaos March]] region, among other battlefronts.
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The [[Clan Invasion]] was as devastating to those mercenaries caught in its path as it was to the Great Houses which suddenly found themselves the target of the SLDF's descendants: of the 108 mercenary [[regiment]]s which faced the Clans in front-line combat, nearly a third were totally destroyed.<ref>''Field Manual: Mercenaries'', p. 26</ref>  It also revealed the secret origin of [[Wolf's Dragoons]], one of the most celebrated mercenary units in history, as forward scouts for the invasion but who nevertheless chose to side with the Inner Sphere against their Clan brethren.  Mercenaries like the Dragoons and [[Kell Hounds]] were instrumental in defeating the Clans during the [[Battle of Luthien (Clan Invasion)|Battle of Luthien]], and with trust in ComStar lost after the [[ComStar Schism]] the Dragoons helped to create the [[Mercenary Review and Bonding Commission]] to replace the MRB.  Mercenaries played an important role in the destruction of [[Clan Smoke Jaguar]] and ending the Clan threat during [[Operation BULLDOG|Operations BULLDOG]] and [[Operation SERPENT|SERPENT]], and some went "legitimate" by helping to form a new [[Second Star League Defense Force|SLDF]].<ref name=FMM8/><ref name=FMMr7>''Field Manual: Mercenaries, Revised'', p. 7</ref>  In the years after, mercenaries continued to help defend against Clan incursions, but once again soon found themselves caught up in the power struggles of the Inner Sphere: mercenaries fought in the [[FedCom Civil War]], the [[Capellan-St. Ives War]], and operated in the [[Chaos March]] region, among other battlefronts.
  
 
The [[Word of Blake Jihad]] proved devastating to mercenaries: The fight divided mercenaries on both sides. Lots of new units were created, and bigger ones were totally annihilated or went rogue. The end of the war saw [[Devlin Stone]]'s [[Military Materiel Redemption Program|massive disarmament]]; the [[Republic of the Sphere]] tried to get rid of all mercenaries but only managed to make them scarce. The [[Dark Age Era]] saw a new generation of mercenary units, and the conflicts of this era gave them plenty of work.<ref>''Field Manual: 3145'', pp. 176–177</ref>
 
The [[Word of Blake Jihad]] proved devastating to mercenaries: The fight divided mercenaries on both sides. Lots of new units were created, and bigger ones were totally annihilated or went rogue. The end of the war saw [[Devlin Stone]]'s [[Military Materiel Redemption Program|massive disarmament]]; the [[Republic of the Sphere]] tried to get rid of all mercenaries but only managed to make them scarce. The [[Dark Age Era]] saw a new generation of mercenary units, and the conflicts of this era gave them plenty of work.<ref>''Field Manual: 3145'', pp. 176–177</ref>
  
 
The beginning of the [[IlClan Era]] saw another explosion of mercenary work, especially in the [[Hinterlands]], where several proto-states were born, contracting all the mercenary units they could find.<ref>''Tamar Rising'', pp. 82–88</ref>
 
The beginning of the [[IlClan Era]] saw another explosion of mercenary work, especially in the [[Hinterlands]], where several proto-states were born, contracting all the mercenary units they could find.<ref>''Tamar Rising'', pp. 82–88</ref>
In the same era, the mercenaries worst problem was the growing ineficiency and corruption of the [[MRBC]], but they soon found an unexpected successor: [[Clan Sea Fox]] became quickly a reliable bonding agent once [[Fox Khanate]] began intermediating as a broker between mercenaries and clients.<ref>''Riptides''</ref>
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In the same era, the mercenaries worst problem was the growing ineficiency and corruption of the [[MRBC]], but they soon found an unexpected successor: [[Clan Sea Fox]] became quickly a reliable bonding agent.<ref>''Riptides''</ref>
  
 
==Composition==
 
==Composition==
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How mercenary commands are created varies tremendously.  Often they might be the remnants of a defeated army looking for a new purpose, or members of a professional force who desert on account of political or economic differences with their leaders.<ref name=MH7/> On occasion, a Great House might purposefully create a mercenary command out of its own units to serve as a deniable asset...with the risk that these "mercenaries" might turn their fictional status into reality and go independent.<ref name=FMM7/>  For most soldiers of fortune though, their choice to turn mercenary was not out of greed or nobility but a desire for freedom, whether it's the freedom to be their own boss or freedom from social conventions.<ref name=FMM10>''Field Manual: Mercenaries'', p. 10</ref>  Often a mercenary unit is founded by a charismatic officer and their core group of supporters - such as family members or friends made at the academy - going out and recruiting new members and purchasing what equipment they need to form their unit.<ref>''Field Manual: Mercenaries'', 135</ref><ref>''Field Manual: Mercenaries, Revised'', p. 137</ref>
 
How mercenary commands are created varies tremendously.  Often they might be the remnants of a defeated army looking for a new purpose, or members of a professional force who desert on account of political or economic differences with their leaders.<ref name=MH7/> On occasion, a Great House might purposefully create a mercenary command out of its own units to serve as a deniable asset...with the risk that these "mercenaries" might turn their fictional status into reality and go independent.<ref name=FMM7/>  For most soldiers of fortune though, their choice to turn mercenary was not out of greed or nobility but a desire for freedom, whether it's the freedom to be their own boss or freedom from social conventions.<ref name=FMM10>''Field Manual: Mercenaries'', p. 10</ref>  Often a mercenary unit is founded by a charismatic officer and their core group of supporters - such as family members or friends made at the academy - going out and recruiting new members and purchasing what equipment they need to form their unit.<ref>''Field Manual: Mercenaries'', 135</ref><ref>''Field Manual: Mercenaries, Revised'', p. 137</ref>
  
Keeping a mercenary unit running requires securing a profitable contract, which can be difficult at times: with variations in interstellar travel and politics, a mercenary command might be lucky to work eight months out of the year.<ref name=MH11>''Mercenary Handbook'', p. 11</ref>  While many worlds can be said to operate a [[Hiring Hall]] where mercenaries and prospective employers can meet to arrange business, only certain planets have a reputation for offering steady work and the best mercenaries money can buy.<ref name=FMMR>''Field Manual: Mercenaries, Revised'', p. 11</ref>  For many years [[Galatea]] was the premier mercenary hiring center, the original [[Mercenary's Star (hiring hall)|Mercenary's Star]], though it has since had to share that honor with [[Outreach]] and the rise of the Dragoons' MRBC.<ref>''Mercenaries Supplemental'', p. 10</ref>  Other planets which have operated hiring halls at one time or another include [[Solaris VII]], [[Arc-Royal]] and [[Northwind]].
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Keeping a mercenary unit running requires securing a profitable contract, which can be difficult at times: with variations in interstellar travel and politics, a mercenary command might be lucky to work eight months out of the year.<ref name=MH11>''Mercenary Handbook'', p. 11</ref>  While many worlds can be said to operate a [[Hiring Hall]] where mercenaries and prospective employers can meet to arrange business, only certain planets have a reputation for offering steady work and the best mercenaries money can buy.<ref name=FMMR>''Field Manual: Mercenaries, Revised'', p. 11</ref>  For many years [[Galatea]] was the premier mercenary hiring center, the original [[Mercenary's Star]], though it has since had to share that honor with [[Outreach]] and the rise of the Dragoons' MRBC.<ref>''Mercenaries Supplemental'', p. 10</ref>  Other planets which have operated hiring halls at one time or another include [[Solaris VII]], [[Arc-Royal]] and [[Northwind]].
  
 
The types of contracts which might be available can run the gamut of military and covert operations: training militia units, pirate hunting, conducting planetary invasions, assassinations, reconnaissance, objective raids, and counterinsurgency to name a few.  The best types are those which are specific in the rights and obligations of both employer and mercenary, and hashing out the particulars is an important role for the negotiators on both sides.  One point of negotiations is how long a contract will last, whether a single month to conduct a raid or a retainer agreement for at least a year or more.<ref name=MH19>''Mercenary Handbook'', p. 19</ref>  Command rights are another important point, with a mercenary unit operating fully autonomously at one end of the spectrum to fully integrated into the employer's armed forces at the other.  Transportation is also a major sticking point, as mercenaries do not want to be fully reliant on their employer to get to (and more importantly get out of) the mission location, while employers who lack transport of their own might have to reimburse mercenaries up to half the cost of using commercial transport.  Salvage rights can sometimes make or break a contract, with mercenaries preferring to keep as much as they can get while employers often seek ways to recoup some of the cost of hiring mercenaries.  How much an employer will reimburse a mercenary's technical support also plays an important role in the contract: some employers might pay a straight percentage cost of the tools, materials, and salaries of the technicians, or cover a specific percentage of battlefield losses under a battle-lose compensation arrangement.  Finally there is the question of remuneration, the out-of-pocket expenses such as starport taxes or food purchases, though typically these expenses are minor and rarely worth haggling over.<ref name=MH19/><ref name=FMM34>''Field Manual: Mercenaries'', pp. 32–34</ref><ref name=FMMR28>''Field Manual: Mercenaries, Revised'', pp. 26–28</ref>
 
The types of contracts which might be available can run the gamut of military and covert operations: training militia units, pirate hunting, conducting planetary invasions, assassinations, reconnaissance, objective raids, and counterinsurgency to name a few.  The best types are those which are specific in the rights and obligations of both employer and mercenary, and hashing out the particulars is an important role for the negotiators on both sides.  One point of negotiations is how long a contract will last, whether a single month to conduct a raid or a retainer agreement for at least a year or more.<ref name=MH19>''Mercenary Handbook'', p. 19</ref>  Command rights are another important point, with a mercenary unit operating fully autonomously at one end of the spectrum to fully integrated into the employer's armed forces at the other.  Transportation is also a major sticking point, as mercenaries do not want to be fully reliant on their employer to get to (and more importantly get out of) the mission location, while employers who lack transport of their own might have to reimburse mercenaries up to half the cost of using commercial transport.  Salvage rights can sometimes make or break a contract, with mercenaries preferring to keep as much as they can get while employers often seek ways to recoup some of the cost of hiring mercenaries.  How much an employer will reimburse a mercenary's technical support also plays an important role in the contract: some employers might pay a straight percentage cost of the tools, materials, and salaries of the technicians, or cover a specific percentage of battlefield losses under a battle-lose compensation arrangement.  Finally there is the question of remuneration, the out-of-pocket expenses such as starport taxes or food purchases, though typically these expenses are minor and rarely worth haggling over.<ref name=MH19/><ref name=FMM34>''Field Manual: Mercenaries'', pp. 32–34</ref><ref name=FMMR28>''Field Manual: Mercenaries, Revised'', pp. 26–28</ref>
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|align="center "|[[Image:Kell Hounds logo.png|center|100px]]
 
|align="center "|[[Image:Kell Hounds logo.png|center|100px]]
|The [[Kell Hounds]] have played a historic role in course of events since their founding in the early part of the thirty-first century.  They were one of the first Inner Sphere units to encounter the Clans, and from that meeting [[Phelan Kell]] joined [[Clan Wolf]].  They helped turn back the Clan Invasion, and in partnership with [[Clan Wolf-in-Exile]] created the [[Arc-Royal Defense Cordon]] to defend against further incursions. Almost annihilated by Malvina Hazen, they barely remained operational. In the IlClan era, after liberating Arc-Royal from the Jade falcons, they founded the [[Arc-Royal Liberty Coalition]] with them as their mainstay force.
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|The [[Kell Hounds]] have played a historic role in course of events since their founding in the early part of the thirty-first century.  They were one of the first Inner Sphere units to encounter the Clans, and from that meeting [[Phelan Kell]] joined [[Clan Wolf]].  They helped turn back the Clan Invasion, and in partnership with [[Clan Wolf-in-Exile]] created the [[Arc-Royal Defense Cordon]] to defend against further incursions. Almost annihilated by Malvina Hazen, they barey reamined operational. In the IlClan era, after liberating Arc-Royal from the Jade falcons, they founded the [[Arc-Royal Liberty Coalition]] with them as their mainstay force.
 
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! colspan="6" align="center" style="border-bottom:2px solid black"| McCarron's Armored Cavalry
 
! colspan="6" align="center" style="border-bottom:2px solid black"| McCarron's Armored Cavalry
 
|-
 
|-
|align="center "|[[Image:McCarrons Armored Cavalry logo 3076.png|center|100px]]
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|align="center "|[[Image:McCarrons Armored Cavalry logo-new.png|center|100px]]
 
|[[McCarron's Armored Cavalry]] was one of the largest and most successful mercenary units.  Under exclusive contract with House Liao for much of its existence, the Big MAC went above and beyond in help to ensure the survival of its employer.  The unit was eventually rewarded for its service by being formally incorporated into the [[CCAF]] and its soldiers made full citizens of the Confederation.
 
|[[McCarron's Armored Cavalry]] was one of the largest and most successful mercenary units.  Under exclusive contract with House Liao for much of its existence, the Big MAC went above and beyond in help to ensure the survival of its employer.  The unit was eventually rewarded for its service by being formally incorporated into the [[CCAF]] and its soldiers made full citizens of the Confederation.
 
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==Bibliography==
 
==Bibliography==
{{div col|colwidth=25em}}
 
 
* ''[[ComStar (sourcebook)|ComStar]]''
 
* ''[[ComStar (sourcebook)|ComStar]]''
 
* ''[[Era Report: 2750]]''
 
* ''[[Era Report: 2750]]''
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* ''[[Tamar Rising]]''
 
* ''[[Tamar Rising]]''
 
* ''[[Technical Readout: 3039]]''
 
* ''[[Technical Readout: 3039]]''
{{div col end}}
 
  
[[Category:Inner Sphere Culture]]
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[[Category:Military Organizations|Mercenary units]]

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