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Editing Dante's Detectives

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'''Dante's Detectives''' are not a typical command. They are known to use guile and wit as often as they do BattleMechs to determine the status of their objectives on hostile planets.
 
'''Dante's Detectives''' are not a typical command. They are known to use guile and wit as often as they do BattleMechs to determine the status of their objectives on hostile planets.
  
They start this extensive research on board their ''[[Tramp]]''-class [[JumpShip]] ''[[Nero Wolfe]]'', where the unit scans in-system communications to analyze the situation planetside. Once this is known, the unit's DropShip ''[[Archie Goodwin]]'' deploys; during transit the unit formulates their plan, focusing on meticulous tactics and minimal hostile contact.<ref name="MSU"/>
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Their start this extensive research on board of their [[Tramp]]-class [[JumpShip]] [[Nero Wolfe]], where the unit scans in-system communications to analyze the situation planetside. Once this is known, '''Dante's Detectives''' launched the unit's DropShip ([[Archie Goodwin]]) deploys and during transit the unit formulates their plan, focusing on meticulous tactics and minimal hostile contact).<ref name="MSU"/>
  
 
==Dragoon Ratings==
 
==Dragoon Ratings==
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===3069===
 
===3069===
 
* '''Dante's Detectives'''
 
* '''Dante's Detectives'''
** The unit's forces are small, numbering only a reinforced lance of BattleMechs led by [[Rocco Giambrocco|Rocco "The Dean" Giambrocco]] and a handful each of security vehicles and SecurityMechs - almost all of IrTech design or manufactured by local operations. The command's true strength lies within its extensive intelligence apparatus built into the bays of the JumpShip ''Nero Wolfe''.<ref name="MSU"/>
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** The unit's forces are small, numbering only a reinforced lance of BattleMechs led by [[Rocco Giambrocco|Rocco "The Dean" Giambrocco]] and a handful each of security vehicles and SecurityMechs - almost all of IrTech design or manufactured by local operations. The command's true strength lies within its extensive intelligence apparatus built into the bays of the JumpShip Nero Wolfe.<ref name="MSU"/>
  
 
==Rules==
 
==Rules==
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Opposing units may not use hidden forces when fighting the Detectives. All Detectives 'Mech and vehicle units may - at the controlling player's option - be rolled using the '''C''' column of the Free Worlds League Random Assignment Table (see p. 26, ''Field Manual: Updates'').
 
Opposing units may not use hidden forces when fighting the Detectives. All Detectives 'Mech and vehicle units may - at the controlling player's option - be rolled using the '''C''' column of the Free Worlds League Random Assignment Table (see p. 26, ''Field Manual: Updates'').
  
During any scenario in which the Detectives are acting as the attacking force, the Detectives' controlling player must secretly nominate one hex within two hex rows of the Defending player's home edge (or the farthest point from the Detectives' home edge if there is more than one edge to choose from) and write down the hex number on a slip of paper. This hex represents the Detectives' secret mission objective. To win the scenario, the Detectives player must get at least one of his units to that hex and spend a full turn there - from Initiative to End Phase - without either moving or attacking anything. At the end of the following turn, the Detectives are considered to have successfully reached their objective and may withdraw immediately. The scenario is considered a Detectives victory - regardless of any other victory conditions - as long as the Detectives unit that reached the objective safely escapes through its own home edge.
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During any scenario in which the Detectives are acting as the attacking force, the Detectives' controlling player must secretly nominate one hex within two hex rows of the Defending player's home edge (or the farthest point from the Detectives' home edge if there is more than one edge to choose from) and write down the hex number on a slip of paper. This hex represents the Detectives' secret mission objective. To win the scenario, the Detectives player must get at one of his units to that hex and spend a full turn there - from Initiative to End Phase - without either moving or attacking anything. At the end of the following turn, the Detectives are considered to have successfully reached their objective and may withdraw immediately. The scenario is considered a Detectives victory - regardless of any other victory conditions - as long as the Detectives unit that reached the objective safely escapes through its own home edge.
  
 
In CBT: RPG games, characters from Dante's Detectives may increase their bonus in any two Skills from the Police, Scout, or Detective Fields.<ref>''Mercenaries Supplemental Update'', p. 124: "Force-Specific Rules"</ref>
 
In CBT: RPG games, characters from Dante's Detectives may increase their bonus in any two Skills from the Police, Scout, or Detective Fields.<ref>''Mercenaries Supplemental Update'', p. 124: "Force-Specific Rules"</ref>

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