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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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==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}}
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[[Category:Inner Sphere Culture]]
 
[[Category:Inner Sphere Culture]]

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