Editing Mercenary

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Most successful 'Mech mercenary units employ a variety of different weight types and mission profiles in order to maximize their fighting potential.  Depending on where they originated some units will feature designs associated with that region of space (e.g. a unit from the [[Free Worlds League]] might have more ''[[Trebuchet]]s'' than typical), but given the nomadic lifestyle and reliance of salvage this does not necessarily hold true.  Most units lack the resources to buy the latest designs available to House forces, and with few exceptions don't have the technical knowledge to salvage Clantech, instead selling captured examples to the Great Houses in exchange for Inner Sphere equipment.  Many will include a fair number of conventional assets attached to support the 'Mech forces, whether it's swift hovertanks spearheading an assault, VTOLs scouting the enemy's position, [[Jump Infantry]] performing anti-'Mech attacks or special forces operating deep behind enemy lines.<ref name=FMM28/><ref name=FMMr32/>  Some units such as [[artillery]] and [[conventional fighter]]s are less common among mercenary commands yet still find a place in their ranks.  Perhaps the most rare are [[Land-Air 'Mech]]s, with only the wealthiest able to maintain even a handful of such machines.<ref name=MH10/>
 
Most successful 'Mech mercenary units employ a variety of different weight types and mission profiles in order to maximize their fighting potential.  Depending on where they originated some units will feature designs associated with that region of space (e.g. a unit from the [[Free Worlds League]] might have more ''[[Trebuchet]]s'' than typical), but given the nomadic lifestyle and reliance of salvage this does not necessarily hold true.  Most units lack the resources to buy the latest designs available to House forces, and with few exceptions don't have the technical knowledge to salvage Clantech, instead selling captured examples to the Great Houses in exchange for Inner Sphere equipment.  Many will include a fair number of conventional assets attached to support the 'Mech forces, whether it's swift hovertanks spearheading an assault, VTOLs scouting the enemy's position, [[Jump Infantry]] performing anti-'Mech attacks or special forces operating deep behind enemy lines.<ref name=FMM28/><ref name=FMMr32/>  Some units such as [[artillery]] and [[conventional fighter]]s are less common among mercenary commands yet still find a place in their ranks.  Perhaps the most rare are [[Land-Air 'Mech]]s, with only the wealthiest able to maintain even a handful of such machines.<ref name=MH10/>
  
Mercenaries make a point of securing their own transport, as to do otherwise requires relying on the good graces of their employers.  Many own their own [[DropShip]]s, preferably enough to carry the entire formation, allowing them to make planetary assaults and retreat from losing battles of their own volition.  Having to hire out for DropShip transport can quickly get expensive: chartering a single ''[[Union]]'' for a one-jump trip in [[3059]] could cost 150,000 [[C-bill]]s, more if multiple jumps are involved.<ref name=FMM157>''Field Manual: Mercenaries'', p. 157</ref>  However, the rarity and expense of [[JumpShip]]s means only the most successful mercenaries are able to purchase one for their use.  For everyone else, the standard rate in 3059 of 50,000 C-bills per DropShip per jump is one cost they must bear.<ref name=FMM157/> On the other hand, most mercenaries give a low priority to employing [[aerospace fighter]]s, generally seeing them as a poor return on their investment and more willing to rely on their employers to provide aerospace support, though even the most 'Mech-oriented mercenary commander will include some in their organization.<ref name=MH10/><ref name=FMM28/><ref name=FMMr32/>
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Mercenaries make a point of securing their own transport, as to do otherwise requires relying on the good graces of their employers.  Many own their own [[DropShip]]s, preferably enough to carry the entire formation, allowing them to make planetary assaults and retreat from losing battles of their own volition.  Having to hire out for DropShip transport can quickly get expensive: chartering a single ''[[Union]]'' for a one-jump trip in [[3059]] could cost 150,000 [[C-bill]]s, more if multiple jumps are involved.<ref name=FMM157>''Field Manual: Mercenaries'', p. 157</ref>  However, the rarity and expense of [[JumpShip]]s means only the most successful mercenaries are able to purchase one for their use.  For everyone else, the standard rate in 3059 of 50,000 C-bills per DropShip per jump is one cost they must bear.<ref name=FMM157/> On the other hand, most mercenaries give a low priority to employing [[Aerospace Fighter]]s, generally seeing them as a poor return on their investment and more willing to rely on their employers to provide aerospace support, though even the most 'Mech-oriented mercenary commander will include some in their organization.<ref name=MH10/><ref name=FMM28/><ref name=FMMr32/>
  
 
Perhaps the most important part of a mercenary formation are the support and administrative personnel which help keep it going: those commanders hoping for long-term success will recruit a technician as vigorously as they would a [[MechWarrior (pilot)|MechWarrior]].  Many mercenary formations cannot afford a support staff large enough to cover 100% of their needs, but will ensure a majority is kept in-house to avoid having to rely too heavily on expensive outside support.<ref name=FMM28/><ref name=FMMr32/>  Ideally, each 'Mech or fighter will have its own technician assigned to maintain it, with assistant technicians to assist them (at least one Astech for every two Techs), but not every mercenary formation is so lucky.<ref>''Field Manual: Mercenaries'', p. 30</ref><ref>''Field Manual: Mercenaries, Revised'', p. 35</ref>  Mercenaries also try to maintain a ratio of one medical personnel for every twenty, though whether these are simple paramedics or full surgeons will depend on what they can afford.<ref name=FMM147>''Field Manual: Mercenaries'', p. 147</ref><ref name=FMMr150>''Field Manual: Mercenaries, Revised'', p. 150</ref>  Other important administrative positions include secretaries, accountants, and contract negotiators; smaller commands will often have officers or NCOs pull double-duty in these positions, but those which can afford their services benefit greatly from having a dedicated support staff.<ref name=FMM147/><ref name=FMMr150/>
 
Perhaps the most important part of a mercenary formation are the support and administrative personnel which help keep it going: those commanders hoping for long-term success will recruit a technician as vigorously as they would a [[MechWarrior (pilot)|MechWarrior]].  Many mercenary formations cannot afford a support staff large enough to cover 100% of their needs, but will ensure a majority is kept in-house to avoid having to rely too heavily on expensive outside support.<ref name=FMM28/><ref name=FMMr32/>  Ideally, each 'Mech or fighter will have its own technician assigned to maintain it, with assistant technicians to assist them (at least one Astech for every two Techs), but not every mercenary formation is so lucky.<ref>''Field Manual: Mercenaries'', p. 30</ref><ref>''Field Manual: Mercenaries, Revised'', p. 35</ref>  Mercenaries also try to maintain a ratio of one medical personnel for every twenty, though whether these are simple paramedics or full surgeons will depend on what they can afford.<ref name=FMM147>''Field Manual: Mercenaries'', p. 147</ref><ref name=FMMr150>''Field Manual: Mercenaries, Revised'', p. 150</ref>  Other important administrative positions include secretaries, accountants, and contract negotiators; smaller commands will often have officers or NCOs pull double-duty in these positions, but those which can afford their services benefit greatly from having a dedicated support staff.<ref name=FMM147/><ref name=FMMr150/>

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