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Mercenary units come in all shapes and sizes, though for the most part conforming to standard [[Inner Sphere military structure]].  Most employ [[BattleMechs]], not least because these units get the most "bang for their buck" in terms of versatility and ability to accomplish a variety of missions, but others may instead employ other units like [[Combat Vehicle]]s or [[Infantry]].  However, few mercenary formations will utilize just a single unit type, as each has its own important role to play in the completion of the mission and the formation's survival.  Even a single 'Mech [[Lance]] operating on its own can expect to employ a number of scouts necessary for performing reconnaissance or sabotage missions and support personnel to keep their machines working.<ref name=MH10>''Mercenary's Handbook'', pp. 8–10</ref><ref name=FMM28>''Field Manual: Mercenaries'', pp. 26–28</ref><ref name=FMMr32>''Field Manual: Mercenaries'', pp. 30–32</ref>
 
Mercenary units come in all shapes and sizes, though for the most part conforming to standard [[Inner Sphere military structure]].  Most employ [[BattleMechs]], not least because these units get the most "bang for their buck" in terms of versatility and ability to accomplish a variety of missions, but others may instead employ other units like [[Combat Vehicle]]s or [[Infantry]].  However, few mercenary formations will utilize just a single unit type, as each has its own important role to play in the completion of the mission and the formation's survival.  Even a single 'Mech [[Lance]] operating on its own can expect to employ a number of scouts necessary for performing reconnaissance or sabotage missions and support personnel to keep their machines working.<ref name=MH10>''Mercenary's Handbook'', pp. 8–10</ref><ref name=FMM28>''Field Manual: Mercenaries'', pp. 26–28</ref><ref name=FMMr32>''Field Manual: Mercenaries'', pp. 30–32</ref>
  
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/>
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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 (i.e. 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/>
 
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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