BATTLETECH-MERCENARIES LOGISTICS MANUAL

V2.1

Introduction.

This is only for those who desire to create a new Mercenary Unit. This is not related to the Restless Souls.

Welcome to our newest Commanding Officer to join with the best email Battletech role-playing group on the Internet!

This guide was designed and written by Daniel Leth (Major General Thomas Hobbes) and edited by Jake Kobes (General Dalton Cameron) for Battletech Mercenaries (www.battletech-mercenaries.com) to be used by Company Commanding Officers within the group to allow new and current companies to successfully integrate into the group.

Battletech Mercenaries is set in the year 3068 which is currently beyond any information that has been established by the owners of the Battletech genre. Consequently we have attempted to move things on in a manner we hope is not too far from the ideas of the designers.

I have written a small summery detailing the difference.

After the Word of Blake successfully captured Terra, Comstar decided not to reclaim the 'cradle of humanity' as Comstar required it's forces and focus on the situation with the Clans.

With the reformation of the Star League and the attacks on the Clan Home worlds completed there was a lull in the conflict with the Clans as both sides stepped back to see what would happen next.

As the Inner Sphere brought more and more of the Star League back from the pages of history it was eventually decided that the league should return to its former home, it should go back to Unity City. Comstar and the SLDF came to a new understanding where they would share Terra. Finally after years of possession by Blake forces Terra would be liberated.

The SLDF arrived en masse in the Terran system and fought a long campaign to capture their home world. After months of intense fighting the hugely superior numbers caused the Blake forces to flee.

After several years of hard work Terra returned to its former glory from the golden age of humanity. The Star League had returned and following in the old ways had re-established its presence.

The Star League in an effort to apply control to the various Mercenary outfits across the Inner Sphere decided to set up a special department for the regulation of mercenary control. Thus was born the DMM, the Department of Mercenary Management. This new department of the SLDF offered exclusive regulation and luxury facilities for any mercenary units who took part.

Using a huge Castle Brian facility constructed under the ruins of Alice Springs in Australia the headquarters of the DMM were established. With housing for hundreds of small mercenary companies the SLDF created a haven for mercenaries to trade their services. The DMM handled all finance for contracts charging only a single 5% commission, compared to Comstars 10%. Thus were contracts far more secure for both mercenary and employer. In return for these services mercenary forces that joined the DMM were given board and lodgings along with SLDF provided maintenance and huge discounts on the costs of equipment. Many groups have signed up with the DMM making the new facilities on Terra on the similar level to those on the Wolf Dragoon world of Outreach.

Group Structure.

The Battletech-Mercenaries RPG Command Staff is divided into 2 sections, the first being the Department of Mercenary Management (DMM) and the second being the Faction Ambassadors that represent their nations interests by submission of new contracts.

The DMM is the chain of command for the Battletech-Mercenaries RPG organization; these are the people who run the day to day operations of the group and who you need to speak to should any problems arise. The following is a list of the current staff members and their contact information.

Director: General Dalton Cameron

(director@battletech-mercenaries.com)


The Director of the Department of Mercenary Management is responsible for the whole running of the BTM role playing organisation. The Director is an administrator that keeps the DMM Command Staff filled with duties concerning the Merc Units. The Director has the final decision on new initiatives that the DMM Command Staff or Merc Unit Commanding Officers may offer or suggest and only the Director can dismiss a member of the DMM Command Staff. The Director handles the training of new Unit Commanding Officers and insures that only people with an aptitude for unit logistics make it as a Unit Commanding Officer. The Director ensures the streamlining of contracts that Employers might put forward and interprets them for Unit Commanding Officer's to view. The Director handles all finances for the hosting and registration of the Battletech-Mercenaries website and takes the legal responsibility for any copyright infringement.

Deputy Director: Major General Tammiko Maudlin

(deputy@battletech-mercenaries.com)


The Deputy Director of the Department of Mercenary Management assists the Director in any and all things that concern the BTM role playing organization and may at times take full control if the Director is on LOA or AWOL. Additional duties include the smooth processing of all applicants into the ranks of the mercenary units and handles all complaints and problems that players might have with other players. The Deputy Director additionally handles all personnel exchanges within BTM and maintains the important MERC-NET mailing list.

Military Hardware Broker: Lt. General Kristan Dagley

(broker@battletech-mercenaries.com)


The Department of Mercenary Management Military Hardware Broker serves as a legal and reliable broker of Military Hardware that Merc Units need from sources and factories within the umbrella of the Star League. Every Merc Unit registered with the DMM has to purchase their Military Hardware from the Broker, those found to be Black Marketing will find themselves without the support of the DMM. C-Bills are transferred to Broker upon contract completion and only Merc Unit Commanding Officer's can access the units C-Bill account

Public Relations Officer: Colonel James Griffin

(public-relations@battletech-mercenaries.com)


All Star League Departments have a PR Officer and the DMM in no exception, which duties include- Advertising for the 'Battletech-Mercenaries' website, Dealing with other Battletech and Mechwarrior websites for better relations, Maintaining a current links page that promotes other great Battletech/Mechwarrior websites, answer general questions from 'Battletech-Mercenaries' members and the general public, adds suggestions and assists improving Merc Unit Websites's and generally makes sure that the whole Battletech-Mercenaries community is public friendly and approachable.

Comstar News Service Lead Reporter: OPEN

(cns@battletech-mercenaries.com)


The Comstar News Service is based on Terra, the service is not associated with the DMM (Department of Mercenary Management), duties include reports on all aspects of the Inner Sphere but nothing inspires news like Merc Hero's or Merc Villain's. The Lead Reporter guides their journalists to the news that the public demands and works in concert with the Public Relations Office.

Faction Ambassadors assigned to the DMM

Capellan Confederation: Ambassador Terrance Lee Xan
Draconis Combine: N/A
Federated Suns:Ambassador Randee Mishel Le roux
Free Worlds League: Ambassador John Smith
Lyran Alliance: Ambassador Michael Keller

For a list of the current Commanding Officers please consult the website. (www.battletech-mercenaries.com).

Battletech.

The Battletech universe is very, very, very large; there is no denying this fact. Consequently it is almost impossible to keep track of the whole thing. It must therefore be stated that unless you have quite an extensive knowledge of the Battletech Universe, either via the pen and paper version, the various novels or even the Mechwarrior games then you will not be able to be a Commanding Officer. To run a Battletech role-playing simulation takes allot of hard work and dedication tied in with knowledge of the Genre. If you do not have these qualities then your simulation will most likely fail as people will leave if it is not accurately portrayed.

Unit Organisation.

Mercenary Units are all divided up into certain groups depending on size. Here is a list and description of them.

Squad:

A squad is a group of seven men, (Infantry) or one armoured vehicle, aircraft, spacecraft or battlemech.

Lance/Platoon:

A lance consists of four non-infantry squads. Although four battlemechs, vehicles or other sub-groups are the optimum size often this is not possible to achieve due to repairs and/or battle damage. Aerospace and Aircraft lances consist of two craft. A platoon consists of four infantry squads.

Company:

Three lances or platoons form one company. At the company level, combined arms become important. Thus, a 'Mech company might have a light 'Mech lance, two lances of medium and heavy 'Mechs, and an attached air lance of Aerospace Fighters. Other combinations are possible and frequently occur.

Battalion:

The battalion is a mixed force that consists of three companies, often having a mixed character. For example, Cameron's Highlanders is a mercenary battalion consisting of two companies of 'Mechs (each with one light lance, two medium lances, and one heavy lance of 'Mechs), one company of Aerospace Fighters, and one company of Jump Infantry. The typical battalion also contains a HQ lance, usually mounted on vehicles or 'Mechs containing the battalion commander and their staff.

Regiment:

The largest standard formation of any Successor State army, a regiment consists of three combat battalions and an HQ company. As with the smaller units, the composition of independent battalions and companies varies widely. Regiments can be group into higher formations, brigades, legions, cohorts, divisions, strike teams and so on. There is little standardisation of these formations within the Inner Sphere.

Mission Types.

Mercenary companies throughout the Inner Sphere obtain contracts from a variety of sources, however each of these contracts falls within one of thirteen categories. The categories and their descriptions are listed below.

Garrison Duty:

Strictly speaking garrisons are found on uncontested worlds with enough strategic significance and potential for trouble to warrant the presence of combat troops. In theory such worlds are low risk stations where combat or civil disorder are not expected. Because of this, a unit hired for garrison duty is not likely to see action, and probably will not receive good pay or other benefits. Because House units are more loyal, less cautious, and certainly less expensive to maintain in the field that are mercenaries, House leaders often employ mercenaries for garrison duty to free up House troops for frontline duty.

Cadre Duty:

As a cadre force, the mercs must organize and train new recruits or militia forces. It is often east duty, in which even low ranking mercs have temporary authority while training the recruits. Though usually a low-risk assignment and never paying particularly well, cadre duty becomes dangerous if recruit forces are suddenly thrust into combat before their training is complete.

Security Duty:

One step removed from garrison duty is security duty, in which the unit is hired to provide security for some target believed threatened by hostile forces. Where garrisons usually watch over a whole planet, a security mission might revolve around the protection of a single installation, supply convoy, or other limited target. Non 'Mech mercenaries (infantry for example) are sometimes hired to serve as marines on exposed JumpShips or commercial transports, or to act as bodyguards for dignitaries and the like.

Riot Duty:

Mercenaries are frequently hired for riot duty, the suppression of a smouldering or active rebellion on a world under the employer's control. The duty is unglamorous, very difficult and dangerous, but, like garrison and security duty, it does not pay well. Although few rebels can stand up to high-tech mercenaries in battle, the threat of terrorism and general insurgency fills a merc's every hour with danger. Employers usually stipulate that mercs are to do the least possible damage to targets of strategic or economic value, complicating the mercenaries position. In addition, an employer might unleash mercenaries on a rebellious planet while keeping House units clear not only of violence, but of all involvement. After the mercenaries quell the riot, the employer steps in, blames the mercenaries for exceeding their authority, and so becomes a savior rather than an oppressor. Meanwhile the mercenaries are sent packing in disgrace.

Defensive Campaign:

An employer begins a defensive campaign when he discovers enemy intentions to invade or escalate hostilities on a world. Mercenaries and household troops are deployed to stiffen resistance against the assault. As active fighting is likely, pay is fairly good, but mercenaries often find themselves faced with too much employer interference in their operations. The unit runs the risk of being cut off or overrun if the attacker proves successful and the mercenaries must rely heavily on people they do not know and cannot control.

Relief Duty:

When unexpected attacks materialise, relief expeditions must move to support local garrison and defensive forces. Sometimes this is fairly simple, but usually it is the equivalent of mounting a whole new planetary assault. The original attacker often controls the approaches to the world and much of the planetary surface. Moreover, relief duty is chancy because there is no way of predicting whether the original defenders will still be in position and putting up a fight when help reaches them.

Mercenaries on relief duty draw good pay, but this sort of mission means close co-ordination with employer troops, leaders, and transport, and those conditions are often major disadvantages.

Planetary Assault:

Sometimes used to indicate almost any kind of offensive activity, the true planetary assault mission is the initial attack to establish a 'planet head' on a world. This involves gaining aerospace superiority, establishing initial drop and landing zones and then building a secure perimeter into which additional forces can be deployed for further campaigns. It is high-risk duty with a commensurably high financial return.

Offensive Campaign:

Taking up where a planetary assault leaves off, an offensive campaign is an attack against hostile forces on a contested planet. Sometimes this sort of attack develops directly from a planetary assault, but it usually involves additional troops reinforcing or replacing those in the first landings. In some cases, a planet's defenders declare an offensive campaign against enemies who occupy a portion of the planet. Not quite as lucrative (or risky) as a planetary assault, this kind of campaign still pays well. As with it's defensive counterpart, it is sometimes marred by the excessive dependence of mercenary elements on outsiders who can let them down.

Siege Campaign:

In many instances an aggressor will implement a policy of siege warfare rather than a true offensive. Sieges are conducted on a planet-wide scale to reduce enemy forces on the planet without the need for pitched battles. In a siege campaign, troops wage a war of manoeuvre in which most battles are minor skirmishes rather than major clashes. Aerospace superiority is exerted to deny off-planet supplies and reinforcements.

Most mercenaries favour siege campaigns. There is little danger of taking heavy casualties and the campaign is long enough to guarantee steady employment. Like most operations undertaken in the face of an enemy, pay tends to be good and there are plenty of opportunities for independent operations without excessive employer involvement. Periodically, such campaigns go awry and lead to major battles, but on the whole, a siege campaign is the mercenary's idea of a perfect ticket.

Recon Raid:

There are several distinct missions that fall into the category of raiding, all offering a high-risk/high-gain potential that some mercenaries love and others loathe. Recon raids are fairly straight forward operations in which a small unit make an assault on a planet to test local defences and to collect information for later strikes. As in a planetary assault, raiders travel from space to a planet's surface, but the same force is expected to carry out its mission and then withdraw without further support. As recon raids are normally launched at fairly unsuspecting targets, they are less dangerous than other types of raids. Nonetheless, they are considered hazardous duty.

Like all raids, recon attacks are high-pay jobs. Because small units are used, mercenaries are rarely forced to co-operate heavily with employer forces, which is a major benefit. However the chance of running up against heavy opposition or being cut off from transport ships makes the recon raid a chancy mission that many mercenaries would rather pass up.

Objective Raid:

An objective raid is a limited attack to capture or destroy a specific target: a supply depot or convoy, a scientist or political leader, a specific installation, and son on. It shares many of the characteristics of a recon raid, except that it is generally carried out against heavier or better organised opposition: a target worth raiding is usually worth guarding too.

The raids pay well and provide a wide degree of latitude for individual command and initiative. Like any raid, however, they are high-risk affairs that can be very costly to the troops involved.

Diversionary Raid:

The diversionary raid may be the most dangerous duty of all the Mercenary missions. There raids are mounted against enemy planets to confuse the opposition and to divert reserves away from the real target of an interstellar campaign. Small forces launch planetary assaults on several different worlds and simulate attacks. When friendly forces make their real thrust elsewhere, the diversionary forces withdraw.

There assaults are fraught with danger. Defence against a diversionary attack is often especially strong because false information has been leaked to suggest that the attack is genuine. Diversionary forces are usually kept to a minimum (to save the bulk of the army for the real drive), but they are given orders to make a lot of noise and to cover a lot of ground. One or two Houses have the reputation for hoodwinking their own troops about the nature of an attack to further confuse the enemy, so that the attackers don't realise they are mounting a diversion until expected support fails to materialise.

The Kurita efforts in the direction have a less savoury flavour. On several occasions, Kurita not only disguised his intentions from his diversionary forces, but he actually abandoned them to the enemy by withdrawing their transports after they were committed. Two House units and three mercenary units have been abandoned in this manner in recent years. Naturally most Houses prefer to use mercenaries for diversionary raids, because mercenaries are considered more expendable that and less loyal than regular House units.

When they know what to expect, mercenaries can earn very high fees for diversionary raids. They should also do their utmost to ensure the maximum possible support from the employer. A unit that lacks its own transports should rarely undertake such a mission for any House, and never for Kurita. It is usually wise for a unit embarking on a diversionary raid to leave some troops behind as a reserve, and to encourage the employer to keep faith. The only real advantage to accepting such an assignment is the books in reputation enjoyed by the mercenary unit who successfully carries out a diversionary operation.

Guerrilla Warfare:

This is one of the rarest, most difficult, and most dangerous missions a unit can undertake. In a guerrilla warfare mission, troops infiltrate a planet and then remain there for lengthy period, unsupported by other friendly forces. The object of guerrilla warfare is no only to harass the enemy, but more importantly, to recruit, arm, train, and lead discontented citizens against their overlords.

Guerrilla warfare is dangerous and difficult because it pits non-'Mech troops against enemy 'Mech garrisons. Also, it is never as easy to stir up native populations as optimistic nobles predict. Then, too, supplies must be scavenged locally or stockpiled in advance, at least until a reliable underground can set up local supply networks. Finally, is the assignment fails there is rarely a chance for escape.

Missions of this type often arise by accident, such as when the remnants of a garrison escape into the hills after an enemy conquest and provide ongoing resistance to their opponents. When undertaken deliberately, guerrilla missions pay well and promote individual action and initiative. However mercenaries undertake such assignments less often than do House troops, because House forces (particularly those raised from or led by native sons or daughters of the world in question) are more able than soldiers of fortune to rally the locals to cause. It is also a job for the very loyal, as the hardships of guerrilla warfare make surrender an easy and tempting alternative.

Contracts.

Because the facilities and services provided by the SLDF for the Mercenaries the Department of Mercenary Management (DMM) will be responsible for all contracting, and will handle the change of funds in exchange for a 5% commission. This commission is calculated before contracts are offered to mercenaries so it does not need to be worked out each time.

The Comstar Overseer will have a collection of contracts that are ready to be used and Commanding Officers must merely use this list and choose a contract that their unit can and want to accomplish.

When your mission is completed the Comstar Overseer will send a notice to your Unit's mailing list informing of the success or failure to complete the minimum bounty of 24 decent posts a month and then inform the CBD Quartermaster of the increase or decrease in your units C-Bills. If you fail the contract minimums your units C-Bills are reduced by half of the contract total.

Bounty.

Every contract within Battletech Mercenaries contains a bounty. This is included as an incentive to you and your players, how this works is that at the end of a contract the total of decent posts is added up, this number is then multiplied by the bounty. Your unit receives the bounty amount even if the contract has failed.

Timeframe.

This really applies to Contracts and real life, however it should be noted that real time role-playing would be extremely dull, consequently we have compressed matters a little in Battletech Mercenaries. Basically time will operate on a 1 Month = 1 Week system. So a 4 month contract for your company will need to last for 4 weeks in the real world.

This is a simple method to keep things moving within the Company without having weeks of nothing happening. Simultaneously Commanding Officers won't get burned out trying to keep things moving on the same plot for extended times.

Merc-Net@battletech-mercenaries.com

Merc-Net is the universal news-letter type mailing list that every member of the BTM community is on. It is there to keep every member informed of BTM updates and only the DMM Command Staff may use it to send information, if you have a new recruit make sure he is on Merc-Net by contacting the Director or Deputy Director.

Logistics@battletech-mercenaries.com

The Logistics mailing list has all the DMM Command Staff and all Merc Unit CO's. It is used for general discussion and to send CO specific updates. It is encouraged that all CO's use this list for general questions so other CO's can be informed on the ever changing nature of the BTM simming community.

Staff@battletech-mercenaries.com

The Staff mailing list is only for the DMM Command Staff. It is where decisions are thought up and discussed before becoming rules or changes.

Starting a Mercenary Company.

Starting your own company is not very easy and requires allot of dedication to succeed. Consequently you must abide by a few requirements during your time as the Company Commander.

Commanding Officers are responsible for maintaining and updating their company website. Each website will contain information about the current company crew roster as well as current 'mechs assigned, a link to the current contract or information on the website about the current contract and a link to the mailing list used by the unit. If any other information is added this will go a long way to impressing the DMM. Maybe even allowing you to expand your unit into a Battalion by having 2 more companies that would fight under your banner.

Each Company within Battletech Mercenaries must set up and maintain a mailing list for their players to distribute posts on. The Comstar Overseer and the CBD Quartermaster must be added.

The DMM spends a lot of time and effort into running Battletech Mercenaries so we ask that you don't take excessive advantage of their time. People who simply waste time or who are unable to dedicate the time required to take part should not apply to command. Anyone failing to do so, will be removed as Commanding Officer.

Any and all email sent to commanding officers from the DMM that requires a response should be responded to in less than 48 hours. Exceeding 48 hours will place CO's on probation. Whilst on probation DMM officers will continue to test response times and if they do not improve the Commanding Officer may be forced to step down.

If you believe you can abide by these stipulations then please keep reading, otherwise you should contact the DMM and rescind your application.

All new companies require the approval of the Director of the DMM. Once approval has been given the new Commanding Officer must contact the CBD Quartermaster to discuss what battlemechs the Commanding Officer would like to purchase.

A list of available 'Mechs and their costs are located on the CBD page of the Battletech Mercenaries website.

Each new company will receive 100,000,000 C-Bills from the DMM with which to purchase their initial equipment.

New companies are made up of 3 lances. It is required that there be at least one scout/recon lance in the company as allot of contracts you take will have poor intelligence requiring you to take a look for yourselves. The other two lances are at the CO's discretion.

The DMM advises that CO's do NOT simply buy the biggest 'Mechs they can get. A company consisting of assault 'mechs and a couple of scout 'mechs will not survive an engagement with the enemy. A mixed company is by far the better arrangement as it allows commanding officers to undertake many different missions and be able to adapt to any situation.

Here is a sample company layout.

Merc Company
1st Lance (Command Lance)
Medium or Heavy or Assault 'Mechs.
2nd Lance (Strike Lance)
Heavy or Assault 'Mechs.
3rd Lance (Recon Lance)
Light or Medium 'Mechs.

Each type of 'Mech lance has a weight limit that you cannot exceed, these are as follows:

Lance Type

Tonnage

Command Lance

Up to 280 tons.

Strike Lance

Over 280 tons

Recon Lance

Up to 130 tons.









Once a company has increased it's holdings it could be suggested that they purchase a forth lance of two Aerospace fighters to allow some players to role-play in aircraft. This does not allow the purchase of 2 more battlemechs instead.

Battlemech Purchasing.

Being a mercenary unit means that everything is governed by the C-Bill, without c-bills you can't repair your equipment or replace destroyed assets. In Battletech Mercenaries each company has their own bank account controlled by the DMM and more specifically the CBD Quartermaster. Into this account go all the spoils from the company's successful completion of contracts. From this account the Commanding Officer can request the purchase of new Battlemechs. Battlemech purchasing can only occur during non-contract committed time.

The Comstar Battlemech Distribution Quartermaster, an officer of the DMM command staff maintains all records of Company bank accounts and processes all requests for Battlemech purchases and deliveries.

Should this position be vacant then the duties fall to the Deputy Director of the DMM.

Negative C-Bill Account

If your unit's C-Bill account with the CBD Quartermaster falls below zero due to contract failures your unit must sell battlemechs or face being bankrupted by the DMM.

Battlemech Maintenance and Salvage.

In the case of every battle battlemechs acquire damage which has to be repaired or replaced from company stores or from salvage collected in the field. In an effort to streamline this it has been simply decided that Maintenance and Salvage will cancel each other out. Consequently each 'Mech will be completely rebuilt or replaced at the end of each contract without cost to the unit whilst simultaneously no moneys shall be accrued by the company for the collection of Salvage.

Mechwarrior Training.

Battletech Mercenaries does not enforce training of all it's members in the aspects of email role-playing or Battletech role-playing. This is left to the discretion of the Commanding Officers. DMM does however suggest that Commanding Officers develop a simple test to give to new members who you feel haven't provided enough information on their joining biographies. If you need help with creating a suitable test to use then please contact the DMM command staff who will be able to help you out.

Promotions Policies.

In Battletech Mercenaries all promotions up to the rank of Captain are under the discretion of the commanding officer. The DMM does however suggest that promotions should be issued as a reward to members of the company who do exemplary role-playing and actions within the company. It should also be noted that whilst promotions have to be earned they also are spread out amongst a persons career and so the commanding officer should pace themselves between promotions. When you decide to promote an officer please ask yourself to determine what they have done to warrant the promotion before it takes place. The DMM may ask CO's to justify any promotions to check that promotion policies are being adhered to.

Promotions above the rank of Captain require approval of the DMM Director and will no be awarded without just cause.

Keep It Realistic!

I say this because it's important to operate in a realistic environment otherwise your role-playing will deteriorate and players will leave the company in search of better places. Of course we're not saying that you have to role-play the several weeks it takes to recharge a jumpship but try to keep to a real schedule. Especially with the small things, if your 'Mech was reduced to slag you aren't going to get it back in 2 hours. These things are very important in the general scheme of role-playing.

The Commanding Officer of a Company will also have several things on his mind whilst he isn't in battle, for example it is the CO's job to act as the accountant for the company. He has to calculate the company's cost of living and make sure that they're making enough money to cover expenses. Expenses include Maintenance, Salaries, Overheads, and Supplies. Also the CO has to make sure that there are enough techs to keep the 'Mechs in working order otherwise some 'Mechs won't be maintained or reloaded for the next battle unless you pay lots of money to get someone else to do it for you.

Mercenary Review and Bonding Commission

The MRBC is the judicial body of the DMM and is run by the impartial Comstar Overseer. The MRBC maintains law and order when concerning contract infringements 'In Character' but also is the judge and jury on all player activities within the Battletech-Mercenaries simming community. When your not sure about a legal aspect of your website or a players behaviour, inform the MRBC's Comstar Overseer immediately.

Dropships.

Each Company in Battletech Mercenaries is given a single Union Class dropship. The dropship can transport 3 lances of battlemechs and 1 lance of Aerospace fighters anywhere on the planet or into and out of orbit and beyond.

As part of the contract with the DMM and the SLDF all Companies are supplied with a single Union Class Dropship upon formation.

Jumpships.

At the company level jumpships are not practical to be owned consequently all jumpships will be provided through specially negotiated contracts with the DMM and a private jumpship operators who will transport dropships between systems.

Unless you have prior approval from the director of the DMM any jumpships captured in the course of a contract must be turned over to the DMM.

Clan Mechs

Clan Mechs are now available in Battletech-Mercenaries at this time.

Unit Expansion

A company CO can only do so much and we understand this but for CO's wanting to expand beyond a Company to a Battalion can do so if they meet these criteria.
Currently have a spare 100,000,000 C-Bills in which to purchase another 2 Union Class Dropships for the rest of the Battalion.
Have dedicated Comanding Officers for your second and third Companies.
Have a dedicated webmaster to maintain the Battalion website.
Have a minimum of 4 players per Company to begin with.
Have approval from the Director of the DMM.
Expansion to regiment size is impractical but a possibility, for more information contact the DMM.

Meanings

DMM = Department Of Mercenary Management
CBD = Comstar Battlemech Distributor
SLDF = Star League Defence Force
MRBC = Mercenary Review and Bonding Commission
CO = Commanding Officer
C-Bill = Universal Comstar Currency

Useful Resources.

There is a collection of a few websites that have a lot of useful information that you will need during your tour of duty. Please visit the MRBC from the right hand menu and at your leisure check out the Inner Sphere and Links.

If you agree to and understand all this and still are interested in creating your own BattleMech Company, click HERE to begin your journey to the Mechwarrior Hall of Fame.

This document was written by Daniel Leth (Edited by Jake Kobes) for use with Battletech Mercenaries, www.battletech-mercenaries.com. Battletech, Battlemech, Mechwarrior and all other copyrights are owned by WizKids, LLC and no copyright infringement is intended in the use of this file.