Major Raid


Major Raids are Diversionary and Guerrilla Warfare assignments. They tend to take longer than ordinary raids and are high-paying missions (because they are so dangerous).

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. Defense 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 realize they are mounting a diversion until expected support fails to materialize.
The Kurita efforts in the direction have a less savory flavor. 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.


Contract Payment Table

 

Company Strength Detachment Table

MONTHS

(Real Time)

Bounty Per Word

Minimum Words

BSBT

2 30 1400

8,000

32,000

4

60

1500

16,000

40,000

6

90

1600

24,000

48,000

8

120

1700

34,000

56,000

10

150

1800

42,000

64,000

12

180

1900

50,000

72,000

       
Battalion Strength Detachment Table

MONTHS

(Real Time)

Bounty Per Word

Minimum Words

BSBT

2 30 1500

16,000

48,000

4

60

1600

32,000

60,000

6

90

1700

48,000

72,000

8

120

1800

64,000

84,000

10

150

1900

80,000

96,000

12

180

2000

96,000

108,000

       
Regiment Strength Detachment Table

MONTHS

(Real Time)

Bounty Per Word

Minimum Words

BSBT

2 30 1600

24,000

64,000

4

60

1700

48,000

80,000

6

90

1800

72,000

96,000

8

120

1900

96,000

112,000

10

150

2000

120,000

128,000

12

180

2100

144,000

144,000


Months: In-Game length of Contract.

Real Time: Days passed in reality.

Bounty Per Word: How much C-Bills gain per word in a contract transcript

Minimum Words: The minimum amount of words for the contract transcript.

BSBT: Bonus Salvage Bounty Target

 

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