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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
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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 |
|
|
|
|
|
|
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Regiment Strength Detachment
Table |
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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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