Okay, so the updated version looks like this:
THE SUCKER-PUNCH IRREGULARS (Late Succession Wars Era Merc Unit)
-FORCE COMPOSITION-
1 CCP for the Company (Total 1)
TOTAL CCP’s for Force Composition = 1
-COMMAND EXPERIENCE RATING-
Elite Rating= A total of 4 CCP. I’ll also spend 1 CCP for 1 extra command ability.
-AVAILABILITY LISTS-
The Irregulars have no allies or enemies, and so draw from the general and mercenary unit lists. 0 CCP
-SPECIAL RULES-
As I mentioned earlier, I took the Wylies Coyote ability for 2 CCP. Hoping to use these guys in a campaign. O0
-UNIQUE CHARACTER-
The Captain of the Company is going to be Heroic, so I'm plopping down 4 CCP's for that.
At this point, I have hit my ceiling of 12 CCP (Force Composition 1 +Command XP Rating 4 +Extra Command Ability 1 +Availability Lists 0 + Special Rules 2+ Unique Character 4 = a total of 12).
Now to build the Company proper...
LABINSKI'S COMMAND LANCE
Captain Leon "Low-Blow" Labinski. CP-10Z Cyclops. Skill 1 (Heroic). PV: 55
Lt. Albert "Uncle Al" Chan. DRG-1N Dragon. Skill 3 (Veteran). PV: 36
Randal "Quickdraw" Mcgraw. QKD-4G Quickdraw. Skill 3 (Veteran). PV: 36
Dana Donaldson. JR7-D Jenner. Skill 3 (Veteran). PV: 24
Lance Formation Bonuses: Tactical Genius (Labinski) and Eagle Eyes (Chan and Donaldson)
VON SEIDL'S FIRE SUPPORT LANCE
Lt. Hans Von Seidl. JM6-A Jagermech. Skill 2 (Elite). PV: 37
Wendy Chan. TBT-5N Trebuchet. Skill 2 (Elite). PV: 37
Hap "Madman" Carsburg. DV-6M Dervish. Skill 2 (Elite). PV: 42
"Bouncing" Betty Callahan. WTH-1 Whitworth. Skill 2 (Elite). PV: 36
Lance Formation Bonuses: Up to two of ‘Mechs in this lance can be designated to have the Oblique Attacker SPA each turn
SANDSTROM'S RECON LANCE
Lt. Dale Sandstrom. ASN-21 Assassin. Skill 2 (Elite). PV: 23
Arnold J. Thurd II. CDA-3C Cicada. Skill 2 (Elite). PV: 23
Lillian Hughes. HER-2S Hermes. Skill 2 (Elite). PV: 29
Jeremy L. Loois. SDR-5V Spider. Skill 2 (Elite). PV: 22
Lance Formation Bonuses: Sandstrom, Hughes and Loois have the Eagle Eyes SPA and all members of the Recon Lance have the Forward Observer SPA.
TOTAL PV to Build = 400 points.
SPECIAL COMMAND ABILITIES (3 for the unit's Elite status, + 1 extra purchases with CCP):
Camouflage: Ground Units that are part of a Force with this ability and use the Stand Still movement option receive a +2 Target Movement Modifier, in place of the usual +0. Regardless of the scenario, the Force may place half its starting Units as Hidden Units, even if it is the Attacker. The Force may place Hidden Units even in terrain where ’Mechs cannot usually hide.
Environmental Specialist (Clear):
• Improved Mobility If a Unit in a Force with this specialization starts its turn in Clear terrain, it may add 2” to its Move for the turn, as long as it also ends its movement in Clear terrain and does not change elevation during the movement.
• Improved Combat If a Unit in a Force with this specialization is attacked while occupying Clear terrain, and there is no Terrain, Environmental or Cover To-Hit Modifier to the attack, the attack receives a +1 To-Hit Modifier as a Terrain Modifier.
Esprit de Corps: A Force with this ability is never subject to Forced Withdrawal or Morale checks.
Tactical Adjustments: After turn 3, the opposing Force does not gain any bonuses to their Initiative rolls from Command Abilities or Special Pilot Abilities.
Finally, Labinski gets to choose 3 SPA's with a total value of 6 points or less, due to being Heroic. I chose: Eagle Eyes, Oblique Attacker, and Street Fighter.
EDIT: After reading the rules again, today, I realized you can also give one unit (other than the Unique character in your force) SPA's. So I'll give Hap Carsburg (Elite- so he can have up to 2 SPA's with a total value of 4 or less) Oblique Attacker (1) and Sniper (3).
So...
1) Did I do this correctly, with regard to choosing abilities and point expenditure?
2) Will this unit be any good (or, at least, fun) to play?
3) Do you think it's too specialized?