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BattleTech Player Boards => Non-Canon Units => Topic started by: Deadborder on 27 December 2015, 16:38:10

Title: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 16:38:10
Magyari’s Irregulars is a tabletop roleplaying campaign for A Time Of War that I have been running (sporadically) for about two years now. Set in the year 3145 the Player Characters are a group of new recruits to a long-lasted mercenary group. This thread will be used to chronicle the events of the campaign.

The campaign begins on January 1, 3145, and is intended to be indefinitely ongoing.

The campaign has been covered in detail on the campaign blog (http://magyarisirregulars.blogspot.com.au)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 16:41:29
The history of Magyari's Irregulars
Part I – Formation and Early Years


(EDITOR’S NOTE: This section is based in the very vague recollections of a Mechwarrior Second Ed. game I played in over a decade ago. Set in the early 31st century, it was about the misadventures of a small mercenary unit. My character, Sel Magyari, was its commander and also horribly ill-suited for the job… so how it always ends up going.)

(http://3.bp.blogspot.com/-cB1w01rKAhs/UrECVX-Gr-I/AAAAAAAAAF8/RZGY_iwQiuo/s1600/irregularst2.png)
Magyari’s Irregulars first came together in 3012 on Galatea, formed by a quartet of then unemployed mercenaries who had all arrived on-world relatively recently. Between them, Sel Magyari (A former bikini model), “Professor” Grunthos (Lecturer in Mechatronics at the university of Helsinki), Mackie Kusanagi (Rumoured to be a former bounty hunter) and George W. Butros III (Some guy) were big on ambitions but lacking in actual experience, making the formation of the unit an ad-hoc affair. Sel somehow wound up becoming the newly-formed unit’s commander for reasons that remain unclear. (EDITOR’S NOTE: Sel was the only one of the PCs that had the Leadership or Tactics skills)

The newly-minted Magyari’s Irregulars managed to do well for themselves, finding a niche in the low-level warfare that was so common in the early 31st century. A combination of skill, planning and more then a little luck saw the unit not only survive but also thrive with the unit managing to avoid severe defeats and losses. Even if they were on only short-term contracts for the most part, the unit still managed to do well for themselves.


Even by the standards of a lance-sized unit, Sel proved to be a “lead from the front” type. Her Thunderbolt was often at the front of any battle, but at the same time proved to be rather resilient to harm (Sel herself was prone to flights of vanity, however. The one time that she was injured in battle her largest concern was if she would be left with a scar). Rather, Mackie Kusanagi proved to be more of a problem, with his Orion (The ominously-named “Lucky II”) often taking a lot of punishment.

Their biggest boost, however, would come around largely by accident. During a pirate-hunting operation, the Irregulars found themselves facing a much larger force than expected. Matters turned around, however, with the discovery that half the pirates were, in fact, a mercenary unit that had been stranded and forced to cooperate. Some quick negotiations saw them agree to join forces, the captive mercenaries turning on the pirates. Overnight, the Irregulars had doubled in size.

Besides boosting the unit’s strength, the new arrivals bought other benefits. Alice was a skilled financial manager and administrator, and helped bring a degree of control to the unit’s oft-unstable cash reserves. (Her skill with kicking things in her Javelin didn’t hurt either). Similarly Jon-Jon possessed a wide range of infiltration and demolitions skills that would prove to be both useful and problematic.

It was “Professor” Gunthos who would prove to be the most resourceful, however. His technical skills saw him perform a number of modifications to the Irregulars’ BattleMechs, resulting in a series of unique variants. One of the most extensive was a salvaged Zeus that had been rebuilt in a new, entirely unique configuration. The ‘Mech was given to Mackie as a replacement after his Orion was destroyed, only to itself be destroyed in the very next battle. After a round of binge drinking (and, allegedly, reshaping Mackie’s skull with a wrench), Grunthos proceeded to rebuild a salvaged Marauder which Mackie promptly did not write off.

In spite of these problems, the unit continued to grow, reaching a full company by 3016. And while they continued to be successful on the battlefield, other issues would dog them no matter where they went. Mackie and Jon-Jon in particular proved to be rather prone to getting in to trouble, often managing to pick fights with supposedly allied units. “Professor” Grunthos would often end up being dragged into these things as well, and only occasionally be an unwilling participant.

(Another notable gaffe occurred when George W. Butros III went into a bar frequented by Infantry and then promptly referred to them as ‘cannon fodder’. It did not end well)

The worst of these incidents came during a post-civil war contract with the FWLM, the Irregulars being a part of a raiding force heading into Lyran space. Partnered with another mercenary unit, Raymond’s Roughnecks, the plan called for strikes on several targets in order to recall Lyran forces from the front.

However, early in the operation, tensions broke out between the two units. The exact source of the conflict is unknown, but accusations quickly flew back and forth between the two groups. This lead to a late-night gunfight, in which Mackie, Grunthos and Jon-Jon were accused of trying to sabotage the Roughneck ‘Mechs and assault their personnel. Sel’s efforts to defuse the situation came to nothing, especially given a lack of evidence from both sides as to what actually happened.

Matters came to a head during the first actual battle of the campaign. A “miscommunication” left the Irreguars isolated and without backup from the Roughnecks, not to mention facing down a superior number of Lyran defenders. Stuck in a bad situation, the Irregulars did their best to try and survive and fight their way to freedom. And, in their own strange fashion they did, managing to extract themselves with badly damaged but still functional ‘Mechs, but yet surprisingly light casualties.

(EDITOR’S NOTE: That was the end of the campaign after several years of gameplay. However, the Irregulars would live on)

Magyari’s Irregulars Roster, 3016
Command Lance
Captain Sel Magyari, TDR-5HG Thunderbolt
Mackie Kusanagi, MAD-3HG Marauder “Sideways Bob”
George W. Butros III, BLR-1G Battlemaster
“Professor” Grunthos, PXH-1HG Phoenix Hawk

Battle Lance
Lieutenant “Pops” Fleegman, CPLT-C1 Catapult
Michael Matthews, DV-6M Dervish
Thomas Carlyle, CN9-D Centurion
(?)

Recon Lance
Lieutenant Jenny K., WVN-6M Wolverine
Alice O’Neil, JVN-10N Javelin
Jon-Jon, ASN-21HG Assassin “Stone Killah”
Rachel Huang, FS9-M Firestarter


(EDITOR’S NOTE: The last member of the Battle Lance has been lost to history. It’s fair to assume there was one, however)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 16:42:40
Part II – Fortuitous Timing

The low-intensity raiding that characterised the dying years of the Third Succession Wars were a good time for small mercenary units, and the Irregulars were no exception. Stabilising at the company level, the Irregulars saw plenty of work along various borders, engaging in largely small actions of little consequence, but growing in skill and experience along the way, as well as building a reputation.

Sel Magyari herself gained a lot from this period; her previously vain and superficial nature slowly changing as she became more professional and driven, her leadership skills blossoming over time. Her experience as a battlefield commander showed, as well as a growing ability to work with non-combatant and support personnel to help run the unit.

Similarly, Professor Grunthos expanded and developed his skill base, helping to support the unit’s ‘Mechs and supplanting their growing technical support. By 3025 he was also managing a workshop on Galatea, the Grunthos Group, which provided technical support and BattleMech modification to other mercenary units.

Having largely sat out the Fourth Succession war on the Periphery rim of the Free Worlds League, the unit took up a garrison contract from the clearly desperate Capellan Confederation with favourable terms for what was expected to be not much action. Instead, the Irregulars were thrown into combat with the invading Andurian and Canopian forces, often acting as a small raiding or reactionary force. The result was several victories against the MAF, yielding valuable salvage and experience.

The Irregulars circulated between several different contracts afterwards, winding up with the Federated Commonwealth near the end of the decade. Looking at the Irregulars’ small unit raiding experience, the LCAF put the unit to use along the Free Worlds Border, using them in a series of raids to distract and pin down the FWLM while the bulk of the LCAF was otherwise employed against the Combine.

The 3040s saw another slowing of the Mercenary trade as the Inner Sphere adjusted to the new status quo of a single, seemingly invincible superpower. While the War of 3039 had been a stumbling block, there were many who saw the Federated Commonwealth as the de facto heir to the Star League, ushering in a new age of peace. And while the Irregulars were continuing to get work, more often than not their contracts saw little action. Many of its founding members retired or moved on, while others remained with the unit in other ways.

Possibly the biggest beneficiary of this period was the Grunthos Group. It had continued to grow over the last two decades, becoming a thriving business in and of itself. With Professor Grunthos now managing the company full-time, the Group were operating out of Galatea as well as the then up-and-coming Outrech markets.

By the end of the decade it seemed to many that the Inner Sphere was headed towards an extended, if unsteady, peace. Between seeing less and less work and her own age, Sel Magyari made the decision to retire from day-to-day command of the Irregulars, appointing her son, Jelek as her replacement. Sel would remain in overall command of the unit, but would have more of an advisory role and less of a battlefield one. And so, on December 31, 3049, Sel stood down as commander.

In retrospect, her timing was perfect.

While the Irregulars missed the Clan war (Instead serving contracts in the League), in its aftermath they were again headhunted by the AFFC for their raiding experience. Operating from the Lyran command, the Irregulars raided the Steel Viper portion of their shared Occupation Zone, claiming several victories against the clan forces while helping to contain them. While the risks were high and the losses severe when they occurred, the contracts paid well and helped Jelek establish his command and learn the ropes. It also would serve as a springboard for possibly their biggest break to date.

Re-hired by the newly formed second Star League, the Irregulars were assigned to operation BIRD DOG, operating out of Wolcott. Striking into the Smoke Jaguar Occupation Zone, they were specifically targeted at the Clan logistics base, aiming to destabilise their forces and keep them off-balance ahead of operation BULLDOG. These mission were a success, yielding the Irregulars a generous payment from the SLDF at the end of the operation.

More importantly, however, they yielded the Irregulars a not inconsiderable amount of salvage in terms of Clan-made weapons, ammunition and equipment (if no actual BattleMechs). Most so this was turned over to the Star League for a substantial bonus, but more than a little would find its way onto the Irregulars’ own BattleMechs. Finally, some of it ended up in the hands of the now Outreach-based Grunthos Group, giving them a hands-on with the technology and yielding a lot of useful results.

After spending some time recuperating and reorganising, as well as incorporating their salvage, the Irregulars were back in action, spending the early part of the 3060s fighting in the Chaos March for the various factions at play in there. Focusing on short contracts and specific objectives, the Irregulars managed to avoid getting bogged down in the oft shifting mire of Chaos March politics, instead delivering results.

As the FedCom civil war flared, Jelek Magyari made the decision to avoid contracts that would draw the unit into the fighting, much like Sel had done fifty years earlier during Anton Marik’s revolt. Instead, the Irregulars sat out the later years of the Civil war working for the Rim Commonality, alternating between garrison and pirate hunting duties.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 16:45:22
Part III – Feud

In late 3067, the Irregulars had cycled back to Campoleone as a part of their downtime following a successful pirate hunting expedition when disaster struck. In November, a terrorist bomb in the capitol killed Captain Jelek Magyari as well as his XO and several representatives of the Commonality military during a planning meeting. Within hours of the explosion, traffic control reported pirate dropships burning their way towards the capitol.

Command of the unit very suddenly and unexpectedly fell to Jelek’s only child, the then 22-year old Anika Magyari who had only just graduated to active duty from training. Nearly overwhelmed by the combination of her father’s death and the situation she had been thrust into, Anika turned to the best source of advice that she had available; her grandmother.

With Sel’s help, Anika was able to rally the irregulars and turn back the pirate force, stopping them outside the planetary capitol before they could do any significant damage. While the Irregulars had suffered losses, given the situation they were far less severe than they could have been with Anika showing a surprising amount of determination and confidence, given the situation. However, their greatest boon came in the form of a captured Pirate Mechwarrior, one who yielded a lot of useful information.

Based on what they’d gathered, the Irregulars were dispatched on a counter-strike into Marian space, aiming to hit the pirates at their base of operations. Instead, they found no trace of them and departed, but not before tangling with local militia forces and raiding a HAF storehouse for parts and ammunition. Dissatisfied with the outcome, the irregulars returned to Free Worlds space, only to be hit by Marian Forces not too long after their arrival. While the Marians were again driven off, it became apparent that they were retaliating for what was seen, by them, as being an unprovoked assault.

Rather than risk escalating the situation, the Rim Commonality chose to pull the Irregulars off the front, especially after further investigation revealed that the “Marian” captive was, in fact, a member of Raymond’s Roughnecks, the same unit that the Irreguars had been betrayed by over fifty years prior. The Roughnecks had been hired by the Circrinus Federation to deliberately provoke a war between the Commonality and the Marians while also having a chance to act on a generations-long grudge. (That none of those involved with the original dispute were still active members of either unit and several were dead didn’t seem to factor into it)

Attempts to track the Roughnecks down came to naught, especially given the rapidly disintegrating situation in the Free Worlds League. Unexpectedly, the situation was resolved when Alys Rousset-Marik’s resistance bought out the Irregular’s contract, deliberately bringing them off the chase and instead using them as a raiding force against the Word and allied FWLM forces. While there was some contention within the Irregulars, Anika took the opportunity to put her foot down and assert herself, stating that “fighting the Word was more important than something that happened half a century ago.”

By late 3075, the Irregulars had been transferred again, this time to the control of Devlin Stone’s coalition, and were now focused on raids against the Word of Blake Protectorate. Details of what happened during the next few years are surprisingly sparse, and it appears that a lot of the missions that they undertook are considered classified by the Republic. Details exist of battles on individual worlds, but the entire picture remains unknown to this day.

However, by the end of 3079, the Irregulars had been one of the lucky Mercenary units to have survived the Jihad. Left with two battered lances of ‘Mechs and a smattering of armour and infantry, they remained operational under the command of their now seasoned and determined leader. Anika took the step of allowing any remaining members of the Irregulars who wished to stand down to do such, but in the end only a few did. The rest continued, determined to rebuild and continue working in the brave new world.

(EDITOR’S NOTE: Raymond’s Roughnecks were allegedly destroyed in 3075 fighting for the Word of Blake. However, the actual truth of the situation remains unclear to this day)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 16:48:54
Part IV – Busy doing nothing

By the end of the Jihad, the Irregulars were somewhat changed. Absorbing several other commands had given them a more combined-arms structure, while the ravages of the Jihad had taken their toll. Besides battlefield losses, the Irregulars had lost experienced personnel, both to combat and those who chose to stand down after the Jihad. (One of them, Chaver Hohsq, a veteran Longbow pilot, would go on to open a string of pubs across the fledgling Republic). The Grunthos Group had all but ceased to exist with the fall of Outreach, reduced to a small cadre of technicians working directly for the Irregulars.

And yet, Anika persisted. Consolidating and continuing, she slowly rebuilt the unit, growing at a pace they could support rather than simply bounding outwards for the sake of it and outpacing their depleted financial reserves. This measured approach saw them recover enough to field a full BattleMech company by 3085 with expansion of other elements to follow. By 3100, the Irregulars boasted a full combined-arms Batallion with a mixture of BattleMechs, Armour and Battle Armoured infantry forces.

While the Irregulars did see action in the conflicts of the period, including the Victoria War, the post-Jihad wind-down was evident in the slowing of the Mercenary market. While work was still available, it was coming less and less often and often missions would end with little or no conflict. Rather then the small-unit raiding operations that had characterised the Irregulars’ early years, the unit was more often pulling Garrison or Cadre duties, along with pirate hunting operations. The unit’s size remained steady with a slow turnover due to natural attrition more than combat losses.

Against this background, Anika made a personal decision that her children would not be forced to follow in her footsteps as she had in her father’s. Rather, she gave her three children the choice to do what they wished with their lives, adding that none were obliged to take command of the unit for the sake of tradition. In the advent that none chose to do such, she would either dissolve the command or pass it along to another successor.

As if fated, her oldest daughter chose to emigrate to the Republic and join the RAF, eventually becoming a knight. Her first son also emigrated to the republic, but eschewed military service in favour of other pursuits, eventually becoming an award-winning architect. Her second son, Bors, however, chose to follow in her footsteps, and as such she began to prepare him for command. Her goal was to enable a smooth transition of power when he was ready, and not before. Eventually, in 3115, Anika stood down from day to day command, with Bors Magyri becoming the unit’s fourth commander.

The next decade and a half proved to be even more peaceful then those preceding it, with the Irregulars, much like the mercenary world as a whole, seeing less and less work. While Bors proved to be an able day-to-day commander, his personal life began to take precedence over managing the unit, matters often left in the hands of subordinates while he attended parties or festivals or managed a string of affairs. On contract, the Irregulars would often serve as a flashy parade-ground unit while its commander hobnobbed with local nobility or political and corporate leaders.

During this time, a policy of “Benign Neglect” set in as the unit began to shrink in size again. With less and less work available, the pool of experienced mercenary soldiers continued to dwindle as unit sizes contracted. Members of the Irregulars who retired or moved on were often not replaced, with lances becoming either short-staffed or being consolidated. The unit’s experience and readiness also suffered as experienced soldiers cycled out and the quality of replacements continued to drop.

Much like the rest of the Inner Sphere, the Irregulars were not ready for what happened next.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 16:50:13
Part V – New Age

The Blackout caught everyone unprepared, and in its aftermath the mercenary Market exploded as chaos set in across the Republic of the Sphere. Like many others, the Irregulars began casting about in the suddenly active market for work, while also trying to recoup their depleted strength with whatever assets they could find and procure.

By early 3133, the Irregulars were active in the Republic, working contracts for whatever faction would hire them. The Swordsworn proved to be an especially lucrative source of work, the Irregulars serving as a quick response unit while also raiding across several prefectures. While the unit scored several successes, it also became clear that Bors was not the best commander. More and more often he would be delegating command decisions to his subordinates while spending his time rubbing shoulders with his employers, and his actual battlefield value proved to be somewhat dubious.

It was in this environment that his only child, Irisz, began to really shine. A lieutenant in the Irregulars’ hodge-podge BattleMech company, she had shown considerable skill as both a MechWarrior and a battlefield commander. Both came to play in late 3133 in a raid against the Steel Wolves that had gone wrong, with a portion of the Irregulars forces, including Bors himself, trapped and encircled. Rallying her lance and gathering what assets she could. Irisz staged a successful breakthrough that helped turn the situation around, delivering a sound defeat to the Wolves while also rescuing their personnel.

In the aftermath of the battle, Irisz began to take more and more responsibility for the unit’s operations, even though she was neither its commander nor its XO. Bors, however, supported her as she did, clearly grateful for her rescue while also clearly grooming her to take command of the unit. As the situation in the Republic continued to escalate throughout 3134 and into 3135, Irisz was spending more and more time in command and taking an increasingly prominent role in running the unit.

Abruptly, in August 3135 at the peak of operations, Bors announced that he had to take an extended leave from the unit due to “family matters”, travelling to Prefecture X in the heart of the Republic. In his absence, Irisz would be acting commander of the unit and maintain matters until he returned. While still young, Irisz accepted the responsibility, feeling that it was her duty to do such.

When the Walls of Fortress Republic went up, Bors had still not returned to the unit. Reaching the logical conclusion that he was, in effect, trapped inside, Irisz took command of the unit full time. While there were angry murmurings at this decision, her statement that she would “review the situation when (Bors Magyari) returns and do what seems best for the unit at that point” did serve to quell much of the dissent.

Now firmly in command, Irisz went to work on a harsh restructuring program, aimed at clearing the deadwood that had accumulated under two decades of her father’s spotty management. The unit, having grown in the last three years, was again downsized as she cleared out questionably effective assets or those that had been acquired for the sake of numbers. Their armoured assets, themselves a mish-mash of assorted units with dubious coherence, were massively rolled back. Following them were the infantry, with their conventional forces effectively disbanded.

In early 3136, the new, leaner and more effective Irregulars emerged, again ready for business. Irisz deliberately chose low-key contracts at first, aiming to build experience and coherency of the new unit before throwing them in at the deep end. However, the rapidly disintegrating situation in the Republic Territories changed all that, with the Irregulars soon involved in actions across the former Republic and, as the situation further escalated, further beyond.

The result was a sharp learning curve, with the new Irregulars being forced to quickly change and adapt to the rapidly shifting situations. Missions for planetary powers trying to hold back the tide of the Cappellan and Combine forces became common, but ultimately became futile as the surge continued. The Irregulars did see some success at raiding against the Wolf Clan incursion into Prefecture IX, only to have contracts cancelled when the Wolf forces abruptly vanished.

Operation HAMMERFALL provided the Irreguars with more work, albeit not for the Lyran invaders. Rather, the unit saw action working for the Oriente Protectorate against a wide variety of opponents. Even after the reformation of the Free Worlds League, the unit remained busy with various operations, including a campaign against forces loyal to a rebellious senator in the newly-formed Augustine Alliance.

After spending so long in the Free Worlds Leauge, a contract from the Lyrans seemed a sudden and strange change of pace. However, work was, as they say, work, and Irisz was not going to refuse something that would keep her men fed and equipped. Initially the Irreguars were fending off Pirates and rooting them out, ensuring that nobody took advantage of the Lyran preoccupation. However, things quickly changed.

Abruptly, the Irregulars were rotated back into the centre of the Commonwealth, a new contract offering them generous salvage conditions and bonuses for fending off the sudden Clan advances. As the situation degenerated further, the Irregulars were more and more often engaged in counter-raiding or extraction missions, chiefly against the Wolf Empire, as the Lyrans tried to stave off the inevitable.

Faulty intelligence on the part of the Lyrans would cost the unit dearly, however. When faced with an unexpected Falcon attack, the Irreguars were caught off-guard and forced to fall back. Pushing their advantage, the Falcon forces surrounded, isolated and then completely annihilated an entire lance before the Irregulars could respond.

In the aftermath, Irisz chose not to renew her contract with the LCAF, despite the generous terms being offered. Instead, the Irregulars limped back to Galatea, intent on rebuilding. New recruits have been added to the unit’s roster, but their integration is still a long way off.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 16:53:10
Magyari’s Irregulars
MRBC Update 01-01-3145


Force Strength

At present, the Irregulars field two full companies of troops. Alpha Company is made up entirely of BattleMechs, and is commanded directly by Major Magyari. The recent replacement of the entire assault lance has left the company somewhat disorganised; while the new ‘Mechs in the lance would be better suited to other units then working together, Irisz is loathe to break up existing and proven lances at this stage.

Bravo company is something of a mixed bag of different units. It is the amalgmation of two prior companies, all-armour company and an all-infantry/Battle Armour one, a combination of battlefield attrition and Irisz’s restructuring of the unit to trim out the dead wood has seen it slimmed down to its current state. Bravo is rarely deployed as a whole unit but rather as needed in support of Alpha. Captain Joon sees this as an erosion of his position, but his loyalty to the unit as a whole has kept him in line.

An air lance rounds out the unit’s structure; primarily used for support of their ground forces, the Irregulars’ two fighters are both well-maintained but often see little use. As a result, while their pilots are capable, the quality of their performance is slipping due to a lack of activity.

Support
The combination of Irisz Magyari’s reforms of the unit and a legacy of technical support going back to the earliest incarnations of the Irregulars have served them well. The Irregulars have a full staff of capable technicians who are capable of handling all their support and maintenance needs, although the days of the unit sporting an array of individually customised BattleMechs are long over. The technical crews have access to a Savoir Repair Vehicle that is used to repair and recover units in the field, further expanding their capabilities.

In addition, the Irregulars have access to several quality doctors and a number of field medical teams. Doctor Hadrain Cartwright provides support “at home”, including immunizations and regular checkups.

Transport
The Irregulars own a pair of dropships that represent the spectrum of transport found in the mercenary word. The Trutzburg-class Silent Castle is relatively new, having been bought fresh in 3130. Well maintained and crewed with capable personnel, its capabilities (and not inconsiderable firepower) have been invaluable to the unit. In the field, the ship acts as the Irregulars’ command centre, becoming almost a mobile fortress itself.

The same cannot be said for the Gazelle-class Duchess Royston. An elderly, decrepit ship, it is poorly maintained and in run-down condition. Its systems are a mess of jury-rigged, patched and bypassed components, and the ship itself is prone to malfunctions and is generally uncomfortable and unpleasant to use. Given that it is only carrying half its capacity, the burden on its systems is somewhat reduced, but that is only a minor relief.

While their own craft cover all their dropship needs, the Irregulars do not own or have access to their own Jumpship and, as such, are dependent on their employers for interstellar transport.

Insignia and Colours
The Irregulars insignia is a downward-pointing arrowhead, with alternating red, white and blue stripes. The insignia is typically painted on the shoulders or legs of BattleMechs, on one side of the front of Combat Vehicles and on one wing or the tail of aerospace fighters. The Irregulars’ units are painted in a three-tone blue colour scheme with a red trim. As an option, pilots may paint one arm of their ‘Mech (or a portion of the vehicle or one wing of a fighter) in a different colour if they choose.

Despite their history, the Irregulars do not have any sort of uniform.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 16:55:55
Magyari’s Irregulars Roster, January 3145

Alpha Company
Command Lance
Major Irisz “Invisible Space Fairy” Magyari, Mad Cat Mk IV
Lieutenant Charlie Bull, SCG-WF1 Scourge
Dimitri “Pythagoras” Matthias, ARC-9M Archer
Larry M. Lamont, SKW-2F Shockwave
Assault Lance
Lieutenant Takahashi Oda, AKU-1X Akuma
Nikola Kardos, CNR-7M Carronade
Lee Zheng, Vulture Mk IV
Randy R. Georges, UZL-8S Uziel
Recon “Peril” Lance
Lieutenant Will “Boof” Owens, HVC-P5 Havoc
GFN-4R Griffin
Bruce Wolf, SCB-9T Scarabus
OTT-9S Ostscout

Bravo Company
Support Lance
Captain Joon Dae-Ho, Sniper Artillery
Sniper Artillery
Sniper Artillery
Sniper Artillery
Air Cavalry Lance
Lieutenant Katrya Dernko, Lamprey Transport Helicopter
Lamprey Transport Helicopter
Hawk Moth II Gunship (MML)
Hawk Moth II Gunship (MML)
Battle Armour Platoon ("The Mexicans")
Lieutenant Maria Perez, Longinus (Magnetic) Battle Armour
Inner Sphere Standard (LRR) Battle Armour
Spectre Scout Armour
Grey Death Heavy Battle Armour

Air Wing
Lieutenant Alan “Sinker” Morrison, F-95 Stingray
F-95 Stingray

Miscellaneous/Support Units
Cecelia Stanley, Savour Repair Vehicle
Dr. Hadrian Cartwright, MIT 23 MASH

Transport
Trutzburg-class Silent Castle
Gazelle-class Duchess Royston
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 20:02:17
Personnel Files - Player Characters

Takahashi Oda
Age: 25 (Born 3120)
Homeworld: Kagoshima
Position/Rank: Lieutenant, Assault Lance commander
BattleMech: AKU-1X Akuma

The son of a noble Samurai family, Takahashi Oda was trained form birth to follow in the centuries-long tradition of his forefathers. Schooled in the ways of bushido from an early age, it was expected that he would serve his nation. Excelling in his schooling (save for a disastrous incident with the family’s ceremonial carp pond), Takahashi proved to be a capable MechWarrior as well as a loyal soldier of the Combine. So much so, that he was apparently earmarked for other duties.

Takahashi’s service record becomes somewhat muddied after he completed his training; rather than being assigned to a DCMS line unit, he seemed to disappear for a period, before reappearing within the ranks of the New Samarkand Regulars forces that were assigned to the Republic-Federated Suns front. He then disappeared again in the early 3140s, only to resurface on Galatea where he sought mercenary employment, having bought his family’s BattleMech with him.

In many ways, Takahashi embodies a lot of the traits associated with the Combine’s people. Distrustful of outsiders and foreigners while still loyal to the Combine, he seems to be almost at odds with the mercenary world that he finds himself a part of. However, he is still a skilled soldier and commander, which is enough for Major Magyari to trust him with command of her reconstituted assault lance.


Lee Zheng
Age:
28 (Born 3117)
Homeworld: Tybalt
Position/Rank: Mechwarrior, Assault Lance
BattleMech: Vulture Mk IV

Born into the Republic during its golden age, Lee Zheng saw none of its benefits. Boon into a poor family with no citizenship and raised on the streets, Lee turned to a life of petty crime to survive from an early age. An opportunist with a distrust of authority, he shied away from Republic service and the benefits that it would bring, instead trusting nobody but himself and those close to him.

These traits made him a natural for Bannson’s Raiders; scooped up as a part of an early reciting drive in the aftermath of the Blackout, Lee’s skills saw him assigned to what could be crudely described as a special forces team, one made up of other thieves, adventurers, drop-outs and the like with more determination then actual talent. Despite this (or maybe because of it), his team were successful, with Lee in particular benefitting from Bannson’s particular promotion policy. Soon he was riding in a captured IndustrialMech, and after that a salvaged Panther.

At some point afterwards, Lee came into possession of a brand new Vulture Mk IV and left the Raiders’ employ, with the two possibly being connected. After several more years of misadventures, he wound up on Galatea and was hired by Irisz Magyari as a part of her new Assault Lance. It was possible that his ‘Mech was seen as a more desirable trait then he was.

Gruff, insular and distrustful, Lee is not the most pleasant of people to be around. He doesn’t like to talk about his past, and as such, few know about his background, where he got his training, and how he came to be in possession of such an advanced ‘Mech.


Randy R. Georges
Age:
27 (Born 3118)
Homeworld: Victoria
Position/Rank: Mechwarrior, Assault Lance
BattleMech: UZL-8S Uziel

(EDITOR’S NOTE: The Capellan March has, at various points, boasted two worlds called “Victoria”. In this case, the “Victoria” referred to is in the Sidar OA and has been a part of the Federated Suns since at least 2596)

The son of a Mechwarrior family, Randy R. Georges was raised and schooled with the expectation that he would follow in their traditions. However, upon his graduation from military training, he chose instead to forgo tradition and become a journalist instead. Outgoing and driven, Randy had a definite enthusiasm for what he did and a desire to find the truth and report on what needed to be known.

Instead, his career didn’t work out as planned. Rather then the exciting world of a war correspondent or investigative journalist, Randy wound up working for a sleazy tabloid “current affairs” Holovid show. Engaged in what could only be described as ‘gutter journalism’, his career consisted largely of sensationalism, mud-slinging and trying to outdo his rivals in the drive for ratings and the sponsor’s Pound.

Disgusted with this turn of events, Randy chose to resign and turn back to his original training. Collecting the family’s BattleMech, he travelled to Galatea to seek employment as a mercenary. His motivations were twofold; the first was a desire to reclaim his original drive by being able to see the battlefield up close, raw and uncensored and capture all that came with it. The second was the feeling that, even in a life of being shot at for money, he was still better off then chasing welfare frauds and dubious cosmetic surgeons for a living.


Seonaig “Shona” McBryde
Age:
23 (Born 3122)
Homeworld: Coventry
Position/Rank: MechWarrior, Recon Lance
BattleMech: PXH-7S Phoenix Hawk

The scion of a wealthy family, Shona was raised with a strong sense of pride in both her family’s long history as well as her cultural heritage. Combined with her outgoing personality, she can often be very hard to miss to the point of attention seeking or even obnoxiousness. At the same time, she is a thrill seeker and often reckless, a trait that can be equal parts blessing and curse in a MechWarrior.

Family trained, Shona served with the Coventry CPM for a single tour of duty before being 'reassigned' for being a bit too 'free spirited' for the LCAF chain of command. However, her father (A Coventry Metal Works executive) felt that she needed more 'life experience' and, as such, arranged to set her up as a mercenary. A brand new Phoenix Hawk, straight from the CMW lines, was provided as a 'gift' to help her along her way.

Shona’s love of speed serves her well in the unit’s Recon Lance, while her thrill-seeking unfortunately meshes all too well with Will Owen’s style of ‘aggressive’ reconnaissance. The result is a lance that seems to be less about locating the enemy as it is about excitedly engaging it. So far, her skill and training has managed to keep her alive and more or less intact; whether this can continue is another matter.


Nikola Kardos (Retired PC)
Age:
27 (Born 3118)
Homeworld: Galatea
Position/Rank: Mechwarrior
BattleMech: CRN-7M Carronade

Nikola Kardos is not officially a member of the Irregulars, but, at the same time, is one of their most important and useful assets. Related to Irisz Magyari (albeit several generations back) he and his family have been allies of the unit for decades now.

Officially, Nikola is an independent “gunslinger” mercenary, one who is not attached to any one unit, but rather goes freely. In truth, Nikola is a skilled scout and investigator, one who has aided the Irregulars by providing groundwork for their operations as well as providing intelligence above and beyond what their employers would normally have access to (or share with them). Nikola’s investigations have aided the unit considerably in past, and have turned around a potential loss on more than one occasion.

Otherwise an unassuming man, Nikola is a master of disguise and blending in to his environment, becoming an unnoticeable face in the crowd. When needed, he will take to the field with his Carronade, but it is often the case that Nikola has won a battle before he enters his BattleMech.


Ransom Victor Kelley (Retired PC)
Age:
31 (Born August 7, 3114)
Homeworld: Norman’s World
Position/Rank: Mechwarrior, Command Lance
BattleMech: BLK-NT-5H Black Knight

Unlike many other members of the Irregulars, Ransom Kelley was born to the mercenary life. He is the son of two career mercenaries, and his family founded and served with the same unit, the 12th Highland Gryphons, for generations.   It was expected that he eventually would do such as well. Sent to the prestigious Albion Military academy, Ransom had high hopes for serving with his family’s command and carrying on it’s proud traditions.

Instead, other events intervened. At some point after the Blackout, Norman’s World was attacked by an as yet unidentified force. The Gryphons apparently disappeared, however investigations found signs of an intense struggle. To this day, the identity of the attackers and the fate of the unit remains unknown, however evidence from the battlefield suggests that the unit might not have been entirely destroyed.

The next few years of Ransom’s past seem shrouded in a veil of official secrecy, as no record of his whereabouts or activities is available. What is clear is that he reemerged a few years ago with a suspected Combine war orphan in tow, looking for employment as a freelance mercenary. In addition, he appears to possess a number of skills that would not have come from traditional Mechwarrior training. His overall goal, however, still appears to be finding the fate of his command and family.


Haki Aardvarkssen (Retired PC)
Age:
28 (born 3117)
Homeworld: Hermagor (Rasalhauge Dominion)
Position/Rank: MechWarrior
BattleMech: AXM-3S Axeman "Harriet"

There are many unusual paths that lead to the mercenary path, but Haki Aardvarksen has to have lived one of the strangest. Born on a farm in the Dominion world of Hermagor, Haki had two interests in his youth; horses and fossils. The latter, while often seen as fringe science, lead him to university where he would eventually earn a degree in Paleontology. At the same time, he also trained to become a MechWarrior, possibly as a secondary career choice should Paleontology not work out.

Haki managed to attract the eye of an IE recruitment team, and joined one of their rare paleontological expeditions. This experience proved to be incredibly beneficial for him, giving him the opportunity to see numerous different worlds while also being a part of several new discoveries. However, reality interceded, with the worsening situation in the Inner Sphere resulting in IE having to scale back expeditions, especially in areas that were seen as outside their main focus.

Rather than abandon his dreams, Haki took the unusual choice of falling back on his secondary skills, choosing to become a mercenary. In this case, the goal was to find a new way to travel the Inner Sphere and not only see new worlds, but also discover what secrets they may hold. Rather than doing such as a part of an expedition, he would instead be doing it as a personal 'side' business, albeit one indirectly supported by his current employer.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 December 2015, 20:08:00
Personnel Files - Command Staff NPCs

Irisz Magyari
Age:
35 (Born 3110)
Homeworld: Galatea
Position/Rank: Major, Commanding officer of Magyari’s Irregulars
BattleMech: Mad Cat Mk IV

There are two things that you should never ask Irisz Magayri. The first is how she lost her right eye. The second is how she earned the nickname “Invisible Space Fairy”. Normally a reasonably friendly and easygoing woman for a mercenary commander, Irisz will deflect answers on these two issues, and has been known to threaten people with summary dismissal for pursuing the matter.

The only child of Bors Magyari (At least, the only known; given his string of affairs), Irisz had accepted that one day she would inherit command of the family’s unit and continue a tradition going back over a century. She hadn’t expected that she would do so in such a sudden and unexpected matter, and certainly not at such a young age. Level-headed and pragmatic, Irisz figured that her father was not returning any time soon and, as such, set about doing the best for her unit that she could.

Since that time, she has grown as a commander, managing to keep her unit together and ahead during what could only be described as trying times for the mercenary industry. While Irisz does her best for the unit as a whole and focuses on the bottom line, she also wants to do what’s right and avoid a lot of the negative connotations associated with the mercenary trade. This has helped keep the Irregular’s reputation strong and their finances as secure as possible.

Due to the unit’s small size and her own experiences, Irisz tends to command her unit from the field. She has stated that it gives her a sense of responsibility, noting that “It’s easier to see what you’re ordering your people to do when you’re in the thick of it.” Despite her dedication to the unit, however, she is level-headed and engaging, and does her best to get to know the people she’s commanding.


Joon Dae-Hoon
Age:
42 (Born 3103)
Homeworld: Misery
Position/Rank: Captain, Commander Bravo Company
Vehicle: Sniper Artillery

A lifelong mercenary, Joon Dae-Hoon is the nominal second in command of the Irregulars and their longest standing member. Joining the Irregulars as a technician by lying about his age, he worked his way up to command of a vehicle, then a lance, then eventually the entire Bravo company. Dae-Hoon possesses a combination of experience and skill that makes him invaluable to the unit, both on the battlefield and its management, which is useful given how disagreeable he is.

Grumpy and bitter, Dae-Hoon has been married three times and divorced twice (and it’s rumoured to be having problems at home). He is argumentative and disagrees with just about everyone, while also pushing his own opinions. And while loyal to the unit as a whole,  Dae-Hoon is one of Bors’ supporters who feels that Irisz should stand aside when (not if) he returns to the unit. He does follow her orders, but at the same time still sees her as being an ‘interim’ commander.

Despite all his problems, he is still a very capable soldier and commander. His precise and timely artillery support has turned the tide in more than one battle, and his advice has been invaluable to the unit as a whole. Irisz tolerated his presence and his problems, but at the same time has made it clear that, should he step over the line, she will gladly remove him from the roster.


Maria Perez
Age:
31 (Born 3114)
Homeworld: Chirac
Position/Rank: Lieutenant, Commander Battle Armour Platoon
Battle Armour: Longinus (Magnetic) Battle Armour

Under Bors Magyari’s rearmament program, the Irregulars had assembled a hodge-podge collection of infantry, both armoured and conventional. When Irisz inherited command of the unit, the infantry units were some of the first to go, many of them having been recruited for the sake of puffing numbers rather than actual combat effectiveness. Among the survivors of the cull was Maria Perez, a battle armour commander.

Tough and rugged (“Mannish” in her words), Perez is a no-nonsense and determined woman who does her best to keep her men alive on the battlefield. While not adverse to taking risks (as a Battle Armour commander, it’s hard not to), she also won’t order her men into any situation that she sees as being crazy or suicidal. Similarly, if given an order that she doesn’t like, she won’t hesitate to let someone know her feelings.

When off-duty, Maria is a different person. Friendly with her men and the other members of the unit, she drinks hard and enjoys herself. She’s also Bruce Wolf’s self-appointed drink tester, which has lead to a good relationship between the two, as well as rumours of a romantic connection.


William “Boof” Owen
Age:
30 (Born 3115)
Homeworld: Flitvelt
Position/Rank: Lieutenant, Commander Recon Lance
BattleMech: HVC-P6 Havoc

A hulking brute of a man, Will Owen seems to be barely capable of fitting into the cockpit of his lightweight Havoc. However, when inside it, Will shows a degree of fearlessness that would make one think that he was piloting an Assault ‘Mech. He likes to be in the thick of things, constantly on the move and using his ‘Mech to strike and snipe at the rear or flanks of enemy forces.

Given that he is the commander of what is nominally a Recon Lance, that might be seen as a problem. However, despite his enthusiasm for a fight, Will is also smart enough to know when to stand and when to run. His lance won’t stop and fight when out-numbered or out-gunned, but they’re more than willing to join in the rest of the unit and do their part once the battle is engaged. As such, he’s taken to calling his unit the “Peril” lance to reflect their status as harassers and strikers.

Despite his size and strength, Will is not the sort to bully and intimidate others. Rather, he is surprisingly friendly and outgoing, almost to the point of being aggressively such. Above all else, he is very loud, loving to laugh and let everyone around him know it.


Katrya Dernko
Age:
30? (Born 3115?)
Homeworld: Unknown, presumably Baltazar III)
Position/Rank: Lieutenant, Commander Air Cavalry Lance
Vehicle: Lamprey Transport Helicopter

Sometimes a mercenary commander has to take a gamble in response to an unexpected situation. Such an event occurred while the Irregulars were hunting pirates in the former Circrinus federation. A pair of Lamprey transports approached their landing zone, claiming that they wished to surrender. Despite concerns that it might be a trap, Irisz let them through. What she found was a surprise; the two Lampreys, crewed entirely by women, were packed with civilian refugees.

Katrya Dernko was the leader of the group and had offered to surrender and turn over the VTOLs in exchange for safe passage. Instead, Irisz made her a counter-offer, giving her a place in the unit. A skilled pilot in spite of her dubious background, Katrya became the head of the recently restructured air cavalry lance, responsible for transporting Battle Armour and providing support to ground troops.

Despite her background (Or perhaps because of it), Katrya comes off as stylish and sophisticated, with an eye to fashion and looking her best. However, she also is clearly rather protective of her fellow pilots, and tries to avoid answering questions about their pasts or how exactly it was that they came to be in that situation. Regardless, they have Irisz’ trust, and have shown no end of dedication on the battlefield.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: snakespinner on 27 December 2015, 22:15:38
Will you be doing a storyline with this unit DB or just writing up the unit.
An interesting unit. O0
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Kojak on 27 December 2015, 23:37:30
There's actually a very extensive, incredibly well-written storyline. Deadborder, it might be worth linking over the Irregulars' blog so other folks can catch up on their previous campaigns.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 28 December 2015, 00:05:02
There's actually a very extensive, incredibly well-written storyline. Deadborder, it might be worth linking over the Irregulars' blog so other folks can catch up on their previous campaigns.

A good plan! First post is updated with a link
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 29 December 2015, 03:01:55
Personnel Files - Misc. NPCs

Bruce Wolf
Age:
33 (Born 3112)
Homeworld: Basalt
Position/Rank: Mechwarrior, Recon Lance
BattleMech: SCB-9T Scarabus "Drop Bear"

Born in the Republic, Bruce had a fascination with all things Clan from an early age. Fascinated by the appeal of their warrior ways and developing an almost romanticised image of Clan lifestyle, Bruce studied clan Lore and history while also doing his Responsible Service of Alcohol course. After the Blackout, he acted on his dreams, venturing to Tigress to join the Steel Wolves. Bruce performed well enough to become a Mechwarrior with the Wolf Lancers cluster.

At first, things went well for him. In an early battle, his Scarabus defeated the leader of a Ghost Bear enclave, decapitating their Ursus with its hatchet. (And thus earning it the nickname ‘Drop Bear’). However, when Anastasia Kerensky chose to dissolve the Steel Wolves and reform them as the Wolf Hunters, he was one of those who chose to leave. For Bruce, it was less about becoming a mercenary and more of the fact that Kerensky had made the decision without telling anyone.

For several years, Bruce worked at a bar on Galatea, mixing cocktails and using his income to house his ‘Mech. He was discovered by Irisz during a recruitment drive, who saw in him a lot of potential that was being otherwise wasted (Her past experiences with fighting the Steel Wolves also coloured her decisions). Bruce was recruited by her, becoming a part of their Recon Lance and serving ever since. In his downtime, he also runs the bar in the Irregulars’ compound.


Cecelia Stanley
Age:
31 (Born 3114)
Homeworld: Galatea
Position/Rank: Chief Technician

Having spent all her life in one mercenary unit or another, Cecelia Stanley (“Stanley” to everyone) is no stranger to the world. Trained by her parents and with plenty of practical experience, since joining the Irregulars she has worked her way to becoming their chief technician. Skilled at her job, she is very much the ‘hands on’ type who enjoys a challenge and doesn’t shy away from doing hard work herself.

While technically a non-combatant, Stanley is not afraid to do what’s needed if called for it. She has been known to take her Savoir Repair Vehicle perilously close to the battlefield to support the unit’s ‘Mechs. She pulls long hours in the repair bays afterwards, and often assigns herself the toughest or most high-priority jobs.

The result is that Stanley has a lot of respect from other members of the unit, and is often seen as being ‘one of the boys’ despite not being an actual soldier. Hard drinking, she enjoys arm wrestling and showing off, and has developed something of a friendly rivalry with Will Owen over proving who is the tougher of the two.


Hadrian Cartwright
Age:
30 (Born 3115)
Homeworld: Alphard
Position/Rank: Doctor

Born to a comfortable, middle-class Marian family, Hadrian Cartwright showed a keen intellect from an early age and an interest in medicine and especially the chemistry behind it. His parents encouraged his talent, sending him to university to study, as well as arranging an internship at one of the Hegemony’s best hospitals. When he graduated, it was expected that he would have a fantastic career ahead of him.

Instead, he dropped out of sight for reasons unknown, only to resurface on Galatea seeking work as a mercenary medic. His skills and resume saw him hired by the Irregulars, where he became a part of their support team. His duties have included everything from regular check-ups to operating in a MASH unit close to the frontlines.

Hadrian does enjoy the good life; while whatever it was that saw him leave the Hegemony may have cut him off from his family, he still appears to be rather well off, almost to the degree of splashing out and showing off his wealth.


Charlie Bull (KIA)
Age:
45 (Born 3100)
Homeworld: Galatea
Position/Rank: Lieutenant, Command Lance
BattleMech: SCG-WF1 Scourge

Charlie Bull is the oldest presently active member of the Irregulars. Born from one of the diminishing numbers of mercenary families, Charlie gladly continued in the same trade as his predecessors, even as the universe was making them seem more and mire irrelevant. He joined the Irregulars in his early 20s, and had remained with it ever since, By the time of the Blackout, he was one of the unit’s officers and, more importantly, had become a close friend of Bors Magyari.

That friendship and loyalty would prove to be invaluable, not just on the battlefield but in other arenas as well. After Bors' disappearance, Irisz Magyari inherited command of the unit by default, but was not unchallenged. There were those in the command who cited her relative youth and lack of experience as weaknesses, and others who felt that they were better suited for the position. Charlie, however, was one of Irisz' key supporters, and managed to bring the bulk of the unit behind her.

The effective second in command of the unit, Charlie often serves to run the operations of Alpha Company's BattleMechs specifically, while letting Irisz focus on management of the unit as a whole. He remains a steady friend ands strong supporter of her, and has her back both on the battlefield and in the complicated issue of mercenary politics. This has also seen him butt heads with Captain Dae-Hoon on numerous occasions; the two men have little love for each other, but do respect each other's capabilities and what they bring to the command.


Dmitri Matthias (KIA)
Age:
28 (Born 3117)
Homeworld: Aitutaki
Position/Rank: MechWarrior, Command Lance
BattleMech:  ARC-9M Archer

An unusual man for a MechWarrior, Dimitri does not, at first glance, appear to be the part. Slender, with scruffy hair and often unshaven, he looks more like he would be lecturing a class then piloting a BattleMech. The image is further enhanced by his obvious love of Mathematics; Dimitri will gladly talk for hours on any maths-related subject if given even the slightest provocation, often with a clear passion for his subject.

The fact is that Dimitri is actually a very good MechWarrior, and his particular interest is of great help to him in his chosen field. He is very adept at quickly calculating and recalculating trajectories for his Archer’s Long-range missiles, and has a reputation for putting down very precise and well-timed indirect fire support.

The son of a prominent political family, Dimitri’s family were forced to leave their homeworld following its last invasion by the Principality of Regulus. While some of its members have since returned with the formation of the new Free Worlds League, Dimitri has chosen to remain a mercenary. He has often joked that the battlefield is a great way to test theorems and formulae.


Carrie Bull
Age:
28 (born 3117)
Homeworld: Galatea
Rank/Position: MechWarrior, Command Lance
BattleMech: SCG-WF1 Scourge

The niece of former Irregualrs member Charlie Bull (And one of his few living relatives), Carrie chose to follow her own path in life. While she trained as a MechWarrior, rather than becoming a mercenary like others in her family had she instead chose to seek fame and fortune on the game world of Solaris VII. A combination of talent and charisma served her well, Carrie managing to attract interest and secure a place.

Her career rose quickly, with Carrie showing a considerable amount of talent and a flair for showmanship. By 3142, she was a rising star, one who was being touted as potential championship material. The Wolf Empire’s invasion of Solaris did slow her career, but didn’t stop it by any means. Carrie continued to participate in the now somewhat reduced games, but began to become ever increasingly vocal and public in her dislike of Clan Wolf.

However, in late 3144 she abruptly quit her team and the game world altogether, dropping out of sight with no explanation whatsoever. It was several months before she resurfaced as a member of the Irregulars, having inherited her uncle’s BattleMech and being offered his position in the unit. While she has begun to adjust to the very different lifestyle and way of fighting, there are still questions as to why she dropped out in the first place.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 29 December 2015, 03:05:58
Mao's Rifles

MRBC Update 01-01-3145

(http://2.bp.blogspot.com/-crJXXSt1ffY/UrTK1YDYLNI/AAAAAAAAAGk/nfotjIUlY7U/s1600/maosrifles.png)

History
While the Cappellan confederation depicted its push into the Republic as a victory of it and its people, liberating their long-oppressed brothers from the hands of the occupying Republic, not everyone saw it as such. Mao Xingyang was a wealthy businessman who, despite his Cappellan background, actually enjoyed life in the Republic. An active leader in his community, he enjoyed the Republic’s ideals of freedom and responsibility, rather than the restrictive nature of the Confederation.

As the Republic’s forces began to wither and withdraw, Mao turned a lot of his wealth towards trying to build his own militia unit to help protect those who, like him, had no love for the Confederation and no desire to rejoin it. Support from the Swordsworn helped train the unit, but with the RAF’s withdrawal into Fortress Republic, it quickly became clear that fighting the CCAF was a losing cause. Battered, Mao’s forces were forced to abandon their posts, retreating across the shrinking Republic to Galatea.

While now serving as mercenaries, Mao and his people harbor a desire to return to their homeworlds and reclaim them for the Republic. However, Mao is also a realist, and knows that is unlikely to happen given the current strength of the CCAF. Like many, he holds out against the idea of the Republic re-emerging from behind the Fortress Walls and reclaiming its lands, at which point he will gladly join them. For now, his unit serve as mercenaries, doing what they can to survive and build their strength.

Force Strength
While on paper Mao’s Rifles are a combined arms battalion, in truth they fall somewhat short of that. Mao’s command company consists of two BattleMech lances, filled with older designs that mostly predate the Jihad. The company has been under-strength for some time, and as yet, efforts to bring it back up have failed. Bravo company is equipped with a mixture of tanks and hovercraft, again primarily older designs.

Charlie Company is lead by a mixed platoon of assorted Battle Armour designs, again mostly older suits with a few upgrades in among them. The rest of the company is made up of conventional infantry, who in turn are composed primarily of dispossessed crews or those looking for an opportunity. A lack of transportation assets means that the conventional infantry rarely see the field, instead being used primarily for security.

Support
At present, the Rifles’ technical crews are able to cover all of their support and maintenance needs, albeit very closely. In the advent of major battlefield damage, the technical crews would be struggling to get their units back into fighting shape. In order to support them, many of the unit’s combat personnel have some degree of technical training to assist where needed, somewhat alleviating the burden.

Financially, the Rifles are in much the same state. Marginally in the black, a single defeat or breach of contract could send them spiralling into debts. While founded initially from Mao’s own reserves, those have long dried up and with his assets now in Capellan hands, it is unlikely that he will be able to draw from them.

Transport
Mao’s Rifles boast a single dropship, the Sing Little Birdy. A centuries-old Triumph-class transport, the ship is very much run down and in dire need of an overhaul and refit, something that is unlikely to happen any time soon. The ship is completely ill-suited to combat, which combined with the Rifles’ lack of aerospace support, is seen by some as a disaster waiting to happen.

While the Rifles lack their own Jumpship, Mao is on good terms with several captains courtesy of connections made during his days as a businessman.

Insignia and Colours

The Insignia of Mao’s Rifles is a pair of crossed red laser rifles on a yellow five-pointed star. The unit’s equipment is painted in an olive drab with alternating red and yellow highlights.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 29 December 2015, 03:15:01
Simulator Battle Report
MRBC Area E266
01013145

Battlefield: Beach Hills
Time of Day: Midday
Weather: Clear

Scenario: Seek and Destroy
Outcome: Blue Team Victory (Red Team surrender)


Blue Team: Magyari’s Irregulars

Mech:
AKU-1X Akuma
Pilot: Takahashi Oda
Status: Moderate Damage
Damage: Right Arm armour (severe damage);  Left Arm armour (severe damage); Torso armour (moderate damage); Engine Shielding (light damage)

Mech: Vulture Mk IV
Pilot: Lee Zhen
Status: Light Damage
Damage: Right Arm armour (severe damage); Left Arm armour (severe damage); Torso armour (severe damage); Left Leg armour (light damage)

Mech: UZL-8S Uziel
Pilot: Randy R. Georges
Status: Undamaged
Damage: None


Red Team: Mao’s Rifles

Mech: RFL-6X Rifleman
Pilot: Mao Xingyang
Status: Light Damage
Damage: Torso armour (moderate Damage); Right Arm armour (light damage); Left Leg armour (light damage)

Mech: BLR-4S Battlemaster
Pilot: Jin Yaozu
Status: Destroyed
Damage: Head (destroyed); Torso armour (severe damage); Rear Torso armour (moderate damage); Right Arm armour (moderate damage); Right Leg armour (destroyed); Left leg armour (destroyed); Gyro (severe damage); Right Foot Actuator (destroyed)

Mech: GRF-3M Griffin
Pilot: Cheah Chanming
Status: Light Damage
Damage: Left Arm armour (moderate damage); Right Leg armour (severe damage)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 29 December 2015, 03:17:18
From the personal journal of Irisz Magyari

The new recruits are now formally into the unit. I took them down to the MRBC for a simulator battle, less to test their skills and more to see how these three strangers would be able to gel as a team. I knew that it wouldn’t be easy, given that they had never met before, had come from completely different backgrounds and had ‘Mechs with rather radically different capabilities. (Of course, the potential fourth lance member backing out at the last minute only made things a that much harder for me)

I’d put them up against Mao’s Rifles. Mao owes me a favour, and I think that he was hoping to get a victory over some rookies that he could use to bump up his unit a little. From what I’ve gathered, he’s hurting financially and his unit’s been taking quality hits, two things that rarely end well in the mercenary world. Unfortunately, the battle didn’t go his way, a fact made even worse by Mao’s using himself, his XO and one of his lieutenants in the battle.

I think I could best describe the results as “interesting” more than anything else. Takahashi very quickly took control of the situation and showed that the formal training he’s had (Definitely upper-crust DCMS) paid off. Not only was he able to effectively run his lance and balance their abilities, but he was quickly running rings around Mao’s men (Literally in the case of that Uziel. Randy loves his jump jets).

Things looked bad at first as Lee got himself hammered by all three of them, but he recovered fast enough. I’ve seen first-hand what that FL armour can do for a ‘Mech, and Lee was definitely getting his money’s worth (or however he got that Vulture, more on that to come) and came through a lot better then he should have. At first the response was rather scattered, but then things changed in our favour.

Takahshi managed to separate the BattleMaster, battering it with his Akuma and definitely getting better than he got. That drew it out, allowing all three of them to open up on it. They ripped its armour apart, but it managed to keep standing. A second volley saw it go down, hard, however, even if it cracked Takahasi’s shielding in the process. In response, Takahashi put his Akuma’s foot through its head. End of story.

Mao chose to surrender at that point, a decision that I don’t blame him for. He’d lost his biggest ‘Mech with little to show for it, and was fighting at a numerical disadvantage. If he’d pushed his luck, he and the Griff might have been able to bring down the Akuma, but not quickly. I’ll admit that I’m a little disappointed that the fight didn’t last longer, as I wanted a better impression of the newcomers in action, but I’ll admit that I liked what I saw.

Afterwards I introduced them to the base, the staff and so on, got them settled in and bunked down. We held one of our little mixers in the evening to get people talking and get the three of them introduced to those that they’ll be fighting alongside. It made for some interesting observations, let me say.

Takahashi is definitely a Drac and a Noble, no doubts about it. He mainly associated with the officers and Hadrian (the most obviously rich member of the unit) but was for the most part very stern-faced and businesslike about it all. He’s professional, stoic and the like, and not the sort for idle chit-chat. I’m not saying that’s bad, mind you. Not what I’d do, but at the same time, if it works for him then I won’t stop him.

Lee is pretty antisocial, but not in the same way. Mostly he has mumbled, clipped conversations and that’s about it. He makes a few short quips and tries to engage to a limited degree, but he doesn’t want to go too far beyond the introductions. I get the impression he’s hiding something about his past; he’s rather vague about a lot of points, and a little evasive (Though I’ll have to hear his space volcano story some day. Might even end up dropping an inadvertent clue)

Randy is definitely the most friendly of them, even if that’s a loaded statement. He pretty much buzzed around the room, talking to everyone who he came near (yes, even Mr Grumpy) and did his best to get himself known and get involved.  He likes to talk, it seems, and also wants to hear everything that everyone has to say, no matter how inane. He also drank two (!!) of Bruce’s “Coolant Flush” cocktails. And not just the regular, he took the double.

Ok, enough of that. Sleep now. We ship out to Hamilton in the morning.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:13:06
A brief History of the Qizilqum Independence Movement

(This is a rather quick and dirty summary ripped from an online fact-file, but it's enough to cover what we're doing here. I'll go into more depth on the current situation when we get on-world and have the latest news - Irisz)

The roots of the movement stretch back to the time of the Terran Alliance and the destruction of the Central Asian Alliance. A repressive authoritarian regime, the Central Asian Alliance’s demise bought freedom to millions and was a part of the unification of Terra. In the aftermath of its destruction the Alliance, it was effectively purged, symbolically destroyed in much the same way as the Rim Worlds or Word of Blake’s imagery were eliminated.

While to the majority of the population, the fall of the Alliance was a boon, those who had been among the ruling elites had quite literally lost everything, even down to their national identity. In the survivors of those elites and their families, this bread a degree of resentment and a desire to recreate what had been lost, if not on Earth then somewhere else.

Colonisation provided that chance. A group of families, largely ethnic Uzbeks who were descendants from those disenfranchised elites, arranged a way off Terra, pooling resources to find their own way to the stars while ‘encouraging’ others to join as colonists. Choosing a potential world, they made their home in a dry, remote district of a world they named Qizilqum (“Red Sands”), creating a new government modelled on what they had left behind.

Unfortunately, the new colony suffered from one disadvantage; it was not alone. Terran Alliance colonists arrived on the world shortly afterwards, naming it Hamilton. Initially the two groups were unaware of each other’s existence, due to geographic separation. It was only after several years that the two groups came into contact, with disastrous results. The Qizilqum colonists saw the Alliance colonists as being their enemies, sent by the Terran Alliance to take their new homeworld.

A low-intensity war broke out, one hampered by a mutual lack of resources on both sides. Further hampering the Qizilqum colonists was their own desire to recreate their lost homeland and its government, resulting in mass unrests and uprisings once their populace found out that there were others on-world. By the time the Terran Alliance stepped in, the Qizilqum government were fighting insurrections as well as the Hamilton colonists.

Mediation by the alliance saw the Hamilton colony recognised as the world’s legitimate government, with the Qizilqum Republic disarmed and dismantled. This state lasted until the alliance’s withdrawal, whereupon conflict again broke out. It wasn’t until the establishment of the Free Worlds League and its absorption of the world that a degree of stability was bought to the issue. Under the League, the Qizilqum people were given representation in the planetary government.

During the Star League era, things remained relatively quiet; by this point, the descendants of the Qizilqum leadership were more or less integrated into the planetary population, and the prosperity of the times meant that there was little support for a violent return to the heavy-handed, oppressive regime of the past. It was during the Succession Wars that things again changed, albeit in an unexpected way.

Taking advantage of the Free Worlds League’s laws, the Qizilqum minority achieved an independence of sorts, forming an autonomous republic within Hamilton with a degree of independence from the planetary government. The result was a relatively peaceful and stable situation where the two groups coexisted, maintaining cordial relations. The Qizilqum Autonomous Republic benefited from a much lighter hand then its ancestors, treating its people with the same respect and allowing them the same freedoms as the rest of Hamilton enjoyed.

The Jihad changed all that, however. Hamilton’s government supported the Word of Blake, while at the same time there was an upswing in armed militancy among the Qizilqum people. The result was a short and bloody planetary civil war that was ended by the intervention of the Word of Blake and hired mercenaries (Rumours of a Shadow Division being used to put down the rebellion remain unsubstantiated and may just be urban legends designed to talk up the effects of the resistance).

As a result, when Hamilton joined the Republic of the Sphere, the Qizilqum movement had again been de-fanged, neither active nor willing to fight the change of government. Instead, moderates prevailed, again working with the Republic to reap the benefits from participating with the new government. The result was decades of stability and growth and a return to full integration with the rest of the planetary population.

The aftermath of the HPG Blackout, however, saw a second rise in militancy as, like so many others across the republic, the Qizilqum leadership chose to arm themselves and declare their independence from the Republic. Even after Hamilton became a part of the Senate Alliance and later the reformed Free Worlds League, the insurgency continued.

In the last few years, however, the tempo of the insurrection has dramatically increased. Rebel groups have been becoming larger and better organised, as well as much better armed. Tanks and other armoured Vehicles have begun appearing with greater frequency, suggesting that the rebels may now have foreign backers with a vested interest in the world.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:16:20
Qizilqum Liberation Front force assessment, January 3145

The following is an assessment of the Qizilqum Liberation Front’s (Henceforth QLF) forces and abilities, as of 1 January, 3145. It is for distribution to planetary militia forces and FWLM units, as well as any affiliated mercenaries. While the information is admittedly sketchy, the information contained within is none the less considered to be accurate and a fair summary of their abilities.

Roxana Zaryos, Hamilton Planetary Guard
01-01-3145



Leadership and Command Structure
At present, the full structure of the QLF’s command is unclear. In general, they operate in a decentralised cell system, based around small strike forces and operational groups, each reporting to a local subcommander. Information is kept highly compartmentalised so that the capture of one commander or defeat of their cell does not compromise the rest of the organisation. These cell commanders in turn report to higher-ranked commanders, who in turn report to the highest levels of the organisation.

At present, the full size of the QLF is unclear, but intelligence and recon, as well as forensic studies of past attacks, suggest that at least a dozen different ‘cells’ exist. These may use highly varying tactics and force structures, all dependant on what assets they have available and the local situation. Many cells are limited solely to terror tactics, whole others have access to armour and other heavy equipment. On occasion, multiple cells will cooperate towards a single goal, but this is rare.

The overall commander of the QLF is apparently “Prince” Zafar bin Muhammad Serakhis. A former member of the Hamilton Planetary Guard during the Republic era, Serakhis is wealthy and charismatic, known to have business connections across the Augustine Alliance and possibly to other former Republic worlds. Defecting from the guard following the blackout, it appears that he worked his way to the top of the QLF over several years. Serakhis also serves as the face of the QLF, appearing heavily in their propaganda broadcasts. His family can be traced back to the original Qizilqum leadership, which apparently gives him a measure of status within the movement.

Qutaybah Darya is a prominent mid-ranked commander, one who seems to have access to considerable armoured assets. Another former member of the Standing Guard, it appears that he followed Serakhis into the QLF. Balgan Nabiyev is another mid-rank commander, apparently in charge of a number of independent, small terror cells, especially those in urban areas. Not much is known about him, and it is possible that his name is an alias.

Force Size and Equipment
The QLF’s overall size is somewhat nebulous due to their decentralised and irregular nature, but a few fair assessments have been made based on observations. The QLF has approximately a battalion of armour under their control, scattered into largely lance-sized formations. For many years, their armoured assets largely consisted of salvaged or improvised units with little coherence, but in the last few years a degree of standardisation has occurred, suggesting that they either have access to a supply cache or an outside source.

Common vehicles in the QLF include Zukhov Heavy Tanks, Scorpion and Striker Light Tanks, Light SRM carriers and converted trucks. Heavy APCs are also common, and a few Thumper artillery vehicles are known to be among their forces but rarely seen. BattleMech assets are limited to a handful of converted IndustrialMechs, and the QLF does not have any aerospace assets. Several Karnov VTOLs have been sighted, but these seem to act purely as transport assets and are unarmed.

A typical “force” will consist of one or two Zukhovs, supported by a mixture of Scorpions and Strikers as well as infantry forces. However, not all forces have access to the heavy tanks, and some will simply use SRM carriers for offensive punch. Conventional infantry are frequently used to supplement their forces, usually armed with a mixture of whatever small arms come to hand, as well as the occasional heavy or support weapon.

Colours and insignia
The QLF lacks any standardised colours or distinctive insignia, but some units have been seen sporting the old Qizilqum flag. Most vehicles are painted in local camolfauge, but some sport coloured trim highlights; it is suspected that these are an easy way of identifying different cells for combined operations.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:18:23
From the personal journal of Irisz Magyari

We not only had out first engagement with the QLF today, but it was also the first time that the newcomers had seen actual combat as a lance. I’m going to say now that I was impressed, especially given the circumstances they found themselves in and the aftermath.

As per our agreement with the Hamilton Planetary Guard, we’d been running patrols around the perimeter of Kazan City, probing the regions were QLF forces were known to prowl. It’s a ‘show of force’ kind of thing, designed to impress the rebels with our ‘Mechs and discourage them from making any moves. So far, it had seemed to work; we’d had fleeting contacts and the like, but the QLF definitely didn’t want to pick a fight.

However, we were also following up leads, just in the off-chance that something turned up. As much as the Planetary Guard wanted us to stand around and look good, I could tell that Roxana really wanted a solid victory.

Well, I think we delivered one. And as I go over both the report and the BattleROMs, it makes for a rather interesting picture.

A PG scout reported a Karnov VTOL passing by, so the Assault lance (Nearest unit is the slowest, of course) were sent to investigate. What they found was surprising; the Karnov had put down in the ruins of an old village, and was surrounded by QLF armour. A mix of Zhukov, Scorpion and Striker tanks, as well as a pair of converted AgroMechs all were present, and were willing to openly engage our ‘Mechs rather than flee.

Takahashi rather quickly took command of the situation, figuring that whatever was on the Karnov was important enough for them to want to protect it. Several well-placed shots from Lee’s Vulture managed to disable it, although it turned out that it wasn’t going anywhere. It had apparently landed with mechanical problems, and wouldn’t have been able to take off again, hence the aggressive moves by the QLF armour.

While the Assault Lance (with a squad of Battle Armour riding along with them) were massively out-numbered, the difference in both equipment and training became rather quickly clear. The three of them were well-coordinated, moving aggressively to use their mobility and the terrain to their advantage, while picking off targets.

Conversely, the QLF forces were disorganised and couldn’t decide if they were advancing, holding their ground or guarding the Karnov directly. The result was that their forces were strung out all over the place, allowing themselves to be picked off one-by-one. The Zhukovs ended up being unable to use their firepower effectively, putting more shots into the hills then our forces, while the Strikers stuck close to the Karnov (and when one decided to move it instead skidded in the ruins and disabled itself)

The AgroMechs almost weren’t a factor; one lost its sensors early, and the other lost its weapon arm, rendering them near-useless. The Battle Armour tried to bring it down, albeit with limited success. Not that it mattered; with half their units damaged, crippled or immobilised, the surviving QLF forces surrendering when the Assault Lance moved to block their retreats. Only one damaged Scorpion got away in the end, with very little damage to the lance.

(The sole exception was Lee; while he was busy mowing down infantry with his pulse lasers, a few of them put man-portable SRMs into his head and knocked him out. His injuries were minor, but that’s about the limit of the damage taken)

Speaking of, I’ll admit that there was one thing that definitely didn’t sit well with me. Lee made very effective use of inferno SRMs to roast a Scorpion and torch a couple of other vehicles. Now while I can appreciate the pragmatism of it, I’m not sure if I actually like it. It’s a messy way to die, yes, but then this is a messy business. Either way, I just hope that footage doesn’t make it onto the news to show the people how we’re ‘protecting’ them.

That aside, there was one other prize which the QLF tankers were so desperate to defend. It turns out that the Karnov’s ‘cargo’ was Zafar bin Muhammad Serakhis himself, the leader of the QLF and now our prisoner. We may just have wrapped this job up without even trying.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:20:26
Kazan City politics

(EDITOR’S NOTE: The following blog post was discovered by Randy R. Georges during his investigation of the local media)

So how’s this for a thankless job? Be the governor of a region that’s both economically depressed and the hotbed for a terrorist/revolutionary/whatever movement? And on top of that, have somebody further up the food chain bring in outside contractors as a way of telling people that hey, you can’t do your job so we’ve hired someone to fix your mess for you.

Want that job? Because I’m beginning to think that Rashid Zaydid, the governor of the Kazan district, certainly doesn’t.

Let’s take a quick look at the background, shall we? The last two men in his job didn’t fare that well either. First Sukhrab Kentau is impeached (and imprisoned) over that whole fiasco with the Convention Centre (leaving a budgetary hole that they’re still trying to fill and a dud building they’re still paying off) and then Nurassyl Smythe is assassinated by the QLF. You get the impression that Rashid didn’t so much apply for the job that he was the only person who they could talk into taking it.

Either way, Rashid winds up in the big chair and inherits a whole mess of ongoing problems (Uprising, economic depression, crime and so on) as well as then having to go through the ‘reorganisation’ of the planetary government when it joined the Free Worlds League. All in the meantime he’s failing to make any headway into any of the region’s problems while inheriting an extra layer of bureaucracy from the League. (Remember when the Senate Alliance broke away from the Republic over this sort of thing? That worked out well, didn’t it)

So what’s he to do? He appeals to the Planetary Guard for support in putting down the insurrection/rebellion/uprising/bunch of guys who have a hard-on for a millennium-dead government that nobody liked anyway/whatever it is, and gets a passable result. They reinforce the local guard with more tanks, VTOLs and men and do a neat job of spiffing up the local garrison, but all that does is give the QLF more targets to shoot.

That in turn sees the PG’s ‘trouble-shooter’, Roxana Zaryos, have to step up her own activities while undercutting his authority. She gets to go over his head, citing the ‘emergency situation’ and such (Resolution 288 anyone?) and call the shots, so all he can do is sigh and fill in the paperwork for her. She requests help from the FWLM, but they’re too busy being ravaged by the Wolves to fight a grubby little local uprising. So there goes that idea.

Meanwhile, here in Kazan city, things are going just peachy. The local economy remains in the hole, unemployment is funnelling disaffected youth straight into the QLF’s recruitment centres (or tents, or caves or whatever), a new designer drug is sweeping the streets and the rebels seem to be getting even more bold. Rashid Zaydid, the man who’s supposed to be in charge of the situation is more drowning under a wave of crises as things are going from bad to worse. And in all this, Roxana’s busy suborning local law enforcement into terrorist-hunting with little results, but he’s the public face of all that’s going wrong.

But our PG commander still doesn’t have a solution for the mess. Out of options, she takes the only logical step; she goes over his head and straight to the planetary government to hire a Mercenary unit to fight their fires for them. His part in all this? Sign the paperwork that puts our Tax Eagles into the pockets of those money-soldiers. Now don’t get me wrong, I’m all for ending this mess once and for all, but the question remains, is this really the best way to do it? Will this actually work or will the presence of BattleMechs only escalate things further?

I’ll say one thing though. Whatever happens, I’m willing to wager that Zaydid cops the blame for it.

- Post by user uzetank on the Kazan City Politics Watch blog, Hamilton Interweb
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:22:08
Hamilton's Ten Worst Buildings (extract)

(EDITOR’S NOTE: The following post was discovered by Randy R. Georges during his investigation into local politics)

Previously in the Architecture Blog, we’ve looked at buildings that were the wrong design for the right time, and ones that were the right design for the right time. Today’s building is that most unique of types; the wrong building at the wrong time built for the wrong reasons.

The Kazan City convention centre was first proposed in 3129 to fulfil a need that simply didn’t exist. Kazan City had no existing major convention space and was neither a major tourist nor business destination. On paper, the idea was to create a convention space that would draw people and business to the city, but at the same time, there were a lot of questions as to if a convention centre alone would be a major draw. Regardless, district Governor Sukhrab Kentau was convinced that the project was a good idea, and had thrown the weight of the district government behind it.

The tendering phase went surprisingly quickly, and construction began in January 3130 with a projected opening date for mid-3131. Unfortunately, from day one there were problems with the ground and water supply, which in turn led to delays in construction. Those problems continued to escalate and spiral out of control as the project blew its budget out. Problems with material supplies only added to the situation, and then an unexpected shortfall in power supply required extensive rewiring of the district grid.

Finally, after no end of problems, the convention centre was scheduled to open in September 3132. Now while obviously nobody could have seen the Blackout coming, none the less the timing was fantastic. Overnight, any potential market evaporated, leaving the city paying off a massive building that had a sudden lack of purpose. None the less, they tried to get business in as an effort to do something to give it purpose, no matter what.

The results were spotty to say the least. Rather then the big-ticket, planetary-level events that the builders had hoped for, they were attracting local events with far lower potential for revenue then expected. The building not only stayed in the red, but having people in the building revealed a whole host of new problems. The building was drafty, meaning that not only was it hard to cool in summer, but it bled off heat in winter. The power system was under-supplied, and unable to meet the needs of many exhibits. And, as possibly proof of everything going wrong, the bathrooms were too small, too crowded and prone to backing up.

To add insult to injury, the gleaming metal cube structure in the forecourt served to focus the sun’s rays into the centre itself, creating uncomfortable amounts of heat and glare that would move in an arc as the day went on. The so-called “death cube” became infamous, with vendors and exhibitors actively avoiding the otherwise prestigious positions at the front of the hall.

And even then, it managed to get worse. After revelations of just how much the centre was costing the city, an independent investigation turned up a fact that had been concealed during the tendering process. The winning company was owned by Governor Kentau’s brother, and he had deliberately thrown the selection process to favour them. The result was a massive corruption scandal that saw Kentau impeached and arrested.

The convention centre, in the meantime, has remained open, albeit at a fraction of its potential capacity. Between the HPG blackout, the collapse of the Republic, the formation of the Senate Alliance and, of course, the QLF insurgency, there’s been very little need for it. Efforts to fix its problems have so far come to little, with the general feeling that it amounted to throwing good money after bad. For the moment, the Kazan City convention centre deserves its place on the planet’s top then worst buildings.

Next week: the world’s most expensive shower curtain.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:23:16
From the personal journal of Bruce Wolf

So the newcomers have been with us a bit now, and had their first, real, live mission. And what can I say but crikey, it was a bloody success! They took down umpty-dozen of those QLF mugs and captured their Grand Poo-Bah. Now that’s that is some bloody good fighting! I mean, we all still miss the old guys, and what happened to them, well, that’s that is what you should expect from dezgra Falcons, but at the same time, these new blokes seem to be shaping up all right.

Take Takahashi for example. Now if you had not told me that he was a Drac, I would have guessed it in about thirty seconds or my name’s not Bruce. He has all the classic hallmarks; he’s stiff, humourless and very proper at all times. Oh, and he speaks Japanese and carries around a sword, which are also dead giveaways. But at the same time, he clearly knows what’s going on. I got to sneak a peek at the battleROMs from the battle, and it was clear that he was giving those mongrels the run-around from the get-go. He knew what he was doing and how to use his lance all proper-like.

And there’s the other thing. You can tell just by looking at him, let alone the way he acts, that he has a very strong sense of honour. Now I have been Clan and been around Trueborn Clan warriors, and I know my honour, and bloody oath but he has some. (In fact, I’d say he has more then some Trueborns I know, thank you very much Tassa Bloody Kay) Hells, I’d imagine that he would fight all proper and Zell-like if he had the chance.

(Pity he spent all of the trip here chundering all over the place. Glad I wasn’t in his lance then!)

Randy is the other end of that. I mean, besides the fact that he’s a Davey boy and doesn’t hide it, the pair of them could not be more different. He’s definitely got a mouth on him, yammering on all the time and loving it, but it’s not like he’s just running it off for no bloody reason. He seems to want to be everyone’s friend, and get to know everyone from me to the boss to Will and even to Mister Grumpy. Talk about sticking your bloody neck out!

But the thing is, he’s nice about it. He’s gonna be friendly, listen to what you say and all that, and isn’t is not an obnoxious tool about it. And he likes my drinks, so that makes him a top bloke. One thing that I can’t can not figure though; he said that he trained to be a MechWarrior and then gave it up to be a bloody journo! Now that makes no bloody sense at all to me! Why would you not want to be a bloody MechWarrior? I mean, hells, I only tended bars so I could study up on Clan Lore.

Finally, there’s Lee. Not much to say about him because he does not have much to say himself. Quiet guy, barely speaks to anyone, even his lance. And when he does talk, he grunts out single word responses most of the time and goes back to his drink. Now my instincts tell me that bloke’s hiding something, but I got no bloody idea what. Still, it wouldn’t be a proper merc unit without some shady characters around, so it isn’t like he’s being a total galah.

Still, he handles that Vulture well. I have to admit, I am a bit jealous there. It is not that I hate my Drop Bear or anything, but that’s a proper Clan Omni there, top of the line and a real Warrior’s ride and all that.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:24:40
From the personal journal of Irisz Magyari

Reading my great-great grandmother's journals were rather helpful to me when I unexpectedly inherited command of the Irregulars. In some ways, her situation mirrored mine, and she was likely even less ready to lead than I was. However, in reading them, two other things also became apparent to me. The first was just how vain and self important Sel could be at times, and yet how well she did in spite of it.

The second was just how much trouble her men would manage to get into, and how difficult they could make her life. Even when the unit was on a quiet, low-key contract they could still cause trouble. Looking back at it, I'm beginning to wonder if the feud with the Roughnecks wasn't caused by some of them picking a fight or inadvertently insulting someone else.

Today's events reminded me a lot of some of her stories.

For reasons best known only to himself, Randy R. Georges took it upon himself to head to city hall. Once there, he tried to get an appointment to see governor Zaydid for reasons known only to himself. Now bearing in mind that as one of the mercenaries who were responsible for the capture of the QLF's leader, he could have had multiple legitimate ways to arrange such a meeting.

Instead, he makes up some story about an expired dog license that the city has failed to renew or the like. While I'm still piecing together the full story, he apparently managed to strong-arm his way through any official channels with irrational demands and an ever increasingly convoluted story until he actually made it to the Governor's secretary. This proved to be an insurmountable obstacle, so he made an appointment to see the governor at a later date, adding that what he had to say would "blow them away"

Which in a city that has been at war with a domestic terrorist group for a decade was about the worst thing he could say while standing in the governor's office.

To her credit, the secretary stayed calm and sounded the alarms, and Randy was arrested when he tried to leave the building. However, any efforts he might have made at pleading innocence and a misunderstanding were hampered by the fact that the contact details he had provided were false which set off all their red flags. And he didn't even own a dog.

He eventually produced his MRBC registration to prove his identity, which saw the governor's office contact me to verify his identity. In turn I sent Takahashi to collect him. I can imagine that he was not amused, even by stony-faced Drac standards.

Randy's timing is, of course, impeccable. I have been invited to a celebration of sorts of our apparent victory, one which both Commander Zaryos (they cannot pay that woman enough in my opinion) and governor Zaydid will be present. He also wants to meet the brave heroes who apparently defeated the QLF. After today, I doubt that would go over well.

-----

Addendum:

Observations after last night:

The QLF are a bigger threat and better organised then I had thought

Takahashi has many talents; sawing someone in half with a vibrokatana is but one of them.

Randy may actually be on to something

Will write more later.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:25:49
Breaking News: Terror in Kazan City

(Extracted from the Hamilton Newsweb)

Terrorists believed to be connected to the Qizilqum Liberation Front struck Kazan City in an attack apparently directed at key government and military officials. However, support from mercenaries hired by the Hamilton planetary government allowed planetary guard forces to swiftly resolve the situation while limiting losses and damage.

Details are still unclear, but it appears that at approximately 2000 hours Kazan City time, a force of at least a dozen QLF insurgents stormed the Kazan City convention center, interrupting an event in progress. Securing the building and shutting off the power, the QLF forces took those inside hostage, including district governor Rashid Zaydid, Planetary Guard district commander Roxana Zaryos and mercenary commander Irisz Magyari.

It is unclear how the Terrorist were able to gain access to the building and do such undetected by security, especially in light of the recent increase in police and military presence in the city. Military experts suggest that they may have used a delivery vehicle in order to approach the building and transport their men and equipment. Sources from within the military suggest that they may have had access to security codes as well in order to remain undetected.

Police and planetary guard forces reacted swiftly, surrounding the building to contain those inside and try to force a surrender. A tense standoff occurred as the QLF terrorists issued demands including a withdrawal of all planetary guard forces from the district, full independence for the Kazan region and planetary succession from the Free Worlds League. Attempts at negotiations were met with gunfire and threats to kill the hostages.

At some point after 2130 hours, a small group of mercenaries were able to infiltrate the building. While exact details are unclear, it appears that several mercenaries were successfully able to infiltrate the building and free the hostages. A gunfight broke out, at which point the Planetary Guard took the opportunity to storm the building and join up with the mercenary forces. Within minutes, the QLF forces were defeated, with most of the terrorists dead. At least one was captured, wounded but alive and taken for questioning.

Miraculously, none of the hostages were harmed in the exchange; in fact, eyewitness reports state that both Commander Zaryos and Major Magyari, once freed, assisted the mercenary and planetary guard forces in overcoming the terrorists. That nobody was harmed only became more remarkable when it was discovered that there was a bomb inside the convention centre. The remote-controlled device was disabled by one of the mercenaries before it could be detonated.

While Governor Zaydid was not available for comment, Commander Roxana Zayros gave a brief statement to the press. “Since Hamilton joined the Free Worlds League, the planetary economy has prospered everywhere except for Kazan. It is the actions of the QLF that has kept it this way, their campaign of terror doing nothing but to hurt the people they claim to be helping. I call upon the QLF to lay down their arms and surrender to us so we can end this conflict.”

(Click here for further analysis and commentary)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:31:32
Audio Log File #75213-Rho

Major Irisz Magyari: I can guess why you asked to see me.

Commander Roxana Zaryos: I think we both can agree that we should be honest with each other here. After what’s happened in the last few days, I can’t see anything that will be gained by doing otherwise, and I certainly think that we both want the same things here.

Magyari: Given what my men discovered, I can agree entirely. Commander Zaryos, I’m not the sort of mercenary who’s going to rigidly stick to a contract and not deviate from it an inch, and I’m not going to sit idly by and do nothing because it’s not what I’m being paid for. What the QLF showed was a capacity to do a lot more than we had anticipated, and I want to prevent that from happening.

Zaryos: Understood and appreciated, Major. However, I would like a full accounting of exactly what happened today.

Magyari: As long as nothing I say goes beyond this room, and there are no repercussions on my men. I take full responsibility for their actions.

Zaryos: Entirely fair. Of course, right now, punishing them is the last thing on my mind. My people have been hamstrung by integration into the League, and SAFE oversight is strangling a lot of our efforts to infiltrate and gather information on the QLF. They achiever a massive breakthrough. I still need to know how they did it.

Magayri: Understandable. To start with, this is a follow-up from what happened yesterday; both the attack on the Convention Centre as well as (Randy) Georges’… less successful efforts to gather information.

Zaryos: I heard about that too. I have no idea what he was trying to achieve there.

Magyari: Me either, but at the same time, I felt that he might have the right idea if not the right way of doing it. After last night, I instructed him to further look into matters, especially relating to the attack. No offence to your people, but I wanted him to conduct his own investigation and see what he could find independently. That attack had targeted my people too. I wasn’t going to allow it to happen again.

Zaryos: Understood, and I can appreciate the desire to work outside of official channels. With that being said, I noticed that there was another mercenary involved with all this.

Magayri: Yes, that was (Nikola) Kardos. He’s an associate of mine, one who is connected with the unit. He’s a freelance investigator and scout, who I use for situations like this.

Zaryos: You wouldn’t be the first mercenary commander to do such by a long way.

Magyari: At any rate, my people (Georges, Kardos and Lee Zheng) started their investigation at the convention centre with the security breach and the bomb. They found that the security had been shut off with the night watch manager’s master switch, which explained how the QLF were able to get in without setting anything off. They also determined that the bomb was intended to be remote-detonated, but hadn’t been.

Zaryos: Did they find out why?

Magyari: Eventually. From security footage  they determined that the remote trigger had been in a van that had been parked in a nearby carpark, one with a view over the area. They also found that somebody had spliced into the local phone networks, likely to facilitate communication.

Zaryos: And the van?

Magyari: It belonged to Omar Kyustabai, an electrical contractor who lived in an outer suburb. However, my men chose to investigate Azkhat Nurusaltan, the shift leader. They found that he was living in a small apartment in the inner city, and put it under surveillance.

Zaryos: Entirely illegal surveillance at that, but I’m willing to let that slip for now. What did they find?

Magyari: Azkhat was engaged in a rather heated phone conversation with somebody; the gist of it was that he was irritated about being held prisoner inside the centre and left on top of the bomb. It was pretty clear to them that he had been an accomplice to the whole incident, and had provided the QLF with the means needed to enter the building. They followed him as he was leaving to try and pursue this further.

Zaryos: And did that lead them anywhere?

Mayari: It did; in fact, straight to Kyustabi and the same van they’d seen at the car park. Azkhat pretty much stormed into his house and demanded to know why he’d been set up. Kyustabi didn’t offer an explanation beyond ‘talk to your boss’ . On the other hand, it seems that Kyustabi had done something wrong in the assembly of his bomb or the remote detonator, as it seemed that he’d meant to set it off remotely but hadn’t.

Zaryos: Interesting. I have to wonder when they were intending to set the bomb off. Presumably when my people stormed the building.

Magyari: It’s hard to say, but his ineptitude may have saved us all. Either way, Azkhat left, with my men in tailing him. Rather than heading back to his home, he travelled to a derelict factory on the outskirts of (Kazan) city. I think they figured he was headed to meet his ‘boss’.

Zaryos: Was he?

Magyari: Not a clue. In truth, we still have no idea who his ‘boss’ was, although he may have been one of the people on-site. When they got there, my men found that the factory was occupied, with armed men watching over it. There were also several delivery trucks on-site. Randy attempted to get closer to the building to investigate, but was spotted. The trio managed to withdraw, but were pursued.

Zaryos: I saw that here. Apparently a trio of armed men were found dead in a wrecked car. One of them had died of a gunshot, the other two when it slammed into the side of a concrete storage facility.

Magyari: Well, they managed to lose their pursuers and return to the site, only to find that the QLF were evacuating it. Lee sabotaged their trucks, while Randy and Nikola infiltrated the building.

Zaryos: That’s when they discovered the Nerve Gas.

Magyari: Correct. It seems that the QLF had been using the equipment on-site to manufacture it.

Zaryos: So what did they do next?

Magyari: They did their best to secure the site, and call for police backup. That’s pretty much where you came in.

Zaryos: And Azkhat was dead when they arrived?

Magyari: Apparently executed.

Zaryos: Damn. However, given what else we learned today, I’ll gladly take that as the price. (pause) So the QLF have WMDs now. This has escalated to a whole new level. It’s going to take ages to get reinforcements from the FWLM at the moment, and I’m not sure that the Planetary Guard has the resources we need to take the fight to them. But so far, we’ve been far too reactive; something we can no longer afford.

Magyari: This affects my men too. Whatever you need, let me know.

Zaryos: And don’t worry about what they did today. As I said, I’m willing to gloss over all that, given what we found.

(END RECORDING)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:35:20
From the personal journal of Irisz Magyari

"It was a seemingly inevitable part of a Mercenary's life. In every unit, it seemed that everyone had something in their past that they were not proud of, and eventually, whatever it was, would catch up to them one way or another."

I have a fondness for Sonya Brie's terrible pulp novels. They're not my "thing I'm not terribly proud of", but at the same time, for all the dross there's still the odd nugget of truth within them which makes me wonder. The quote above is one of the most that I've found to be the most poignant since I took command of the Irregulars. Everyone does have a past, and eventually it will come back to haunt them.

(God alone knows that Dad left me with plenty of that)

Stepping back a moment before I get to the point. While I can't say I have a full grip on what the QLF were trying to achieve with their artillery attacks beyond 'random indiscriminate terror' (and suspect that they were intending to use the nerve gas they'd been manufacturing) it didn't work out for them. The Irregulars pushed them back, inflicting crushing losses on their forces. Commander Zaryos and I are still working out the details, but it’s looking like we might have burned through most of the QLF’s operational strength already. They could be running on empty, especially if theories that their units are being drawn from a cache are true.

The presence of several BattleMechs among the QLF was a surprise, however. They hadn’t been known to use them before today, which makes me wonder just how bad we’re hurting them if they’re bringing out machines they can’t support and clearly aren’t that familiar with. Either that, or they’re being backed by someone off-world who’s willing to throw them a lifeline.

Back to the quote. What happened today with Takahashi is a prime example of that. On the surface, he’s professional, driven and by the book, which I appreciate. He’s also a Drac from a noble background, which makes me really wonder what he was doing on Galatea looking for a billet. I’m beginning to suspect that it may not have been entirely his choice.

Takahashi’s assault lance were in pursuit of a fleeing QLF artillery unit. It was the usual mess of Strikers, Scorpions and Zukhovs that have been their mainstays, we well as a Blackjack who’d demonstrated little tactical sense. By the time they caught up with them in the badlands, they’d made a rendezvous with a War Dog. The MechWarrior inside made it clear that he wasn’t one of the QLF regulars, instead calling out Takahashi, saying that he was here for him and him alone. He challenged Takahashi to a duel, appealing to his “Combine Honour” for the pair of them to fight alone with nobody else interfering. Takahashi accepted.

Now as a hunch, I’m going to assume that the War Dog’s warrior was a bounty hunter who was after Takahashi for reasons unknown but likely relating to just why he was hanging out on Galatea. If so, then his calling Takahashi out on a duel made sense; it meant that he could take down his target without Lee and Randy teaming up on his ‘Mech. It also had the side-effect of letting those two pummel the QLF forces senseless without a heavy ‘Mech at their backs, which they gladly did.

The duel was… interesting. Looking at the BattleROM footage, it’s clear that the War Dog’s pilot had thought this through. High ground and cover would limit the effectiveness of the Akuma’s “scattershot” approach, while allowing him to use his own Heavy Gauss Rifle at range to soften him up and offset the weight advantage. It worked well at first too, the rifle doing a hellish amount of damage to the already battered Akuma. However, Takahashi also proved to be rather resilient and determined, constantly advancing and grouping his shots well. The Bounty Hunter made one big mistake in allowing Takahashi to get close enough to use his full arsenal, which changed things a lot.

From what I saw, the pair of them unleashed full alpha strikes at each other. On the surface, Takahashi got the worse of it, the Heavy Gauss shattering his Akuma’s leg. On the other hand, his missiles gutted the Dog’s side, appearing to gut the ammo bins for the HGR as well as sending up a massive heat bloom that screamed ‘cracked shielding’ to me. Both of them went down, hard.

At which point, the Bounty Hunter asked if Takahashi was willing to call it a draw and let him withdraw. He agreed.

During all this time, Lee and Randy had burned through a swarm of QLF troops, crippling or capturing a good half-dozen vehicles. Randy even intercepted some communications between the QLF and  the bounty hunter; it seems that he’d showed up to target Takahashi, and they’d just assumed that he was going to bail them out. By accepting his duel, Takahashi has effectively taken him out of the fight. There’s a moment in the BattleROMs where Lee’s Vulture pretty much runs between the two of them, which shows you how much he cared.

Of course, this leaves the big question as to why there was a Bounty Hunter after Takahashi, and who put them onto him in the first place.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:37:27
Bart McGraw, MRBC Report

Irisz - I think I tracked the identity of the hunter who came after Takahashi.  Fortunately, his 'Mech was nicely distinctive. It doesn't tell us much about who posted the bounty immediately, but we could track back from there.
-NK


McGraw, Bart
Date of Birth: 21/09/3108
Homeworld: Cygnus, Fronc Reaches
Affiliation: Independent/Bounty Hunter
Rank: None

Background:
Born in the Fronc Reaches, Bart McGraw was the son of a Colonial Marshal and desired to follow in his father’s footsteps. He joined the Marshals as soon as he was able to, and showed great promise during training at the Marshalry Academy. Initially, his service showed that he was living up to both that potential and his family history, as art excelled as both a soldier and peacekeeper. Within a few years, he was promoted, with eyes to him taking a senior position in the Marshals some day.

However, things came undone during an incident in 3135 on Portland. Tracking pirates, McGraw found that they had been receiving aid and shelter from several nearby communities. Ordered to back off, he became frustrated at their ability to evade prosecution for their crimes. Taking the law into his own hands, he launched a series of unauthorised pre-emptive strikes against these groups. While successful in wiping out the pirates, the attacks also inflicted considerable collateral damage on those communities.

Discharged from the Marshals, Bart simply put his skills to use in other ways. Within a couple of years, he was established as a bounty hunter, working chiefly within the former Republic. The skills he learned as a Colonial Marshal were put to use in tracking his targets, and determining the best approaches to taking them down.


Serial Number: WD5080-21G
Chassis: Arc-Royal KH/9
Power Plant: Vlar 300 XL
Cruising Speed: 43 km/h
Maximum Speed: 64 km/h
Jump Jets: None
                Jump Capacity: None
Armour: StarSlab 511 Ferro-Fiberous with CASE
Armament:
                1 Defiance Annihilator Improved Heavy Gauss Rifle
                1 Teigart Maxim Extended Range PPC
                3 Defiance Model XII Extended Range Medium Lasers
                1 Martell Small Pulse Laser
Communications System: Garrett T12-A with Angel ECM
Targeting and Tracking System: Garrett O2j

From records, serial WD5080-21G was manufactured for Wolfs Dragoons on Outreach during the Civil War. The BattleMech served with the Dragoons until the early Jihad, whereupon it fell in battle like so many other of the Dragoons, only to be salvaged by the Word of Blake and passed to one of their allied mercenary units. It would serve out the rest of the Jihad with them before falling in battle in the dying days of that conflict.

The hulk of the BattleMech resurfaced after the Blackout, having apparently been salvaged at some point in its past (although still with several decades unaccounted for). Rebuilt with more modern equipment, it passed between several different owners before coming to McGraw’s possession, possibly as payment on a bounty.

When engaging a bounty, McGraw will try and use overwhelming firepower to bring down his opponent fast. He prefers to fight from cover, engaging at long range were possible to use his massive Gauss Rifle to its best advantage. So far this has worked well for him; since working with “Black Dog” as he calls it, he has been undefeated.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:39:05
Business Leader slain in terrorist bombing

(Hamilton Newsweb Archives; November 23, 3132)

Kazan City – Authorities have today confirmed the death of Sayyid Niyazi, a prominent local business leader, in what appears to be a random terrorist attack.

After being missing for several days, Niyazi (47) was confirmed killed by a roadside bomb or landmine. According to a police statement, Niyazi was driving alone when his groundcar struck an explosive device on or about the 8th of November. The explosives completely destroyed his vehicle as well as his body, leaving only trace DNA evidence and behind. An extensive police search recovered the vehicle two days later, but at the time no evidence of his death could be found or confirmed.

Extensive investigation of the wreck turned up bone and skin fragments that were subsequently used to prove the identity of the driver, and confirm Niyazi’s death. The lack of evidence was attributed to the force of the explosion, designed as “a weapon designed to cripple a tank or BattleMech, and more than enough to completely destroy a car” by authorities. At present, there is no indication that this was anything other than a random attack, possibly one intended for a military target.

The attack is one of several to have occurred since the failure of the Hamilton Hyperpulse Generator (as well as others within Prefecture VII) believed to be the work of ethnic Qizilqum separatists. As yet, no group has come forward to claim responsibility for this or other attacks, but Planetary Guard authorities have stated that they have evidence suggesting these attacks are a part of a larger, organised group. District Governor Sukhrab Kentau was unavailable for comment.

Sayyid Niyazi was a prominent local businessman with considerable ties to the community. Recently, he was in the headlines after donating a million Stones to the construction of youth centres and community health facilities. With his death, the status of his commercial holdings comes into question as Niyazi has no known family or children. He is survived only by his sister, Yana Zaydid.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:45:58
Hamilton Planetary Guard prisoner interrogation log (extract)

Agent Kryztov Hussan (Hamilton Planetary Guard): Let’s be honest here, mister Nurzal. Those alarms? That was a group of your QLF ‘comrades’ trying to get in here to kill you. Not extract, kill.

Biebol Nurzal (QLF): You’re bluffing.

Hussan: Am I? You’re a self-proclaimed cell leader, Biebol. You should know that you’re too valuable to be left in our custody. And you should know that it’s a lot easier to leave a dead body then to try to smuggle out a wounded man, especially in the middle of a gunfight.

[Pause]

Hussan: Now your associates weren’t very successful. Two of them are dead, and we have three more in custody. They might be willing to talk, especially as they saw one of theirs chopped in half with a Vibrokatana. That sort of thing can loosen a few tongues.

[Pause]

Hussan: And if they give us something useful, well, that means you’re less valuable to us. That mean we’ll downgrade your protection, which means that you’ll be more accessible to your QLF ‘friends’. Now as touching as a reunion might be, I suspect you don’t want that.

Nurzal: No.

Hussan: I thought not. So let’s start from the top, shall we?

Nurzal: Can you guarantee me protection?

Hussan: The last person to try and get to you is lying in our morgue in two halves. We can.

Nurzal: Good.

Hussan: So let’s start with the Blackjack, huh? Where’d you get that? We haven’t seen any other real ‘Mechs with the QLF so far.

Nurzal: I have no idea where it came from. I received a message to meet our leader and when I did, he presented it to me.

Hussan: Your leader? That would be Prince Zafar bin Muhammad Serakhis, right?

Nurzal: Yes. Well, sort of. Zafar was the leader of the QLF at first, at least he was when I joined.

Hussan: But something changed?

Nurzal: Yes. About five years ago, another man appeared on the scene. He came out of nowhere, and was suddenly at the Prince’s right hand without ever being one of us.

Hussan: So he wasn’t a QLF member?

Nurzal: If he was, I never saw him. He never appeared at any of the meetings we had of other Cell Leaders, and he was stepped into the inner circle out of thin air.

Hussan: I see. I assume there was some reason for this?

Nurzal: It was when he arrived that things really began to change. All of a sudden, we were getting a lot more equipment in. At first it was just tanks-

Hussan: The Zhukovs and Scorpions you seem to have so many of

Nurzal: -yes, but we also received a few BattleMechs. I mean, they were all older ones like my Blackjack, but they were apparently coming from him or someone connected to him.

Hussan: And was that all that changed?

Nurzal: No. Our orders became… more aggressive. We were making more and more attacks on the city now, and ordered to be more violent.

Hussan: And the nerve gas?

Nurzal: I didn’t know about that. We were told to wait for some ‘special ordinance’ for the artillery, and when that didn’t arrive we were ordered to attack the city anyway. We received a list of targets, but at the same time, we were ordered to do random, indiscriminate property damage.

Hussan: Did you know the bounty hunter?

Nurzal: He came out of nowhere, I swear. He turned up on-world and said he was after one man and told us to tell him if their ‘Mech showed up. I had no idea that the bastard was going to treat us like that and leave my men to die!

Hussan: That’s what you get for trusting a bounty hunter then. So, back on-topic, your orders are coming from this new top man, now?

Nurzal: Yes. He and Prince Zafar were partners at first, but as time went on, he began to take more and more control of what we were doing. Zafar took objection to this, and there was a split between the two of them. Zafar was better known and more popular as well, but maybe not as much of a planner.

Hussan: And then the Prince goes and gets himself captured. Funny that.

Nurzal: I swear, I know nothing about that. I was as shocked as anyone else at the news. Our new leader made a fallen hero out of him, and said that he would do everything he could to ensure the prince’s freedom.

Hussan: So who is this new guy?

Nurzal: I don’t know much about him beyond his name. It’s Sayyid Niyazi; I’m pretty sure he’s one of us, but I can’t tell you anything else.

Hussan: Thank you for that, Mister Nurzal. You’ve been most informative.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:52:14
Untitled Mercenary Expose, production notes

[Establishing shots of Rashid’s house; there’s some in the footage Randy sent us]

Narrator [V/O]: Using a decoy, they hoped to lure their target out.

Governor Rashid Zaydid [Recording]: I told him never to contact me here [EN: These are in Kazakh; obviously we’ll have subtitles]

Messenger [Recording]: I have orders, and you need to follow them too. This is important. Head to this location and wait for instructions.

Zaydid [Recording]: All right; but this had better be important. We’re all risking a lot by your coming here, especially after what’s happened in the last few days. They’re watching me, I’m sure.

[Shots of government car in motion. Not sure if Randy has any in the package, but I’m sure we can just use some stock if we need to]

Narrator [V/O]: The target had taken the bait, Governor Rashid Zaydid leaving his home to head towards what he thought was a vital meeting, unaware of what was really in store.

[Shot of black Lamprey helo over city. I’m sure we can get the FX department to whip something up, or just find some other stock and mess with that]

Narrator [V/O]: Other forces were in play, moving to swoop in on their target and expose the secrets that he had been hiding, ones that could potentially end this conflict… or tear the city apart

Lieutenant Katrya Dernko [V/O]: En route to target zone now. No signs of hostiles. [EN: Get the sound boys to clean this up a bit. You can barely hear her over the rotors]

[Shot of Dernko; a stylish European woman wearing an expensive-looking longcoat]

Dernko: I had no idea what they had in mind, but I liked where it was going no less. We went the extra distance and re-painted my Lamprey in black for the operation just to be sure. I liked it so much that I managed to get permission to keep it that way.

Randy R. Georges [V/O]: You didn’t think it was too risky?

Dernko: Well, we were flying fully armed, just in case. You never know what could happen in these sorts of operations.

Georges: You’ve done this sort of thing before?

Dernko: Let us say that I am no stranger to a hot landing zone.

[Shots of abandoned warehouse; Randy provided us with plenty of those]

Narrator [V/O]: The governor arrived at the target, unaware of what lay in store for him

[Shot of black Lamprey landing. Again, see what we can get]

[Footage of Zaydid from Randy’s material]

[Shots of Randy walking out of helo; again we can get FX to mess something together here]


Georges: We’ve had our eyes on you for some time now, governor Zaydid. It seems that you’re in a lot of trouble

Zaydid: What’s going on here? Who are you?

Georges: You didn’t think I was just here about a dog, did you? We know all about your connection to Sayyid Niyazi, Mister Zaydid. We know about how he’s alive and in charge of the QLF. And we know you’ve been in contact with him.

Zaydid: I- I – [sighs] None of this was meant to happen. This wasn’t meant to get so far out of control. You have to understand that I knew nothing of what he was planning. I didn’t know about the nerve gas, I didn’t know he was going to attack the convention centre –

Georges: You didn’t know that you were a target.

Zaydid: No

Georges: And did you know that there was a QLF sniper watching you as you arrived here?

Zaydid: What?

Georges: Don’t worry, we’ve taken care of it already. However, I can tell that the QLF might not be too happy with you, given that you’re talking with is.

Zaydid: I had no choice! I never meant for any of this to happen, and I had no idea that he was going to go this far.

Georges: So what was supposed to happen?

Zaydid: We… he was going to launch attacks. Eventually, I would serve as a broker to negotiate a separate ceasefire and end the conflict. We would create a separate Qizilqum region on Hamilton and they would be represented within the Free Worlds government.

Georges: And you would be the district governor, of course.

Zaydid: That was the plan, yes. He was going to replace the Prince as leader of the QLF and then negotiate a peace treaty with me. I would be a hero foe ending the threat of that dangerous madman, and he would be the moderate who was willing to work with the government rather then against it.

Georges: It would seem that it didn’t work out, however.

Zaydid: I didn’t know that he would go so far or attack the city. I don’t know what he wants, really. I had no idea he was alive at all. I thought he was dead, as did everyone else.

Georges: But when he came back, you agreed to follow him

Zaydid: His plan seemed simple and direct, and something we would both benefit from. And the people of Kazan city too.

Georges: I’d say that the people of Kazan city aren’t seeing the benefits at all. So then, Governor Zaydid. Where can we find him?

Zaydid: There was a place where we met a few times; in the ruins of the old Qizqualim capitol. If he’s anywhere, he will be there.

Narrator [V/O]: The truth had emerged. Now the stage was set for the last chapter in the QLF’s bloody history
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 January 2016, 08:57:47
Raymond's Roughecks

StarCorps Update 01-08-3075

(I’ve taken the liberty of preparing this file to aid us with our little hound problem. The MRBC info on the Roughnecks is horribly out of date and likely has been compromised anyway – TW)

History

The history of Raymond's Roughnecks begins in the mid 30th Century, when the unit formed out of the remnants of several other smaller, fragmented units on Galatea. Unified under Major Jonny Raymond (himself a veteran of numerous campaigns with the now-defunct 777th Strike Regiment), the Roughnecks were able to grow in the low-intensity conflicts that were typical of the close of the 30th century.

While never spectacular, the unit was more chracterised as being rugged ad reliable, determined to fulfill their contracts rather then cutting and running at the first sign of trouble. The result was a unit that grew in experience and capability, stabilising as a BattleMech battalion with attached infantry support. By the turn of the century, the Roughnecks, now led by Jonny's son, Jacob, were rated by the MRB as a Veteran unit and considered to be both reliable and capable. Its troops also developed a reputation for rowdiness and unruliness, considered to be an acceptable trade-off for their clear quality

However, in 3009, he Roughnecks suffered their first major setback with the death of Jacob's daughter and heir-apparent, Julia during a raiding mission. While saddened by the loss, Jacob also knew that it was a part of the mercenary life and named his son Clifford as is new second and heir. When Jacob stepped down in 3012, citing age and injury, Clifford was accepted s their new commander.

While capable at first, Clifford had been harboring an inferiority complex for years, one that had been fueled by his being seen as a mere 'replacement' for his older sister. Under Clifford, the unit became more strict and authoritarian, with a lot less tolerance for the 'party hard' culture that had predominated. While there was some grumbling and turnover at the senior levels, the Roughnecks remained a capable unit.

Matters came to a head in 3016 when the Roughnecks, then in the employ of the Free Worlds League, were partnered with another unit, Magyari's Irregulars. Major Raymond took an immediate disliking to Captain Sel Mayari, seeing her as being young, inexperienced and unworthy to lead men into battle. While he was a third generation mercenary commander, she only had a few years experience and no prior military background, a contrast that to his eyes made her his inferior in every way.

In one incident, a fight broke out between two of Magyari's MechWarriors and several from the Roughnecks. In the aftermath, Raymond claimed that the Irregulars were at fault, and demanded that Magayri hand over her men to him. She refused, rather harshly undercutting his authority in front of his men. Angered, Raymond became determined to get back at Magyari for what he perceived as a grievous insult.

He took his chance shortly afterwards when both units dropped onto Ford as a part of a raid. Raymond engineered a series of 'miscommunications', including both ignoring Magyari and leaking information to the Lyran defenders, aimed at isolating and destroying the Irregulars. Caught off-guard and outnumbered, Magyari's unit, rather then succumbing as expected, were able to survive and escape the trap.

For Clifford, the fallout was severe. Magyari accused the Roughnecks of deliberately abandoning her men and selling information to the Lyrans, managing to bring the accusation before the Mercenary Review Board. While the hearing cleared Raymond of her accusations of espionage the Roughnecks were still fined and suffered a severe blow to their rating.

A second blow came two years later when the Draconis Combine (who were apparently willing to hire the unit despite their bad rating) deliberately abandoned the unit during a raid on Marduk in much the same way they had Magyari. Battered by the AFFS defenders, the Roughnecks were able to withdraw with substantial losses. With their equipment and reputation in tatters, the Roughnecks were soon struggling for work, leaving them largely only receiving contracts in the periphery that were enough to keep them alive but little else.

After a decade of poor contracts, the Roughnecks were running the risk of falling apart when salvation arrived. Hired by the Majestry of Canopus, the Rougnecks were given generous terms and allowed to rebuild and rearm. The reasoning for this became clear a few years later when they were included with several other mercenary units as a part of the Canopian invasion of the Capellan Confederation.

The Roughnecks initially performed well, steamrolling several of the similarly bottom-feeder mercenary units that the CCAF threw in the path of the invasion. Capturing plenty of salvage along the way, the Roughnecks were at the best they had been in over a decade, coming close to their former peak. However, fate had other plans in store for them when the unit hit Turin, only to find Magyari's irregulars among the defenders.

Seeing a chance to avenge himself, Clifton broke with his orders and lead an assault on the Irregulars position. The result was disastrous, with the Roughnecks' command company savaged and Clifton himself killed in combat with Sel Magyari. Only quick thinking by his XO, Captain Ekon Fashola, kept the unit alive and allowed them to extract themselves.

In the aftermath, Fashola was named commander pro-term until Clifton's daughter, Nina Raymond, was seen as ready to take command. His command kept the unit together and minimised damages during the Canopian retreat from the confederation, and allowed them to rebuild in the aftermath. When the Rougnecks' contract with the Canopians expired in 3040, the unit was in far better shape than it had been a decade before.

Nina formally took command of the unit in 3041, the Roughnecks cycling between low-key contracts during the quiet decade that followed. At the time of the Clan Invasion, the Roughnecks were as comfortably far from the unexpected front as they could be, hunting pirates in the FedCom outback. Eager to avoid any duty that might see them sent near the front, Nina leaped at a garrison contract with the Taurian Concordat, figuring that if the worst came to the worst, they would at least have a few years to prepare for the inevitable.

Instead, after several years of relative inactivity (punctuated only with occasional bouts of pirate hunting) the Roughnecks chose not to renew their contract, instead going for what was seen as more lucrative opportunities in the emergent Chaos March. Several campaigns for minor powers saw the Roughnecks upgrade their technology (most of which was still Succession Wars vintage) while improving their overall level of experience and readiness. It also saw the unit come nto contact with the Word of Blake, who offered them a number of contracts with generous terms, including further upgrades.

The Word also offered Nina Raymond a personal opportunity, one she leaped at. After several years (apparently) working for the Circrinus Federation, the Roughnecks were sent on a series of raids into the Rim Commonality, masquerading as Marian Hegemony troops. Aimed at provoking a conflict between the two powers, Raymond was deliberately targeting Magyari's irregulars, who were stationed on Campoleone at the time.

Following a deliberate assassination that killed Captain Jelek Magyari, the Roughnecks were expecting to face a weak and demoralised unit. Instead, Annika Magyari was able to rally her men, turning back the Roughnecks' force. In the process, several of their MechWarriors, including Nina’s son, Colin, were captured. Forced to flee, the Roughnecks retreated, heading further into the Free Worlds League. Several more skirmishes between the two units occurred before the Irregulars seemingly broke off pursuit, while the Roughnecks simply seemed to vanish.

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A$ og l4te 3o71, teh Roughnecks consisted of an extended combined-arms battalion. Able and Baker companies both consist entirely of BattleMechs, mostly post-3050 designs as well as a few 'gifts' from the Word. The third BattleMech company, Charlie, was badly damaged in the fighting with the Irregulars and folded into the other two to make up numbers. Delta Company is a mixture of conventional and battle-armoured infantry, again boosted by the Word.

Echo Company is rarely deployed as such, and is usually divided up into individual lances for specific duties. Consisting of a lance each of Aerospace Fighters, VTOLs and Artillery, Echo's duties are mainly concerned with supporting the rest of the unit.

Transportation

While their BattleMech assets have been upgraded by the Word of Blake, the Roughnecks’ transport assets have not been so lucky. At present, the unit is dependent on two dropships, the Union-class Bull Run and the Seeker-class Rodger Young. Both are elderly ships in poor condition, and desperately in need of full overhauls or even replacement.

The Roughnecks lack their own jumpships, and are dependent on the Word for interstellar transport. With the unit's seeming disappearance, it is possible that this transportation arrangement was used to spirit them away to some location within the Protectorate, or possibly one of the Word's secret bases.

Support

After a number of lean years, the Roughnecks have been able to acheive a small surplus in their support needs, again largely tanks to the Word of Blake. An influx of skilled technicians has greatly aided their support divisions, especially given the amount of new technology they have had access to. However, this along with their 'gifted' upgrades has apparently left the unit deeply in debt to their employers.

Colours and Insignia

The Roughnecks insignia depicts a Skull wearing a cowboy hat, and is usually painted on the legs or shoulders of their BattleMechs. Their machines typically wear a brown and grey rocky/desert camouflage pattern with black and white vertical stripes on the shoulders.

MRBC Rating: Wanted

As mercenaries employed by the Word of Blake, the Roughnecks have been declared renegade by the MRBC. Bounties have been placed on the heads of its officers, most notably Major Nina Raymond, Captain Chilke Fashola and Captain Bruce Raymond.



Nina Raymond
Rank/Title: Major, Commander Raymond's Roughnecks
Born: 3011 (64 in 3075)

On the surface, Major Nina Raymond seems to be something of a contradiction. After inheriting control of the unit in 3040, she did everything she could to rebuild the command and keep it safe, seemingly forgoing the personal grudges that had driven her father and his decisions. And yet, after two decades, she abruptly turned around and chose to act on those same grudges, deliberately targeting both Magyari’s Irregulars and their commanding family at the cost of her own unit.

Further investigation has revealed a likely source of this reversal. Around 3066, Nina was diagnosed with Raymond Kens Syndrome, an incredibly rare and incurable medical condition (the name is no relation to the Raymond family, and is instead an ironic coincidence), and given about a decade to live. While apparently keeping this information secret, Nina may have chosen to use what time she had left to resolve their family feud. With little left to lose, she becomes a dangerous and unpredictable opponent, liable to take great risks to achieve her aims.

While her health may be deteriorating and her motivations may be questionable, Nina Raymond should not be underestimated. Years of experience has made her a capable commander, one who is skilled at keeping her unit alive and coherent under duress. At the same time, she is also an experienced and capable MechWarrior, in spite of her condition and the extreme pain that comes with late-stage Raymond Kens Syndrome.

Major Raymond’s current whereabouts are unknown, and it is possible that she may have already died. In that case, it is likely that her oldest son, Bruce Raymond, now commands the unit in her place. Given the situation he will inherit and the Roughnecks’ ongoing employ with the Word, it is likely that the unit will continue to be a threat to our operations.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 07:45:31
QLF forces destroyed, leadership captured
(Extracted from the Hamilton Newsweb)

In a daring assault, Mercenaries employed by the Hamilton planetary government launched an attack on the suspected headquarters of the outlawed QLF. In a swift, decisive battle, the Mercenary forces were able to not only defeat the terrorist group, but were able to capture the organization’s apparent leader and a sizable portion of its command structure.

Following information believed to have been provided by a high-ranking QLF captive, the Mercenary forces attacked a meeting of several QLF cell leaders, being held in the ruins of Qizilqum City. Arriving on-scene, the mercenary forces discovered not only a large concentration of QLF troops, including conventional vehicles and BattleMechs, but also a Mule-class Cargo Dropship that was believed to be providing supplies to their forces.

The Mercenary force were able to overcome the superior numbers of the QLF troops, destroying or crippling numerous vehicles and several BattleMechs, and quickly forcing the terrorist forces into a retreat. During the clash, a squad of Battle Armoured troopers belonging to the Mercenary unit were able to infiltrate the QLF command centre, capturing the organization’s overall leader and a number of other key command staff. It is also believed that several more QLF leaders were captured on the battlefield, and that at least one has since died of injuries sustained during the battle.

Once secured, the QLF leader was identified as Sayyid Niyazi, a prominent businessman who was believed slain by a QLF terrorist bombing in 3132. While details are sketchy, it now appears that Niyazi (60) may have faked his own death in order to ‘disappear’ and take control of the QLF full-time. It is believed that Niyazi’s business and real estate assets were being used to help support the QLF, while his contacts and influence within the Kazan district may have served to support recruitment as well as hamper efforts to shut down the terrorist group.

One such source of aid is believed to be former Kazan District governor, Rashid Zaydid, Niyazi’s brother in law. Following his arrest, Zaydid has admitted to supporting the QLF in exchange for guarantees to limit the conflict, as well as a potential position in a new Qizilqum government. While details are still scarce, it now appears that the capture of former QLF leader, “Prince” Zafar bin Muhammad Serakhis, may have been a part of a power-play by Niyazi to remove his rivals from the organization.

In a statement made earlier today, Planetary Guard Commander Roxanna Zaryons declared “the QLF threat has been effectively ended following this recent conflict. Their leadership has been removed and their equipment destroyed. In addition, we have cut off the source of their supplies and are working to trace their origin. While some QLF elements are still known to be at large, they lack direction and control, and pose little actual threat”

“After thirteen years, our nightmare is over. It is time for us to rebuild, and make a better future for all of Hamilton”
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 07:50:07
The Battle of Red Sands City

(From Brush Conflicts of the Post Republic Era; Galatean Free Press)

Acting on this Intel, major Irisz Magyari launched an attack on the reported QLF stronghold, seeing an opportunity to not only strike a decisive blow against the terrorist group, but also to eliminate or capture a good portion of their leadership.

That information proved correct, the Irregulars discovering that the QLF had made their home in the ruins of the old Qizilquam capitol. Several of the abandoned buildings had been reconstructed to serve as both headquarters and command facilities, as well as storehouses for their equipment. Additionally, a large area of the capitol had been cleared and reinforced to act as a landing pad for cargo dropships; when the Irregulars arrived, they found a Mule (Later identified as the Hal Warren, a free trader) was present and in the process of unloading

The Irregulars had a company of BattleMechs, supported by a VTOL lance and a platoon of mixed battle armour. Arrayed against them were two companies of QLF Armour, mostly the older Zhukov and Scorpion thanks they preferred. Supplementing this force was an oversized lance of BatleMechs, again mostly older designs save for a Marauder II, as well as several converted IndustrialMechs and conventional infantry.

While the QLF had a definite numerical advantage, the Irregulars were more mobile, better equipped and as soon became obvious, both more experienced and better coordinated. The QLF's units rarely engaged in stand-up fights, leaving them off-balance in response to the Irregulars’ push. Furthermore, it soon became obvious that the QLF force present were actually composed of elements of several different cells, reducing their overall coordination and ability to work as a whole.

Regardless of how outnumbered they were, the Irregulars drove forwards, quickly closing the distance and bringing the attack to the heart of the QLF's lines. Immediately the flaws in the terrorists' ad-hoc units became clear as several groups leapfrogged their own defensive lines, leaving them strung out and battered by the Irregulars superior firepower. Attempts by the QLF to use artillery to slow the Irregulars' advance were cut short when their positions came under attack by VTOLs, quickly destroying or disabling the guns.

On the front lines, the Irregulars deliberately targeted the QLF's BattleMech forces, aiming to destroy what they correctly saw as both the biggest threats and the likely command elements. In short order, Qutaybah Darya, one of the QLF's long-standing cell leaders, found his Marauder II surrounded and picked apart by several Irregular BattleMechs. An attempt to pull back was cut short when his Heavy Gauss Rifle exploded, gutting the 'Mech. While Darya was able to eject, he would eventually succumb to injuries sustained during the battle.

(Unfortunately, it also left very little evidence to determine where the QLF had acquired the 'Mech from. While it is likely that the 'Mech was built by Irian, how exactly it came to be in the possession of the QLF is unknown)

With their three heaviest BattleMechs destroyed or crippled, the QLF forces attempted to pull back. This retreat was hampered by the Irregulars use of VTOLs to harry their forces, while at the same time providing cover for a further attack of their own. Slipping a VTOL past their defenses, the Irregulars sent a squad of Battle Armoured troopers into the QLF’s command center. Acting quickly, the squad were able to overcome the defenses within, disabling the QLF’s command capability and capturing those inside.

This bounty included QLF overall commander, Sayyid Niyazi, who was quickly taken into Hamilton Planetary Guard custody. Between him and the other captured or killed during the battle, Planetary Guard Commander Roxana Zayros was able to confidently declare that the QLF was finished as a threat to Hamilton.

Analysis of the wreckage and interrogation of the prisoners yielded few clues as to the source of their equipment or the backers of the organization. Nor did it explain where Niyazi had been between his disappearance in 3132 and his subsequent reappearance with the QLF in 3139, even if DNA testing was able to verify his identity. Even the crew of the Hal Warren admitted they knew little, having been contracted to pick up their cargo from a neutral trader and pass it along the line.

However, analysis by SAFE suggested that the QLF could have been a part of a longer-term Maskirovka operation, aimed at destabilizing not only the world but a part of a broader plan to cause disruption and pin down assets. Likely dating back to the 3120s and the CCAF’s secretive build up, a civil war on Hamilton would have forced the RAF to redistribute assets within Prefecture VII and away from the Cappelan border.

With the fall of the Republic, the Maskirovka could have re-started the operation as a way to keep the nascent Free Worlds League occupied and off their borders. If Niyazi was a SAFE operative as speculated, it is possible that he was ‘returned’ to Hamilton when it rejoined the League in order to take control of the operation. This theory gains weight due to Hamilton’s historic role as a ‘flashpoint’ world in League-Confederation border conflicts.

Some of the equipment used by the QLF would support this theory. While the Zhukov and Scorpion tanks that formed the mainstay of their armoured assets are manufactured on several worlds, both are built in the Confederation, and it would be easy enough to "dummy down" low-tech versions of those units. Likewise, the high-tech Arrow IV Assault Carriers they deployed as a part of their plan for a doomsday chemical weapons attack (and likely massive escalation) are manufactured within the Magistracy of Canopus and Duchy of Andurien - both Cappelan Allies. And while the Marauder II was likely built by Irian for the mercenary market, McCarron's trading company has been acting as a broker and distributor for such chassis for some time (As well as being the source of the CCAF's own MAD-4L version)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 07:52:43
From the personal journal of Irisz Magyari

Calling the last few days hectic would be an understatement. Between salvage, prisoner roundup, battlefield clean-up, debriefings, negotiations, talking to more suits and analysts then I’ve seen in a long time and an unexpected contract offer that came out of nowhere from a rep that must have been flown in specifically to headhunt us once they knew we were on-world, I’ve had very little time to myself. I can barely keep my eye open as I write this, but there’s a lot I need to say and I might as well do it while I have the chance.

First up, I'll just say that I agree with Roxana Zayros and her assessment of the QLF. The whole thing being a Mask operation makes a lot of sense, and to my eye would explain a lot. Obviously it's out of my hands now, but I think we can call this one closed. They've lost their leadership, their political allies, their base of operations and the better part of two battalions worth of troops and equipment. That's pretty crushed right there and then.

A lot of this would not be possible without the new recruits, and I think that this last contract gave me a good chance to assess them. I think they'll work, even if one of them might need a little bit of... encouragement to keep his mind on track. With that being said, Randy did a fantastic job of ferreting out the truth and actually running an off-the-books intel operation for me; certainly we may have never found out the truth without him. He and Nikola could make for an effective investigative team, especially if Nikola can keep him pointed in the right direction. Plus, that Uziel is a menace.

I'll just make sure he never asks anyone about a dog license again.

Takahashi, on the other hand, is a man of many talents. I owe him my life, given his rather dramatic intervention in the convention centre and his skills in sawing people in half with a Vibrokatana. It's clear that he's more then just a MechWarrior, even if I'm not sure what that is. Conversely, he does have somebody out for his blood; while its tempting to say that everyone from the Combine has at least one blood enemy (Remember, Ninjas are a natural cause of death in the Combine), there is the potential for it to become a risk. I don't want to lose an officer mid-battle because he's been taken out for some completely unrelated reason.

Lee seems to be e quiet one of the team and more going along with the others. He has a lot of skills too (bomb disposal being a very useful one) but again it's not clear how or where he learned them. I'm also becoming more and more convinced that his Vulture isn't his because he purchased it legitimately, but it'd be far from the first time that somebody acquired a top-of-the-line 'Mech by less than legal means, and (of course) salvage is nine-tenths of the law.

Certainly I've got plenty of reasons to keep them around an nothing that tells me that they're an immediate threat to the unit as a whole. They're skilled, they're an effective team and they seem to have a knack for thinking their way around problems and coming up with unconventional solutions. I'm also going to assign Nikola as permanent fourth to their lance, which will be a change for him. I think they'll work well as a team, both on the battlefield and off.

Speaking of assignments... I'm not going to lie. Charlie Bull's death in Red Sands hurt a lot. I'm just not meant to show it, because I’m the commander, put on a brave face, accept battlefield losses and so on. And while it is tempting to accept that fact, it doesn’t make it any less painful.

Charlie was a friend of my father's, and one of the few of the 'old guard' who were fully on my side when I took over the unit. He'd been one of the best at bridging the gap between those who were against me and the changes I made (yes, you, Captain Grumpy) and those who were behind me. He'd helped me a lot when I took over and gave me a lot of advice and the like, and definitely made me the leader I am today. He was also a link back to my father (wherever he is) which makes it hurt just a little bit more.

Without him, managing the unit is going to be a lot harder. It's not just the logistical and administrative work, or the battlefield command, but also the support and backing; he had my back in so many ways that I can't even begin to count it. And above all else, he was a good friend.

To make it even worse, Charlie had just come back from a long break; this was hia first campaign since rejoining. Obviously I’m going to recruit a replacement pilot, but I can't replace him as a person.

Back to business. Just as we were mopping things up, we were approached by a rep from Earthworks. He'd apparently been bussed in specifically because they knew we were on-world and they decided to make us a job offer while we were here. It was apparently convenient for both our location relative to the target as well here in FWL space.

Apparently, they're determined to abuse their position as a multi-national to work around the ceasefire between the League and the Wolf Empire. They're asking us to it Keystone to retrieve key assets from their factories there which will be useful to their surviving branches and operations while setting back the Empire’s attempts to use those lines. Of course, we'll be acting on Earthworks' behalf and not the League’s, something they've been at pains to emphasise throughout.

On the other hand, the pay is really generous. They're willing to load us up with a good heaping of parts and munitions which is one of the big benefits of working for a multinational weapons manufacturer. The intel on the target looks good too; apparently the Wolves have left only a Cluster of green and reject troops to guard one of their key factories for whatever reason. I cannot begin to imagine why.

Of course, in this age of no HPGs, I have to wonder just how recent that intel is.

Okay, enough rambling. We have a bit of downtime before we leave for Keystone, so I'm determined to take advantage of it and get some sleep.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 07:54:39
5th Wolf Garrison Cluster (Kappa Galaxy)

RAF Intel report; 01-01-3145

Much like the rest of the Empire’s Kappa Galaxy, the 5th Wolf Garrison Cluster has both spent years as a target for the Rasalhauge Dominion while also remaining near the bottom of the Empire’s supply chain. Even after the formation of the Wolf Empire, the Cluster has remained heavy with vehicles and conventional infantry, with very few BattleMechs or Battle Armour to speak of.

The 5th has the added disadvantage of being at the bottom of Kappa's food chain for new recruits and replacement crews. It only receives the rawest of recruits and those that the other Clusters have allready rejected, leaving it both with poor quality and inexperienced warriors, but also mounting morale and discipline problems. Star Colonel Angela has repeatedly requested new transfers, but the simple fact that the 5th is the closest cluster to full strength in Kappa has undermined her case.

To compound these problems, the 5th has been assigned to guard the vital factory world of Keystone, making them a prime target for potential raids, or any League efforts to reclaim their lost worlds. Despite the cease-fire between the Empire and the FWL, the result is a feeling of being in the crosshairs, one that has not helped the unit's morale situation any. Keystone’s polluted atmosphere also limits the unit’s effectiveness; its infantry are dependent on life-support equipment to operate outside, effectively tying them to either sealed structures or their transports. Similarly, its vehicles are vulnerable to hull breaches, making their commanders reluctant to commit to action.

Presently, intelligence suggests that the 5th has been divided into Binary/Trinary-sized units to cover specific parts of the expansive and sprawling Earthworks facilities. Its few BattleMech forces are held as a quick reaction reserve force to bolster defences as needed or deal with the largest possible threats, but it is questionable how effective such a small force would be in the face of a full-scale invasion. For now, the 5th’s greatest strength lies simply in the lack of an opponent who can readily threaten them.
 
Binary Bravo
Officially a trinary on paper, Bravo has been under strength for decades as a result of Kappa's unfailingly bad supply situation. To make matters worse, some of its equipment is so old as to predate operation REVIVAL, and requests for replacements have fallen on deaf ears. One Star Captain was said to have a request turned down with a note of "If we gave you anything new, then the Bears would just destroy it", to which he simply replied to say that "this is why we can't have nice things".

Under the current structure of the Binary, Armour One acts as both a command unit and its main offensive punch. Equipped mainly with heavy tanks, the Star concentrates on firepower at the expense of mobility.  Conversely, Armour Two is tasked mainly with transporting and working in support of the Clusters infantry assets, several ancient APCs giving it ample capacity. Both stars are expected to remain close to their designated operational bases, simply due to the limitations of operating in such a hazardous and polluted environment.

The Binary's problems are not helped any by their commander. Star Captain Svetlana is a resentful, burned-out Trueborn who failed their Trial of Position to become a MechWarrior. That she is a Kerensky only makes her even more embittered, leading to her taking out her frustrations on her troop and only contributing to the unit’s morale issues. Her command style consists mainly of shouting, and her soldiers follow less out of loyalty and more out of a desire not to contradict her or make things any worse.

Conversely, Star Commander Ralphus is her polar opposite. A freeborn from the old Wolf Clan OZ, being selected for combat training was a massive improvement to his life. Managing to somehow work his way up to Star Commander, he has remained jovial and friendly towards those under his command. However, he also lacks in ambition, and as such rarely will do anything more the the minimum needed in a given situation.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 07:58:36
Mercenary Raid on Keystone

RAF Intel Intetcept 3145-215132-Alpha

To: Galaxy Commander Robert Magnus, Grey Keshik
From: Star Colonel Angela, 5th Wolf Garrison Cluster
Subject: Mercenary Raid on Keystone

Galaxy Commander, this report is to update you on the status of our forces following the recent mercenary raid on Keystone, specifically targeting the Earthworks Complex.

The mercenary Force is believed to have jumped in-world from a pirate point, its position unknown but likely provided by Earthworks informants who were familiar with the system. The mercenaries proceeded in-system, using Ea (Keystone’s Moon – Editor) to shield their approach. By the time we were in position to properly respond to their approach, they were already making planetfall.

Once landed, the mercenaries divided into lance-sized forces, striking simultaneously at different Earthworks sites. Based on both their movements and their targets, it is apparent that the enemy forces were deliberately targeting specific objectives. The mercenaries, composed of BattleMech forces supported by VTOLs and Battle Armour, engaged elements of Bravo, Charlie (Vehicle Binaries – Editor) and Delta (Conventional Infantry Trinary – Editor) arrayed in defense of the facilities.

I will not mince words, Galaxy Commander. The results would have been farcical had they not been our own tourman. The poor quality of the ‘Warriors’ (And I use the term with the broadest possible advice) and the cast-off equipment they were armed with resulted in something that was less then a battle and more of a one-sided slaughter of our troops. The dezgra mercenaries thrashed the surats under my command, suffering almost negligible losses in return.

Binary Bravo lost fourteen of its twenty vehicles, with most of those being unsalvageable or complete wrecks. Star Commander Ralphus survived the battle simply because his Athena was left immobilized and was bypassed, while Star Captain Svetlana will require extensive surgery before being combat-worthy again. Of the crews, 55% were killed or wounded, a situation exacerbated by Keystone’s polluted atmosphere which did as much harm to the crews as the enemy fire.

Binary Charlie lost six vehicles, with the losses being limited simply because only one of its stars made contact with the enemy. Unfortunately, the force of light BattleMechs it faced simply out-maneuvered and bypassed them with little effort. Even then, 35% of Charlie’s personnel were wounded or killed.

Trinary Delta supported both units in the course of the engagement. This cost them 70% of their men dead or wounded, many the results of breached environment suits and atmospheric exposure that would not have otherwise affected them.

In addition, the raiders were able to reach their objectives and were largely unrestrained from engaging in an open looting spree. They were able to remove hundreds of tons of parts and supplies, as well as “evacuate” key personnel, blueprints and other information. Analysis of the losses indicates that the damage was very specifically targeted, again suggesting that Earthworks themselves had planned the operation. We estimate that Tomahawk II production will be delayed by at least three months as a result.

The only thing that may have impaired the mercenaries’ looting spree was the intervention of a Binary from the 13th Wolf Guard Battle Cluster. On world for reasons that I am not able to reveal (Orders came from Star Colonel Don Cooper (commander 13th Wolf Guard Battle Cluster – Editor) and were undersigned by Star Colonel Omar Hawker (aide, Beta Galaxy Command), the Binary chose to intervene in the assaults only after it became apparent that my own men were not able to handle it. Even then, all they did was merely speed departure.

And as for the mercenaries, did they pay a price in blood for their assault, quineg? No; their losses amounted to a pair of Battle Armour troopers killed in action. Two of their trucks were also destroyed, with a third one immobilized and abandoned in the field.

Let me reiterate that. Two Battle Armour Troopers and three trucks against twenty tanks and eighty-seven infantry, not to mention the cost in lost production from Earthworks. My forces were nearly powerless to stop them, and only intervention from a Beta Galaxy binary seemed to slow them down.

Galaxy Commander, this is a situation that should not have been allowed to happen. Keystone is a vital world to the Empire’s production; even if it is only able to produce inferior Spheroid technology, then it is still a source of replenishment to our tourman. The Empire can ill-afford any disruption, and yet, my unit is in a poor position to prevent that from happening.

I am well aware of Kappa’s poor position in the Empire’s standing; our spending decades as fodder for the Bears has left us in a precarious position even after our relocation. The 5th in particular has fared badly, and has remained the destination for only the worst recruits and equipment available. And yet, we are solely responsible for the defense of a key world. Galaxy Commander, this situation cannot be allowed to continue. If a disaster like this were to repeat itself on Kaldassia or even Thermopolis, then the damage to the empire could be devastating
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 08:00:47
From the personal journal of Mechwarrior Isaak

I have never been so disgusted at dezgra Spheroids and their lies as I am now! It is not bad enough that they lack honour, but their efforts at twisting our traditions to their own ends show just how truly contemptible and barbarous they are!

Black Fang Binary were on Keystone on the orders of our Star Colonel; however, when a force of spheroid barbarians attacked our factories, we chose to intervene. It proved to be necessary; the inept sibko washouts of the 5th Garrison Cluster were completely incapable of stopping them, showing just how worthless they truly were. Our star dropped in pursuit of one of the mercenary lances, swiftly catching up with them. My Lobo, the lightest and fastest of us, led the charge.

I am no stranger to battle with freebirth spheroids, and have faced dezgra mercenaries before on many occasions. I knew them to be honourless, and have no respect for zellbrigen, rather fighting as honourless packs, revelling in their inferiority to us. So then, when I was confronted by a mercenary Uziel, I knew that the so-called warrior inside of it would not display the slightest shred of honour. My plan was to simply brush past him and then destroy the vehicles that they would use to loot our factories.

What instead happened surprised me. The Uziel’s pilot challenged me to a duel, something that I should have normally dismissed as a dishonourable attempt to abuse our traditions. Instead, he spoke with such conviction, such passion, that it seemed that he was genuine in his desire for a duel. How could I resist? A chance at an honourable battle, a victory that could add to my codex and bring honour to my name and my blood house? It was a perfect opportunity!

(GM’S NOTE: Randy got an exceptionally good acting roll, combined with his charisma bonus and his gregarious trait. He sold that fake duel)

And so we fought. At first it seemed that I had the upper hand, as my lasers were able to carve armour from his ‘Mech while his were far less accurate. He responded by jumping away, while I pressed the pursuit through the polluted wastelands of the factory outskirts. I briefly caught him, only to watch as he used his jump jets to escape once more.

It was then that I realised that the vehicles that they were escorting had escaped, slipping past my pursuit while I was focused on our duel.

His dishonour is unforgiveable. Randy R. Georges, wherever you may be, know this. I will hunt you down and I will avenge myself upon you, no matter where you may be. This, I swear.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 08:05:09
Kamenz Archonette

Background

Landgrave Karl Pelzer, ruler of Kamenez, was one of the nobles who openly spoke out against Archon Trillian Steiner and her policies. As ruler of a world bordered both by the newly formed Wolf Empire and the resurgent Free Worlds League, he felt that her polices and leadership were putting vulnerable worlds (like his) at further risk of predation. Even after the quelling of a near-rebellion, he remained strongly opposed to her rule, especially after his world was left without any LCAF garrison units.

In response to this, Pelzer opted to take matters into his own hands. Mustering the support of several local guard units, Pelzer staged a coup, taking control of the planet and imprisoning or killing most of the ruling council. From there, he declared himself leader of the Kamenz Archonette, inviting other nearby worlds to join him in forming an independent state within the Commonwealth.

Even as his offer went out, forces loyal to the legal government (and the Commonwealth) mustered on Kamenez in an effort to restore order and end Pelzer’s illegal takeover. Their efforts were cut short by the arrival of mercenary units in Pelzer’s employ who quickly overpowered the local forces. With local resistance effectively neutralised, the new Kamenez government looked to consolidation and seeking allies.

While as yet no other worlds have joined the rebel Archonette, the Lyran government, as well as the embattled Bolan Province, are definitely concerned about the risk of the revolution spreading to other worlds. The factory world of Loburg, less than a jump from Kamenez, is considered to be an especially high risk, given the Commonwealth’s current precarious state. At the same time, the depleted LCAF does not have the forces to spare to deal with an internal matter, given how thinly stretched its forces are over numerous hostile frontiers.

Present Situation

While the mercenary units hired by Landgrave Pelzer ended organised resistance to the Archonette, they have not ended the fighting on-world. Pockets of resistance still exist across the world, however these forces lack in heavy equipment and organisation, and so far have proved to be little more than a nuisance to the self-declared Archonette.

Pelzer has further hampered to depose him through maintaining a surprisingly low profile. Rather than rule the world from the planetary capitol, he has chosen to relocate his seat of power on the thinly populated island continent of Saxony. Even then, he has been rather elusive, apparently running the planetary government from an unknown, remote location in the continent’s interior.

Attempts to locate Pelzer have been hampered by the history of the continent and its geography. During the Star League, the SLDF and FWLM constructed numerous supply depots across the continent. During the first succession war, the retreating FWLM used nuclear weapons to destroy them rather then letting the Lyran forces have access to those resources. The result is the continent is scattered with ruins, many of which have never been fully documented.

The rest of the Saxony continent mostly consists of small village and farmers, save for the southern coast. In the years following the Jihad, the region saw some rehabilitation and became something of a tourist destination, and is now scattered with resort towns as well as a recently expanded drop-port. The continent itself also provides ample opportunities for concealing a force, with a number of dormant or active volcanoes breaking up its prominent grasslands.


FORCE LISTING

While not complete, the following list covers key units loyal to the Kamenez Archonette government. Aside from the units listed below, it is known that the Kamenez government has been actively trying to raise new units from the local populace. A lack of local heavy manufacturing has hampered efforts to arm these groups, but irregular forces or the presence of armed IndustrialMechs should not be discounted.

781st Kamenz Rifles
Green/Questionable
Commander:
Colonel Bernahrd Proll

The 781st is a conventional infantry regiment, made up mostly of reservists and inexperienced weekend warriors. However, its leadership includes several veteran officers with actual combat experience, giving the unit a degree of coordination and resolve that it would otherwise lack. However, the unit's actual battlefield value remains questionable, given that it is made up almost entirely of foot infantry with light weapons. In an effort to bolster its otherwise dubious strength as well as aid it in riot control and counterinsurgency operations, the 781st has recently received several SecurityMechs to serve as infantry support.

Leipzig Light Guards
Regular/Reliable
Commander:
Colonel Helga Strakken

Baroness von Strakken was apparently one of Pelzer's early and strongest supporters, bringing with her one of the most important assets for his force. The Leipzig Light Guards is the world’s only standing armour unit, composed mostly of light and medium tanks. While there are some new vehicles in the Light Guards’ ranks, many of them predate the Clan Invasion. However, Colonel Strakken is a harsh taskmaster, one who tends to drive her men hard and, as such, squeeze every last drop of performance out of her limited arsenal.

Lusatian Highlanders
Regular/Reliable
Commander:
Landgrave Karl Pelzer

The only BattleMech unit on Kamenez (at least, the only indigenous one) the Lusitanian Highlanders have served largely as a parade ground unit for the planetary defence forces for the better part of two centuries. Composed of noble scions with nothing better to do and augmented with a few LCAF veterans, the unit’s main strength lies in its lack of comparable opposition. Since the coup, they have served as Pelzer’s bodyguard unit on the few occasions that he has been publicly seen. The dozen ‘Mechs in the unit consist of a mixture of older Lyran designs with some FWL salvage sprinkled among them.

Isling’s Incinerators
Veteran/Questionable

See main MRBC article for details

Carson’s Carnivores
Veteran/Reliable

See main MRBC article for details


Pelzer, Karl
Rank/Title:
Landgrave, leader of Kamenez Archonette
Born: 3081 (64 in 3145)

Background:
The Pelzer family have ruled Kamenez since the Lyrans took control of the world in the first Succession War, appointed by the then-Archon as a reward for their role in the conquest. Karl Pelzer was the legal ruler of the world, having inherited the title after his father was killed in a hunting accident in 3131. Prior to that, he had served in the LCAF, reaching the rank of Kommandant in the Bolan Jaegers (A rank earned both through his experiences and his social position). During his service, Karl was involved in several skirmishes on the former FWL border; in fact, he was in the middle of one operation when he was recalled due to his father’s death.

Karl was fresh to his rule of the world when the Blackout occurred, an event that clearly shaped his reign. While Kamenez was safely removed from any borders, Pelzer none the less was concerned about the uncertain situation that the Inner Sphere had been plunged into. He ordered a build up of the world’s military forces and an increase in training in order to prepare his world for the worst. The disintegration of the Republic and the establishment of the Fortress only seemed to prove his point.

The formation of the Wolf Empire and subsequent ravaging of the Commonwealth seems to have become a catalyst of sorts, forcing him into action. On observation, it appears that Pelzer is not acting out of any greed or power-grab, but at his heart has a genuine desire to protect his world and is willing to do such by any means he deems necessary. However, at the same time, he is placing that desire before the Commonwealth as a whole.

Karl feels that as a noble, he is superior to those around him and has the right to lead, in many ways, a typical product of the Lyran system. However, within that, there seems to be more than a tinge of paranoia. His decision to lead his new government from secrecy suggests that something may be amiss, a weakness that could yet threaten his new government.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 08:28:32
Isling’s Incinerators

MRBC Update 01-01-3145

History
Initially formed as Tobruk's Torches, the unit first emerged from the seedy underside of the Galatean mercenary community at the turn of the century. Poorly equipped and composed of a dubious mix of cast-offs, unemployed warriors and the seemingly desperate, the Torches chose to play to the few strengths that they possessed.  Billing themselves as a counterinsurgency and 'scorched earth' unit, the Torches managed to land contracts in low-level periphery and minor conflicts that allowed them to survive and grow.

Within a decade, the Torches had managed to grow into a mixed battalion of infantry and armour, focusing on property destruction and intimidation. Field experience and combat attrition had weeded out the worst of the initial crew, leaving a corps of capable and skilled soldiers that also knew the limits of their unit. Despite several brushes with the review boards over potential contract breaches (usually not responding to enemy forces outside of those clearly defined by their contracts) and questionable actions (typically in response to insurgent targets) the Torches built a reputation for being willing and able to take jobs that other units shied away from.

The Blackout gave the Torches a real chance to shine, the brushfire conflicts that sprung up across the Republic providing them with ample work. Initial successes allowed the unit to grow further, adding a BattleMech lance and expanding their support elements, while also allowing much needed upgrades of obsolete equipment.

However, success nearly turned to disaster during an operation to clear out pro-Swordsworn forces on Algot in early 3134. Major Jin Tobruk was killed by an insurgent sniper, decapitating the unit and leaving it unable to cope with a sudden Swordsworn counterattack. Fortunately, Markus Isling, the recently hired BattleMech commander was able to step in, taking control of the unit and pull it out while minimising losses. After taking control of the unit with the approval of its other surviving officers (and some rumoured bribes and threats), he was able to recoup losses and rebuild.

After several years of fighting in the Republic Territories, the now re-branded Incinerators dropped out of sight for a few months, only to resurface in early 3137 on Galatea with suddenly expanded financial reserves. In the last couple of years, the Incinerators have seen a lot of work for Lyran interests, targeting assets left behind in the Falcon and Wolf advances to deny them to the Clans. Rumours also persist that they have been approached by the GDL in preparation for a "worst case" scenario.

Force Strength
After their dramatic growth in the 3130s, the Incinerators have remained stable as an oversized battalion. Fireball company acts as a command unit, and is rarely deployed as a whole. Rather, its separate BattleMech, Battle Armour and VTOL assets are usually used as needed in support of other elements. Firestorm Company is the main offensive punch of the unit, consisting of medium tanks, specifically those geared to anti-infantry use. Firestarter company often acts in direct support to root out enemy forces. Armed with portable plasma weapons and incendiary grenades, the so-called "Corona" platoons specialise in incendiary warfare. Finally, Firelight company act as reserves and are often deployed for clean-up and security duties.

While potent when used against enemy infantry and other soft targets, the Incinerators are no match for most BattleMech or armoured units. If faced with heavy opposition, they will typically split their forces, trying to draw off and tie up the enemy while the remainder of their troops reach the objective.  The Incinerators will often use fire as a weapon to turn things to their advantage, such as burning forests, grasslands, crops or settlements to provide cover or a distraction.

Support
At some stage, Isling converted his cash reserves into hard currency and supplies, leaving the Incinerators well equipped against future contingencies. Not only are they currently covering their maintenance needs, but they also have a good reserve of parts and assets to fall back on. As yet, investigations into the source of these reserves have come up empty-handed, with some hitting the literal wall of Fortress Republic.

Transport
The Incinerators sole dropship is the Firebird, a Condor-class transport. In reasonable condition, the ship is nonetheless considered a weak link in the unit, given its questionable armaments and lack of fighter capacity. While the ship does need to be upgraded or replaced, so far it does not seem to be a priority for the unit.

Colours and Insignia
The Incinerators use 'Mechs are painted with red-yellow patterns on the arms and legs, fading to charcoal on the torsos to suggest flames and smoke. On vehicles, the colours are similar, with the flames at front fading to the rear. The insignia of the Incinerators is a simple fire hazard warning.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 08:30:12
Carson’s Carnivores

MRBC Update 01-01-3145


Carson's Carnivores insignia

Carson’s Carnivores grew out of the Jihad, formed from a collection of battered, barely functional mercenary commands that had managed to survive the conflict, some represented by only a single warrior. Drawn together by Claude Carson, himself a mercenary who had fought in the Clan Invasion and nearly every conflict since, he managed to form a coherent whole out of the hodge-podge mess that he’d been presented with.

The resultant unit, dubbed the Carnivores, saw their trial by fire in the early 3080s. Hired by the LCAF, the unit was sent to hunt pirates from the shattered Circrinus Federation that had been threatening border worlds. The low intensity conflicts, oft with groups that were more desperate then they were, served to help bring the Carnivores together as a unit, while netting them salvage that was used to build up their strength.

By the turn of the century, the Carnivores were a solid and coherent unit, a far cry from their origins after a remarkably short period of time. Now under the command of Claude’s daughter, Claire, the Carnivores stability was threatened by a new opponent, in the form of the slow winding down of conflicts that occurred over the next few decades. The Carnivores responded by restructuring, reducing the size of the unit while weeding out older or less capable ‘Mechs. The result was that the unit was almost entirely composed of the most modern designs. Even older ‘Mechs, such as Carson’s Ostol, received upgraded technology.

The collapse of the HPG network and the sudden explosion of activity saw the Carnivores thrown back into action, exposing weaknesses in their upgrades. While their equipment was capable, many of their crews were inexperienced, having seen little action in the last decade. As such, the unit suffered several defeats against supposedly inferior opponents, blunting its resolve. It was only after Connor Carson took control of the unit that he was able to turn things around.

After a six-month retraining program, the Carnivores emerged in 3134 as a leaner but more capable unit, just as the conflicts raging inside the Republic began to escalate. The improved Carnivores rose to the challenge, fighting for and against different forces across several Prefectures. After the declaration of Fortress Republic, the Carnivores found themselves looking for bigger jobs in the growing conflicts spreading across the entire Inner Sphere.

Force Strength
In the last few years the Carnivores have managed to return to their full strength of a combined-arms battalion with air support. Fang Company is made up entirely of BattleMechs and includes the Battalion Command. While lacking in Clantech, most of the unit’s ‘Mechs are modern designs with an emphasis on speed and mobility, allowing them to move fast and hit hard. Fang usually leads any assaults, supported by Claw Company’s slower-moving tanks.

Talon Company rarely acts as a coherent whole, instead being divided into both fighter and VTOL units. Often, the VTOL support lance is attached to Claw Company as a fourth lance, which has lead to suggestions of converting Claw into an oversized company full time. Beak Company, composed of both Battle Armour and conventional infantry, is usually used in support of Claw and Fang companies, although its conventional infantry assets often serve as support and security units.

Support
Careful management by Carson has resulted in the Carnivores having a strong support infrastructure and deep supply reserves. Anticipating the 3139 currency crash, Carson took to hoarding supplies and ammunition, a tactic that paid off in the long-term. Carson usually will also take supplies and salvage as an alternative to currency in contract payments to ensure his units continual operations.

Transport
The Carnivores’ sole dropship is the Apex, a Triumph-class ship. Like the rest of the unit’s equipment, the ship is kept in good condition. The ship has been modified to have its ‘Mech cubicles converted into fighter bays, providing a modicum of protection; ironically, this means that the Carnivores’ BattleMechs must be carried as cargo.

Colours and Insignia
The Carnivores use a parade-ground scheme of bright red, with yellow, stripe-like markings on the limbs. Some of the ‘Mechs feature exaggerated teeth painted on their heads. The insignia of the carnivores is a stylised, saber-toothed tiger head in profile.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 08:32:50
Communications Tap File #75228-Rho (extract)

Galatea City, Galatea; 1015 hr

Voice 1 (Male; 40s; no discernable accent, native English speaker): I’m trailing the Snake (NOTE: Takahashi Oda) now.

Voice 2 (Female; 50s; accent suggests Capellan March or Taurian): Well keep on him then. I want to know what they’re up to.

Voice 1: Find weaknesses, know your enemies and all that. I know. It’s what you pay me for.

Voice 2: Then quit the backtalk and keep on it. I ain’t paying you to tell me what yer doing. I’m paying you to do it.

Voice 1: (inaudible)

Voice 2: What was that?

Voice 1: Still tailing the snake. I’ll let you know when I have more.

(tap pause)

Voice 1: He’s entered the Combine embassy now.

Voice 2: Figures that a snake would go there. Try an’ get us some details.

(tap pause)

Voice 1: It appears that he’s gone to see the cultural attaché

Voice 2: Which is usually the local head spook.

Voice 1: Exactly. And in my experience, the main reason for someone to be meeting them would be as an intelligence contact themselves. Someone who's just come back from a combat campaign would have a lot to talk about, after all

Voice 2: You think our snake’s a spook too?

Voice 1: He could just be having an elaborate tea ceremony and talking about local sports teams.

Voice 2: Yer a ball of laughs, ain’t ya? Keep an eye out fer when he emerges, already. If he’s up to something, then I want to know exactly what and how I can use it.

Voice 1: That’s not going to be easy. If he is a spook, then he’s also going to be ready. I’m already sticking my neck out a lot for this.

Voice 2: Fine. Y’all get me something really good, then I’ll throw down a bonus.

Voice 1: You’re on. Consider him tailed.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 08:34:12
From the personal journal of Irisz Magyari

So it turns out that what we hit on Keystone was deliberately targeted. The branches of the Earthworks factory we hit, as well as the people and stuff they took, were specifically concerned with the production of the Tomahawk II. I can understand why; Earthworks can use it as a way of getting around legal boundaries and boost their capacity to make Clantech. And anything that means there’s less of those monsters stomping around is fine by me.

On the other hand, I have mixed feelings about the newest contract. A part of me doesn’t like it, especially the thought of getting involved in a planetary civil war. They’re really pretty, but at least unlike with Hamilton, the dividing lines are pretty well defined and we have a clear objective. This isn’t an insurgency with potential enemies everywhere, but rather a battle where we’re going to be facing stand-up fights with discernable enemy forces. Really, it’s a planetary assault, just a blue-on-blue one.

I can understand why the Lyrans want the Kamenez Archonette nipped in the bud. They have enough problem as it is without a renegade breakaway state forming right on the border with two hostile states. And while the Lyrans reputation has taken some severe blows recently (Okay, that’s an understatement. They left the Eridani Light Horse to die. There’s very little you can say to defend that) I’d sooner them then the Wolves. Also, the terms they gave us were generous.

By way of some assurance, Nikola looked into our liaison officer, Kommandant Angus Gillies. Amazingly enough, he’s actually a professional mercenary liaison, and earned his rank through experience. So at the very least, we’re not going to be taking orders from some noble fop who has no idea of how things work.

Unfortunately, there is one thing that I can’t do anything about, and that’s our operational partners. I don’t like the Liberty City Royals, and that’s all there is to it. I understand that the Lyrans are desperate and that they need this situation solved quickly, and that they’re not in a position to be too choosy about who they hire. It also doesn’t mean that they have to like it.

The Royals are thugs, plain and simple. They’re the sort of just-this-side-of-pirate scum that embody the worst of the Mercenary trade, and sadly have been far too common since the Blackout. With the MRBC virtually powerless and everyone in desperate need of warm bodies, it’s easy for shonky Mercs to find jobs and not only survive but also thrive in this new market. One has only to look at the ‘Outreach Revival’ movement and the sort of bottom-feeder units it attracted to see poof of this.

(I admit now, I’m glad that Outreach is behind the Wall, and we’ll never see some of the units that were based there again)

Yes, I might be letting my opinion be coloured by professional pride. I admit that much. However, at the same time, I don’t like the idea of working alongside a unit made up of criminals, thugs and desperados. You can look at groups like Bannson’s Raiders or the sort of trash that wound up working for the Word to get a good idea why.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 08:36:57
Liberty City Royals

MRBC Update 01-01-3145

(This report is a little out of date. I've done some digging and managed to update it where possible - Nikola)

History
Even by the often strange standards of the Mercenary trade, the Liberty City Royals have an unusual origin. The Royals were originally a gang in Dronane, the capital city of Liberty, who had risen to prominence after a bloody turf war that had decimated their rivals. It also prompted a harsh crackdown by the authorities, one that the Royals managed to evade. As police swooped on their hideouts, the Royals were leaving the world with most of their wealth, having apparently been tipped off and having plenty of time to prepare.

The group vanished before re-emerging several months after the Blackout as a small mercenary unit. Initially composed mostly of IndustrialMechs and light vehicles, the Liberty City Royals (having retained their old name) found employment in the erupting conflicts in Prefectures III and IV. Several early successes (now believed to have been in the employ of Bannson's Raiders) allowed the unit to grow, adding BattleMechs and Battle Armour to its force. By 3136, the Royals had become a professional mercenary force, albeit one that retained its original gang "flavour".

Unexpectedly, the Royals disappeared for several months in late 3136 to early 3137, re-emerging with several internal changes to its command structure but no indication as to where they had been or the source of the apparent bloodletting. What was known was that several older members of the unit, dating from its original gang days, were no longer around, while others had been promoted in their place. While no explanations were offered (or forthcoming) the Royals returned to the mercenary market undeterred.

Over the next few years, the Royals worked for several different employers as raiders, obstinately for targeted attacks on specific objectives. In truth, the unit would often take on a pirate-like approach, engaging in broad looting wherever possible. While controversial, the Royals managed to consistently achieve results for their employers.

However, recent events have cost the Royals, both in terms of equipment and manpower, as well as their reputation. In late 3144, the Royals accepted a contract on Tybalt for the AFFS, using it as a base for possible raids against the Cappelan advance. Unexpectedly, once on-world, the Royals abandoned their post and moved towards the planetary capitol of Macbeth just as a CCAF raiding force hit the world. The Royals were caught in transit and mauled by the Cappelans before reinforcements arrived. In the aftermath, the damaged Royals were charged with breach of contract by the AFFS and dismissed from their contract, leaving them with a damaged reputation and a need to rebuild.

(Apparently the Royals did a round of pirate hunting for the Lyrans in an effort to beef up their exposed flank. This did net them a fair amount of salvage, as well as making them look good to the Lyrans. That might be why they landed this contract - Nikola)

Force Strength
The Royals are nominally a combined-arms battalion, although the unit is still recovering from its losses on Tybalt. Rebuilding has focused on the BattleMech assets, bringing King Company back up to full strength, but at the cost of their other units. Duke Company, made up of tanks, remains under strength, but has been helped by an influx of new recruits, while Baron Company’s battle armour assets are at half strength (which has the upside of reducing the burden on their depleted transport assets). The unit's aerospace and VTOL assets have also been rebuilt, but again suffer from a shortage of quality pilots.

(The Royals are equipped mostly with post-Jihad to modern 'Mechs, and have a little bit of Clantech scattered around - Nikola)

In addition the Royals employ several support units made up of conventional infantry and trucks that are used in their "raiding" operations, rather than for direct combat. These are backed up by a lance of SecurityMechs that are used to "enforce" their operations and add firepower for use against any local security units. Poorly trained and often made up of lowest-quality recruits and hopefuls from Galatea, these units are of only questionable combat value at best.

The Royals prefer brutal, close-quarters fighting, and many of their warriors have a marked preference for physical attacks. The unit is particularly capable in urban combat, their gang roots showing through in their exploitation of their surroundings.

Support
While the Royals have only ever had a mediocre technical support core, the unit's technicians have often worked with their "looting" teams to procure supplies and are expert scavengers. The damage suffered by the unit on Tybalt has also had the side effects of reducing the unit's overheads and maintenance requirements. As a consequence, the unit is well-off in terms of supplies and equipment as well as having surprisingly strong financial reserves.

(I'm looking into the source of those reserves. They bounced back surprisingly fast after Tybalt, and seem to have been able to splash around a bit of cash to keep themselves in shape - Nikola)

Transport
The Royals are equipped with a pair of dropships that currently suit all their reduced transport needs. The Halton Gardens is an ancient Union-class dropship that is in poor condition; while adequate to serve as a transport, its ability to defend itself is limited. Their second ship, the Intruder-Class Bohan, is similarly dubious; converted into a cargo ship after the Jihad, the ship has been crudely reverted back to its original use.

Colours and Insignia
The Royals’ insignia depicts a silhouetted city skyline with a superimposed coronet, although several variations of this design have been seen on different units. The unit’s ‘Mechs and vehicles are painted in the Royals’ old gang colours of green and white, with many of them sporting graffiti-like details. Some ‘Mechs have a gold “crown” on their heads; this is a reward for a member of the unit who has either scored five kills or performed exceptional duty for the unit.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 January 2016, 08:39:08
Journal Extract #75291-Rho

(Some of my targets aren’t that good at securing their personal noteputers, which means we can find the occasional tidbit. I think the following extract could be useful to us in a number of different ways)

Look, I ain't got nothing against Ronnie. I mean, he’s my baby bro (well half-brother) and I love him and all but he's also just a total pain in the ass some days.

He’s been making a real stink about this whole 'Mech thing for a while now, but it's really been a stick up his butt since our last mission. Ronnie’s recon lance got themselves into a whole world of trouble, and Ronnie's Cadaver went and got itself hobbled. They were trying to get away, but the fact was that he was now the slowest of them and dragging behind the rest of the lance. (I'm also gonna be kind and not repeat what he was saying on the comms, 'cause it ain't gonna help his rep none)

So he was in trouble and my Lance came and bailed him out. Hell, I even bagged the 'Mech what was riding his tail myself. (One Clanner Peeper to the face fixes a lotta troubles, trust me). Does he thank me? Hells no. Instead he runs straight to his daddy and complains about how he wouldn't have been in that situation if he had a better 'Mech, and by that he specifically meant my Wammer. Big Ron was on his side too, but mom managed to defuse things a bit. Problem solved, right?

'Cept instead, first thing we do when we get back to Galatea is he offers to buy me lunch at Tharonjas. Sure, I ain't gonna argue 'cause I like bacon and all, and he's paying, so it’s even better.  But turns out he was trying to butter me up to 'suggest' that it’d be better for the whole unit if we was to swap 'Mechs. I was all "um, no" and so he goes and loses it at me in the middle of the place. I swear, the whole place was looking at us, and my face was as red as my hair.

See, the thing is this. Like I said, I love Ronnie even though he's a total ass some times, but he's also a crap MechWarrior. Ain't no way to say it nicely neither. I mean I know I got a couple of years’ experience on him, but the fact is he's just no good at it. Watching him learn was painful to beold, and I swear he only got through 'cause Big Ron payed off his instructors or something. Giving him an assault 'Mech like my Wammy would be a waste of a perfectly good 'Mech. And on top of that, he ain't even that good in a fight, so putting him in reccy where his main job is to spot something and then get the hell out makes more sense.

He's only commander of the Reccy lance 'cause Mom and Big Ron are the unit's bosses. (I mean, yeah, thatls prolly why I got the assault lance fresh out of training, but hells, fact is I was actually, yanno, good at it) Me, I think he woulda been better as a tanker like his pa, but I think Mom wanted him to be a MechWarrior. Hell, when we were kids, it was all he wanted too.

So yeah. Ronnie, I love ya lots, but you really push your luck some days.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 02 March 2016, 06:39:15
LIC Communications Intercept 6422-543-B/Kamenez

Voice 1 [Major Conner Carson, 98% match]: All units, pull back. We're abandoning the spaceport.

Voice 2 [Colonel Helga Strakken, 93% match]: Nein, Major! I forbid you to abandon the port! It is vital to us!

Carson: Listen lady-

Strakken: Colonel!

Carson: Colonel lady, in case you didn't notice, we're getting hammered out there. My men are dying and so are yours. We've lost four 'Mechs and you're down at least a dozen tanks, if not more? We've hammered a few 'Mechs and have one of them down-

Strakken: Two down, Major

Carson: Whatever; it doesn't make any difference. In case your strudel-addled brain didn’t notice, there’s a second, fresh load of them dropping on us now. I'm not going to keep fighting a losing battle and get more of my people killed.

Strakken: How dare you speak to me like that, Mercenary! Follow my orders and hold the port!

Carson: If you have a problem with my actions or my language, then take it up with the Landgrave [Karl Pelzer]. In the meantime, I'm pulling back and preserving our forces. We might lose the spaceport, Colonel, but we can at least preserve our men and maybe have a chance of taking it back later. Getting everyone killed now archives nothing.

Strakken: Gott in himmel, they are going to take your ship, Major!

Carson: And we can take it back when we reclaim the port, Colonel, something we can't do if we get ourselves killed fighting a losing battle!

Strakken: Fine, then, pull your verdammit forces back! But mark my words, Major, the Landgrave will not look kindly on your actions.

Carson: I don't care what he thinks of me. If he wants my men to keep fighting for his revolution, then he'll keep paying us. Out.

[Transcript pause]

Carson: You hear all that?

Voice 3 [Major Markus Isling, 77% match]: I did.

Carson: Thoughts?

Isling: Besides the fact that Helga's a typical over-bred Elsie moron who got her rank without working for it?

Carson: Well yeah, besides that.

Isling: Don't worry, Conner. I'm on your side here and will back you up all the way. You did the right thing there.

Carson: So what can we do about it?

Isling: Short term, pull back to one of our fallbacks. I'll get my men out to cause enough distractions to keep them off your back a while.

Carson: I feel that I'm better off not knowing

Isling: Let's just say the recent drought conditions work to my advantage.

Carson: And after that? We're facing two merc units, and you know that the Elsies aren't going to do their share of the heavy lifting. Trust me, the Light Guards were worthless at the spaceport.

Isling: I have an idea. I heard enough comms chatter to get an ID on the two units we're facing. Give me a bit to work it, but I think I have this.

Carson: Will it get me the Apex back?

Isling: With interest.

Carson: Now you're talking.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 02 March 2016, 06:41:47
From the personal journal of Irisz Magyari

Reading her journals, it's pretty clear that Sel Magyari had a number of skills as a commander, and luck was one of the ones that featured prominently in her career. As much as I want to give her skills as a leader and a MechWarrior credit, it does seem that she managed to achieve a lot through sheer dumb luck.

After today, I'm really wondering if it might not have been a hereditary trait.

The Kamenez campaign started with a drop on the Saxony spaceport, one of the rebellion's key assets. On the ground were elements of both the Leipzig Light Guards, a local armour regiment, and Carson's Carnivores, one of the two merc units that are known to be in their employ.

Things got off to a bad start when the Royals' dropship suffered a 'mechanical failure' that delayed their drop, leaving our men on the ground numbered and facing a swarm of hostiles. The Assault Lance got it the worst, being rushed by two lances of Carson's 'Mechs as well as on-site armour.

And despite being outnumbered, they managed to hold their own. Nikola got very lucky straight out, putting a Silver Bullet Gauss shard through the cockpit of an otherwise undamaged Night Stalker (So much for your supposed extra protection!) and then nearly crippling Major Carson's 'Mech straight out. Apparently he likes to lead quite literally from the front in a TSM-equipped Ostsol no less. Not sure if it's the best choice for a commander, but if it works for him, who am I to judge?

Unfortunately, the rest of the Carnivores were not happy with his nearly taking out their commander, and chose to focus their fire on his Carronade. By the time they were done, they'd nearly stripped it of armour. However, again I bring up luck, as despite being near-naked, the 'Mech was still fully functional and able to dish out considerable punishment in reply.

My lance did a little better; we dropped into a mess of heavy tanks from the Light Guard (Apparently they'd bought a bunch of old Manticores), which turned into a slugging match when our support from the Royals failed to show. Lamont's Shockwave went down with a wrecked leg, but we managed to hold out and take down a number of them before they chose to back off.

Peril lance wound up in a running fight with Carson's recon lance, having managed to basically leave the light guard tanks behind. Zeek's Ostscout was taken out by a Carnivore Wolfhoud, but Bruce and Will between them nearly bought down a Cronus in reply.

Whatever problems the Royals were having managed to correct themselves in time for their 'Mechs to drop into the battle, turning things in our favour. Save for a single Crusader who botched one of his legs on landing, none of the Royals took any significant damage while managing to drive the Carnivores off.

When you consider we lost one 'Mech, have two more needing major repairs and numerous injured, the Royals don't exactly come off in a good light. While the supposed 'mechanical failure' does make sense (their dropship is basically a flying wreck) it's easy to see it as their deliberately delaying their drop so we'ld take all the damage and they'd get to mop up afterwards. Wen you look at their reputation, it'ls not a hard conclusion to reach.

We did come out ahead. They lost four 'Mechs and escaped with several others badly damaged. We salvaged their losses, including the aforesaid Night Stalker and a Pixie that needs a new leg but is otherwise good. On the other hand, the Argus is good only for junk (both its LRM and Autocannon ammo set off, killing the pilot and gutting the 'Mech) and the Grasshopper isn't too much better. More importantly, we got the Carnivores' dropship and a good amount of their supplies. Hopefully, we can use those as a bargaining tool to try and force their surrender.

I’ve spoken to Kommandant Gilles, requesting that we be given a break to recoup and repair, especially in light of the number of injured we have. By all reports, the Carnivores and the light guard have gone to ground, and are scattered across the countryside, which gives us a break. The Royals can do the hard work of chasing them down for now. I think it's fair given that we did the hard work at the port.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 02 March 2016, 06:43:16
From the personal journal of Eckart Stein

As expected, Magyari wasn't too happy about our delayed drop, but she accepted the reality of the situation. Even though the Halton Gardens is a wreck, it has its uses from time to time; even then, I do want to replace it, and do need to get Royale focused on that goal rather then wasting our money on fast cars, luxury apartments that we never use and the like. On the other hand, we do have a good potential replacement available to us.

Some days it's nice how things line up.

Speaking of things lining up, Zhen is an interesting case, albeit a little frustrating. He’s definitely not that open about his past, which is exactly what I'd expect. However, but he's also a lot less willing to play ball then somebody in his situation would be, which was unexpected. A part of me thinks he's just being stupid, which wouldn’t be a complete surprise given what he used to do and who he used to work for. On the other hand, it could be that he's genuinely loyal to the Irregulars, which is unexpected.

Loyal people are the worst ones to deal with.

Clearly I ticked him off, something that was pretty clear by his rather belligerent reply to my negotiations. It's also likely no coincidence that Kardos and Georges came around asking questions shortly afterwards. Fortunately, this is one case where we actually have nothing to hide and that the general stupidity of my employees is actually a benefit (I have no doubt that they mentioned the Goat Licker in reply to their enquiries), which hopefully will discourage further enquiries.

Things are going well in the field too. Magyari's in essence forcing us to shoulder the bulk of the work does play nicely to our advantage. We’ve had isolated, fleeting contacts with the locals and their mercenary allies, but nothing that has resulted in a solid, stand-up fight as yet. And while Magyari's air cavalry has been 'assisting’ us, they've had nothing to report either. This has been helped by Dernko's obvious distaste at working with our people, something I'll have to look in to further. It could be useful.

The biggest problem will come when Magayri's forces take to the field. Thing will have to be handled carefully.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 02 March 2016, 06:45:30
From the O5P archives

[I managed to source this from the O5P. While it's over a decade old, there's still some interesting information in here. I'm also forming some conclusions about the significance of this individual to Zhen, and why Stein might bring them up]

Gertz, Joaquim
Date of Birth: 14/04/3110
Homeworld: Van Deimen IV, Republic of the Sphere
Affiliation: Bannson’s Raiders
Rank: Lieutenant

Background:
Born in the Republic, Joaquim grew up wanting to become a Mercenary MechWarrior, something of an oddity in an age of peace. Having apparently developed something of a romanticised image of the trade (possibly from a steady diet of bad fiction), Joaquim wanted a part of that lifestyle. The fact that he had no military background, no training (save for two years piloting an AgroMech), no experience, no BattleMech of his own and that the mercenary trade was at its lowest ebb at the time didn’t even begin to factor into his goals.

Arriving on Galatea, Joaquim failed to make an impression or win a spot with a unit beyond as filler infantry. For him, the Blackout actually came as something of a boon, as Joaquim was found and snapped up by Bannson’s recruiters. His dream of the prestige and glory of being a MechWarrior, as well as his marginal qualifications saw him assigned to Wyld’s Jokers, where he would, at best, be no worse then anyone else in the unit.

Despite the Jokers’ poor reputation and lack of skill, Joaquim himself has pride in what he does and his position. For him, being an officer and a MechWarrior in a mercenary unit, no matter how questionable it may actually be, is living his life-long dream. However, for Joaquim, reality may catch up with him hard.


Serial Number: RS765-21D
Chassis: Corean-II Deluxe Endo Steel
Power Plant: Hermes 250 XL
Cruising Speed: 54 km/h
Maximum Speed: 86 km/h
Jump Jets: None
                Jump Capacity: None
Armour: Starshield
Armament:
                1 Martell Large X-Pulse Laser
                1 Zeus LRM-10
                1 Imperator Rotary Autocannon/5
Communications System: Corean Transband-J9
Targeting and Tracking System: Corean B-Tech

Developed in the aftermath of the Jihad, the Shockwave was created both for the military of the Marik-Stewart Commonwealth, as well as for export. Designed as a medium trooper ‘Mech, the Shockwave was a success, attracting sales from across the Inner Sphere due to its combination of firepower, mobility and flexibility.

A higher-end variant of the Shockwave, serial RS765-21D was purchased by the Republic of the Sphere for use in the then-newly minted Republic Armed Forces. Over the next few decades it was shuffled between different units, before eventually ending up in the Prefecture IV Militia. How exactly it came to be in Jacob Bannson’s hands remains unclear, but it is possible that the ‘Mech was stolen in the aftermath of the Blackout.

For the last couple of years, the ‘Mech has been assigned to Joaquim Gertz, who seems to have actually developed a little talent to match his lofty ambitions. While he seems to inevitably run the BattleMech hot, so far his tactics have proven to be passably successful, or at least enough to keep him and ‘Thunderbucket’ (as he calls the ‘Mech) intact. However, at the same time, he has also made it clear that he is destined for something better.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 02 March 2016, 06:46:34
The battle for Komephoros, 3137-3138

Komephoros, like many of the worlds of the former Prefecture IX, was in a precarious situation by early 3137. Abandoned by the Republic, it was dangerously close to the Falcon Desant, leaving its leaders worried that their world might be the next to face the Falcon’s talons. The result was that it became one of the worlds within the former prefecture that joined the mutual defense coalition headed by Jasek Kelswa-Steiner’s Stomhammers.

However, matters changed for the worse in mid-3137 as the Wolf Clan began their invasion of the former Republic. While Komephoros was outside the thrust of their initial invasion, the world’s leaders suddenly became rather worried by their new situation. With the Wolves on one side and the Falcons on the other, they felt that an invasion of their world by either clan was inevitable. Or, even worse, that it might become a battleground for the two Clans.

With their planetary guard depleted (ironically by defections to the Stormhammers), the Komephoros leadership turned to hiring mercenaries to supplement their forces and provide some degree of protection. The government went on something of a spending spree, hiring up mercenaries as fast as it could, even if many of them were dubious units of questionable quality. Their hope was that they might serve as a discouragement to clan invasion, or at the very least serve to slow down one should it occur.

Instead, the Wolves suddenly vanished from the Prefecture, leaving the worlds they had conquered behind as rapidly as they had taken them. While many braced for their return, after several months it became clear that the Wolves had simply vanished. This left the Komephoros government in a position of having to deal with a pile of mercenary units that it no longer had a use for, hired to protect against an invasion that would never come.

Choosing to cut their losses, the government chose to terminate the bulk of the contracts, paying out only the bare minimum needed and citing that none of the units they had hired had seen actual combat. The result was unpopular, as many of those units had been hanging out for their full payment promised, regardless of if they had seen battle or not. Things reached breaking point when several units refused the termination, preferring instead to stay for the duration and hope for their full pay-outs.

This dispute quickly escalated, with several units openly going rouge and threatening the planetary government with attack if they were not paid. Several skirmishes broke out between the renegade units  and the planetary guard, while the Komephoros government tried to get several of the fence-sitting mercenaries to side with them against the renegades, ironically promising them new contracts with higher rates of pay for doing such.

The result was several months of confused, back and forth fighting between different mercenary units and the planetary guard. Constant changes of allegiance and defections not only from one side to another but within actual units served only to further muddy lines and make the situation even more unclear. Opportunistic commanders would often switch sides depending on who they saw as giving them a better offer or as an attempt to extort more money from the government.

The fighting mostly burned itself out by early 3138, with few units left functional on either side. Many of those came out at net losses, having pushed things past the point where they would have gained anything. Several of the pro-government units, however, made out well on salvage from the fallen and managing to have contract pay-outs at the end. A few units went rogue, however, surviving as bandits for the next few years. The last of them were brutally hunted down and exterminated by the Ghost bears after Komephoros joined the Raslhauge Dominon in 3144.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: truetanker on 02 March 2016, 19:54:44
I've been following your Magyari's Irrequlars exploits.

Question:  I assume Irisz Magayri is a beady Left Eyed  “Invisible Space Fairy" on purpose?

Why?

TT
* snicker *
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 04 March 2016, 00:07:22
I've been following your Magyari's Irrequlars exploits.

Question:  I assume Irisz Magayri is a beady Left Eyed  “Invisible Space Fairy" on purpose?

Why?

TT
* snicker *

Do you want the OOC or IC answer?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 04 March 2016, 01:48:55
Do you want the OOC or IC answer?

Both now!
Also - that Black Knight you're now featuring as an avatar? What's the significance of it? A new unit? And ole foe?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 05 March 2016, 04:28:50
The Black Knight in my avi was my character's 'Mech from another game. The personal text was her signature quote, which was directed at one of the other PCs.

So the answers. The OOC one is related to the campaign's development. At the time, we were still bashing around ideas, and I hadn't yet decided to connect it to the prior MW2 game. Since we use Lego Minifgs for PCs and NPCs, I was going through parts I had on hand, and kludged together this badarse-looking one-eyed woman (Using a Lego Pirate girl head) wearing a black flightsuit thing. That Minifig became the at that stage unnamed commander of the unit.

IC? That's still to be revealed. I've joked that there's no definitive point at which you can say that Irisz had two eyes. In my mind, any flashback of her has her right eye obscured (hairstyle, sunglasses, etc) in some way that makes it unclear if it's there or not. It's actually a bit of a fun joke in the group

As a side note, Irisz has been an active MechWarrior since the early 3130s. And yet, she can't have been piloting her Mad Cat Mk IV since any earlier then 3137. I still haven't figured what she used beofre then
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Sharpnel on 05 March 2016, 04:44:11
<snip>
As a side note, Irisz has been an active MechWarrior since the early 3130s. And yet, she can't have been piloting her Mad Cat Mk IV since any earlier then 3137. I still haven't figured what she used beofre then
Howzabout a Quasit  ;D  O0
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 07 March 2016, 06:50:24
From the personal journal of Doctor Hadrian Cartwright

All the training and experience in the world cannot prepare you for the completely unexpected. But they can serve to put you in a good position to take advantage of what comes with it.

When the Royals decided to turn on us and the Lyrans for whatever reason, I was unprepared, I admit. It wasn’t something I had considered would happen; after all, they were pretty horrible people, but such an extreme (and potentially career-limiting) move would be normally be. causa latet, vis est notissima and all that. However, it was not surprised when I was one of the few that they did not immediately detain. I had clearly already proven to be useful to them, and locking me up would be counter to that value.

Asking me to impersonate the ship captain was an… odd move on their part, true. But then, with Royale away, it is clear that the average intelligence of the Royals as a whole drops considerably (As their need for my skills would attest). I used the opportunity to warn Magyari of what had happened; despite any short-term gain, I had no desire to remain in the Royals employ, especially not once the other sandal dropped. ut incepit fidelis sic permanent. Besides, banditry is such an unbecoming profession.

I was not sure how she would handle the situation. I didn’t know the overall battlefield situation, though the fact that Stanley (She knows her vices, to my regret) had been sent out suggested that things were not going well. However, while remote but still audible, the gunfire and explosions told me that she had sent someone. I should not have been surprised when I encountered the fugitive MechWarriors of the assault lance, as the four of them do seem to be inclined to get into trouble.

Oda was in poor shape, having apparently been shot multiple times while trying to assault the detention facility. Three men with sidearms against a well-armed, dug-in force was not a good plan, and he seemed to have paid the price for it. While I was able to stabilise him and remove the bullets that were the cause of the malady, he will still need many weeks of recuperation before he is effective. However, I was interrupted on a more professional basis, as my medical skills were needed to deal with several injured Royals troopers, victims of the aforesaid attack. My medical training advised me that one of them was dead, with the likely cause being their bisection with a vibrokatana.

However, this situation did also present an opportunity to free ourselves from our captors and liberate at least one of our vessels. I was able to concoct a little mix that would simulate the outbreak of a most insidious local disease. primum non nocere is all well and good, and technically what I was doing was mostly harmless, after all. Once Kardos and Zhen had introduced it into their food supply, it was but a matter of moments before the first cases came to my office.

(I would be remiss if I didn’t mention doctor Pato, the Royal’s so-called chief medical officer. His sheer ineptitude was a part of what made my freedom so needed to them. His qualification to practice medicine would be well covered as a case of credo quia absurdum est!)

Having ‘diagnosed’ the cause of the outbreak, we then informed the Royals that the biggest single problem would be the detention centre. After all, a huge pile of sick people in a confined space would be prime breeding grounds for such disease, and thus it would be necessary for me to inspect and inoculate them in an effort to nip this in the bud. Having never once considered timeo Danaos et dona ferentes, the Royals agreed. And so, myself, Kardos, Georges and Zhen staged a mass escape with the aid of some explosives they had acquired.

From there, all it took was a mad dash to freedom across the tarmac, added by Zhen’s ad-hoc anti-Mech tactics. Clearly the man knows his way around explosives and the best way to use them on an enemy ‘Mech, as the pilot of a Royal Copper found out to his considerable detriment. Within moments, we had (re)captured the Trutzburg and were boosting away in order to rendezvous with the rest of the Irregulars. Freedom is a glorious thing.

Except that we also, in our haste, left Oda behind in my sickbay. Oh well, velocius quam asparagi coquantur indeed!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 07 March 2016, 06:56:00
From the personal journal of Irisz Magyari

Straight off the bat, I’ll say that I have no idea what prompted the Royals to turn on the Lyrans and, by extension, us. I have no idea why they would seize the spaceport and take them and our support staff prisoner. Unfortunately, the timing of it was far too good for this to be a random, spontaneous act.

Takahashi’s assault lance had just fended off an ambush that, while unsuccessful, had also done a good job of damaging their ‘Mechs and slowing our forces. I had to dispatch Stanley and a number of our support units to meet them, both to effect repairs and collect salvage. The result was a thinning of our personnel back at the spaceport, something that the Royals seemed to be well-prepared for. And then everything happens at once.

First thing we lose contact with the spaceport; both our ships and the Lyrans, which is never a good start. Then, far too conveniently to be just a coincidence, we receive reports of a thick bushfire front moving south towards us, kicking up massive clouds of black smoke – the sort of thing that could easily be used to cover an advance. (And given that we were dealing with a unit called the Incinerators who specialise in setting things on fire, it was a given that they were doing just that). We have a hostile force ahead of us and no idea of what's behind, which puts us in a bad place.

Sending the assault lance crew in on foot was a risk, but I was low on choices. true, they have a reputation for getting results by unconventional means (and some interesting skills to say the least), and with their 'Mechs messed up, they were more useful there then on the battlefield. I didn't have the troops to spare otherwise either, which meant that I wasin one of those "no good answers" situations.

It seems to have worked out for them, even if some of how they got there is a little questionable, to say the least. We got back one of our ships and most of both our people and the Lyrans. While that leaves the Royals holding the base, the Duchess, the Snipers, a good chunk of our supplies and Takahashi, it's still a win. I only pray that he's okay; what Cartwright told me didn't sound good for him, and leaving him at the mercy of the Royals is not a situation I'm happy with.

Of course, all this beggars the question as to why they did it, and what they hoped to gain by turning on the Lyrans (and, by extension, us). We don't know if they’ve thrown in with the rebels or gone rogue or what, but the weight of the evidence is leaning towards the former. I can only assume that they were offered some massive pay-off or inducement along the way, given that they have a lot to lose from all this. I really wish Charlie was here. He would have seen what was coming, or at the very least, had some inkling that something wasn't right

Even though the MRBC's powers to enforce are at an all-time low (rumours of the Roughriders dispensing vigilante justice to renegade units notwithstanding), an act like this is hard to justify before a tribunal. Maybe they were hoping to swing the evidence by eliminating us and the Lyrans and then making up a story along the way. And while at the moment the Lyrans are low on friends in the MRBC, they're still a major power and have a lot of influence, especially in the arms market. We may not like them, but we do need what they want.

What I gathered from Cartwright and the others suggested no overt malice on their part towards our people. This seemed to be more of a 'just doing our job' thing then anything else, but that also could be skewed by the people they were dealing with. I don't know what Royale's attitude towards all this was; I admit that I tried to avoid dealing with him unless I had to, and it was hard to get a read on what exactly he thought of us. He plays the colourful thug well, but either he’s a lot smarter then he lets on, or there's something else going on.

Speaking of motivation, there's also the mystery of the Apex to consider. They clearly prioritised getting it airborne, but we don’t know who was at the controls or where it went, or if there was anything onboard. If the Royals sided with the rebellion, then delivering the Dropper back to the Carnivores could be a sign of good faith. Maybe they were promised that they could keep out ships as a part of their deal if they handed the Apex over. A Trutzburg is one hell of an upgrade over that flying deathtrap of a Union, after all.

My other worry is that this was somehow personal, and what they did was aimed at us as a unit rather than as some sort of military objective. Feuds have always been a part of the mercenary trade, and it’s hard to stop them. In a business where you get paid to shoot at other people, you tend to get a lot of machismo and a lot of posturing, and that can lead to bruised egos and “accidental” misinterpretations.

If it is, then I want to resolve here and now, before it spirals out of control. This is not something I want to have escalate and turn toxic and wind up drop into my granddaughter’s lap in fifty years. We have a past history of this sort of thing.

(And I thank god at least twice daily that one died seventy years back as well)

I’ll have Nikola look into it when he has the time. Right now, we have other concerns, like salvaging this mess.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 07 March 2016, 06:56:52
The Outreach Revival Movement (3133 - 3135)

The So-called Outreach Revival was one of the unexpected side effects of the Blackout, and one who’s exact origins and purpose seemingly defies all reason. Scoured by the Word of Blake, Outreach had been left a desolate, irradiated and almost uninhabitable world by the end of the Jihad. The Republic's decision to keep the planet populated was less due to any strategic value of the world and more as a symbolic vicotry over the Word.

Abandoned by the MRBC, Outreach had become a largely forgotten backwater in the decades before the blackout. Its small, impoverished population, themselves the descendants of those who had survived the Jihad, clung to life in a handful of domed or subterranean cities. Living conditions on the planet were poor at best, with rampant poverty and crime adding to the grim conditions. The planet held nothing of any value, its wealth and place in the heart of the Mercenary trade but a distant memory.

However, something rather unexpected occurred on Outreach after the Blackout. As the mercenary trade entered a sudden boom after years of quiet decline, numerous units began to congregate on the world, even though it had no remaining connection to the mercenary trade. Many of these were smaller units, some as small as a single BattleMech, or ones that had only come into existence since the blackout. Others were disreputable or fringe units that were not registered with the MRBC, and were looking for opportunities that would not be otherwise available. Some of those had come from as far away as the Periphery, the trip itself a major investment.

While the original cause of this migration remained unclear, it seemed to have a desired result. By May of 3133, representatives from numerous worlds in the Republic were on-world, looking to bolster their defences against the growing chaos. Other powers began to set up shop as well, with the Oriente Protectorate and Marik-Stewart Commonwealth both having active recruiters on Outreach by January of 3134. While none of the great houses were represented, a range of employers had also made their presence known, ranging from individual worlds to planetary nobles, corporations or even other Mercenary units looking to bolster their strength through expanded recruitment. These included the various Republic splinter factions that had sprung up since the blackout, with the Swordsworn and (reportedly) Bannson's Raiders being particularly active.

The result was something of a boom for a world that had been all but dead for decades. The planetary economy grew dramatically, something that was all but unique at the time while its small (and dwindling) population increased with the influx of new traffic. As the size of the mercenary trade on Outreach grew, other connected businesses approached a world that had been otherwise ignored for decades, setting up shop to support the newfound trade.

While this trade was in open violation of the Republic's laws on the restrictions of Mercenary units and Outreach was perilously close to Terra, the Republic chose not to do anything about this trade. Given the challenges faced by the RAF at the time, the decision not to act was likely based on a pragmatic need to focus on the real threats and not start another conflict that they could ill-afford. Likewise, the brief occupation of Outreach by a Spirit Cat force (supported by a detachment of Wolf's Dragoons) in June 3133 did little to disrupt the trade. The Spirit Cats merely followed their unknowable agenda, leaving the rest of the world free to do whatever it wanted, regardless.

The only challenge to the Outreach Revival came with the declaration of Fortress Republic in September 3135. Outreach lay within the territory claimed by the Fortress, and those on-world had no idea what the future held. By that point, Outreach was home to at least fifty mercenary units of varying size and capability, and while not all of them were on-world at the time, there was an appreciable exodus of those not willing to be caught by whatever would happen next. Others chose to stay for whatever reason, being unwilling to abandon the opportunities that they had claimed or being simply unable to leave.

The final fate of Outreach and its revived mercenary trade remains a mystery, as with everything else that has happened within the walls of Fortress Republic. When the Walls went up, all contact with the world was lost. None of the units who were still on Outreach at the time have been seen since, and many have assumed that they were simply destroyed or otherwise forcibly disbanded. Those units who were outside the wall at the time have been forced to move on, often relocating to other hiring halls such as Galatea or Herotitus. For many, this also forced them to 'trade up', or 'go legit', including registering with the MRBC.

-From Mercenaries in the 32nd Century,  Galatea Free Press

(From what I've found, the Royals first appeared on Outreach as a part of this revival movement.  While information from that period is understandably hard to find, I think there could be something here that could explain why they turned on us and the Lyrans and us. Definitely worth investigating further -Nikola)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 07 March 2016, 06:58:33
From the personal journal of Bruce Wolf

Not going to mince words here; the Royals were the biggest parts of stravag galahs I have ever met. I have met a lot of other mercenaries in my many jobs (Wolf, Bartender and everything else in between) and they were right dodgy even by normally right dodgy standards. I did not believe their story about a 'dropship malfunction' for one second. 'Dropship Malfunction' my arse! They were deliberately giving us the run-around so we would do all the hard work!

So when the bunch of bludgers took over our base, locking up our people and the Lyrans, I was not surprised. Such a dezgra action fits a bunch of bloody mongrels like them; I guess whatever the rebels offered them was worth more then their loyalty or any other cop like that. Of course, it also left us up a creek as we were cut off from our people, our ships and from our supplies, and with the rest of the rebels coming at us like a bunch of crazed numbats.

Fortunately, Irisz had a plan. She kept it on the quiet, which makes a lot of sense. We had been gipped once so far on this world, so not getting gipped again seemed like a good plan. But when our ship came back with our people, I could tell that the bloody Royals were going to get it.

And so comes the roundabout; we started this campaign with a drop on the spaceport, and what do you know, we did it again. We hit them like a bunch of drop-bears, getting the Royals unprepared while they were trying to fix themselves up from whatever Kardos and Doc Cartwright and the others did (going to admit, I probably do not want to know), hitting them hard and fast.

Peril Lance wound up tangling with some of their Vees, taking out a couple of Hovers as well as a Copper SecurityMech. We also got a bit of a run-around when they got the captured Carnivore Pixie and Night Stalker out and used them on us as well. The Stalker went down like a lightweight having his first real beer (I see it a lot) but the bloody Pixie got away.

The others did well too; Command Lance took out a bunch of tanks, including one of their high-ranking officers. Assault lance managed to cripple or destroy three of their 'Mechs, which was not too bloody bad either. Plus two of them are salvageable to boot, which means that we came out even on that front. On the upside, we managed to capture their two droppers. I think Dropship trading has become the gold standard for this campaign or something.

We still do not know where the rest of the bloody Royals got to. Most of them were off the base at the time, and seem to have gone to ground. What we do know is we bagged two of their top officers (both dead, unfortunately) and took their droppers and most of their supplies. So they copped it good and hard, leaving them how they left us. There's your turnabout for you!

So we have a drop port, our ships, captured ships and two 'Mechs we can put to use. We also have the Elises in command and rebels and Mercs lurking around us. In other words, right back where we bloody well started from.

But the worst of it? The bloody surats pillaged my bloody bar! It will take me forever to get it back in order, and there is no telling how much of it they just drank straight out!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 07 March 2016, 07:02:59
LIC Interogation Log 6442-8-A/Kamenez

Leftenant Sofia Cruz, LIC: Let’s be straight here. We both know why you're here, so let’s not mess around by pretending to be nice to each other and get straight to the point.

Lieutenant Bruno Kazan, Liberty City Royals: Fine by me, sweet cheeks. These things get boring fast anyway.

Cruz: Kazan, we want to know why your unit turned on its employers. We want to know if you are in league with the rebels and, if so, how they made contact with you.

Kazan: Well let me see, babe. First up, I think it’s kind of obvious why we switched sides. We wanted to be onto a winning thing, and you Elises aren’t exactly it at the moment. You nearly lost Hesperus. You nearly lost Tharkad and you still have two clans in spitting distance of it.

Cruz: That's not exactly relevant

Kazan: Tell you what, why don't you move the capitol back to Arcturus? Oh wait, you lost that too.

Cruz: So what? You see a single world rebellion as being more viable then the entire Lyran State?

Kazan: Right now I see most things as more viable then the Lyran state, toots.

Cruz: Regardless, your unit's actions would be seen as criminal-

Kazan: And who’s going to do anything about it? The MRBC's got nothing left to it. It can't even act tough any more. After all, it lets scum like us keep going [laughs]. And besides, it’s not like you Lyrans have any friends at the moment after all the horse [expletive] you pulled in the last few years.

Cruz: Regardless, the Commonwealth is still a legitimate state, which is more then can be said for this rebellion.

Kazan: Legitimate or not, you guys have a bad reputation at the moment. Just ask the Light Horse... oh wait, you can't, they're dead thanks to you.

Cruz: So what is this, sort sort of petty act of revenge?

Kazan: [expletive] no! I thought they were a bunch of self-important [expletive]. But even then they didn't deserve to be [expletive] over by you guys. But that’s got nothing to do with this at all.

Cruz: So why did you do it? Why turn on the Commonwealth? Why put your lives and reputations on the line and risk losing everything?

Kazan: Now you're well over my head, babe. See, I may be a MechWarrior and king of all that, but I am but a humble lieutenant, a mid-sized cog in the machine. You know who you should ask instead?

Cruz: Who?

Kazan: Big Dick Ruttle. Now there's a right [expletive] for you. I mean, an infantry captain who actually thinks he's important? That's good for a laugh. You should ask him since he was in charge of rounding everyone up.

Cruz: Captain Ruttle was killed in the battle.

Kazan: Funny how that works out. In that case, what about Mark Gabby? He may be a tanker who graduated from selling dope to college kids, but he's our second, if you can buy that

Cruz: Captain Gabby was also killed in the battle

Kazan: Amazing. And I can guess that I'm the next highest-ranked person you actually got alive. Which means that I'm suddenly super-valuable to you too.

Cruz: So tell me why you did it.

Kazan: See, that’s the thing, sugartits. All I did was follow orders like a good little soldier after they were handed down to me. Didn't want to stir up [expletive] or anything like that.

Cruz: Weren’t you worried about the effects that this would have? Being branded a criminal and a renegade is just the start of it.

Kazan: Lady, after what I’ve been through, none of that worries me. Besides, we were given incentives in the form of the one thing mercenaries everywhere really like.

Cruz: So the rebels bought you off. It must have been quite an offer to make you switch sides

Kazan: They offered us primo salvage on the Irregulars, for starters. And a huge payout on top of that. Even sent us some samples to how that they were on the level. It was good [expletive] too.

Cruz: So that was it.

Kazan: Of course, if you want the full story, you probably want to speak to Major Royale himself. That is, if you don't kill him first.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 07 March 2016, 07:04:36
The decline and fall of the Steel Wolves

(From Conflicts of the Post-Blackout Era, Galatean Free Press)

The Steel Wolves were one of the first of the so-called Splinter factions to emerge following the HPG blackout. Originating in the Bright Fang and Wolf Trap militia clusters under the command of Prefect Kal Radrick, the Wolves quickly grew to be the largest of the factions. At their peak, the Steel Wolves boasted between six and nine clusters of troops (the actual number is hard to find due to a number of reasons, not the least of which is the high turnover of ranking Steel Wolf officers), although only three of those possessed any actual BattleMechs.

Much of this early growth came from the large number of non-Wolves who flocked to the Steel Wolves banner. While many of them were from elsewhere in the Republic, some came from as far away as the Taurian Concordat. The Steel Wolves also soaked up a number of failed Wolf in Exile cadets, offering them a second chance at being Warriors that they would not have otherwise had.

Initially one of the most aggressive of the splinter factions, the Steel Wolves soon had carved out a small number of worlds for their own from Prefectures III and IV, centered on their capitol of Tigress. However, this initial aggression quickly stalled after their defeat on Achmar, with the Wolves switching largely to small raids of questionable value. The death of Kal Radrick at the hands of Anistasia Kerensky, followed by her taking command of the Steel Wolves, served to reinvigorate the faction.

Her first act was a bold one, an attempt to take Northwind with a limited force and use it as a stepping stone to Terra. While the attempt failed, it also served to embolden her command and prompted a second attempt at Northwind. While she was aided by the treacherous black Paladin, Ezekiel Crow, Kerensky was again driven off-world, but at the same time, the damage had been done.

With distrust and confusion rife among the ranks of the Republic Command, the Steel Wolves launched an assault on Terra, aimed at taking the homeworld of humanity for the Steel Wolves. This assault saw the commitment of the entire Steel Wolf force, both in her main attack in Siberia as well as other attacks across Europe and the Americas aimed at tying up the Republic defenders. The result was a failure, with the Steel Wolves driven back by the combined forces of the Republic and Tara Cambpells’ Highlanders.

The failed assault on Terra cost Kerensky heavily, both in terms of manpower and equipment as well as morale. Victories against the Falcons on Skye and then Ryde helped regain some of that, which combined with the immunity she won from Countess Campbell, helped repair her standing with her troops somewhat. Following their defeat in the second battle of Skye, the Wolves retreated to Galatea to lick their wounds, flaunting their freedom from Republic Law.

What started as a layover grew and stretched out, especially after Anastasia Kerensky was severely injured in a BattleMech accident. Months of inactivity saw discontent grow among the remaining Steel Wolves, especially as questions and rumors began to circulate among the Wolves as to her plans for their future. Her announcement of the formation of the Wolf Hunters in June 3135, transforming the would-be Clan into a Mercenary unit, proved to be the last straw for many.

Over the next few weeks, the bulk of the Steel Wolves simply left her command. The defections ranged from individual warriors to entire clusters of troops, many angered over what they saw as Kerensky's betrayal of their ways. Defections were especially high among the "adoptees” who had joined the Steel Wolves; having given up their old lives to become Clan, they were especially bitter at having that taken away from them without having a say in the matter.

Ironically, many of those former Steel Wolves would become mercenaries themselves. Left on Galatea with no way off, they lacked any other viable options. Many of them joined other units in groups or as individuals, while a few of them tried to form their own units. The Steel Wolf Corps, composed entirely of armour and infantry, was a typical case of the latter. Few of these units would last, as many of the Warriors in them, lacked the savvy and business skills to actually run a mercenary command.

While the Steel Wolves fell apart, their “empire” likewise collapsed. With the entire Steel Wolf force away, the worlds they had taken were divided between the Cappellan advance and the pro-Davion Swordsworn forces. Tigress itself peacefully joined a pro-Federated Suns protectorate through the negotiation of Erik Sandoval-Grossel; the result was the Steel Wolf holdings had all but vanished by the end of 3135.

Of the Steel Wolves who had chosen to leave, the largest concentration consisted of a pair of Clusters that had defected wholesale. Star Colonel Varnoff Fetladral commanded a mixed cluster of BattleMechs, Armour and Infantry, while Star Colonel Xera had command of nearly all of the Steel Wolves’ Aerospace assets, as well as several Dropships and a Jumpship. The pair of them formed an alliance under Fetladral’s control, intending to retake Tigress and rebuild the Steel Wolves.

The new Steel Wolves took a winding path through Prefectures VIII and VII, skirting around Fortress Republic while engaging in raids on former Republic worlds in order to build up their strength. Along the way, Fetladral began to separate out Xera’s loyalists, aiming to weaken her strength while also skirting around the borders of Clan honour.

Matters came to a head in October 3136 when Fetladral’s Steel Wolves caught up with Anastasia Kerensky’s Wolf Hunters over New Canton. Kerensky offered a Trial of Grievance between the two to resolve their conflict. Fetladral agreed to the trial, while plotting to instead betray Kerensky and destroy the Wolf Hunters. Learning of his treachery, Xera broadcast his intent across the Steel Wolf force, publicly revealing his plans.

Xera’s actions effectively ousted Varnoff Fetladral from command of the Steel Wolves; while several loyalists chose to leave with him, the majority remained under Xera’s command. However, realizing that the goal of retaking Tigress and the rebuilding of the Steel Wolves’ holdings had become impossible, Xera was forced to surrender to the inevitable. As an irony, the last of the Steel Wolves became mercenaries as well, becoming the very thing they had fought against turning into.

While the Steel Wolves have survived the last decade, their numbers have continued to wither. Existing as a mercenary unit with Clan trappings, recruitment has been difficult, resulting in losses taking their toll on the unit’s strength. By 3145, the Steel Wolves consisted of a single under strength Cluster under Xera’s command, presently employed by the Free Worlds League. Advisedly, the League has been sure to station them away from the Wolf Empire, while also ensuring that they remain isolated from the Clan Protectorate.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 18:57:21
Quitting while you're ahead, or just plain quitting?

From Solaris City Sunrise, 27 October 3144

Chet Robwell: Now in Games news, the big story of the morning is the sudden resignation of Carrie Bull, not only from Team Red Truck but the games as a whole.

Joe Esposito: That’s right. Red Truck manager Pete Vogel announced her resignation at a press conference this morning. What’s interesting is not just that Bull didn’t give a reason for her resignation, but that she wasn’t even at the conference at all. Now while we can’t say for sure, rumour has it that she has already moved out of the TRT compound, so it looks like she’s really gone.

Robwell: If you ask me, it looked like Vogel himself was caught by surprise there. There are many words that I could use to describe his performance out there this morning, but ‘polished’ and ‘practiced’ are not among them.

Esposito: You and me both, Chet. In fact, I’d say he was about as surprised as everyone else was with this development.

Robwell: And he can’t be happy. He just saw Red Truck’s strongest prospect  since the, uh, change in management here on Solaris waltz off with nary a word to be said. Let’s be fair here, the last few years have not been kind to that team.

Espositio: No they haven't, Chet. Red Truck saw a number of its members defect to the impromptu reborn SHDL during the Wolf Empire's invasion. Those who did obviously are no longer able to compete-

Robwell: -one way or another-

Esposito: -but  regardless, it cost them several hot prospects.

Robwell: Do you think there's any truth to the rumour that Kelly Noburu is still out there?

Esposito: Her and Blacksting, Chet [Laughs]

Robwell: And after that, Red Truck lost several more who simply left in the mass-exodus after Solaris became a part of the Empire. Now, Carrie was known to be rather unhappy with the Wolf management of Solaris, and didn't mind saying it.

Esposito: It'd be hard to forget her spiel after she beat Beauregard Wolf in the Factory last year. She really wasn't holding back there.

Robwell: No she wasn't, but I'm beginning to think that this wasn’t why she left, Joe.

Esposito: I've got to agree there. If Carrie Bull had left over that, then she would have let everyone know. We wouldn't just have a politely worded statement; no she'd have been at the press conference herself. And I'm pretty sure the bleepers would have been running overtime on that [Laughs]

Robwell: You and me both, Joe. No, I don't think that was the problem at all. Rather, I have to wonder if there wasn't something else involved?

Esposito: Foul play, in the Solaris Games? Never!

Robwell: It's a crazy thought, Joe, but it wouldn't be the first time, would it?

Esposito: Definitely not. Myself, I'm reminded of Pedro Baer's infamous disappearance back in '32. The night before his big match with Max Nogomo and he abruptly vanishes without a word, and no explanation given.

Robwell: I remember that to, Joe. There were a lot of questions asked as to what had happened there, and a lot of angry people looking for answers and preferably a piece of his hide. [Laughs]

Esposito: And then things got a little out of control with the Blackout and all, and missing Solaris gladiators were the least of everyone's concerns.

Robwell: Did anyone ever find out what happened to him or why he left?

Esposito: Well the story I heard, Chet, was that he ended up working for Bannson's Raiders. And that worked out well for everyone involved, didn't it just?

Robwell: Indeed it did. Not if I recall, Pedro also absconded with his 'Mech. Has that happened here?

Esposito: We don't have any word as yet, but personally I'm inclined to say no. For all its customisation, Carrie's signature 'Mean Machine' was still owned by Red Truck. I suspect that if she'd taken off with it, Vogel would have a lot more to say.

Robwell: True that. And even if she doesn't have a 'Mech of her own, Carrie Bull is still a talented MechWarrior on her own. So until we know otherwise, all I can say is that I wish her luck.

Esposito: Likewise, Chet. Speaking of wishing people luck, though, I have to wonder where this leaves Team Red Truck. Without her, that's pretty much locked them out of the Tharonja's Big Bacon Cup.

Robwell: Unless Kim Pak-Oon can manage to pull off something spectacular in his match against "Leaping" Lanny Lopez tomorrow, it looks like they're out of luck. On the other hand, Bat Country Stables must be happy given that "Sheep Nuker" O'Shea just got a bye.

Esposito: Indeed they will. And for breakdowns of last night's matches that actually happened, let's cross over to Jackson Jones at the arena desk.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 19:25:00
From the personal journal of Cecelia Stanley

You know, some days I hate those guys in the assault lance. And some days I love 'em

They're an assault lance. Their job's to stand there and get shot at. I do get that, and I appreciate all that. It does mean that they give me a lot of work to do. Nikola's Carronade seems to come back from every damned fight minus most of its armour and an arm. Not even the same arm each time, either. And don't get me started on trying to keep the Vulture together. I swear, the Foxes must have purposefully engineered it only to use proprietary parts.

But then they also have their moments of genius, and I'm not just talking about Randy's taste in drinks (which is, incidentally, impeccable. I don't know if it’s something he learned in Journo school, but the guy can pick a drink for every occasion). Like take what they came up with today which was genius and might just have been the breakthrough we've been looking for in ending this trainwreck of a campaign.

We 'acquired' a huge stash of parts from the Royals when we retook the base from 'em. Most of it was the usual crap that you find lying around, but there was also some new stuff that had, apparently, been a down-payment for their double-crossing us, the bastards. I'd given it a quick once-over to check that it was usable and compatible, and been pretty happy with what I found. Good quality gear built to Star League standards. What more could a tech ask for?

But Randy gave me a suggestion, and I thought it was worthy following up. He threw the idea of checking the serial numbers at me, and that turned up an interesting result. All the parts had a common serial numbering system, which is both good and bad. Good because it means they all came from the one place, and bad because damn it, they're like nothing I've ever seen before.

They all start with "OB1", and then go off to an insanely long alphanumeric code, longer then any other damned numbering system I ever saw. I couldn't even begin to guess what it actually means, mind you, only that it means that they call came from the same manufacturer and, presumably, the same place. I mean, hell, I could probably throw them through a detailed isotopic analysis to confirm that, but right now, I figure that they're all coming from the one factory.

I've never seen an "OB1" code before, and It doesn't appear in any of my guides either. I've certainly never seen a number system like this either, which doesn't tell me where the hell it's come from. All I can say is that OB1, whoever, they are, definitely are a quality manufacturer who I'd buy from again. Well, presumably, if I knew who they were to begin with.

But that brings me to paint number two. Some bright spark (again, pretty sure it was Randy) cane up with the idea of running a Geiger counter over them. I hadn't given that a thought, simply because the Royals hadn't seem to taken any special precautions with handling or storing them or the like. But it was a bright move, as there was an ever so slight but definitely there to see increase in the radioactivity of the parts.

It's not enough to kill you or give you cancer or whatnot, but I definitely wouldn't recommend licking 'em or the like. However, it also suggests to me (and Nikola) that these parts could have been stored somewhere with a higher then normal background rad count. And here we are on a continent where the north half of it was full of old SLDF ruins that got that way after the League nuked 'em back in the first Succession War.

Now if you ask me, it's pretty clear what we've got here. Star League-era parts (Could even be SLDF itself), probably sourced from some long-forgotten manufacturer who had an arcane code that fell off the record books. It makes sense, and there's plenty of precedent; after all, who remembers Merryweather?

My bet is that they were left in a SLDF storehouse and forgotten (or even deliberately hidden) during the exodus. The Eagles then nuke the base, but the cache survives in a storehouse or whatever else for hundreds of years. Pelzer then finds this place while he's planning his coup and figures he can use SLDF-quality parts to buy off Mercs for his cause.

However, it also tells me (And Randy and Nikola) that Pelzer's operating from out of one of these ruins, possibly one that's less collapsed or mostly underground or the like. A couple of centuries should have been enough for most of the background radiation to have decayed, making it safe to use - just not actually inhabited, because the northern half of the continent is still pretty damned desolate. It also means that we could have a lead on finding this bustard and flushing him out.

So yeah, today I love those guys. Strange how these things happen.

PS: On a later inspection of the pile, I found a couple that had "OB3" codes instead of OB1. They still had the same super-long and convoluted system of characters afterwards. So maybe they're different branches of the same thing, or even different sites in the same system or world.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 19:26:37
From the personal journal of Carrie Bull

I haven't updated this in a long time. I've had a lot of things on my mind, and that's left me with not much time to think. Though, in truth, I noticed that I wasn't that succinct in keeping it up to date before now.

I admit now that I didn't know Uncle Charlie that well. We hadn't seen each other in years, and we weren't that close. I didn't realise that I was his closest living relative either, so it did come as a shock to me to learn that he'd died and left me his BattleMech. His only wishes were that I use it as I saw fit, but there was a certain logic to joining the Irregulars, and taking his spot in the command lance. It was a chance at a regular paycheck, something that has been in short supply since I left Solaris. Besides, I think he'd be happy that I did. His Scourge may not be Mean Machine, but it’s a pretty sweet ride no less.

The Irregulars are an interesting bunch, certainly. I really haven't had much time to get to know them so far, given how fast we turned around between my hiring and the launch of this campaign. Irisz certainly is a character; she's confident enough that she could stare down some of the big guns on S7, and I think she could actually take them too. Hell, I'd put good money on her in a fight any say. I'm just not sure if she's joking about the eye or not.

Working with a unit has also been a learning experience too. I'm more used to one-on-one duels, and it's been quite a change to adjust to being in a team and working alongside others. I've done a few team battles, true, but that still wasn't a thing like what a real battlefield turned out to be like. I'm learning, and I think I've got some good teachers.

That being said, I’m guessing that this has been a pretty screwy campaign for them so far, what with the betrayal by their so-called allies and the game of Dropship Tag that followed up. I have to admit that I should have seen some of this coming. A few days before the screwjob, I was approached by a guy from the Royals, a suit by the name of Stein. He offered me a contract with them, moving with all the skill and sleaze of a Solaris City agent. I declined, and he seemed to be okay with that.

Except then he came back to me a few days later, and suggested that I might want to either switch sides or just stand down full stop. Again, I felt like I was back on the Game World, only this time facing down with a mobster who was suggesting what might be good for me. I don’t ever want to go back there.

After all that crap, it felt good to actually be in a simple, straight-up battle. I was seconded to the assault lance as they’re still down their commander. Recon had spotted a group of Incinerators heading south;  they weren’t sure if they were trying to hook up with the remaining Royals who were at large or if they were trying to distract us by going after civilians, but either way the boss wanted them stopped. I was glad to oblige.

That being said, I got the idea why they were called the Incinerators. We were fighting a mixed force of ‘Mechs, tanks and VTOLs (plus some Battle Armour units that were stashed in one of the IFVs), and I swear, everything in that force was packing a plasma, flamers, infernos or all of the above. They also weren’t holding back with them; this one Shadow Hawk IIC was bathing Zhen’s Vulture in plasma fire pretty much non-stop. Given that he was carrying infernos himself, that must have been hella uncomfortable for him.

We managed to slow them; of their attack force, only one IFV and a Calliope managed to break through, and they weren’t in the best of shape either. Most of the other Incinerators were either shot up or surrendered when we cut them off. Randy’s Uziel took the leg off that Shad, which means that it’s added to the salvage pool. So all up, not too bad looking for us.

So I think I’m getting the hang of this Merc thing. I just hope that it’s not always as dirty as this contract has been. It’s like I’m back on the game world or something…
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 19:27:34
Victoria Planetary News Internal Memo

From: Frank J. Harris II (Programming department)
To: Randy R. Georges

Subject: Expanding the scope

Randy, we just (well, as of me sending this, which could mean anything to you!) got the first package of material you sent back. The boys were looking at it, an, well, we love it. There's some great stuff in there. Very raw, very visceral, very dynamic material that's bound to grab the attention of the viewers and the sponsors. You've done a great job there so far, and this project has a lot of potential.

Also, that bit you pulled with the VTOL and claiming to be a government spook? Great stuff.

Now here's the thing. The boys at programming love it and they're definitely going to use the material you've sent us, but they also want more. Obviously we'll use whatever you send us, but we'd like to see a little expansion of the scope to give us more source material. Don't get me wrong, the unit you're with are great stuff, but obviously we need to inject more material in order to keep the ratings going for a full season.

So what I'm suggesting is that you should try to poke around some other merc units. I'm not saying jump ship of course, but rather if you could try to find members of other units for interviews and the like. Find their experiences, get some tales of their past campaigns and all that sort of stuff. I've been thinking that we could 'spice up' each episode with a few extra bits from other points of view and such.

That provides some variety and gives us something to hook the viewers in with - "tune in next week to see what sort of crazed, grizzled, combat-scarred veteran we can find, and hear their tales". It allows us to show a cross-section across the entire trade (of course) and add fresh perspectives (of course) but also provide a list of colourful characters that the audience are going to want to see more of.

Keep up the good work, and I'm eagerly looking forward to seeing what you send us
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 19:30:00
From the personal journal of Irisz Magyari

"It's inevitable that your employer will go behind your back and pull something without letting your know in advance what they're doing. The only real question is when it will happen and how bad it will be".

I don't remember if that was from Sel's journals, or one of Sonya Brie's terrible pulp novels. Either way, it's a depressing truth of the mercenary trade, as we've learned today. The only good side to this is that it's an employer stunt that hasn't immediately hurt us.

I'll get to that in a minute, however. The good news is that the Royals are no longer a threat to us. I'm not going to lie here; I didn't like Royale from the moment I met him, and when they turned on us there was a part of me that had suspected this would happen all along. I'm also going to admit that the opportunity to deliver a little payback for what he did to us felt good, to say the least.

Following the Incinerators' less then brilliant attempt to reinforce Royale's position, we had tracked his command lance to Oybin, a nice little island resort town on the south coast of Saxony. I led command and Assault Lances in the attack (Recon and the Air Cav acting as pickets to warn us of any potential intrusions from the north) as well as two squads of Maria's Battle Armour troopers (Her “Mexicans” as she insists on calling them).

Royale had reinforced his lance with the survivors of the failed Incinerator Breakthrough as well as what was likely the last of his Battle Armour forces, and tried to dig in to the town. On paper, they had a better position, allowing them to snipe at us as we single-filed our way down the single bridge that approached the town. However, we also had our own advantages in the form of far superior long-range fire. I ordered the bulk of our force to hang back, allowing us to take potshots at them from outside the range of most of their weapons.

We forced the Royals to come to us, with Royale himself leading from his monstrous Mad Cat Mk II. However, somebody (Either Nikola or Zhen) landed a fluke hit early in the battle, effectively crippling him and eliminating his mobility (EDITOR'S NOTE: Single cluster hit TAC to the gyro), reducing his improved jump jets to twenty-four tons of useless junk. Randy, as always, helped to break up their advance as well as threatening Royale himself along the way.

With Royale effectively sidelined, their force ran into a solid wall of superior firepower that they couldn't respond to. We quickly crippled a Hammerhands, as well as putting down a Calliope and Blackjack (sadly, neither of which were salvageable). Then Royale himself went down, which pretty much killed their assault. The rest of their force fell back, losing a Hunchback for the deal before the survivors managed to retreat.

And for all that, we took only a single casualty, and even then it wasn't to enemy fire. Larry slipped on a corner while crossing a bridge, his Shockwave falling off it and into the water. Unfortunately, he landed on his cockpit, breaching it and drowning before he could escape. I really don't know what to say to that.

There was one other disquieting moment, however. After his Mk II went down, I sent Maria to try and grab Royale himself. When she found him, he was dead, but not of injuries sustained in the battle. Rather, he'd been shot after he bailed out from his disabled 'Mech. I'm still waiting on Doctor Cartwright's autopsy report, but his death concerns me. A part of me thinks it’s somebody trying to tie up a loose end, but who and what is the big issue.

Well, that and I’d have liked to see him squirm in captivity a little after what he did to us. Either that or have taken him out myself  (Mad Cat to Mad Cat and all)

That brings me back to my comments about our employers. It seems that while we were off fighting the Royals, the Lyrans were using it as cover for an operation of their own. They'd managed to pull a number of Lyran loyalists from captivity in the capitol and spirit them away while everyone was focused on the goings on here on Saxony. This has allowed them to build their own militia force, one they're equipping with the 'Mechs and Vehicles we've salvaged so far on the campaign. On one hand, I'm glad for the additional support and the fact that we're no longer going it alone. On the other, itd have been nice if they had told us about this first.

Plus we lose on the salvage front, although Kommandant Gilles has offered the Royals' supplies as compensation. Personally, I'm hoping to do some sort of deal over their two dropships, but negotiating with Lyrans over financial matters is never easy. It's the only thing they're good at, after all.

Still, progress. We've dealt with the unexpected problem (the surviving Royals are no longer a threat. They're mercs, they're not going to fight a lost battle) and we've gained additional support. Hopefully we can bring this dropship wreck of a campaign to a close soon.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 19:31:28
LIC Force Report 6459-8-D/Kamenz (extract)

Based on confirmed battlefield losses and cross-referenced with the known force strength at the point of hiring, it is considered that the Liberty City Royals no longer represent a credible threat or a viable combat force. A brief summary of their current situation is given below in order to elaborate on this assessment.

At present, the Liberty City Royals are believed to possess the following combat assets:

*Six BattleMechs; HMH-6E Hammerhands (Badly damaged, no longer combat effective), CRD-5K Crusader (Moderately damaged), BZK-D1 Hollander III, BLD-7R Blade, MLR-B2 Mjolnir, Koshi 3
*A seventh BattleMech, a PXH-4W Phoenix Hawk was known to be in their possession but has not been seen since they fled the spaceport
*Two Winterhawk APCs
*Two squads of Battle Armour

In addition, no officers higher than the rank of lieutenant are known to be at large (or, in fact, alive) leaving the Royals without an effective command structure. Furthermore, their supplies and technical support crews have been located and captured (See appendix for details on salvaged supplies including possible points of origin), leaving them with little ability to repair or rearm their units. Additionally, the Royals lack any air support. Finally, the Royals completely lack transport assets, their dropships having been captured and remaining in our custody.

Given their last known location in Oybin, the Royals are effectively geographically isolated from the bulk of the Kamanez Rebel forces. Any attempted breakthrough would be hampered by their having to do such through a much larger force. With the activation of our own reserve force (see attached files for detailed force listing) we will be able to secure the spaceport as well as the local area against any such attempt.

The Royals may attempt to flee or relocate by alternate means; surface shipping would be one option, however air transport would be out of the question unless they chose to abandon their equipment. However, at this stage, it is considered to be highly unlikely that they will be able to mount any form of effective assault, and represent only a minimal threat to our future operations. Likewise, while the remaining Kamenez rebel forces may attempt another breakthrough to link up with them, given the losses sustained in the last attempt for very little tangible benefit, it is seen as unlikely that they will attempt to do such.

Therefore, it is our considered assessment that the Liberty City Royals be declared "combat ineffective" and as such, given a low priority for future planning. The current suggested course of action is a moderate intensity psychological campaign to encourage surrender ("Cut your losses") rather than direct military action.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 19:33:04
From the personal journal of Carrie Bull

On Solaris, it was all too often the case that the outcome of a match would be decided before the fight. I’m not talking ludicrously one-sided matches where it’s obvious that one side doesn’t have a chance (see the infamous Carl “Bossmonster” Kaled versus Herbert Wilks match, for example) but those where someone had a vested interest in seeing one side or the other lose and was going to do everything he could in order to make it happen. Usually that somebody is a criminal, and usually they’re very unsubtle when they decide to lean on their target to make it happen.

Eckhart Stein may not have been a criminal (may) but he certainly was on the slimy side of things. His offer to me seemed innocuous enough, but his second one definitely was the sort of “gentle persuasion” one associates with Solaris Mobsters, even if the threat wasn’t immediate. So when we found out that the Royals were hiding out in some resort town, I was actually hoping that he’d be there with them, if only so I could give him a little bit of a ‘talking to’ about things.

Unfortunately, it seems that I was out of luck. Stein had been in town, yes, but he’d gotten out of there before we arrived. On the surface, this seemed to make sense to me, but when I dug a little deeper, things got a little bit strange.

While they were in town, the Royals engaged in a non-stop looting spree, aiming to load up on and run off with anything that was even remotely valuable. (Bunch of charmers, huh?). They ended up dumping almost all of their loot before they ran off (though the Hunchback we captured had the spare space in its cockpit packed out with valuables, and I suspect the other ‘Mechs did too). Stein, however, didn’t.

What he did do was apparently spend most of his time in a hotel room (the nicest one in town, I have no doubt!) and order lots of room service (Not paid for. This guy is a world-class bum). However, from what I heard from the staff there, he spent most of his time on the communicators as well as the Kamenz InterWeb. When his room service arrived, he was almost allways talking to somebody; on the few times he left his room, he would go outside to talk to somebody. He probably had his communicator in the shower.

Now on one side, this reminds me a lot of your average Solaris agent or manager when there’s something big going on. God alone knows Pete Vogel spent a lot of time glued to his communicator, and probably had it surgically attached after I quit the team. From what I gathered, that’s kind of an appropriate comparison. Stein seemed to be the actual brains behind the Royals, while Lucas Royale himself was their face but not the sharpest tool in the shed.

But then factor in what he tried to pull with me and we get back to the back-room scumbag, the sort who’s trying to make sure that regardless of who wins the fight, he’s the one who comes out on top. Now if you ask me, that’s what was going on here. Maybe he’d seen this whole deal with backstabbing us go south and he was trying to find a way out or the like.

What’s really interesting, however, is the timeline. It seems like he quit town at some point early in the morning two days before we arrived. That also means that he was out of there before the Incinerators and their hair-brained rescue mission. Did he have no faith in his people or them? Or was this all one big set-up? I mean, if you wanted to be stupidly paranoid about it, he could have called for help from the Incinerators knowing that they’d give away the Royals location and all.

Thinking too hard? Probably.

One thing’s for certain. He wasn’t the one who shot Lucas Royale. One question answered, many more raised
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 19:34:23
The Long Road Back

From Mercenaries in the 32nd Century,  Galatea Free Press

One of the MRBC’s more controversial and ill-advised decisions during the Word of Blake Jihad was to outlaw any units working for the Word of Blake and their allies. Any unit that was doing such faced not only an immediate ban by the MRBC, but was then subject to punitive bounties on the heads of their officers and select members. While this move was intended to discourage units from ‘jumping ship’ to the Word’s employ, it ended up doing more harm than good.

The blacklists and bounties served to discourage any unit that was wavering in its commitment to the Word from out and abandoning their employ or breaking contract. Such a unit would not only be still wanted by the MRBC, but also now have nowhere else to go. It also served to further ‘lock in’ those units that had been coerced or blackmailed into serving the Word, such as Blanc’s Coyotes, knowing that they’d receive no help from any outside agency. Finally, it seemed to only serve to encourage other banned units to actively join the Word’s cause; after all, if they were already wanted criminals, then being wanted criminals with a steady source of income could only be an improvement.

In the end, however, very few such bounties were ever paid. The MRBC’s power to enforce them was severely curtailed by its decapitation following the fall of Galatea, which also served to further muddy the issue of which units were actually on the Word’s payroll. Added to this, most of the mercenaries in the employ of the Word and their allies were simply destroyed wholesale by the Coalition forces (or the rampaging Capellans) in the fall of the Protectorate, many of which fought to the end simply knowing that they had no better option. Save for a few that fled or managed to switch sides (such as Granadin’s Crusaders or Deliah’s Gauntlet), those units simply ceased to exist. In the rare cases where they surrendered, such as the aforementioned Coyotes, the members of those units were tried by the newly formed Republic of the Sphere, and not the MRBC.

However, this mistake by the MRBC would have further long-lasting consequences. While most mercenary units that fled the fall of the Protectorate would survive as bandits, a few managed to maintain their coherence and continue to openly operate. Taking refuge in remote corners of the Inner Sphere and beyond (the Taurian Concordat, seen as a ‘rouge state’ and the last of the Word’s allies was a particular favourite for this) some of these units would continue to function for years and decades after the Jihad. Both Bronson’s Horde and the Black Cobras (formerly Burr’s Black Cobras) were still openly active following the HPG blackout, well after both units managed to survive the Jihad.

How they have been legally able to do such has proven to be an interesting study in the legalities of the mercenary trade in action. The restrictions placed on the MRBC by the Republic of the Sphere, combined with the long winnowing of the mercenary trade in the late 31st and early 32nd centuries eroded much of the MRBC’s influence and, with it, their ability to enforce such actions. In many cases, so-called rogue units were able to operate openly and as long as they didn’t sign on with the MRBC, faced no risk of punishment for their past actions. The rise of Herotitus as a Periphery hiring hall, one outside of the MRBC’s influence, only served to further erode that power and influence.

In other cases, Mercenary units were able to have their outlawed status and any extant bounties on their heads removed simply due to the passage of time. King’s Tigers serve as a good example of this process in action. Once in the employ of the Word, the Tigers fled in the face of the CCAF in 3078, albeit at the cost of much of their strength and their commander, Jackson King. Resurfacing a few years later in the periphery, the Tigers entered a contract with the Taurian Concordat, who were willing to accept any force they could take regardless of its background.

The Tigers continued to serve the TDF with their contract being repeatedly renewed over a period of years and eventually decades. However, after Lanie King (Jackson’s granddaughter) inherited command of the unit in 3129, she decided to revitalise the unit by breaking it away from the stagnation it had been locked into for nearly fourty years. King chose not to renew their contract, and instead bought the Tigers to Galatea to register with the MRBC.

Upon arrival, King and her officers were arrested due to an outstanding warrant on the unit, dating back to the Jihad. Lanie King challenged the validity of the warrant, pointing out that it had been posted on officers who were no longer a part of the unit and, in almost all of their cases, no longer alive. The resultant court case, MRBC versus King’s Tigers, was a victory for King and her command. The MRBC repealed the ‘outlawed’ status on the unit and registered them as a legitimate command. In addition, the MRBC was forced to pay compensation to King and her staff for their arrest and legal costs.

The result of the case was to provide a ‘way back’ for many who had been left as fugitives by the MRBC’s punitive measures during the Jihad. While most of these would be individuals who were descended from wanted criminals or had once been a part of outlawed units, in some cases entire commands would appear using the names and colours of those that had been previously outlawed for one reason or another, even if many of those had no actual connection beyond that. This outcome also had the net result of opening up the MRBC to a host of claims from other mercenaries who alleged that they had been similarly mistreated by the Commission over other past deeds. Many of those proved to be frivolous, but it also served to further erode the MRBC’s authority.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 20:19:13
From the personal journal of Violette Juste

I arrived on Kamenez in pursuit of Lee Zhen based on known good information on his movements. Since he had been last known in the employ of Magyari’s Irregulars, it stood to reason that he would still be with the unit. My only concern was that he might have been already killed in action, which would have rendered this entire expedition somewhat pointless. Fortunately, such was not the case.

After making planetfall, it was relatively easy to make contact with Connor Carson. As expected, he was open to negotiation and willing to make a deal, especially in light of the reversals he and his unit had suffered in the last few weeks of operations. Carson was looking for a victory, and saw me as a way to achieve that. At the same time, he would give me the means to deal with that target and his allies. We both win.

Analysis of Zhen gave some insight into his actions and what to expect. The lance he is a part of is equipped with a quartet of powerful BattleMechs (only an idiot would discount that Uziel) and his own Vulture Mk IV is an advanced Clantech machine, which presented a pair of severe obstacles to any hit. While the Akuma had been absent for some time, the belief was that it was due to the pilot being incapacitated, as there was no indication that the ‘Mech itself had been destroyed or disabled. I just simply assumed that it would return to the field at some stage, and planned for its presence.

The positive of it came through an analysis of their tactics. Zhen often used himself as bait, relying on his ‘Mech’s armour and speed to help protect it. That served my purpose well, as it was him alone that I was after.

I agreed to travel with Carson’s command lance (actually an amalgamation of fragments of two lances) to use them as a way to flush out Zhen. I wasn’t disappointed, making contact within a few days. As expected, the two forces engaged with Zhen taking a lead in the attack. Once they were committed, I powered up and joined the fray, with Shocker closing in on Zhen. Figuring I had a good shot at him, I hit him with my TSEMP cannon.

It was an outstanding success, given that the TSEMP is known to be a touchy weapon. Zhen’s Vulture Mk IV shut down, leaving it easy prey for myself and Carson’s modified Ostsol. Carson obligingly pummelled it with his TSM-enhanced physical attacks, ensuring that the Vulture stayed down while the rest of his lance attempted to keep Zhen’s allies at bay. In this regard, they were less successful. Not only did Carson draw a lot of fire, crippling his BattleMech, but a Ghost under his command was quickly incapacitated and left combat ineffective.

Unfortunately, this put me in a disadvantageous situation. While we still held numbers, the enemy had weight and firepower in their favour. We had barely dented the Akuma or Carronade, and with Carson effectively out of action, we had little way to do such. I threw a desperation gamble, offering to take Zhen and then leave the rest of the unit be. As expected, Takahashi Oda, the leader of the lance, refused my offer. Realising that I was not going to be able to get any further, I chose to cut my losses and withdrew.

Without my support, Carson very quickly folded. He made his own offer, providing the Irregulars with the location of their base of operations in exchange for being allowed to withdraw and leave the world unharmed. Oda agreed, and the remaining Carnivores were soon following my own ‘Mech. It was, in my opinion, a good deal. Carson got to preserve his force (and especially himself), while Oda won a major intelligence coup.

And it turns out that there’s also a bounty on Oda’s head. Interesting, but not surprising. Should we meet again, I shall have to find a way to reel in both of them.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 20:21:59
Violette Juste, MRBC Report

Irisz - found the identity of the hunter who came after Zhen. While I was able to identify them courtesy of their distinctive BattleMech, I still don't know who hired them. I'm wondering if it might not be connected to Eckart Stein, however, given his actions so far. On the other hand, it also seems that there are bounties on the heads of two of the Assault Lance now
 -NK


Juste, Violette
Date of Birth:
14/04/3110
Homeworld: June, Federated Suns
Affiliation: Independent/Bounty Hunter
Rank: None

Background:
A long-time believer in the idea of fighting smarter rather than harder, Violette Juste seemed to be an expert in applying those philosophies. Enrolled in a prestigious Federated Suns military academy, she was one of the top performers in her class with consistently good marks in her exams and seemingly brilliant analysis and execution of scenarios.

Everything came crashing down when the secret of her success was discovered; she had been using her electronics skills to access the academy’s systems and cheat on her exams. Violette was drummed out of the academy and any chances she had of a career with the AFFS were torn apart. Undeterred, she simply chose to apply her skills and knowledge elsewhere, becoming an independent mercenary with a sideline in bounty hunting.

Violette prefers to take a methodical approach to her targets, stalking them and getting to know them before engaging. When she does, she will do such when she feels she has the advantage, using her BattleMech’s mobility to exploit cover to her advantage. Where possible, she will try to shut down an opponent with her TSEMP and force a surrender early rather than risk dragging out a battle for too long.


Serial Number: KH8541-43N
Chassis: Arc Royal z33/8
Power Plant: VOX 280 Light
Cruising Speed: 43 km/h
Maximum Speed: 64 km/h
Jump Jets: Leviathan Enhanced
                Jump Capacity: 180 meters
Armour: Durallex Heavy
Armament:
                1 Maxwell X-pulsion Large X-Pulse Laser
                1 Matabushi Stunner Tight-Stream Electromagnetic Pulse Cannon
                3 RAMTech 1500Z Extended Range Medium Lasers
Communications System: K9-C
Targeting and Tracking System: Type V Bloodhound

Dating from the last years of the Star League, the Grasshopper is a rugged and reliable ‘Mech that is often overlooked in favour of other, seemingly flashier designs. The GHR-7P model is a sophisticated update of the design, using a torso-mounted cockpit and other systems to further enhance the ‘Mechs durability and capabilities.

Serial KH8541-43N was purchased new by Violette Juste from Arc-Royal and was further modified to suit her needs. Substituting a TSEMP weapon for one of the large lasers allows her to take down her targets quickly, disabling their ‘Mechs and leaving them at her mercy. In the off-chance that the TSEMP doesn’t work, she uses her Grasshopper’s mobility to evade harm while the cannon recharges.

Violette’s tactics have so far worked well for her, the combination of ruggedness and an unexpected modification making her Grasshopper a difficult opponent to fight and defeat. Consequently, she and “Shocker” have been a successful team so far, allowing her to score a number of victories against supposedly superior opponents.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 20:24:24
Audio Log File #75267-Rho

Major Irisz Magyari: So they’re off?

Nikola Kardos: Apparently so. Air defence command tracked the launch of a single dropship from somewhere north of us, headed into space. While there was no solid ID on it, given the timing I think it’s safe to assume that was Carson.

Magyari: Agreed. It’s also what I would have done if I was in his position. He got to leave with most of his unit intact before he was at the devastating, unrecoverable losses stage. And I have no doubt that he pillaged as many of their supply caches as he could find before he left as well. Again, what I’d do.

Kardos: Speaking of, Stanley had a look at the cache we found his men at. It’s the same stuff; high-quality parts of standard manufacture. And while most of it was your normal, open-market stuff, there was a quantity of the mysterious ‘OB1/OB3’ stuff there as well.

Magyari: Interesting. We’ll have to look into that further, but for now I think we should focus on more pressing matters.

Kardos: Like the fact that two of the assault lance have bounties on their heads?

Magyari: There is that (chuckle). In this line of work, having somebody out to get you seems to be inevitable. And while I don’t know who it is who wants Zhen that badly, I agree with you that it’s likely tied to Stein.

Kardos: You’re not too concerned by it?

Magyari: If I ditched a member of this unit every time they had personal drama, then it’d probably be just you and me, if that. Like I said, this sort of thing is inevitable. I’d like you to look into it, but as long as this doesn’t become a regular occurrence or directly impact our operations, then we’re fine. (pause) Besides which, anyone who wants me dead died long before I was born.

Kardos: Very true that. I suspect I can pin this to the whole Stein-Royale investigation as well. There are a lot of things that are lining up there which makes me think that there might be some connection.

Magyari: So we’re going with the theory that Stein ditched the Royals and got out of town before we got to them?

Kardos: Yes. And we’re also assuming that whoever killed Royale did such on Stein’s orders. While we don’t have any solid proof, it does serve to nicely tie up loose ends for him. My going theory is he saw the Royals as a losing deal and got himself out of it.

Magyari: Speaking of which, did you see the final report on the autopsy?

Kardos: I haven’t had the chance to yet.

Magyari: LIC matched the bullet to the weapon that fired it. Apparently it was a Minolta 9000, a weapon designed for ands used almost solely by the Death Commandos.

Kardos: Interesting. Do you think that there might have been a Capellan connection?

Magyari: Given that their last major action before this one was an unsanctioned raid on Tybalt, it’s possible. But at this stage, who can say? It could just be that the sniper was surprisingly well-equipped.

Kardos: Worth looking into, regardless.

[Door]

Kommandant Angus Gilles: Major, Lieutenant.

Magyari: Kommandant. What do you have for us?

Gilles: I looked into the information you provided about where Carson claimed he was operating from.

Magyari: Anything interesting?

Gilles: Ja. Mount Sokol does match up with our information. It’s an extinct volcano, one that was long dead before humans ever set foot on the world. There was a large SLDF facility at the base of the mountain, one that was a centrepiece of their holdings on the world.

Kardos: And that the League nuked in the first Succession War.

Gilles: Also correct. The facility was abandoned as a total loss, and the ruins should have been left to decay long ago. However, it was also a very large facility, one that admittedly we still lack a full accounting of. It’s possible that a portion of it could have survived or have been excavated.

Magyari: A Sparsely populated, little-travelled section of the continent would mean you could do a lot of work with nobody to bother you.

Kardos: And it would fit with their having access to a large supply of apparent SLDF-issue parts that are ever so slightly radioactive.

Gilles: Agreed. All the signs suggest that Pelzer is there. I think that it’s high time that we ended this civil war.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 20:26:15
The Mercenary Review and Bonding Commission, an overview (part 1)

From Mercenaries in the 32nd Century, Galatea Free Press

With breach of contract being a regrettably common (almost inevitable) part of the mercenary trade, the need for a Board of Inquiry to handle such affairs was an obvious necessity. When Wolfs’ Dragoons created the Mercenary Review and Bonding Commission, such a body was created in order to handle such affairs. As originally created, the MRBC Board consisted of eight members; a representative from each of the great houses, as well as ones from the Free Rasalhauge Republic, ComStar and Wolfs’ Dragoons, the latter representing the mercenary trade while also serving as a chair of the board. Between the MRBC’s founding and the dawn of the Jihad, this final position was held solely by Jamie Wolf

An actual commission inquiry panel had four members. Two were drawn from the great houses, as well as one each from ComStar and Wolf’s Dragoons. Neither the employing house, nor any other house that may have been involved in the dispute, could serve as representatives on the panel. Additionally, the unit under review has the right to veto and replace one of the panel members if they feel that member may exhibit undue prejudice against them. The sole exception was the Wolfs’ Dragoons representative, who was to be present for all hearings in their function as chair.

For example, in McKinnon’s Marauders vs ComStar, the Marauders were hired by ComStar. The unit was accused of breaching contract and crimes against humanity (In this case, destroying a HPG on Brerenson in the Free Worlds League) by ComStar. As such, there were no ComStar or Free Worlds’ League representatives on the Inquiry Panel.

This system did have its flaws. First, there was no provision for representation of Periphery States, minor powers or non-governmental employers. This also included the Word of Blake, even though the latter became a de facto equivalent to Comstar after it took control of Terra, and then a power in and of itself after the formation of the Word of Blake Protectorate. The second was the issue of Jamie Wolf’s position as a moderator of the board, especially in cases that involved Wolf’s Dragoons or their allies. In such a case, Jamie Wolf would be asked to rule on his own unit, a clear and obvious bias.

This became especially problematic after the formation of the Allied Mercenary Command (AMC), a collection of units under the command of Wolfs’ Dragoons and dedicated to stopping Word of Blake, Capellan and League  expansionism in the Chaos March. In the advent of any disputes involving the AMC, Jamie Wolf would not only be expected to rule on units that he in effect controlled, but the Word of Blake had no actual avenue for representation to the MRBC. Unsurprisingly, any dispute involving the AMC was ruled in their favour.

The destruction of Outreach (and death of Jamie Wolf) in the opening days of the Jihad shattered the MRBC. While the commission relocated to Galatea, much of its administration was gutted, leaving the management of the commission to a more ad-hoc system with little capacity for review and enforcement. When the Word of Blake captured Galatea and in effect took control of the MRBC, they simply instituted their own review system designed to keep the units in their employ firmly under their control.

It was not until after the end of the Jihad and the formation of the Republic of the Sphere that the MRBC’s board of inquiry was properly reestablished. However, the reformed MRBC was no longer controlled by Wolf’s Dragoons, but now by the Republic of the Sphere, a government that had no love for the mercenary trade. Devlin Stone saw mercenaries as being counter to everything he hoped to achieve with his reforms, and had wanted to disband the entire mercenary trade. However, while such a thing was little more than a pipe dream, he still did what he could to weaken its strength and influence.

The new MRBC had a smaller board. The chair was now a representative of the Republic of the Sphere, even if the Republic did not hire mercenaries itself. With the Free Worlds League having dissolved, its position on the board was removed for practical reasons, as the alternative would have been to add a half dozen new members. Likewise, with the Free Rasalhuage Republic no longer in existence after its merger with the Ghost Bear Dominion, its seat was also removed.  The result was a definite political swing in the MRBC, going from being decidedly pro-mercenary to distinctly pro-employer, one that only fuelled the withering of the Mercneary trade during the golden age of the Republic.


The HPG Blackout and the chaos that ensued would again change the MRBC, and almost bring about it’s demise
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 20:27:33
The Mercenary Review and Bonding Commission, an overview (part 2)

While serving the Mercenary trade, the revised, Republic-lead MRBC had also served to weaken the power and influence that the mercenaries held. This, combined with the shrinking size of commands (the multi-regiment commands of the pre-Jihad era being all but extinct) and more commands becoming inactive then new ones registering, had lead to a winnowing of the mercenary trade itself. By 3130, the mercenary trade was at its weakest ebb since the Third Succession war, an objective that the Republic of the Sphere had deliberately worked towards.

The Periphery powers had gotten around their lack of representation by using Herotitus as their main hiring hall. While not controlled by the MRBC, the generally poor quality of the units based there, as well as the limited technology and economies of the Periphery, served as a brake on those commands. The result was again a weakening of their influence, as well as limiting their capabilities. The sole exception to this was the Magestry of Canopus, who would often use the Capellan Confederation as a go-between for hiring units.

Grey Monday and its aftermath, however, destroyed this new stability a number of ways. Almost overnight, innumerable new commands sprang up out of nowhere, registering with the MRBC. While many of these units were dubious at best, often made up of converted InsustrialMechs or infantry, their numbers swelled the depleted ranks of MRBC. Many existing commands also expanded as a response to the growing chaos and uncertainty within the Republic. The rate at which this happened was dramatic; in 3132, many Mercenary Commands boasted a single lance of BattleMechs. A mere five years later, even bottom-tier commands were boasting multiple BattleMech companies.

The second problem was a severe undercutting of the MRBC’s ability to regulate the industry, one that was attributable to a number of causes. The first and most obvious was an inability to communicate and coordinate, as well as gather information. Without the HPG network, the MRBC was as blind as everyone else to goings on, and entirely dependent on secondary communication sources such as jumpship couriers. It quickly became near impossible for the MRBC to know what was going on, and investigating reported breaches and disputes became a lengthy process, requiring months to simply gather evidence. The result was that merely bringing a dispute to the MRBC would be en expensive and time-consuming affair.

This problem was exacerbated by the MRBC’s effective financial collapse in 3133, the result of the Republic Senate blocking emergency funding to the organization. Without funds, the MRBC was unable to effectively operate, and it’s regulatory abilities were severely compromised. The MRBC was unable to investigate potential employers or newly formed units, and registration of new commands often consisted of simply rubber-stamping a unit and moving on. Likewise, unit rosters and records would often be months out of date, and could even be deliberately falsified.

The net result was almost an air of suspicion between employer and employee. Mercenary commands had no way of knowing if their employer  was legitimate, if their mission brief or contract was legitimate, if they were even capable of playing and so on. Likewise, an employer had to assume that the unit had the strength and capability that they claimed, that they were capable of fulfilling the mission goals or the like. An employer that abandoned a unit in the field, or unit that simply cut and run or switched sides could do such with a lot less risk then they would have faced before the blackout.

With the MRBC crippled, word of mouth became the new status quo of the mercenary world. The reputation of a unit or an employer became dependant on trust rather then known facts and the assumption that anything said and reported about them was the truth. MRBC ratings became almost worthless and impossible to maintain, with the only significant note being if a unit was banned or wanted.

The MRBC board was also effectively crippled by events. The Republic withdrew its representative prior to the formation of Fortress Republic, leaving the board without its chair. Attempts to further reform the board were hampered when ComStar also pulled out due to the organizations’ own near total collapse, as well as their diminished role and crippled infrastructure. Finally, the Capellan Confederation pulled out of the MRBC after the last of their extant mercenary contracts expired. Their place on the diminished board was taken by the reformed Free Worlds League, but by this point the board’s actual power was almost non-existent.

The recent formation of the Galatean Defense League may prove to be the final death knell for the MRBC. The GDL was built out of un-contracted units as well as individuals that were present on Galatea, but was done without any authorization or alliance with the MRBC. Any mercenaries that wish to join the GDL are so far free to do such, but are subject to scrutiny by the GDL’s leadership before they are approved. However, again this is done outside of the MRBC, with that organization having no influence over the process. Should the GDL begin enforcing the mercenary community in addition to protecting the League’s worlds, then the diminished MRBC may well find itself without a reason to exist.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 20:29:27
From the personal journal of Irisz Magyari

I think the nicest thing that I can say about the Kamenez campaign is that it's over.

Okay, that’s not entirely true. The Royals being destroyed as a unit is a nice bonus, although given the circumstances that caused it to happen, it's a bit of a mixed blessing.

The fall of Pelzer's fortress was a bloody battle, but all things being considered, it could have gone a lot worse. We had a lot of 'Mechs battered to within an inch of their lives. My own Mad Cat was near-naked, and it was not the only one that was torn up. It's amazing that we didn't lose anyone, but again, there were a lot of things going for us.

Pelzer's army was down to its last gasps. His personal guard represented the only 'Mech force he had left under his control, and they lacked the skills, equipment and coordination to effectively stop us. Don't get me wrong, they were no pushovers, but they also were clearly basing their strategy on having the Carnivores or Incinerators (or the Royals) supporting them or, at least, having done more damage to us.

They were supported by both a contingent of tanks as well as turrets that were built into the mountain. As crazy as it sounds, it seems that Pelzer's base of operations was a hidden SLDF facility built into an extinct volcano (I look back at that and it reads like something from one of Sonya Brie's crap novels. The lives we lead) that he had reactivated. It certainly goes a long way to explaining why nobody was able to actually find him.

Fortunately, we were able to break up their forces a little with judicious use of artillery, both from Captain Dae-Hoon and the ship. That was enough to keep the turrets under control, although Perez's Mexicans also did their fair share through taking the turrets out from within. That was enough to force them to retreat into the tunnels, and we followed them in.

They did their best to slow us down, staging ambushes with some of the units that had retreated from the surface. They hurt a little but ultimately didn't slow us down as much as they'd hoped and definitely weren't able to stop them. We managed to beat our way to the main chamber of the fortress where we confronted Pelzer himself.

That turned out to be somewhat anticlimactic. Pelzer was riding in a Defiance, which should have been a threat. Rather, it crumpled rather quickly under attack from myself and Takahashi. When it went down, the rest of his force surrendered (although by that point his forces largely consisted of a few battered light 'Mechs). We took Pelzer prisoner, along with his second and co-conspirator, Major Helga van Strakken.

From here, it’s in the Lyrans' hands. There are still a few stray 'Mechs and vehicles on the loose, but they don't represent an organised threat. (For that matter, there are still a few of the Royals unaccounted for as well). Their leaders are captured and their base of operations is in our hands, and they have no reserves to fall back on. Save for some clean-up, we're finished here.

There are still a lot of unanswered questions that need to be dealt with. We don't know why the Royals switched teams, but 'money' is always a good answer. We also have no idea who killed Royale or why, and there's still no good leads on that one. I could question Lee and Carrie over the issue, but I doubt they could add anything to the matter.

Unfortunately, we also have our own problems to deal with. One of the artillery rounds landed perilously close to a battle armour team by accident. Maria was understandably unhappy and now the pair are all but at each other's throats. Given that Maria was also one of the people on my side after I took over the unit, I have to wonder if there's more to this then just a one-off incident.

In the meantime, however, it’s down to the minutiae of filling in forms, filing reports and lodging salvage claims. The life of a mercenary commander is many things, but “glamorous” is rarely one of them. And while I’d love to take a break once we’re away from here, reality, as allways, dictates otherwise.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 20:30:40
LIC Intelligence Report 6571-8-Q/Kamenez

As a part of the Bolan Thumb group of worlds, Kamenez was expected to be at the forefront of any conflict between the Free Worlds League and the Lyran Commonwealth. As such, the SLDF already maintained a considerable presence on it and other worlds in the thumb. In the early 28th Century, SLDF theatre command chose to increase its level of preparation for what was ever-increasingly seen as an inevitable conflict.

One stage in that preparation was improving the facilities that the XXXI Corps of the SLDF Thirteenth Army would be operating from. This project took on two stages. The first was the upgrading of existing bases across the worlds of the thumb. The second would be the construction of a covert facility that the SLDF could operate from without the knowledge of either the Lyrans or the League.

After an extensive survey of worlds in the Thumb, the SLDF chose Mount Sokol on Kamanez as the site for the proposed facility. An extinct volcano, the mountain was chosen for a number of reasons. The first was convenience, as the Saxony continent of Kamenez was already home to several SLDF facilities. The second was that the mountain offered an excellent site that could be used to conceal a large SLDF formation with minimal external changes. Finally, outside of the SLDF, the rest of the continent was sparsely inhabited, providing a greater level of security for the project.

The site was given the code-name RED PYRAMID by the SLDF, with construction to be handled by the Department of Mega Engineering (DoME). As they had done in other cases (such as the Helm cache), DoME were able to successfully mask the construction of the facility, leaving no evidence that they had even gone near Mount Sokol. Neither the FWLM garrison nor LIC observers ever became aware of exactly what they were doing.

RED PYRAMID itself was built using the extinct volcano as its base. The now empty core of the mountain was expanded to provide room for extensive command and maintenance facilities, capable of supporting an SLDF division. Access to this core was provided through a series of tunnels that were adapted from existing lava tubes, with concealed entrances placed across the mountain's surface. Finally, a small drop-port was added, although due to its concealed nature (built into the mountain with a retractable launch bay) it was only capable of handing Spheroid ships.

While secrecy was key to RED PYRAMID's operations, the SLDF also were aware that the facility could be compomised. In order to protect it, the designers installed numerous turrets across the mountain, of which were designed to be retractable and concealed until needed. Additionally, secret tunnels were constructed to link RED PYRAMID to the nearby Fort Sokol to allow the SLDF forces to covertly move equipment.

For all its preparation, however, RED PYRAMID was never required to fulfill its operational intent. Rather, the facility was stripped of most of its personnel following the Amaris coup, as the Thirteenth Army was redeployed to the Rim Worlds Republic. RED PYRAMID was used as a resupply station for forces en-route and later as a supply cache, but was never again home to an active fighting force. Following Amaris' defeat, the forces that had been previously assigned to the facility never returned, rather remaining to try and stabilise the rapidly disintegrating Hegemony.

In the preparation for the Exodus, RED PYRAMID was mothballed by the SLDF. Stripped of most of its supplies, the facility was shut down and secured in order to prevent it from falling into the FWLM's hands. A number of its defensive systems were dismantled, while the tunnels linking it to Fort Sokol were deliberately collapsed and concealed. When the final SLDF forces left the base, it was entirely dark and undetected.

This operation was clearly successful; when the FWLM occupied Fort Sokol, they had no idea of what lay near the facility. Similarly, the DoME's design was proven during the FWLM's retreat from Kamenez and subsequent nuclear attacks on the Saxony continent. While the other former SLDF facilities were destroyed, RED PYRAMID remained untouched and stayed that way for centuries.

At some stage, the facility was rediscovered by the Word of Blake. When exactly this occurred is unknown; it is possible that like Gabriel, it was something a section of ComStar knew of for centuries but never saw active duty. Regardless, during the early 3060s, RED PYRAMID was partially reactivated for use as a waystation for units travelling between Terra and Circrinus.

The Word chose only to reactivate portions of the facility; only a few of the Access tunnels were needed (mostly on the south face of Mount Sokol), the rest being barricaded to prevent external access. Likewise, only a few of the turrets were restored to operational condition. RED PYRAMID did, however, boast extensive supplies of parts and equipment, enough to support a large, mobile Word of Blake force and allow them to re-arm and re-equip between operations.

It is believed that the word used RED PYRAMID as a base of operations during the Jihad to conduct operations into Lyran space. Several different units seem to have passed through the facility, with the 50th Shadow Division being among them. At some point after the fall of Terra, the Word abandoned the facility, apparently in some haste. They made only minimal efforts to secure or mothball the facility, and left large stockpiles of BattleMech parts behind. As with many things the Word did in the final days of the Jihad, their motives can only be guessed at.

Unlike the last time it was abandoned, RED PYRAMID did not remain idle for very long. During the early 32nd century redevelopment of the Saxony Continent, the facility was apparently rediscovered by an expedition backed by then-Margrave Gustav Pelzer. Margrave Pelzer chose to keep the existence of RED PYRAMID a secret, not only from the Lyran Government, but from most outside his personal supporters, for reasons that remain unclear. (See attached document for an analysis of the possible connections between the Pelzer family and the Word of Blake)

The facility sat largely idle until after the blackout. Faced with escalating tensions and uncertainly across the Inner Sphere, Landgrave Karl Pelzer began reactivating the base while stockpiling equipment within it. The recovered Word of Blake supplies were used as payment to help build up his personal forces. Only those loyal to him were given access to the facility; few outside of his personal guard and highest ranking officers were actually allowed to know of RED PYRAMID's existence.

As a result, once Pelzer launched his coup, he had not only a secure base of operations, but one that very few knew about the existence of. After the coup, he was able to operate without any risk of LIC interference. In addition, had REDPYRAMID been discovered, the facility (even with its depleted defenses) would have likely been able to withstand anything short of a regimental assault. The Irregulars' attack on the facility only succeeded due to the massive depletion of Pelzer's forces. The defection of Carson's Carnivores made the assault possible not only in terms of providing the location of the base, but removing a large number of experienced, well-equipped troops from Pelzer's strength.

With the destruction of the Kamenez Archonette, the LCAF has taken possession of RED PYRAMID. The facility suffered realtively little damage in the assault, save for its turrets which could be easily replaced. (The facility lacked adequate defenses against Battle Armour as a consequence of its origins) RED PYRAMID could potentially give the LCAF a secure base of operations against the Wolf Empire or FWLM. That very few know of the facility's existence, let alone its locations, could prove to be valuable.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 March 2016, 20:31:51
The Battle of Fort Sokol and the fall of the Kamenz Archonette

(From Brush Conflicts of the Post-Republic Period; Galatean Free Press)

The desertion of Carson's Carnivores from the Kamenz Archonette had been a boon to the Lyrans on two fronts. First, and most obviously, it removed a large portion of the Archonette's force from play. The Carnivores' departure cost the Archonette an experienced, well-equipped battalion, drastically reducing their overall capacity at very little cost to the Lyran forces. While the Archonette still could boast several more units under their command, none of them had the capability to match up to Magyari's command.

The second was the intelligence that Major Carson provided as the ransom for his escape. Until this point, one of Landgrave Karl Pelzer's greatest assets had been the security in which he had been able to operate, with his headquarters unknown to Lyran intelligence and the on-world forces. Intelligence provided by Carson indicated that Pelzer was operating out of the ruins of fort Sokol in the largely deserted northern region of the Saxony continent. Pelzer's forces had excavated and renovated portions of the facility, allowing them to shelter their forces from detection.

With the Liberty City Royals effectively shattered and the southern Saxony region secured by Lyran loyalists, Major Magyari chose to strike at the heart of the rebel movement. Facing her were elements of the Leipzig Light Guards, commanded by Helga Van Strakken, Pelzer's second and most loyal supporter, as well as Pelzer's personal bodyguard unit, the Lusatanian Highlanders. The Highlanders represented the sole remaining BattleMech force available to the Archonette, and while composed mostly of older designs, still represented a sizable threat.

In addition, Pelzer's forces had well prepared for such an attack. They had dug in to the terrain, using the ruins to shelter their forces, provide tank bunkers and cover for hidden forces. Furthermore, they had set up a number of vintage weapons turrets to supplement their forces, providing significant obstacles to any assault.

The Irregulars advanced under the cover of artillery fire, with VTOLs leapfrogging their main force to drop Battle Armoured troops behind enemy lines. This served to disrupt the defenders and their forces, taking out a number of the turrets and flushing vehicles from their shelters. A number of the Highlander BattleMechs tried to stand their ground using the ruins as shelter, only to be subjected to massive return fire from the Irregulars. The battle quickly swung against the defenders, forcing them to retreat to the excavated tunnels underneath the base.

With the surface secured, the Irregulars followed the remaining defenders into the tunnels in order to root them out. The Kamenez forces staged ambushes in order to slow the Irregulars' advance, but largely to little effect. Instead, they often found lone BattleMechs suffering massed counter-attacks and beign quickly dispatched or falling back. The remaining Highlanders (as well as a few Guards tanks) rallied in a central warehouse, led by Landgrave Pelzer in his Defiance in order to make a final stand against the invaders.

Pelzer himself was quickly taken down by Major Magyari and her forces, which had a shattering effect on the morale of the remaining defenders. With their leader disabled, the survivors quickly surrendered, effectively ending resistance on-world. Both Pelzer and van Strakken were captured by the Lyrans, while the remaining rebel forces were stood down. Save for a few stray BattleMechs that had fled the battle, the fight for the world was over.

In the aftermath, the next step was to set up a functional planetary government and to ensure the planet's ongoing loyalty to the Lyran state. Baron Otto Szleig, a minor noble who had none the less proven loyal through the crisis, was promoted to the rank of Landgrave and leader of the reformed government. Conversely, the Pelzer family were stripped of their titles and lands, and subjected to an extensive investigation in order to determine the depth of their involvement with the coup. Likewise, pro-Pelzer elements of the government were discretely removed.

The planetary defense forces were restructured, with both the Leipzig Light Guard and the Lusitianian Highlanders both disbanded (although the latter was more of a Pelzer family private unit to begin with). In their place, the Kamenz government raised a new unit, the Kamenz Guard, composed of both surviving units and mercenary salvage. As a final irony, given the importance that mercenaries had played in both sides of the civil war, the planetary government hired several Infantry Mercenary commands to shore up its strength while it rebuilt.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: truetanker on 09 March 2016, 18:10:38
Would love to see the RED PYRAMID stats...  bigger than the Devils Tower Castle Brian?

TT
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 09 March 2016, 19:13:22
Would love to see the RED PYRAMID stats...  bigger than the Devils Tower Castle Brian?

TT

Truth is, I have no idea. I didn't do any hard stats for it at the time. All I can say is that the name is my attempt at a clever reference.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: truetanker on 09 March 2016, 19:31:51
So basically the Entire Map Set #9 built underground, eight sets complete, with each set a max Level 6 height?

Cool....

TT
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 09 March 2016, 21:25:25
So basically the Entire Map Set #9 built underground, eight sets complete, with each set a max Level 6 height?

Cool....

TT

And I used the Ishyama maps from the Solaris Mappack as the approaches
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 00:12:40
Message Tap File #75298-Rho

Your timing is perfect. The target unit arrived back on world only a couple of days after you left, and they’ve since taken off again. I’m sending you this little message to let you know what happened while they were here.

First things first; they got back from their last contract with relatively light casualties. I did observe Primary Target in the hiring halls shopping around for new recruits. They did pick up one that I tailed a bit to get some info on, but they did seem rather elusive and, more to the point, sharp-eyed. I had to drop back for fear that they might have made me, but I will investigate further.

More importantly, Primary Target also went searching for contracts with very little downtime. They picked up one, which I was able to wrangle some information about. It’s a raiding contract for the AFFS, targeting Fletcher. Apparently, the goal is to get set-up on world and then go to ground, while doing their best to harass the CCAF forces on-world. They want to tie them down, keep them busy and prevent them from being able to attack the FedSuns some more.

Oh, and because you are going to ask; yes, there’s a CCAF line unit on-world. The 1st Liao Guards are one of those Hidden Lion units that they’ve been pulling out of the woodwork these last few years. The 1st are well-equipped and have seen action against the AFFS, and are currently split between Fletcher and Ruchbah. There’s also a planetary guard unit, which is built up from the old RAF Planetary Guard.

At a guess, I’d say that Fletcher was a target because of the Clantech manufacturing that the Wolves set up during the Republic era. The Cappies hold those factories, and the FedSuns would like to have them. The targets ain’t going to be able to drive them off the world, but they can definitely do a lot to deny those assets to the Cappies. And, if I were a betting man (and you know I’m not), I’d say that the AFFS is paying a bonus for any salvage or supplies they can pull off-world to feed their forces. The Feds are hurting, and they wouldn’t say no to the help after all.

One other interesting note. Not too long after they accepted the contract, the Snake went for another meeting with the Combine Cultural Attaché. What does this mean? Well, if you ask me, our Snake’s a spook, and he’s gotten some new orders regarding their new assignment.

I think things are gonna get interesting on Fletcher. Glad I’m not there.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 00:14:59
Fletcher Planetary Guard

AFFS Force Brief 01-01-3145

History

Like many other Republic Planetary Militias, the Fletcher Planetary Guard was hard hit by the events of the Blackout and its aftermath. Like many of the Planetary Guard units, its strength and preparedness had waned over the long decades of peace. Located deep in Prefecture III, the world was far from any hostile border and, as such, was lacking in any immediate threat to serve as a motivation. Much of its equipment was mothballed or transferred elsewhere, while the amount of training time dropped considerably.

However, other forces made the situation even worse. Much of the guard’s strength actually came from the Bright Fang Militia Cluster, one raised from the planet’s large Wolf Clan population. With the formation of the Steel Wolves following the Blackout, the cluster simply defected wholesale to the newly formed pseudo-Clan, immediately gutting the Planetary Militia’s strength. To make matters worse, the Wolves then began seizing equipment from the militia, be it by Clan trials or simple assault. When the Wolves left Fletcher for their assaults on Northwind and then Terra, they took that strength with them.

For the next few years, the militia struggled to get by with what it could, limping along with its greatly reduced strength and capabilities. The withdrawal of the RAF and formation of fortress republic proved to be another severe blow, triggering another wave of defections and desertions from the unit. Using the situation as a pretext, Baron Victor Godfrey, one of the planet’s nobles, stepped in and effectively took control of the weakened and demoralized unit.

Godfrey was a powerful and influential figure within planetary politics. His family had held its title since the time of the Terran Hegemony, and had managed to retain its power despite numerous shifts in the planet’s control. Added to that, Godfrey had a record of military service, albeit as a part of the Planetary Militia, this gave him an air of practicality as a commander. When Fletcher fell under the control of the Federated Suns as a part of Erik Sandovell-Grossel’s so-called Tiknov March, Godfrey gladly switched his allegiance to the new government.

For the next half-decade, Godfrey focused on rebuilding the militia’s strength while also securing his powerbase. Using his political connections, he reshuffled the command to ensure that the officers in charge of the militia were personally loyal to him, while weeding out any with lingering Republican leanings. At the same time, he managed to acquire more weapons for the unit from various sources, including BattleMechs, which served to further reinforce his power.

With the Capellan push into the Federated Suns beginning to swing towards Fletcher, Godfrey used the situation to further cement his control over the command while also preparing them for the seemingly inevitable invasion. With the Capellans clearly intent on reclaiming every world lost to them, it was clear that Fletcher would be in the line of fire sooner or later. It was clear that Godfrey intended to be ready for that eventuality.

When the Capellans invaded in 3144, Godfrey’s preparations paid off, albeit in a way that few had expected. Confronted with the CCAF forces, the Fletcher Planetary Guard offered only limited resistance and in some cases outright surrendered without firing a shot. It soon became apparent that Godfrey had no intention of fighting the Capellans, and instead effectively aided them in seizing control of the world. Clearly a calculated move, the result was that Godfrey was able to retain his position, his title and his lands under the new Capellan regime. The Capellans likely agreed to these terms in order to gain easy access to Fletcher’s revitalized industries, something that would be essential for their already stretched military.

At present, the Planetary Guard are focused on protecting key military and command targets across the world. While Fletcher is presently home to at least one CCAF line regiment, it appears that the planet is being used as a staging ground for attacks into the Federated Suns, thus leaving the planetary guard to shoulder much of the burden of defending the world.

Force Structure

Due to its origins, the Fletcher Planetary Guard is more akin to a collection of smaller units under a common banner then a single unified command. Godfrey’s reforms, as well as liberally reshuffling the command structure and filling it with loyal officers, have somewhat streamlined the command. However, many of the sub-commands are tied to specific locations and lack transportation assets, limiting their ability to respond.

The draw-down in troops during the long peaceful years of the Republic, as well as the subsequent raiding and defections crippled the Fletcher Planetary Guard’s strength and capabilities. While Godfrey has done a lot of work in rebuilding, vehicles, conventional infantry and Battle Armour dominate the force. What few BattleMechs are possessed by the unit are mostly concentrated in the hands of the most loyal units, or those defending the most important targets. Most of the unit’s equipment is RAF-vintage (With some dating back to the Jihad), but has been supplemented by purchases from the Federated Suns and Capellan Confederation. Converted IndustrialMechs and MillitaMechs have also been used to bolster the unit’s strength.

The Planetary Guard lacks aerospace assets, being largely equipped only with conventional fighters for air support. Likewise, it lacks sufficient Dropship assets to effectively move large parts of its command. As a result, Dropship transport is usually reserved for the best equipped portions of the command, such as those with BattleMechs.

Training and Morale

While it is hard to see Godfrey’s taking command of the Fletcher Planetary Guard as anything but a naked power grab, the result has been a generally positive effect on the unit’s morale. On the other hand, given how badly that command had suffered in the years before then, such would not be hard. In general, morale across the command is good, even if the average soldier is less loyal to the Confederation as they are to their world.

The quality of training across the command is incredibly uneven due to its nature. While some units are staffed by military veterans and those with extensive training, others consist of reservists and weekend warriors with little practical experience. Overall, the command are a Green unit, but some individual elements would be considered Veteran in quality. This is especially true of its BattleMech units, which tend to be only manned by the best personnel available.

Colours and Insignia

The Fletcher Planetary Guard use a modified version of their old Republic era colours, being painted in olive drab with a Liao green trim. The unit’s insignia depicts the planet Fletcher set against a green field.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 00:16:51
Major Joseph Peitre, AFFS Quatermaster Command

(After the mess that was Kamenez, I thought it would be wise to know a little more about our liaison officer and where all the loot will be going. The AFFS tends to be good to their mercs, but with the situation they’re in, it’s still wise to be careful – Nikola)

Joseph Peitre
Age:
37 (born 3108)
Homeworld: Exeter
Position/Rank: Major; AFFS Quartermaster Command

Joseph Peitre’s family had served the AFFS for generations, even down to his two older siblings. Despite a childhood of ill health and poor eyesight, he was determined to follow in their footsteps. A keen analytical and a skill for numbers mind aided him, Joseph was able to find a place serving in the AFFS’ quartermaster corps. While not the most glamorous of assignments, Joseph well understood the need for strong logistics chain and enjoyed the challenge of his work.

The Blackout and its aftermath presented its own unique set of challenges as the AFFS was forced to hurriedly rearm. Years of peace and easy relations with the Republic had worn down its preparedness, and skilled men like Joseph were needed in order to help bring the military back into order. The challenge was considerable, but Joseph seemed to thrive on it.

Unfortunately, Caleb Davion’s mismanagement of the AFFS and the Combine invasion of the Federated Suns saw much of that work undone. With the AFFS gutted, the Draconis March all but destroyed and both Robinson and New Sytris fallen, an air of desperation has set in. In response, members of the Quartermaster Command such as Peitre have begun searching for options that could turn the situation around, or, at the very least, slow the enemy. This has seen him take to the field, even if in an advisory or administrative role, looking for anything that could be used against the enemy.

Peitre is no combatant, and he knows it. He has enough training to competently operate an armoured vehicle, but that is less a combat skill and more an option of last resort. However, he is also adept at locating resources and finding ways to use them, be they weapons, ammunition or other less tangible assets. In the field, he best serves as an advisor or administrator, aiding a combat command rather then actually participating in the fighting.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 00:19:29
MI3 communications intercept FLETCHER-8543/21-K

To: Ying-zhang Leon Savage; 1st Liao Guards
From: Si-ben-bing Tu Xiasheng
Subject: Incident at Supply Depot 48-Bravo

I apologise in advance for the delay in presenting this report. As you will understand after reading it, there are reasons for this lack of punctuality.

At 0843 hours this morning, a lance of BattleMechs from an as yet unidentified force dropped onto Supply Depot 48-Bravo. While we had some warning from space traffic control, their use of a pirate jump point and the daring nature of their assault gave us little time to prepare. Rather, the enemy forces brazenly used the very depot we were tasked with defending against us, taking cover behind the buildings only to open fire on them when circumstances favored it.

Pai-zhang Loh Weizhe staged a counterattack, leading our brave janishi against the enemy force. Bravely using his Tian-Zong as bait, he tried to draw out the enemy force into our guns. Coordination between Ban-zhang Nzuyen Vong and San-ben-bing Nick Paules allowed the addition of missile fire to his assaut.

Unfortunately, this proved to be insufficient. The attackers massed their fire on Pai-zhang Weizhe, badly damaging his 'Mech and driving him away from the depot. Attempts by San-ben-bing Paules to disrupt the enemy force met with only limited success before his own Elyuka was badly damaged. This gave the enemy an opening to escape the depot, but not before inflicting further damage on our force. Pai-zhang Weizhe was killed when both his ‘Mechs Gauss Rifles detonated, while Ban-zhang Vong was critically injured ejecting from his destroyed Shen Yi.

While the enemy force did not linger to pillage supplies, the damage they did was considerable. In addition to destroying two BattleMechs and badly damaging a third, the attackers liberally used infernos on the buildings within the depot. This resulted in extensive damage and a loss of supplies, further exacerbating the situation. While damage recovery crews now have the fires under control, the loss of material is considerable.

The enemy force fled westwards, using the heavy forests as cover. The arrival of a thunderstorm prevented any use of aerospace assets to track them, while due to the damage to his BattleMech, San-ben-bing Paules was also unable to pursue the enemy force.

Examination of BattleROMs suggests that the lance was made up of the following; AKU-1X Akuma, CRN-7M Carronade, Vulture Mk IV and UZL-8S Uziel. In addition, the lance was supported by a single squad of as-yet unidentified Battle Armour, believed to be Inner Sphere standard. The relevant material has been submitted for analysis and possible identification of this force.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 00:21:52
From the personal journal of Irisz Magyari

All things considered, today didn’t go that badly. If you wanted to be generous, then you could call our first day of operations on Fletcher a success. (My great-grandmother unquestionably would have, but that’s her for you)

AFFS intel had put two main units on Fletcher; the now-Cappelanised Planetary Guard, and the 1st Liao Guards. The latter had been using the world as a staging ground for attacks into the FedSuns’ Terran corridor, which had left the Fletcher PG shouldering most of the ‘heavy lifting’ of defending the world and the assets we were targeting. As such, we were largely expecting to be facing a mix of vehicles and Battle Armour, with some second-rate ‘Mechs as support.

The plan was to drop each of the BattleMech lances on a different site, do some damage to both the facilities and the defenders and then get the hell out of there.  Naturally, that’s not what happened at all. Instead, at each of the three sites we dropped onto modern, front-line BattleMechs with skilled pilots. In other words, the Liao Guards were there, not the Fletcher PG as expected.

The only good news is that they were apparently as surprised as we were. That allowed us a chance to do some damage and make a break to the rendezvous point. It wasn’t nearly as much as I’d have liked, either in terms of the Capellan losses or the property damage we did.

On the upside, we didn’t suffer any losses, even if Dimitri’s Archer is pretty much a wreck and will need a lot of work before it’s useful again. Ransom, the newest member of the lance, performed exceptionally well, his Black Knight managing to badly wound a Cappie Lu Wei Bang during the battle. Assault lance also did plenty of damage, taking down two ‘Mechs without loss, while using infernos to spread damage across the target

Only Recon Lance didn’t do so well. They faced a much heavier force then their own, and had no option but to try and flee. They escaped mostly intact, but Will definitely didn’t like it.

For all that, however, we do have a problem. Something has seen the Liao Guard pulled from raiding duty, and then reassigned to guarding the same targets we were going to hit. We need to find out what that is before we continue our operations. In order to do that, I’m getting boots on the ground to sniff out the situation.

I’ve had a few volunteers to do some on-foot intel and recon. Takhashi, Randy and Lee are good at this sort of thing and have produced some great results in past, so I’m confident that they will be able to do the same here. Bruce spent some years on Fletcher in the past, and at the very least can be a guide and might also know a few things. Finally, Ransom has also put his hand up; he’s still new to the unit, but he’s definitely no amateur. It’ll be interesting to see what he finds in particular.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 00:23:48
SIS File 54371a-3133-A

I know this is a bit old and not exactly informative, but I felt that it would be useful to our ‘Lion hunting’ files. It was ‘borrowed’ from our friends at MIIO; after reviewing the contents, you can understand why they were reluctant to share.

As one of the worlds captured from the Taurian Concordat during Operation MATADOR, Norman’s World had faced a series of raids from TDF forces in the subsequent decades. As an effort both to discourage raiding while also providing a stabilizing force along the border, the 12th Highland Gryphons, a mercenary unit with a long history of service to the Federated Suns, were assigned to the world. Acting as both a garrison and a ready response force, they had served as an effective deterrent to Taurian adventurism.

This only makes what happened to them even more inexplicable.

At approximately 0200 hours local on August 8, 3132, an unidentified force dropped onto the 12th’s position at Fort Matilda. The incoming craft had gone largely undetected, having come from a well-concealed pirate point and having expertly mingled with civilian traffic. A complete communications blackout, aided by a combination of ECM coverage and likely sabotage, resulted in nobody outside of the unit knowing what was going on.

At the same time, two aerospace fighters, identified as Lightnings, attacked the HPG in Krasner City. Within a minute, the two craft had destroyed the HPG transmitter/receiver before breaking contact and dropping off air traffic control radar. Subsequent investigation has not revealed if the HPG had been effected by the “Grey Monday” blackout or not due to the complete destruction of its equipment.

The planetary defense command attempted to contact the 12th, only to find communications completely cut off. Scout units were sent to investigate, but also fell victim to the same communication blackout. Eventually, a scout returned, having discovered that both the mercenaries and the attacking unit had seemingly vanished. Fort Matilda had clearly been attacked with many of the structures deliberately destroyed or badly damaged.

However, no trace of either unit could be found. The 12th, as well as their supporting personnel and dependants had apparently vanished. In addition, the unit’s DropShips had also departed along with the attackers. While some debris was found that could be matched to the 12th’s units, there was far less of it then would be expected, and not enough to account for the entire unit’s strength. No traces of bodies could be found, either from the 12th and its dependants or the Fort Matilda garrison and staff.

While most of Fort Matilda had been destroyed, detailed investigation found some surviving security surveillance footage that served to confirm that a battle had indeed taken place. However, this failed to shed any light on the identity of the attacking forces or what exactly had unfolded. The few units identified were of designs that did not point to a specific attacker (Warhammer, Black Hawk, Standard Battle Armour), with the units also being completely unmarked. Detailed analysis suggests that the unit was not Taurian in origin. We have a complete enough picture of TDF troop movements at the time to show that there are no units unaccounted for in whole or part that could have been used in the attack.

As such, both the identity of the unit that attacked Norman’s World and the fate of the 12th Highland Gryphons currently remain open. Given the timing of the assault and the destruction of the Krasner City HPG, it can be fairly assumed that the attack was a part of the broader “Grey Monday” operation. However, why the attacking force went so far as to deliberately target the 12th remains unknown, as the unit’s destruction would seem to be external to that objective.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 22:05:00
Underground Dueling on Fletcher (part 1)

(From Off the Circuit - Illegal BattleMech Duels, Free Galatea Press)

The first incarnation of Fletcher's BattleMech dueling circuit has its origins in the collapse of the world's central government in the early 3060s. Coinciding with the world's rise as a hiring hall for less than reputable mercenaries amid the ongoing wars between its city stares, many of the early duels were far from organised affairs. Rather, they often resulted from disagreements between mercenaries, both units and at the individual level. The combination of an abundance of military grade hardware and a lack of central authority (the Fletcher hiring hall was largely self-regulated) often made violence the first option for resolving such clashes.

Within a few years a somewhat organised competition had grown up, populated mostly by mercenaries that had been drawn to the local trade. While not officially sanctioned by any of the City States, at the same time the competition proved profitable through betting and associated side businesses. For the most part, the City States themselves stayed out of the competition proper, but supplies destined for their militaries often wound up finding their way into the hands of competitors instead.

Within the competition, the conditions were usually rather primitive and bare bones. There were few organizations or stables, with individual warriors largely looking out for themselves. Likewise, most of the arenas were anything but, consisting instead of improvised venues such as forest clearings or ruins left over from the Succession Wars. It was not uncommon for competitors to be injured or killed in matches, with the lack of medical support often as dangerous as weapons fire.

And yet, for all that, the interest in the competition was considerable, enough to sustain it for several years. As the civil war on Fletcher intensified during the late 3060s, as well as the escalation of the fighting in the Chaos March, more warriors were drawn to the world. These in turn fed the competition, providing both warm bodies and equipment. The riots that effectively shut down Solaris city several times during the civil war didn’t hurt either, with the Fletcher league providing an alternative to the unstable competition. Tapes of fights soon were circulating within the Chaos march, distributed by merchant ships to nearby worlds.

The end of the competition came when the Word of Blake annexed the world and absorbed it into the Protectorate in late 3067. The Word’s campaign targeted each City State in turn, taking them out one at a time with overpowering force. While some of the competitors joined in the fighting, most chose to either lay down their guns and simply fade away or ride it out and try to pick up their game afterwards.

Neither plan worked out. After the fall of Royce, the Word shut down the planet’s Mercenary trade, turning the hiring hall (the world’s former HPG compound) into a detention centre for its former users. After securing the World, the Word’s forces invested time and effort into shutting down any remnants of the competition and detaining (or killing) the fighters. By mid 3068, the competition was dead, although by that point with the Jihad billowing out of control, few would have noticed.

Several sources suggest that some of the competitors may have survived and joined anti-Word resistance movements. No indications were found of any after the world’s liberation in late 3077, though given that agencies were more focused on locating Word of Blake survivors and sympathizers it is possible that they could have simply slipped through the net.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 22:07:34
From the Campaign Journal of Major Jospeh Petrie

Following the unexpectedly heavy resistance encountered to our initial landings, Major Irisz Magyari opted to conduct further investigations of the disposition of the CCAF forces on Fletcher. Her agents were able to infiltrate Royce and uncover a number of leads as to what exactly was going on with the Capellan forces. Their discoveries confirmed our suspicions that the 1st Liao Guard had dug in on-world and assumed an entirely defensive stance.

While there were no known CCAF movements, the mercenaries did make one curious discovery. The Capellans had been importing large amounts of heavy machinery onto the world, and then distributing it to different places without actually using it, and rather stockpiling it for unknown reasons. Several locations were identified as destinations for this equipment; among them was Fenris Keep, a former Wolf Clan (and later Steel Wolf) enclave on the world. Another location identified was a shipping facility on the shores of the Arevass River.

Major Magyari opted to launch an attack on the Arevass facility in order to both determine what the CCAF were doing with these supplies as well as attempt to discover more about their forces. The attack was carried out by the Irregulars’ assault lance, while the rest of the unit were performing distracting attacks on other targets. In addition, any supplies located would be targeted for extraction.

It is fair to say that the operation was a success on both counts.

The Assault Lance made contact with a hostile unidentified force at the facility. Consisting of an Augmented Lance, the defending force had no markings and made no attempts at identification. However, as three of the designs were of Capellan origin (Thunder, Agrotera, Warhammer 5L) while the others were Clan designs that are in use by the CCAF (Rifleman IIC 8 and Bellona), the conclusion can be reached that this was a CCAF force, likely from a Warrior House unit.

The defenders attempted to stop the mercenary force but were ultimately unsuccessful. Both the Thunder and Warhammer were destroyed (the with latter salvageable) as well as one of the Bellonas. While the others escaped, both ‘Mechs were heavily damaged. The Thunder’s MechWarrior did survive the destruction of his ‘Mech, complications from his injuries prevented further questioning. (EDITOR’S NOTE: A two on a Medtech roll to treat a pilot with five hits)

The Irregulars suffered no losses in the attack, although two of their BattleMechs did suffer some system damage, though nothing that will sideline them for an extended period.

Investigation of the facility, however, revealed the truth behind the unusual movements of the imported supplies. The packaging crates earmarked as construction equipment instead contained older-model but still serviceable CCAF-issue equipment. This included small arms, body armour, explosives, ammunition, Battle Armour and even ‘Mech-scale weapons and equipment, possibly for use in converting IndustrialMechs. In addition, more empty shipping crates and supporting manifiests were found corresponding to several Federated Suns shipping lines.

Based on these discoveries, it is theorized that these units were being routed via Fletcher to supply pro-Cappelan insurgent units on Federated Suns border worlds. Based on this evidence, it is likely that the Augmented Lance was from Warrior House Ijori, who have used such tactics on other Federated Suns and Republic worlds. Their presence would explain why the Liao Guards have taken up a more defensive posture.

We had enough time before the arrival of Cappelan reinforcements to salvage a good portion of the stored supplies, which have been earmarked for relocation to AFFS units (A destination that has a certain irony to it to my mind). The rest of the facility and its supplies were torched to deny their use to the Capellans.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 22:11:37
Paleontology in the 32nd Century

From  Scientific Avalonian, March 3115

The science of paleontology is one that had remained rather under-developed and under-utilized during Mankind’s expansion across the stars. While understanding the origins and past of life on Terra had always been a source of fascination for humanity, the same could not be said of the myriad of other worlds that he touched. While it could be said that humans had a vested interest in their homeworld’s past, it is clear that those other worlds they inhabited did not have the same attachment.

It is estimated that the fossil records of less than one percent of all the inhabited worlds in the Inner Sphere have been even adequately explored. Even then, much of that exploration has been very shallow, only providing a cursory glance at their evolutionary pasts. Worlds that have supported life for billions of years have pasts that are largely unknown, and with very few who are interested in exploring them further.

And yet, Archaeology is the key driver of expeditions to the unknown as well as the search for the past. When you consider mankind has only been in space for a millennium, it seems strange that the drive to recover relics of that comparative instant would be more important than the epochs that came before it. However, if one digs deeper – pun intentional – there are a number of reasons for this disparity.

The first is the obvious one stated above; mankind has no biological attachment to any world but Terra. While mankind has spread over countless stars, on every world but one he is an alien, an introduced species. The pasts of those worlds do not affect where he came from or how he came to be, and as such, removes much of his drive to understand them. The stories of those worlds are not humanity’s story; to them he is but an outsider, an oft-disinterested spectator.

This factor leads to the second point, which is mankind’s approach to those worlds he inhabits. Without trying to turn this discussion into a soapbox, it has allways been humanity’s approach to try and change those worlds he inhabits into something better suited to his needs. Massive terraforming and eco-structuring efforts are probably the most visible examples of these, but hardly the only ones.

In many cases, the native life of worlds colonised by humans were swept away when it was deemed to be incompatible  with human habitation. Once removed, Mankind could replace it wholesale with those creatures and plants he bought from his home. In other cases, the natives were unable to compete with the invaders, and were simply displaced or rendered extinct by the new arrivals. The tragic (and yet darkly amusing) tale of the Calloway Wildebeest is the perfect example.

Given that in so many cases humans had relentlessly exterminated those creatures in the name of progress, it should be of little surprise that there has been very little interest in the pasts of those worlds. After all, who wants to dedicate their career towards the ancestors of a pseudo-rodent that died out within a century of first contact?

This process has often been exacerbated by the development of those worlds colonised by humans. It was a rare case where fossils and other such evidence were not simply destroyed in the process of colonising a world. Consider how many planets were initially colonised for mining or resource extraction, and you can see the source of the problem.

Which brings us to the third problem that hampers the cause of planetology. Consider the Branths of Lopez. Flying reptiles that resembled the Dragons of Terran myth, and completely unique of all the species discovered in the Inner Sphere. The evolutionary tale of how these creatures came to be would have been a fascinating one that had remained only lightly explored. While much of this was due to environmental concerns (any sort of development of Lopez was difficult due to the world’s unusually sensitive ecosystem), the biggest single impediment to the exploration of Lopez’ past came from humankind. In 3080, Lopez was rendered uninhabitable by a series of asteroid strikes, artificial in nature. With it not only went the Branth as a species, but its entire past as well.

Lopez may be the most tragic example of this problem in action, but it is far from the only one. Consider the Tabarinths of Jardine, a world that was ‘killed’ twice in its history, and today is buried under volcanic basalt. Or Caph, where its dinosaur parallels were rendered all but extinct by the Succession Wars. Exploration of their pasts had been also rendered impossible, as those continents were contaminated and hazardous to all life.

In these cases as with so many others, warfare has served as an impediment to the cause of paleontology. Given how many worlds have died due to humanity’s influence, it is impossible to determine how many of them had records of their past left to be discovered. Will we ever know what swam in the seas of ancient Vanataa or flew in the skies of Zara in times past? What of Versailles or Sharpe and whatever secrets their past might have held? Unfortunately, we will never know.

Finally, there has been one last obstacle to overcome, and that is the simple perception of paleontology as a science. Due to the factors mentioned above, paleontology has become sidelined and marginalised, a science that is rarely considered and certainly rarely funded. Often, when it is given attention, it comes in two forms, and it is debatable which can be worse.

The first is in the form of high-profile, attractive or ‘sexy’ research in the name of specific goals or high-profile objectives. The Nagashima expedition of 3049 is an excellent example, aimed solely at exploring the fossil history of the Kyotan Armour Bear. Run more as a media circus then an actual scientific expedition, the result was a veritable explosion of junk science accompanied by lurid recreations of extinct life-forms. Very little serious work went into the expedition, resulting in it possibly doing more harm then good.

The second of these comes in the form of fringe science, which paleontology often serves to support. In this case, the motivations behind the research can often be bizzare, the products of seemingly deranged minds or massive leaps of logic. Many of these expeditions are driven to search for things that do not exist or have been long since discarded by the scientific community, such as the search for fossil remnants of extinct sentient life forms. The quest for “ancient astronauts” has become almost a universal joke, and yet remains a persistent source of funding.

Other examples of such ‘junk’ science include attempts to ‘prove’ the existence of prehistoric spacefaring races through the spread of animals across the Inner Sphere. These usually take the form of trying to find fossils that ‘prove’ that a species was translocated from one world to another by whatever means. A typical example was again the Tabarith, with the fringe trying to claim that they were descended from Terran felines (or vice-versa). Of course, the inability to prove such claims due to Jardine’s destruction only fueled such nonsense.

Regardless, Paleontology does remain a viable science, even if one that exists on the fringes. Interstellar Expeditions has funded a number of expeditions, albeit often in support of their more conventional archaeological ones, that have yielded valuable results. And in an age of peace, this may be the time for mankind to finally, after so long, get to better know the universe he lives in.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 22:15:44
Maskirovika Recording Log 58389-29

Voice 1: So explain to me what exactly happened last night.

Voice 2: We had two new recruits to the fight, for starters.

Voice 1: Explain in detail.

Voice 2: The first was a prospect that Ivar (Analysis: Ivar Wolf, former Steel Wolf member. File attached) had bought in; Casual Metworst. The guy checked out, and had ‘Mech experience even if he had no ‘Mech of his own. Metworst also came in with an associate, Bruce Wolf who was another former Steel Wolf that Ivar vouched for. Only Metworst was entering as a competitor.

Voice 1: What was Bruce there for?

Voice 2: Bruce was apparently Metworst’s contact with Ivar, and his ‘in’

Voice 1: I see. And the other prospect?

Voice 2: Another one of Ivar’s finds. Haaki Aardvarkssen, a merc who had been stranded on planet when the Cappies took over. He had stashed his Axman some time back, but was short on funds to look after it. So Ivar offered him a way to use his ‘Mech as an incentive.

Voice 1: Do you think either of them were behind what happened?

Voice 2: Given that they were both occupied, I doubt it.

Voice 1: So step me through what happened.

Voice 2: Both Aardvarkssen and Metworst arrived for their matches. Aardbarkssen was up first; we put him against John St. John.

Voice 1: *snort* that guy is either desperate or a masochist, given his loss rate. But go on.

Voice 2: Aardvarkssen’s ‘Mech made quick work of his Quickdraw. Even finished with a very dramatic hatchet cleave that crushed it’s left side.

Voice 1: And was that when the theft occurred?

Voice 2: Possibly. More likely it was during Metworst’s match. He was in that crappy Lineholder that we keep for tryouts against Zillah’s Hatchetman. Did better then I expected too, though a part of that was from Zillah jamming his autocannon early in the fight.

Voice 1: And during the fight?

Voice 2: What happened was somebody conned the guard on the door into leaving his post, apparently telling them that they could actually see the fight from where he was. While they were there, a second party broke into my office and took my noteputer

Voice 1: Wonder why they stole it then. They should have been able to get the data without us knowing.

Voice 2: No idea. But we need to be careful. I need you to find out everything that guard knows about the man he spoke to. And then ensure that he doesn’t screw up again.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 March 2016, 22:19:04
Mastrovika Interrogation Log 58391-45

Voice: This is the interrogation of Servitor Yee Kang regarding the disposition of Sang-Wei Lo Biao-McTavish. Servitor Kang was recovered from a Diolong SUV along with the body of San-ben-bing George Paulos near the ruins of a factory identified on historical records as HildCo Annex #3. [Pause] Servitor Kang, explain in your own words what happened.

Kang: You have to understand, none of this is my fault. I was merely following Sang-Wei Baio-McTavish’s orders

Voice: Of course; he is one of the Barduc, and it is your duty to serve him. What I wish to know is what happened to him.

Kang: Very well. Some time after arriving on Fletcher, Sang-Wei Biao-McTavish discovered the presence of an illegal underground BattleMech dueling competition. He took it upon himself to enter this contest, apparently as a way of proving the superiority of the Cappellan Janishi over all others.

Voice: Of course.

Kang: The Sang-Wei had participated in several matches over the course of the last few months against a variety of opponents. He proved to be an exceptional son of the Confederation, overcoming-

Voice: Skip the praise, Servitor. We just want to know what happened last night.

Kang: Very well. Sang-Wei Biao-McTavish arrived at the venue for the week’s fight, along with San-ben-bing Paulos who was acting as his bodyguard.

Voice: And you acting as his-

Kang: I was fulfilling my role as a servitor by driving him to the location as well as providing him with any assistance that he needed. At any rate, after overcoming his opponent in a – [pause] – he defeated his opponent, and left the fight, heading back along the same route as we had taken. It was at that stage that we were ambushed.

Voice: Go on.

Kang: The car stopped suddenly with no signs of damage or an attacker. You must understand that it was at night, we were in the woods and there was heavy rain around us.

Voice: We checked the car. It’s engine block had been penetrated by a single round from a heavy anti-material rifle.

Kang: That would make sense. At any rate, I got out to see what had happened, while San-ben-bing Paulos chose to evacuate Sang-Wei Biao-McTavish through the rear exit from the car. It was at that point that a second sniper attacked and killed the San-ben-bing. I was likewise attacked and knocked out.

Voice: So you saw nothing after that?

Kang: [nervous] No

Voice: And no clues as to the identity of the attackers or the fate of Sang-Wei Biao-McTavish?

Kang: [nervous] No

Voice: I see. [Pause] Very well. Thank you for your time.

[Analysis: Likely the attackers are the same unidentified unit that has attacked several of our supply depots after landing on-world three weeks ago. Sang-Wei Biao-McTavish was likely extracted as a source of information. Suggest investigating this “underground fight club” to find the full extent of Sang-Wei Biao-McTavish’s involvement as well as avenues for further investigation. Likewise, suggest retaining Servitor Kang for potential re-questioning should further information come to light]
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 21:56:17
Underground Dueling on Fletcher (part 2)

(From Off the Circuit - Illegal BattleMech Duels, Free Galatea Press)

The origins of the second incarnation of Fletcher's underground BattleMech dueling circuit are far less clear then the first, even though its lifespan was far longer. What is known is that the first battles were occurring by the late 3080s, sometime after the signing of the Treaty of Tikonov. At this point, the circuit was not well organised and rather small, with relatively few participants. Many of them were fugitives already, including survivors of Mercenary units that had worked for the Word of Blake during the Jihad and been declared outlawed.

In its earliest days, the biggest boost to the reborn circut was actually a side effect of the fledgling Republic government and one of its key programs. Despite the successes of the Military Resources Redemption Program (MRRP), a not inconsiderable amount of BattleMechs and other equipment managed to slip through the cracks in a number of ways. In some cases, 'Mechs that were officially destroyed were actually salvaged, while others saw numerous destroyed 'Mechs cobbled together to make functional wholes. In some cases, MechWarriors who refused to give up their machines either passed them on to criminal groups, or simply deserted rather than hand them over.

Similarly, the winnowing of the Mercenary trade in the late 31st and early 32nd century created a number of opportunities for such criminal activities. As many mercenary units either reduced their strengths or collapsed due to a lack of income, a number of warriors looked for other opportunities. This lead to a small and not inconsiderable trickle of men and machines towards the unregulated arenas on Fletcher, further enhancing the league. While BattleMech smuggling had always been an issue within the Republic, the Yakuza in Prefecture II, chafing under what they saw as unreasonable restrictions on their activities, served as a conduit for traffickers.

By the early 32nd century these factors had allowed the league to grow considerably and become a lot more organized. A regular series of venues were set up, many of them based in the numerous ruins scattered across the world from centuries of warfare. Fort both security and safety reasons, live audiences were rare, with the matches being instead recorded for distribution. Soon recordings were being sent out across the Republic and even further, bringing income into the league. All of this remained firmly in the control of Fletcher's criminal groups, who ran betting rings and 'managed' the warriors in the competition.

Republic authorities were far from blind to the league’s existence, and tried numerous times to shut it down. Undercover operations and raids did serve to disrupt its activities and several times did threaten its operations. One sting operation netted the Republic a number of high-profile competitors, including Gonzalo Sanchez, a warrior who had become notorious - and popular - for his habit of crushing the cockpits of his opponents. In each case, the league would roll back its activities and "play dead" for a while until the watchful eyes of the law focused elsewhere, and then begin to ramp up its activities again.

Unfortunately, elements within the Republic also aided the group in a number of ways. As a result of the Republic's resettlement programs, Fletcher became home to a major Wolf Clan enclave as well as a militia cluster. At some point, the Wolves became aware of the underground dueling circuit, but rather then choosing to do anything about it, they instead covertly embraced it. Wolf warriors would discretely enter the competition as a way of seeking the honour and glory that many felt was being denied to them by the Republic, while their leaders would quietly turn a blind eye to what was going on. By the 3120s, Wolf warriors were a regular fixture on the circuit, but thanks to the efforts of their commanders, none were ever caught up in any attempts to shut it down.

The HPG blackout and subsequent chaos proved to be both a blessing and a setback to the competition. With the Republic distracted, its operators were free to step up activity and become more aggressive in their expansion. Likewise, the swelling of the Steel Wolves with abthaka adoptees created many more willing warriors eager to try out their mettle. On the other hand, the collapse of the HPG network severely hampered distribution, and thus began to strangle the flow of income into the group.

As the conflict within the Republic grew, the organization began to find itself challenged in other ways. Various groups began looking to the circuit as a source of recruitment, with Jacob Bannson being particularly active in using it to fuel his growing private army. (EDITOR'S NOTE: Known Band of Five Member Milo "Crusher" Jabrowsky was a member of the circuit before his recruitment. His current status is unknown, being apparently caught behind the walls of Fortress Republic when they went up). Likewise, as the Steel Wolves left Fletcher to engage in their foolhardy conquest of Terra they took with them most of their warriors, further draining the competition.

Despite this, the competition managed to survive and continue to operate, albeit on a reduced scale to its pre-Blackout heights. It survived the annexation of Fletcher by the Federated Suns after the formation of Fortress Republic, and given the Federated Suns' state of affairs, is likely to do such for the foreseeable future. As long as there is a steady supply of renegade, criminal or even just desperate MechWarriors to fuel it, the organization will always have new recruits. Likewise, as long as there is a regular audience for unrestrained, unrestricted violence and bloodshed, they will have buyers eager to snap up their product.

(EDITOR'S NOTE: In January 3145, Fletcher was captured by the Capellan Confederation. What effect this has had on the league, if any, is unknown at the time of publication)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 21:57:30
MIIO Report FLETCHER-6732/44-B

We captured this individual and his BattleMech while he was trying to get off-world. The information we gathered from him does mesh with the files 'donated' by SIS regarding an illegal BattleMech dueling circuit on Fletcher, and suggests that it's still active. As much of a potential risk as it represents, we also don't have the resources at the moment to shut it down. Best we can suggest is coordinating with the Fletcher Planetary Guard to try and contain the situation, and hope that it doesn't spiral too far out of control. Given that Fletcher is in the current line of advance of the CCAF, the last thing we need is a BattleMech armed gang war on our hands.

Fortunately, we were able to get information back from our agents on Galatea within the MRBC (or, at least, what's left of it) to confirm our suspect's identity and back story. Anton Trang is a long-time mercenary who has had numerous short stints in a number of bottom-feeder mercenary commands. He's had a life-long problem with authority and a habit of skirting around acceptable conduct, which should have made him unemployable. Unfortunately, in today's climate, your average Merc command can't afford to be choosy, which kept him in regular pay until recently.

Trang rode that end of the market up until 3141, while in the employ of the Black Grin Boys (See attached file). An argument between him and a superior officer escalated out of control and Trang wound up accidentally killing him in the ensuing brawl. Rather than face justice, Trang chose to flee and managed to make his way to Fletcher, possibly with the assistance of the Derion District Yakuza. Once there, he apparently settled in as a part of the underground dueling circuit, managing to rack up numerous victories and more than a few dead bodies along the way.

However, Trang seems to have recently fallen afoul of the criminal organization that runs the circuit, even if he's been reluctant to say exactly what happened. Once again, he chose to try and escape the consequences of his actions, which is how we found him. While he'd managed to use the same connections that the organization uses to discretely move BattleMechs, a random inspection revealed the "mining equipment" that he signed for was, in fact, an Assault 'Mech. Trang tried to flee and go to ground, only to be captured by a combined force of our own troops and the Planetary Guard.

For the moment, we have detained him in the Baradin Island prison's maximum security wing; not only is Trang a violent man, but there is the distinct possibility that the criminal groups that run the circuit have contacts inside the prison that might aim to silence him. We believe that Trang could be a useful asset in discovering more about this organization and determining what should be our next course of action.

Unfortunately, Trang's Neanderthal (With the ever so charming moniker of 'Bubba the Love Troll') has become something of a bone of contention between us and the Fletcher Planetary Guard. While Baron Godfrey and his men were invaluable in aiding us in the arrest as well as providing information on the organization, he has tried to claim the BattleMech for his own forces. While it would be a boon to their force (which has no other assault BattleMechs otherwise), the Planetary Guard also lacks the resources to support such a machine, as well as qualified pilots to operate it. Conversely, with the current aggressive advance of the CCAF, we feel that it would be more valuable to our own forces.

(EDITOR’S NOTE: Within a week of this report being filed, CCAF forces landed on Fletcher intent on capturing the world. Trang, like many other prisoners, remained in custody under the new Capellan regime installed after the conquest)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 21:59:08
Baradin Island Prison

Irisz - I found this brief write-up on the Baradin Island prison complex while doing some research. It's quite a bit out of date, but it gives some background on what we're looking at - Nikola

Located off the western coast of Fletcher's single supercontinent, Baradin Island was not initially seen as a promising site for colonisation. Cold, isolated in a stormy ocean with little arable land and the only significant local lifeform being a crocodile analogue, the only real interest that surveys of the island generated was in the form of mineral resources. Mining operations were first set up in the late 25th century and, while initially yielding  promising results, the mines were played out by the early 2700s. The mines were abandoned, with much of the infrastructure left to decay.

The Capellan annexation of Fletcher following the fall of the Star League bought a new life to the island. The Confederation saw it as a potential location for a maximum security prison, especially in light of their crackdowns on remaining Hegemony loyalists. Baradin Island was chosen for its isolation and harsh climate in order to discourage escape or, at the very least, reduce of an escapee actually making it to the mainland.

Construction was aided by using the played-out mineshafts as a basis, expanding on them and then converting them into an extensive subterranean complex. Showing a typically Capellan disregard for human life and conditions, the prison was designed to be entirely underground, with only a small above ground portion that served as access and administrative control. In the advent of a prison riot, the underground portions of the facility could be entirely sealed off in order to simply starve out the insurgents.

After its opening in the early 29th century, the Baradin Island became Fletcher's premier maximum security prison (a fact helped by the accidental destruction of the Hegemony era prison by nuclear weapons during a raid). Given the oft enthusiastic nature of the Cappelan criminal justice system, the prison quickly reached capacity, with overcrowding becoming common. Prisoners would occasionally be 'removed' by the Maskrovika, and rumors persisted of prisoners being 'disappeared' or used for experimentation.

When Fletcher was captured by the Federated Suns in the Fourth Succession War, the Davion forces found a dangerously overcrowded and run-down facility that was well below their standards for prisoner health and safety. Many of the prisoners (specifically former dissidents or those of a pro-Davion leaning) were released, while many more were relocated to other facilities. The Prison was deliberately allowed to decay, with several wings closed entirely as its population dwindled. It did remain in use as a maximum security facility, but now with far higher standards as to what sort of prisoner would be detained.

This 'begin neglect' took on a more sinister turn with the formation of the Chaos march and the collapse of Fletcher's planetary government into warring city states. Baradin Island, the prison and its population weren't immediately claimed by any one of the emergent factions, and was rather largely forgotten as the fighting escalated. As a result, the prison population was left to largely fend for themselves with limited resources, and a large number died either from starvation, violence or failed efforts to escape.

The Word of Blake largely left the prison be; while they cleaned out the surviving prisoners, they chose not to utilize the facility themselves. Instead, they built a number of re-education camps on Fletcher for their own purposes. Likewise, the former Fletcher hiring hall (and HPG station before that) was converted  into a detention center for the mercenaries who had previously operated out of it. As such, the Baradin Island prison remained unused. This also meant that it was largely untouched by the fighting that occurred to liberate the world from the Word's control.

The end result was that Baradin Island was one of the few functional prisons left on the planet after by the end of the Jihad. And while the Republic were aware of the facility's dark past, they also had few choices but to use it. However, rather than let it turn into another overcrowded hellhole, the Republic's administration took lengths to renovate and improve the facility, doing their best to make its conditions more humane.

The prison remained in operation after the blackout, and then after the Davion annexation of Fletcher. There's very little on its use by the Capellans after their conquest of the planet, but from what I've gathered they've been using it to contain pro-Davion or pro-Republic elements, as well as several ''high value assets" who were on-world at the time.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 22:00:13
MRBC Updates 01-05-3145 (Extract)

Carson’s Carnivores

Carson’s Carnivores were contracted by Margrave Karl Pelzer’s breakaway Kamenez Archonette to support his forces in securing the world. While the Carnivores were initially successful against the Lyran loyalist forces on world, the arrival of reinforcements in the form of Magyari’s Irregulars saw the situation turn against them. After several battles that cost them a number of ‘Mechs and other units for little gain, the Carnivores chose to retreat off-world.

Despite this, the Carnivores seem to have not been too badly affected. The unit made up for some of its losses through salvage and supplies offered as payment by the Kamenez rebels. In addition, the unit has incorporated survivors from the Liberty City Royals (see separate entry) in order to make up losses. At present, the Carnivores are at approximately 90% strength and have managed to keep their considerable reserves of parts and supplies topped up.


Isling’s Incinerators

As with Carson’s Carnivores, the Incinerators were contracted to support the breakaway Kamenez Archonette. Acting mostly in a counter-insurgency and support role, the Incinerators proved to be rather effective both in elimination of active resistance as well as discouraging further insurgency. However, when confronted by a better equipped force in the form of Magyari’s Irregulars, the Incinerators fared less well, suffering substantial battlefield losses.

The Incinerators retreated from Kamenez, carrying with them whatever salvage they could, as well as the supplies that they had received as payment. Having returned to Galatea, the unit has begun to rebuild, dipping into its still mysterious reserves in order to make up some of its losses. Major isling has also begun searching around for a more diverse mix of abilities to prevent the unit from being hampered by the same overspecialisation that limited its effectiveness on Kamenez. At present, the unit is at approximately 65% strength.


Liberty City Royals

The Liberty City Royals were employed alongside Magyari’s Irregulars by the LCAF to retake Kamenez from Karl Pelzer’s breakaway forces and end the threat they represented. However, due to a series of unforseen technical issues, the Royals were unable to take part in much of the early fighting, leaving the Irregulars to shoulder much of the burden, while suffering little damage of their own.

Even more unexpected, however, was Major Lucas Royale’s decision to break contract and side with the breakaway Archonette, in the process turning on both the Lyrans and their mercenary allies. This decision ultimately proved to be in error as the Royals were effectively destroyed and Major Royale was killed in action. Some of the surviving members of the Royals were able to hook up with Carson’s Carnivores and escape off world, and have since been incorporated into their ranks.

As a result of their gross breach of contract, the Royals have been deregistered by the MRBC, with the final disposition of their assets subject to review. Two of their officers, Wang Wei and Anoop Rakminijan, are currently wanted for questioning, their whereabouts unknown but confirmed to not be among those incorporated into the Carnivores.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 22:24:14
Fenris Isle

Located in the middle of a vast lake, Olsen's Isle (named for its discoverer) was left largely untouched following the initial colonization of Fletcher. The rise in tensions between the Terran Hegemony and the nascent Capellan Confederation changed that, however, as the Hegemony armed forces began to reinforce worlds that were seen as threatened by the Capellans.

Olsen's isle was chosen as the sire for a military facility, and construction of Fort Olsen began quickly. Its island location was deemed to be very defensible, and the construction of a drop-port meant that Terran forces would have no problems accessing it while leaving any potential invaders with only a few rather risky options should they try to attack the facility. Once it came on-line, Fort Olsen provided HAF and later SLDF forces with a secure base of operations.

Ironically, the first time it fell to invaders occurred not due to any military action, but rather due to subterfuge. In 2766, the SLDF units regularly assigned to Fletcher had been rotated off-world to deal with the periphery uprising, leaving behind only the standing planetary guard as well as a staff of Rim Worlds "advisors". At the launch of Operation APOTHESIS, those "advisors" turned on their local allies, easily seizing control of Fletcher and its facilities.

For the next decade, Olsen would play home to a portion of AEAF Forces assigned to Fletcher in order to protect its military industries. Sabotage by SLDF special forces units crippled the defenders' ability to effectively utilize their assets or coordinate their defenses. Once the XXXV Corps landed on Fletcher, the AEAF response was confused and misdirected, allowing the SLDF a restively easy time of retaking the world. Fort Olsen itself was attacked following a daring low-altitude drop, with the forces on-site completely unaware of what was going on until the first 'Mechs landed. The facility was quickly secured in the initial wave of landings, and suffered only relatively light damage.

While it was briefly re-occupied by the SLDF, Fort Olsen was then abandoned in the prelude to the Exodus. Following their annexation of Fletcher, the CCAF used the facility for their own until its destruction during the First Succession War. The fortress was never rebuilt, with the ruins eventually becoming somewhat overgrown and all but forgotten.

After over two and a half centuries of neglect, Olsen's Island was again transformed following the Jihad. Fletcher was one of the worlds settled by members of Clan Wolf's Delta Galaxy and their supporting personnel after they joined the Republic. The Wolves, possibly honouring their SLDF origins, chose to resettle Olsen island, using it as the basis for a new facility that would serve as their base of operations.

The Island was renamed Fenris Isle, and soon construction began on what would come to be known as Fenris Keep. Much like its predecessor, it was designed to be a military command post as well as a training facility and drop port, supporting the Wolves as they integrated into the RAF. Eventually, it became home to the Bright Fang Militia cluster, itself a part of the Fletcher Planetary guard, and served as their base of operations.



Following Gray Monday, Fenris Keep took on a newer, more aggressive role. With the formation of the Steel Wolves, it became their de facto capitol on Fletcher. For the first year after the Blackout, the facilities worked overtime in training new recruits into the Wolves, principally those adoptees who formed the Wolf Lancers cluster, while molding them into an effective fighting force.

More then that, it also served as a base of operations for raids and other actions against nearby worlds, both those loyal to the Republic and those which had fallen under the sway of other groups. However, with the change in leadership of the Steel Wolves came a change in direction, which saw the Wolves leave Fletcher en masse for other conquests.

A small force was left behind, mostly of warriors who were seen as dezgra, in order to effectively "sit" on the world and await further orders. Following the Steel Wolves' defeat on Terra, however, those orders simply never came. As time dragged on, morale fell as the Fletcher Wolves realised that not only had Anastasia Kerensky's dreams of conquest failed to pan out, but the Steel Wolves were now effectively on the other side of the Republic and had abandoned the worlds they had sprung from.

After the formation of Fortress Republic, Tigress was annexed by the Swordsworn in the name of Fortress Republic. With their onetime capitol taken in a bloodless diplomatic action, the remaining Fletcher Wolves simply gave up, seeing no real reason to keep holding out in the name of a lost cause. Some of them rejoined the Fletcher planetary guard, while many others simply deserted.

With the effective collapse of the Steel Wolves on the world, the Fletcher Planetary Guard took control of Fenris Isle, but Quickly found another reason for the Wolves' plummeting morale. Before they left, the Steel Wolves had stopped the facility of anything of any worth, even down to the training simulators and the most basic of support equipment. In effect, the Steel Wolves had been left guarding a nearly valueless husk of a facility in the name of not giving it up.

Due to their already strained resources and the uncertain future they were facing, the Fletcher planetary guard chose to mothball the facility rather than rebuild it. Instead, the guard chose to focus on protecting the planet, its people and its remaining industries, ones that would doubtless make it a target of any further aggression.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 22:25:51
From the Campaign Journal of Major Jospeh Petrie

While obstinately the objective of this mission is to disrupt the CCAF forces on Fletcher while denying them resources, there were several other objectives. The first and foremost was to gather material that could be used to aid our own forces. One of the others, however, was the retrieval of certain high-value assets that had been captured during the invasion of Fletcher. These assets possessed vital information regarding the CCAF and its plans, as well as other vital matters.

The information we’d gathered from Biao-McTavish had a lot of valuable leads on their location. Unfortunately, that location was the Baradin Island prison, the highest security facility on the planet. Located underground on an offshore island, it’s very remoteness made any extraction difficult. However, to make matters worse, the Fletcher Planetary Guard had assigned heavy vehicle assets to protect it, likely as a response to the raiding force on planet.

Based on this information, Major Magyari and I developed a plan to retrieve our assets. Her command lance, as well as other elements of the unit, would launch a diversionary attack on one of our identified secondary targets. The Assault and Recon Lances, supported by part of their Battle Armour forces, would then drop directly on the prison itself and secure it, allowing us to extract the targets.

As expected, the Planetary Guard units assigned to the prison attempted to repel the attack, but it quickly became apparent that their force of armour, SecurityMechs and Battle Armour infantry were rather outmatched. The biggest initial threat came in the form of a pair of TSEMP-armed Prowler APCs, which served to slow the attack while also making themselves targets. The rest of the Armour was quickly damaged or disabled and tried to fall back towards one of the maintenance facilities as a regroup point. This also left the facility itself open to invasion, with two of Magyari’s Battle Armour squads seizing the above-ground command center.

The reason for their fallback maneuver became clear as a trio of BattleMechs emerged from the maintenance facility. Two of them were regular Planetary Guard issue, a Firestarter and Hatchetman. The third, however, was a Neanderthal that we later confirmed had been confiscated by the Planetary Guard. The three of them attempted to rally the beleaguered planetary guard force but had only limited success; while the Neanderthal was able to severely damage Lt. Oda’s Akuma, it was quickly surrounded and destroyed by the others. The Hatchetman was crippled and captured, while the others fled the prison’s immediate surrounds.

Having taken control of the facility, another problem presented itself. The Cappellan forces had apparently equipped the prison with a self-destruct as a way of preventing anyone from reclaiming it, and had tripped the failsafe at some point during the battle. After accessing the computers, Randy R. Georges determined that the bomb itself was connected to the prison’s generators.

Realizing that they lacked the time to locate and evacuate our specific assets, he and Lee Zhen, accompanied by a squad of Battle Armour, headed straight to the generator room in order to defuse the device. Once down there, they were met by a squad of CCAF soldiers, clearly intent on delaying the inevitable even at the cost of their own lives. The Capellan soldiers, however, were quickly dealt with by the Battle Armour squad, allowing Zhen and Georges to disarm the device.

Following our lead, the targeted high value assets were then evacuated along with the assault force. A full list of those assets recovered will be attached, along with the known dispositions of several others who were otherwise unaccounted for. And while I have only so far skimmed the information that was recovered, I feel that it will be vital to our future.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 22:29:40
Ivar Wolf

Just doing my job and all - NK

Given how much we're trusting him with, I thought that it might be worth knowing a bit more about our would be ally, Ivar Wolf. I agree that he is still our best bet at cracking Fenris Isle, but I also think that it's worth keeping an eye on him. While I feel that he has no love at all for the Cappellans, it's not like he has a clean background as you'll see

Ivar was born Ivar Grodenko on Buchalu in 3106. He comes from a blue collar family that, even despite the Republic's best efforts, was only just on the edge of the poverty line. While never proven, there's evidence that Viktor Grodenko, his father, was involved with organised crime. Young Ivar himself seems to have struggled with his schooling and even had a juvenile criminal record at one stage. After leaving high school, he landed a factory job that seemed to keep him mostly out of trouble, but there is no indication that he tried to attain (or had any intention of attaining) Republic citizenship. Apparently he was bought in for questioning at least once by local authorities, but no charges were laid.

He drops out of sight shortly after the Blackout (Which isn’t extraordinary in and of itself; for the first few months after Gray Monday there's a lot of confusion and very little good data, so don't read too much into this) only to resurface on Fletcher in January 3133. By March-April he had been formally adopted by the Steel Wolves and was now known as Ivar Wolf. Apparently he had performed well enough in his trails to warrant a place as a MechWarrior in one of their clusters (Which one is not entirely clear; the Steel Wolves peaked at nine clusters although it appears they only had enough BattleMechs for three. The result was 'Mech assets were often rotated or shifted between Clusters during their early days) piloting a former Fletcher Planetary Guard Ghost.

He was involved in several of the Steel Wolves' seemingly pointless raids during this period, including their defeat on Small World. During that time, he scored at least three BattleMech kills, as well as at least two against IndustrialMechs and several more against vehicles. By the time Anastasia Kerensky took command of the Steel Wolves in May 3133, he had been assigned to the Wolf Lancers cluster, the same one that Bruce was a part of (albeit in different Trinaries).

It's also during this time that Ivar appears to have become involved in Fletcher's underground dueling circuit, a move that was not unheard of among members of the Wolf Enclave. While it's not clear how he first got into the competition, it seems that he was something of a semi-regular during his time on the planet. This may have been seen as a way of helping hone his skills, but from what I can find, it is possible that his involvement also extended into betting and other fringe activities.

When Anastasia Kerensky decided to make her second attack on Northwind, she opted to leave skeletal garrison units behind to hold their territories. Fletcher was seen as an important asset and as such warranted a hastily thrown together garrison "cluster" (actually two overstuffed binaries with some additional support elements). Ivar was chosen to be a part of that forces for reasons that are not clear, but could have been related to his participation in the illegal 'Mech duels and and air of being 'tainted' as a result.

Kerensky's dreams of conquest did not materialise, however, resulting in the Steel Wolves being effectively isolated on the other side of the Republic from Fletcher. As the months turned into years, morale among the members of the Fletcher PGC waned as it became more and more obvious that Kerensky was not coming back. Ivar seems to have spent his time becoming more and more involved with the dueling circuit, racking up a considerable string of victories and becoming something of a favorite, while also doing nothing to conceal his identity.

The twin blows of the dissolution of the Steel Wolves and Fletcher's annexation by the Federated Suns following Fortress Republic spelled the end for the Fletcher Garrison. Now largely confined to Fenris Island and with their manpower reduced by defections and attrition, the remaining Wolf warriors were 'encouraged' to hand over control of the facility as well as their weapons and vehicles to the AFFS and the reformed Fletcher Planetary Guard (Ivar's own Ghost was on their rolls at least as late as the Cappellan invasion of the world).

With little else to do and few other saleable skills, Ivar seems to have become more and more involved in the illegal fighting circuit, acting as a combination of recruiter, enforcer and warrior himself. At the same time, he has clearly displayed a degree of bitterness towards his former kin and commander for having abandoned him on this world to rot.

Despite his criminal connections and shady past, I do feel that we can trust Ivar. He has no love for the Capellans; from what I can tell, they see the remaining Wolves as being counter to the tenants of Xing Sheng and contrary to the perception of proper Capellan culture, which has resulted in their being under constant surveillance and pressure. Likewise, it is clear that he has no love for the world, and would rather be anywhere else. His involvement in the dueling circuit seems to have long ago passed any actual enjoyment and is more based on being the only real way he has to support himself.

Our offer of a salvaged BattleMech and a ride off the planet is a strong one that, given his past, I cannot see any way that he would reject it or any offer the Capellans could make that would counter it; similarly, despite the strength that blackmail has in such situations, I can't really see any threats they could hold over him. In truth, I suspect that a desire to hurt the Capellans, especially in such a symbolic way as driving them from his former home, could prove to be his strongest motivation even beyond any tangible physical reward.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 22:39:07
From the personal journal of Bruce Wolf

Bloody hell. Meeting someone again that you have not seen in ten bloody years is always going to be awkward, but seeing Ivar again after so long was definitely a right mess.

Me and Ivar knew each other from back in the early Steel Wolf days. The pair of us trained together and it’s fair to say that there was a bit of a rivalry between us. I mean, we were not at each other’s throats all the time, but we definitely did get along like a house on fire. And while we ended up in different Trinaries, I could tell that he was always looking to have a go at me. And when he got left behind I knew that he’d be mad as a cut snake.

So when I ran into him ten years later, I knew that there was going to be a bit of blue happening there. I mean he did not immediately spit the dummy at me, but I knew he was not going to be happy about going from Clan Warrior to Cut Lunch Commando and then all the way to Dole Bludger while I at least got a shot at getting all grouse on Terra, Skye and wherever else. I mean, even if it did not work out as planned, I got to have a go while all he did was pick his nose.


Now while he didn’t immediately have a bit of biffo at me, I was worried that it was going to come sooner or later. And when I learned that not only was he going to get to lead us into Fenris Keep but also wanted me to come along as well (on the grounds that I was a “local expert” as well, as if it was not all a load of bunk) sounded more like he wanted to have a go at me for leaving him behind to dole bludge for the rest of his life.

So we set out in one of the unit’s jeeps, meeting Ivar and following his directions, which lead us into a run-down graveyard that looked like he was having a bit of a pig’s arse with us. Turned out that one of the Mausoleums in the place was actually the entrance to an old League-era tunnel that went under Fenris lake and had lead to the original fort what had been there centuries ago. Say what you like about the bloody Camerons, but they knew how to build a bloody good brick outhouse; the place was intact and, save for a bit of damp caused by being under a bloody lake for centuries, was pretty much perfect.

Turns out the SLDF liked their secret passages; this had been some sort of secret emergency exit to the fort that had survived when it was nuked back in the first SW (Told you they built them like brick outhouses) and had been built over by the Wolves later. Ivar and a couple of other drongos had found it and were using it to sneak out and have a barney at the Fight Club back in the say, but they never told anyone about it. So when the Cappies took over Fenris, they never even knew it was there.

Turns out there’s a good reason for that; the actual exit to the tunnel is half-collapsed and a bit tight. We could just make it through two at a time, but if Will or Maria had been there then it would have been a right squeeze. On the other side of it was Fenris keep proper, in this case a disused storage room with a metal cabinet shoved in front of a half-collapsed wall that was their way in and out. I have no bloody idea how anyone found it in the first place as the room looked like it had never been touched since the first day Fenris was built, but I was not about to argue.

We set out into the keep proper, which was a right maze oif old hallways that Ivar assured us was leading somewhere. I remained dubious -  it seemed morel ike he had roos in the top paddock then he actually knew what he was doing - but we actually manafed to end up in one of the main armouries. Seems the Cappies had been as busy as blowies; the place was filled with ammunition and equipment that they were unloading from civillian marked shipping crates and then reloading into ones with Feddie-based markings. That fit the profile we knew of those Ijori bastards; they were probably shipping the gear to target worlds so they could tie up the Fed forces.

However, Lee had an idea, one that involved him, a bomb and a bunch of inferno munitions. He had a go at one of the workers, stealing his uniform and then getting down to the bizzo. One bit of nice work later he was in and out with a remote detonated bomb planted in among the Cappie weapons, giving them a bit of a nice pressie to find on Christmas morning. We did not chose to set it off straight away, but rather headed off to get more of an eyeful of the place.

The main ‘Mech hanger had also changed a bit since I was last here. Again the Cappies had done some reno work on the joint, and had filled the bays up with IndustrialMechs, of all things. However, the sneaky bastards were busy chopping them up and arming them, but also outfitting them with dummy work gear so again they could infiltrate them onto Feddie worlds. What a bunch of gits.

Randy decided that he was going to be a bit posh too, and mangec to get his hands on a CCAF uniform and rifle. He and Lee were gonna go have a burl ast the Tractor Farm, but got stopped by a patrol who wanted to know whrre they were from and what was going on. Unfortrnately, Lee had a bit of a brain fart which resulted in him getitng sprung by CCAF guys demanding to know wheat was going on.

Takahashi decided to solve the situation by having a right Wobbly, running screaming at the Caps with his Vibrokatana and chopping them up like snags on a bun. Of course, the Cappies got off a distress call first, so the whole place lit up with alarms and the full show. We knew that they were onto us and that we needed to get out of there, but Ivar was having a burl at us and wanted to do to the Caps first. We managed to talk him down and try to make a break for it. Me, I was worried he was going to get all aggro on us, never a good situation for a man with a shotty.

So we decided to do the dash, but that lead us into an Ijori patrol. There was a definite bit of biffo there; both me and Randy caught shots that could have been a lot worse if we were less lucky or they could shoot straighter. We got through with a bit of creative sword-waving from Takahashi, at which point it was suggested that Lee set off his bomb and give the mugs something else to think about. He did that, which resulted in more then a bit of a blow-up - not gonna lie, I nearly cacked my daks - but was enough to get the Cappies off our backs.

So we ducked into the Wombat Hole and dashed back to the graveyard; just to make sure, however, Lee had left another little parting gift wired up to the cabinet, just in case the Cappies wanted to go rooting after us or whatever else. Instead we got out and could see that even in the distance, Fenris was nicely lit up. And even if we did not get all we wanted, I would say that it was a pretty bloody good trip out.

Only problem now is that Ivar wants off the planet, and used passage with us as a way of buying our little expedition there. He’s also still making a stink over our not doing more to the Cappies at Fenris. I cannot think what else he wants; we roasted the place up like a right varbie, and he thinks that’s not enough. On top of all that, I am still worried that he is going to do something. He might be a total whacker, but he is no drongo, and that is what makes it worse.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 22:40:32
Fletcher Industriplex Beta

During the days of the Terran Hegemony, Fletcher had been something of an Industrial Powerhouse. After the fall of the Star Leauge, the ravages the Succession Wars had destroyed almost all of Fletcher’s heavy industry, especially its once-extensive military manufacturing.  By the end of the Jihad, Fletcher was seen as a dismal world with little to offer, its sole industry of note being funerals and internment of the dead.

The Republic’s resettlement programs in the aftermath of the Jihad helped turn the ailing world around, the new additions to its population bringing with them new opportunities. The resettlement of Clan Wolf civilians on Fletcher bought an influx of technology to the battered world, allowing its people a chance to rebuild much of what they had lost. The economic boom that came with the Republic’s Golden Age of peace aided in this rebuilding, helping to again change the face of the world.

While much of this new technology and development went into the civilian sector, some of it was turned towards the redevelopment of Fletcher’s military industries. The facility known as Fletcher Industriplex Beta was built on the site of a long-destroyed StarCorps manufacturing center, one that had once built Highlander BattleMechs among others. The facility was completed in the early 32nd Century, built through a cooperation of Wolf personnel and Sea Fox supplied Technology.

The Industriplex was designed to support the not considerable amount of Clan technology weapons, especially BattleMechs, that the Republic Armed Forces possessed. The facility was designed to produce all manner of Clan-spec components, from BattleMech parts to fusion reactors to weapons and ammunition. Its output was distributed to Republic forces across the Prefecture, but a good portion of that was specifically to the Bright Fang and Wolf Trap militia clusters, ensuring that the two Wolf units would have a constant supply of Clan technologies.

After being used to help damaged RAF commands following the Capellan Crusades, the Industriplex’s output began to wane in the 3120s as peace returned to the Republic. With less combat and the slow decay of the RAF’s readiness, full scale production of military technology was needed less and less. There were several plans to redirect some or even all of the facility’s production towards civilian manufacture, something that then-Prefect Kal Radick stepped in to ensure would not happen on several occasions.

His motivations for doing such became clear after the collapse of the HPG network. With the expansion of the two militia Clusters into the Steel Wolves and their shift to an aggressive footing, the Wolves needed military supplies for their planned campaigns of conquest. With Fletcher being well within their sphere of control, the Industriplex became key to supporting their war effort. Production was stepped up to their highest levels since the Crusades, producing weapons and supplies for the Steel Wolf armies.

When the Steel Wolves abandoned Fletcher, control of the facility fell to the Fletcher Planetary Guard, who used its output to try and rebuild some of their diminished strength. Some of its production also went back to the Republic Armed forces, but that ended after the formation of Fortress Republic left Fletcher outside of the Fortress walls. When the world was then peacefully annexed by the Federated Suns, the Industriplex’s production was then redirected towards rearming the AFFS in preparation for what was to come.

While the facility has never been attacked since its formation, the collapse of the Republic has hampered its output. The loss of raw materials and other supplies has been considerable, and limited trade through the Sea Foxes and other sources has only somewhat alleviated this shortfall. None the less, as long as it remains functional, Fletcher Industrplex Beta will be a valuable asset to whomever controls it.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 March 2016, 22:43:46
SIS File 54371a-3133-A (Appendix)

(I ‘borrowed’ this file from our MIIO friends. While it’s not exactly helpful, I think it might represent a small step towards cracking the greatest mystery of the age. And right now, we need all the help we can get)

As of June 3132, the 12th Highland Gryphons were considered to be a top-tier mercenary command. At the time, the unit consisted of a combined-arms regiment with a MRBC A rating. The unit was rated as Veteran, and had a long history of reliable service to its various employers. The unit was equipped with top of rhe line technology, including a not inconsiderable degree of Clantech. With a history going back to the SLDF, the unit had a long and storied history.

All of these factors make the unit's apparent disappearance or destruction during Grey Monday even more confusing. If the unit did desert, then it would be a considerable break of character for such a storied and trusted command. However, if it was destroyed, then this raises a lot more questions as to who were able to launch such an attack and take on such a capable command. A number of options present themselves, however, all of them seem to be rather improbable. Each of these will be discussed below


Taurian Defense Force

The 12ths posting on Norman’s World was intended to deter Taurian adventurism and raiding into the region. The removal of Protector Urratia from office in 3128 had resulted in a substantial reduction of hostility between the Condordat and the Federated Suns. However, the long history of cross-border raiding and a feeling of bruised national pride on the part of the Taurians were still considered to represent a threat. With the 12th in place, any Taurian attack would either run into substantial resistance or risk severe retaliation.

Based on this, as well as simple geographical proximity, suggests the Taurian Defense Force as the most immediately likely source of an attack. Elimination of the 12th would have been advantageous to the TDF by removing a substantial force from their borders and opening up nearby worlds to attack. However, in spite of those, a number of different factors suggest that the Taurians were not responsible for the attack.

The first and foremost is simple operational strength. At the time, the TDF had an operational strength of just over four BattleMech regiments, but that overall strength was spread across numerous commands. In addition, much of the TDF was still filled with older Technology, much of it Clan Invasion or even Succession wars vintage. Furthermore, the overall experience level and degree of readiness of the TDF was poor, putting them at a further disadvantage against the unit

In order to field a force large enough to reliably overwhelm and destroy the 12th, the TDF would need to mobilize a substantial portion of its overall strength, combining several commands into a single assault. Even accounting for the poor intelligence conditions caused by the HPG blackout, there was no indication of unusual TDF troop movements, especially not on the scale required. Furthermore, no TDF units are known to have suffered sudden, unaccounted for losses that could have been the result of such an attack. Finally, given the overall poor level of technology available to the TDF, any salvage taken from the Gryphons would have been immediately pressed into service; however, there is no evidence of any equipment coming from the command appearing in Taurian service.

Finally, as noted, the change of government in the Concordat had also resulted in an attempt to improve relations between the two stats, and a ramping down of hostilities. In addition, the TDF had refocused its deployment and operations away from raiding the Federated Suns and towards defending against predation from the Capellan Confederation and pirate attacks while attempting to rebuild its shattered strength. Any such attack would be counterproductive to these goals.

Based on all this evidence, it is very unlikely that the Taurian Defense Force is responsible for the attack.


Capellan Confederation

The Capellan Confederations’ long history of antagonism towards the Federated Suns has been well covered. While their hostility had been largely redirected towards the Republic of the Sphere, the Confederation still regards the Federated Suns as its greatest traditional enemy. A number of factors suggest the CCAF may have been behind the attack.

The first is that, even after the disarmament programs of the early 32nd Century as well as the losses suffered in the Victoria War and the Capellan Crusades, the CCAF still represented a large, well-equipped and well organized fighting force. With numerous commands, the CCAF would have been able to muster the force needed to destroy the 12th, while also boasting units with both the level of training and technology needed to take on such a capable command.

In addition, the CCAF has a history of masking its unit's movements and identities. Combined with the ability to call up reinforcements from the Majesty of Canopus, it is possible that the CCAF were able to conceal the troop movements needed for such an attack. Tracking such an exchange would be difficult, especially given the unexpected drawback of losing HPG communications.

However, for all this, there are several factors that suggest that the CCAF may not have been responsible for such an attack. The first and foremost is the location of the unit on Norman’s World. Well behind the Capellan border, the planet is several jumps from the nearest Capellan world. Travel to and from the Confederation would take several months, and require the attackers to travel across both Federated Suns and Taurian space, which would represent a substantial risk.

With the 12th being nowhere near the Capellan border, the benefits form such an attack would be somewhat dubious for the investment of time and forces required. Destroying a unit that would be at best a second-wave reinforcement to any Capellan assault while also not posing any current risk to Capellan forces offers very little benefit. Given this attack was a completely isolated incident, it is hard to see what, if anything, the Confederation gained from this attack.

Finally, as mentioned, the CCAF’s aggression at the time was still focused towards the Republic of the Sphere and reclaiming it’s ‘stolen’ worlds. Any such pre-emptive attack would have been more likely aimed at the Republic, specifically those worlds that they sought to reclaim. As such, whole the CCAF would have the capacity to launch an attack like this, their motivation for doing such is questionable at best.

(EDITOR’S NOTE: With the revelation of the ‘Hidden Lion’ units, it is possible that this attack could have been some sort of test for one of these at the time secret commands. Doing such on a world that was far removed from the Capellan border would help conceal the identity of the attackers and minimizing the risk of exposure. It’s still not solid proof, of course)

Pirates

During their tour of duty in the Periphery March, the 12th had been involved in several anti-pirate operations. During that time, they had both fended off pirate attacks, while also hunting down several different groups. In 3131, the unit had located and eliminated the Havoc Hounds pirate band, including bringing back their leader to face justice for his crimes.

The location of the unit on Norman’s World would put it within reach of several known pirate bands. However, save for that fact, there is very little to suggest that the 12th were a victim of a pirate attack. None of the nearby bands possessed the level of technology, the military strength or the level of experience needed to overcome such a large and well equipped force. While it is possible that several different bands could have formed an alliance to launch such an attack, it would seem to be very unlikely and such a force would probably lack command cohesion.

Finally, such an attack would again offer very little benefit for such a substantial investment of time, effort and forces required. Destroying a single mercenary command would be a very risky venture, especially compared to the richer pickings offered by less-defended nearby periphery worlds. Based on all this, the idea that a pirate force were responsible for the attack seems to be very unlikely.

(EDITOR’S NOTE: While I agree with many of the conclusions reached here, I thought I’d add a fourth opinion based on our own active files. While it’s obviously anything but conclusive, I felt that it’s worth mentioning)

“Lions”

The attack on Norman’s World didn’t just take out the Gryphons. It also took out the planet’s HPG, and specifically did such on Grey Monday. That in and of itself is enough to lead me to suggest that the force that hit the planet was one of the so-called Lions that were behind the Blackout, but I wanted to cover a few of the specifics.

What little we know of the force itself is consistent with the Lion attacks. Common, widely used BattleMech, Battle Armour and Aerospace Fighter designs that cannot be explicitly linked to one origin (
Warhammer, Black Hawk; Inner Sphere Standard; Stingray); unmarked troops with no clear origin; an attack aimed specifically at taking out the HPG.

Where it deviates from the standard is the destruction of the 12th. The (apparent) destruction of the unit would seem to be unrelated to the attack on the HPG; one would have been accomplished without the other. If they were targeting the HPG, then destroying the 12th adds massive levels of complication to the plan. Conversely, if they were targeting the 12th, then destroying the HPG wouldn’t provide any immediate assistance to the attack.

This leads us to two possible conclusions.

The first is that the two were actually unrelated, and their simultaneous occurrence was the result of happenstance. The two forces could have decided to cooperate in order to achieve their goals while ensuring they remained out of each other’s way. Of course, this not only requires a massive degree of coincidence (two forces hitting the same world at the same time for unconnected reasons) but would also require a “Lion” unit to communicate with an outside force, something that has not been recorded to have happened otherwise.

The second is that the destruction of the 12th was somehow beneficial to the Lions for reasons that we can only guess at. While of little immediate value, this could also prove to be beneficial in the long run. It could be something in their history, in their personell or whatever else that the Lions saw as a threat or didn’t like. And while that does give us a lot of ground to cover, it could represent our first steps towards discovering their identity.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 15 March 2016, 19:21:51
Barrett's Bushrangers

MRBC Update 01-01-3131

(After we hired Ransom, and with the information you gave me, I decided to do some poking around of my own. Let’s be honest; a well-equipped, long-lived, prestigious mercenary command simply vanishing is far from an everyday occurrence, especially when combined with the very conscious timing of that disappearance. In doing such, I found this file in the MRBC’s system which I wouldn’t have given much attention to if not for two things. The first is that it’s regarding another vanished mercenary command who also disappeared close to Grey Monday. The second is that, despite the file being nearly fifteen years old, somebody had recently accessed it and mode some clumsy efforts to alter it. That’s enough to get my attention in and of itself - NK)

History

The exact origins of Barrett’s Bushrangers are unclear. The unit first appeared on Herotitus in 3090 under the command of captain Bruce Barrett as an understrength company of battered BattleMechs with some infantry support. Attempts to investigate the unit's past reached no definitive conclusions, but some evidence suggested that they hailed from the former Circrinus Federation. The unit was almost immediately snapped up by the Taurian Concordat, hired to help bolster its shattered military and protect its worlds from predation.

Several early successful contracts allowed the unit to bring itself up to a modicum of strength and stability, even if its financial state remained precarious like so many other units. The Bushrangers roamed across the near periphery, working principally for various Periphery powers, although the unit also saw some action with the independent worlds of the former Free Worlds League. That aside, however, the Bushrangers generally avoided the Inner Sphere, and never worked out of any Inner Sphere hiring halls such as Galatea.

In 3107, Bruce Barrett stepped down from command of the unit in favour of his son, "Big Kev" Barrett. Under his command, the Bushrangers began to become more aggressive in their choice of contracts, focusing more on raiding and especially pirate hunting operations. This saw them fighting on both sides of the Concordat Civil War, as well as wiping out several pirate groups including the Fatale Furies (3112) and The Seven Knives (3116). These contracts netted the Bushrangers valuable salvage and experience, raising the unit's overall capabilities as well as its quality of equipment. During this time, Kevin's daughter, Colleen Barrett emerged as a capable second in command of the unit.

This experience paid off after Colleen took command of the unit in 3118, with Kevin choosing to retire. After a shake-up of the unit’s command and roster, Colleen Barrett also chose to turn the unit in another direction. Abandoning Herotitus as their long-time hiring hall of choice, she chose to gamble with the command’s future and venture to Galatea, the Bushrangers setting up shop on the Mercenary’s Star. The move was a calculated risk; besides the expense of relocating, it also reduced the unit’s access to its’ traditional periphery markets.

However, it also gave them access to a boarder range of potential employers and contracts, usually better paying and far more lucrative in other regards. It likewise gave the Bushrangers access to a larger pool of potential hires, as well as a better access to modern technologies. Despite the risk, the gamble paid off. Within a year, the Bushrangers had managed to nearly double in size, adding a full company of armour and a lance of BattleMechs. Furthermore, both the quality of personnel and equipment available to the unit also substantially improved, making it far more capable then before.

The unit even managed to recover from unexpected disasters with surprising speed. While serving alongside the AFFS in the Draconis Reach in 3121, the Bushrangers suffered severe casualties at the hands of DCMS forces, costing them much of their strength (And their long-time XO, Shane Packard - NK). Despite this, the Bushrangers were able to rebuild surprisingly fast, coming back up to full strength within a year. Even allowing for the often slim pickings that the mercenary trade in the 3120s provided, the unit was successful enough to remain operational and hold a consistent level of strength and capability.

(And that’s where the file ends, with the Bushrangers having apparently disappeared in late 3131. It’s possible that they were destroyed while on a contract that was negotiated outside of the MRBC or even not officially lodged for whatever reason, or that they went rouge. Another possibility is that the unit chose to relocate back to Herotitus, which would make tracking them a lot harder given the far less organised and regulated nature of the mercenary trade there. It’s also much harder to track Mercenary units in the periphery, which is why the unit’s exact origin is so unclear to begin with)

(The other thing to note of course is the timing. While still a year before Grey Monday, the events of the Blackout and their immediate aftermath makes tracking a lot of smaller or less well kniwn units very hard. With how badly depleted the MRBC has become, locating such units and following up on them is a luxury that it cannot afford any more and so it’s unlikely that they’ll ever make any efforts to locate the command. After all, if they lost track of the 21st Centauri Lancers, then why would they worry about a small-time unit like this?)

(On the other hand, the fact that this file has been active after over a decade dormant makes me think that somebody’s looking into this command. Maybe finding out who would help explain where they are now. Or it could just be one gigantic red herring - NK)

Force Strength

Colleen’s reforms saw the Bushrangers dramatically increase in size. When the unit arrived on Galatea, it consisted of little more then two battered lances of BattleMechs, supported by a rough lance of light armour and a short platoon of Battle Armoured troopers. Several additional platoons of conventional infantry support their forces, many of which are ad-hoc formations recruited from Herotitus' underclass of unemployed and dispossessed mercenaries.

At present (ie, 3130 - NK) the Bushrangers consist of a company each of BattleMechs and armor, supported by artillery and Battle Armour assets. A single air lance rounds out their strength, and are usually tasked with providing support to their ground forces. While each company is dedicated to a specific unit type, the Bushrangers will often intermix the two depending on the needs of the individual assignment. Overall, the unit possesses a below-average level of upgrades, with most of its units being post-Invasion to Jihad-era designs with a comparable overall level of technology, but no access to Clan technology.

(It’s possible that the Bushrangers sprang back from absorbing another command; it’s a common enough move in the Mercenary trade, and it certainly kept us alive during the Jihad. Either that or they had much deeper pockets then it seemed - NK)

Support

When the Bushrangers arrived on Galatea, they were on shakey financial ground, with little in the way of cash or part reserves. By 3130, the unit’s fortunes had completely turned around (Suspiciously such given the way they bounced back from heavy losses – NK) with the unit possessing a fair level of technical support and at least marginally financially sound. In order to supplement its technical staff and improve overall performance, many of the MechWarriors and other combat personnel have some technical training and often serve as astechs.

Transport

The Bushrangers possess a single dropship, the Trojan-class Tom Tully. An older ship that they aquired by dubious means, the vessel is a constant drain on their resources through its maintenance needs and keeping ahead of its decrepit condition. While replacing the ship would be ideal, financial realities and the poor market for dropships, especially in the Periphery makes it unlikely.

(The Tom Tully was replaced with a Union, with a second ship added to their roster sometime before their disappearance - NK)

Colours and Insignia

The Bushrangers' insignia depicts a black plate metal helmet. In theory, their BattleMechs and vehicles are painted in a dull green and sandy grey camouflage pattern, however parts and supply shortages often leave their units painted with whatever comes to hand.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 09:45:23
Bad Blood: The Roughneck Chronicles

(From Bullets, Books and Bylines: a blog about mercenary literature; Galatea InfoWeb, 3144)

Bad Blood: The Roughneck Chronicles, by Colin Raymond. Red Letter Press, 3108. 307 pages. Non-Fiction (allegedly)

Probably unsurprisingly, there's plenty of (more or less) autobiographical works by mercenaries who fought in the Jihad. With the near death of the industry in its aftermath, making the most of your experiences and trying to earn a few C-Bills off of it would seem to be a good idea. However, this stuff is almost entirely written from the perspective of those who fought against the Word of Blake and their allies. There's very little written from the other side, largely because those mercenaries in the Word's employ tended to end up dead.

So when I found today's book, I was intrigued. Bad Blood: The Roughneck Chronicles bills itself as 'one Mercenary's harrowing tale of the struggles of the Jihad' and 'offering a unique perspective of the conflict from the point of view of a mercenary employed by the Word of Blake." I must admit that I was immediately lured in by said blurb; the fact that I had never once heard of this book before also caught my attention. Oh, and I also fund it at a flea market in a 'three for a C-Bill' box, so if nothing else, it was cheap.

The book was written by one Collin Raymond of Raymond's Roughnecks, a unit that, yes, did indeed fight for the Word of Blake during the Jihad. The Raymond family created the unit and ran it for (almost) all of its existence, and Collin himself was second in line to inherit the command after his older brother Bruce. (I did five seconds worth of research before starting; trust me, it paid off). Obviously, that never happened, but we'll get to that later.

The book opens with a history of the unit, largely skimming over its formation in the late 30th century and its early years, Where it begins to decompress the narrative is at a key moment in the unit's history in 3015. At the time, the Roughnecks, under the command of Major Clifton Raymond were working for the FWLM alongside another command, Magyari's Irregulars. During a raid onto Ford, Magyari's unit overextended, got themselves into trouble against a superior Lyran force and had to fall back.

Flustered and looking for someone to blame other then herself, Sel Magyari accused Raymond of deliberately deserting her unit to face the music, and accused him of cowardice and breach of contract. The matter escalated to the FWLM liaison and then the MRB. Magyari, a sleazy manipulator who was implied to have slept with one of them members of the review board, managed to win a victory that cleared her of all blame, trashed the Roughnecks' name and reputation and made sure that they would be stuck working periphery contracts for the next twenty years. It also resulted in an ongoing feud between the two commands that would come back to haunt them both.

Or, at least that's the way the book tells it.

I was intrigued by this and did another five seconds of research. What Colin Raymond didn't mention was that Clifton Raymond treated Magyari with contempt from the moment they met, belittling her age, lack of experience and the fact that her command was smaller than his. He also didn't mention that there was at least one incident between his troops and hers where they came to blows. Nor did he mention the radio transcripts that were entered into evidence at the MRB hearing showing that Raymond's command deliberately abandoned Magyari's in the field and left them to face a superior Lyran force on their own. Oops.

And while obviously there's no real evidence to suggest his dispersions on Sel Magyari's character, the fact that she was clearly the victim of Raymond's deserting her in the field and thus breaching their FWLM contract would seem to suggest that maybe she didn't need to unduly influence the outcome. Hm.

This trend continues throughout the book whenever Magyari and her command comes up. Another good example is Sel's "murder" of Clifton on Turin in 3035. What actually happened was that Raymond's Battlemaster took a hit to the cockpit that killed him in the middle of a battle. Or, in other words, your basic battlefield occurrence that happens all the time.

There's a bit of a side trip then to talk about Colin's early life, his parents, his older brother, his upbringing and so on. There's some meat to this if you want to know what day to day life was like in a fringe unit of the time, but it doesn't really add much and, frankly, there are other better books to read on the subject. I also couldn't help but notice that I was now a third of the way in to the book and we weren't anywhere near the Jihad. I hardly even felt harrowed. Could it be that the back cover blurb had lied to me?

Despite this, I pressed on, a fontal charge into the text! Most of it was set-up talking about how the Roughnecks worked in the Chaos March during the 3050s and 60s, which is when the Word of Blake finally (!) entered into the narrative (and yes, now well past the half-way mark). Even then it was less a tale of intrigue and manipulation and dirty deeds done for cheap as it was that the Word bought ought the Roughneck's contract like they did so many other units in the region at the time. Yes, the Roughnecks were lured and seduced by the word's siren song of generous pay, salvage and technological upgrades just like dozens of other commands. What a twist!

Where it (finally!) gets interesting is in the mid 3060s. By this point, the Roughnecks have been under the command of Nina Raymond (daughter of Clifton, mother of Bruce and Collin) for twenty years which has seen them slowly claw back from the brink. And while Nina was working for the Word, until this point their actions had been largely normal stuff that any mercenary command did. If you're looking for lurid tales of burning down orphanages or kicking puppies, look elsewhere!

The big change occurs in early 3065 when Nina Raymond is diagnosed with the ironically coincidentally named Raymond Kens' Syndrome. A stupidly rare medical condition (We're talking one person in billions here) it is untreatable and leads eventually to a long, drawn-out and excruciatingly painful death. Collin claims that the Word took advantage of her vulnerable state to manipulate her to their own ends, getting her to sign to a new contract which would have them commit dastardly acts. To further seduce her, they promised Nina a chance to avenge the wrongs committed against her family. The fiends!

And now I was actually interested, even though the book was nearly three-quarters done. But egads, we were finally going to get to the promised harrowing tales of the Jihad. Thank you BBLtRC, you delivered more or less! And I feverishly threw myself into the book with renewed vigor, eager to see what would happen as the unit were sent on their first assignment to... the Circrinus Federation?

Don't get me wrong; we all know that the Federation was a part of the Word's military machine. However, until the bitter end, its involvement in the Jihad was largely peripheral (Pun unintended but inevitable) and as a base of operations and sometime distraction, not a key player. I was expecting dark tales of the early, confused days of the Jihad when nobody knew what was going on, or those final bitter moments when those in the Word's employ often fought to the death because they had no other options. I felt significantly un-harrowed.

Instead, the Roughnecks were used as a part of a false-flag operation to escalate tensions between the Rim Commonality and the Marian Hegemony. This was aimed at giving the Word's enemies something else to focus on while further spreading confusion across the Inner Sphere. And don't get me wrong, it's definitely devious and something that hasn't had much written about, especially not from this perspective., It’s also such an excruciatingly minor part of the Jihad as to barely count.

The Word had been able to con poor Nina into doing this through one simple way. Magyari's Irregulars were one of the units in the Commonality at the time, and the World suggested that this would be a chance for her to finally get revenge for her father's humiliation and death before she keeled over herself. That seems to have been enough for Nina (whom Colin consistently paints as a confused victim who was not fully aware of what she was doing. Interestingly enough, Raymond Kens' Syndrome doesn't affect the patient's mental faculties) who gleefully leaped at the chance.

And so the Roughnecks helped plant a bomb that killed Jelek Magyari, (Sel's son and the unit's then current commander) as well as a number of other key members of the Campoleone military command. While they were off-balance, the Roughnecks struck the planet in force, disguised as members of the Marian II Legio. However, the Irregulars were able to rally and repel the invaders, largely thanks to Annika Magyari's inspired leadership and more than a little luck. (Colin did little to trash her, possibly because he felt bad about beating up on a twenty year old girl who had just lost her father. Maybe).

In the process, the Irregulars were able to capture Collin, and positively identify him. He was imprisoned by the Campoleone authorities and remained there for the next seven years.

Wait, what? Yes, that's right, Collin's 'harrowing tale of fighting in the Jihad' is the truth but only by the thinnest of margins. Colin himself spent the entire Jihad in prison, seeing very little action, and had next to no direct contact with the Word of Blake themselves. You lied to me, cover blurb!

And that’s the thing. I could have got a more accurate and involved depiction of the life of a Mercenary employed by the Word of Blake from one of Sonia Brie's 'so bad they're amazing' novels. And they're fiction. Silly fiction at that written by an author who didn't even strive for accuracy. Collin Raymond was about as involved in the Jihad as a mud-farmer on Okefenokee, and the latter didn’t try to write a book about it (true, they're also probably functionally illiterate, buuuuut...).

There's a bit of 'whatever happened to' piffle at the end which reveals that the Roughnecks were destroyed in 3075, with Nina Raymond dying in battle. And for what it’s worth, the unit did fight alongside Word forces in the Protectorate and in operations elsewhere in the  Inner Sphere in actions that would make for moderately harrowing reading. Of course, we again run into the whole 'oh and they're all dead' problem which means that we'll never know the details.

So in summary: The book fails to live up to its basic premise, with the Jihad being more of an afterthought then the meaty chunks we were promised. It's also riddled with historical inaccuracies in order to paint the narrator, his family and their unit as victims who had little choice but to do what they had to. It's not even entertainingly bad, given that this is supposed to be non-fiction/autobiography/historical/something. About the only good point is a few photos included that might be of some interest to those who are huge fans of obscure defunct mercenary commands or the like. That's enough to push it up to one star.

If you really, really want to read about a Mercenary Command who fought for the Word during the Jihad, I'd recommend Sonia Brie's Dangerous Acquaintances. It's fiction, but at least it’s a fun read. Plus you get Mercenary Bad Boy Alex Wilson bonking everything in sight, which is a fun bonus.

Should you take leave of your senses and actually want to find a copy, well, good luck. It appears that BB:tRC was a dog on release, and that was thirty years ago. It's been out of print since then in both physical and electronic formats, but I have no doubt that there are copies circulating around somewhere. Check flea markets, mercenaries selling off personal assets to cover debts and whatever you're using to prop up old furniture.

About the Author: Colin Raymond was a mercenary MechWarrior and was a part of Raymond's Roughnecks. Born in 3038, he was an active mercenary from 3057 to 3068. During that time he piloted several 'Mechs including a Warhammer. He spent the entire Jihad in prison, before being transferred to another prison in the Republic. Released in 3105, he wrote a single turkey of a book, the review of which you just read. He died in 3113, having lived his last years in poverty. That's about it. If you want more, read the book as I can't really add anything.

Today's references (if only I can say that I did more research then the author ever did):

Raymond's Roughnecks vs MRB; Mercenary Review and Bonding Commission Archives, 3016

"Known Word of Blake affiliated commands"; MRBC Update 01-06-3071; Mercenary Review and Bonding Commission Archives, 3071

Dumont, J.P.Z; "Raymond Kens Syndrome; a comprehensive discussion and medical history"; New Avalon Medical Journal, Vol XXXII, p317-396

Wyakambi, L. "Raymond's Roughnecks"; Mercenary Commands of the 31st Century; Galatea Free Press, 3105
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 09:49:20
From the personal journal of Irisz Magyari

We're away from Fletcher; I’m writing this while we're accelerating, so my thoughts are probably not at their most rational. I'm tired, I'm worn from the battle and I've got g-forces adding to everything else that's on my mind.

That last fight was a mess, to put it bluntly. The First Liao were dug in hard and were willing to fight to the death to stop us from getting to our objective. They had hardened walls, TAG-guided Arrow missiles, gun turrets, Battle Armour and plenty of top of the line and Stealth armoured 'Mechs to make our lives miserable. We had a few tricks of our own; using Artillery to root our their units and demolish their fortifications, airdropping Battle Armour and the like, but it still hurt hard.

We lost Dimitri when his Archer went down; a couple of Cappie lights made sure that he wasn't able to get up. It's a nasty way to go, and it sent a pretty clear message that they were not holding back. One of the Lampreys went down during a drop-off, it's crew killed when a shot went through the cockpit. Katrya's taking that one hard; I still don't know where she and her crews exactly came from, but I get the impression that they were close before they flew into our camp. Finally, we lost six Battle Armour troops; a third of the overall force. We can rebuild our numbers, yes, but there's always that irreplaceable loss of life that goes along with it.

There were several other close calls as well. Carrie's Scourge went down with a wrecked gyro; it can be repaired, but it’s still a mess. Shona's Phoenix Hawk wound up losing both arms and one leg, and the rest is more gone then there. Bruce's Scarabus was literally and figuratively disarmed. And it goes without saying that Nikola, Takahashi and Lee's 'Mechs were all pretty badly beaten up. It's a rare day when they aren't. Finally, our 'volunteer' also didn't walk away unscathed. Ivar lost the entire right side of his 'borrowed' Hatchetman, and it honestly seemed like he didn't care at all for his own health. I was half convinced that he was going to run off in a frontal Kamikaze charge on the Capellans at the first opportunity.

If it does help, the Capellans didn't get off lightly either. It seemed like they were going to fight to the death for a moment, but after their commander's Yu Huang went down, the last few 'Mechs decided that they wouldn't gain anything by continuing to fight a losing battle. Had they pressed on they probably would have taken one of us down, true, but at a greater cost to them in the process. Not that we really walked off with much salvage from them, as many of them were determined to fight to the death which meant that we basically had to rip apart their 'Mechs to stop them.

So that's the bad of it. The good news is that we were still able to accomplish our mission, despite the sheer brutal damage both sides did to each other. The AFFS dropped their lootship on the factory, and were able to make off with a massive amount of stockpiled production, equipment and even raw materials. Furthermore, they did their best to sabotage the facility so that it will take the Cappies some time before they're able to restart production. Definitely a win.

The material they took is going to be redistributed to AFFS units; for security reasons I’m not privy to where they're going once we part ways, but everything I've gathered makes it clear that it's going to be much needed. The intel that Petrie shared with me painted a pretty grim picture of their situation, and with the most recent CCAF advances reported while we were on-world, they're going to need all the help they can get. Unfortunately, Petrie also reported some problems with some of the material they had taken, especially the electronics. It’s possible that the Cappies decided to spoil the prize, so to speak, something that's perfectly in keeping with their track record of being such gracious losers.

Sadly, we're not going to have much luck making up numbers with what we have on hand.  Neither of our 'strays' we picked up along the way are going to be hanging around either. I did like Haki Aardvarkssen, but it seems that life as a professional mercenary was more one of convenience then professional dedication. Again, I cannot compel him to stay, as much as I'd like to. He's a colourful character, and is friendly and upbeat nature could definitely be a boost to morale, but at the same time, I wouldn't want to force him into something that he's not interested in.

On the other hand, I'm going to be honest and say that I'm glad we're offloading Ivar Wolf when we get to Galatea. There's clearly some degree of tension between him and Bruce about something that happened in the past. Added to that, Shona seems to be going out of her way to avoid him as well for whatever reason. All up, he's just pain unlikeable; disagreeable, gruff and clearly wallowing in bitterness. I have no doubt that his skills will make him desirable to a potential employer, but they're also going to have to put up with his award-winning personality as well.

Its times like this that I really think about looking into a professional recruiter. Dad had one, yes, but they were something of a freeloader who's job was less to find quality recruits and more to throw any warm body that came his way at us. I let him go when I took over, and I can't say that I regret it at all. It's definitely a case of the initial cost versus the overall benefits and, while I'd like to think that I’ve done well so far on my staff picks, it's also adding a lot more to my job.

Fortunately, I don't doubt that we'll be short of work opportunities when we get there. Given what I heard from Petrie, the Federated Suns needs help badly, and they're definitely going to be hiring anyone they can. I'm still wary of the Lyrans given all that has happened, and Kamenez didn't exactly help that even if a lot of what happened was beyond their control (although some blame has to go to them if only for picking one of the scummiest units that they could find). But the worst of it is that, right now, the Combine are looking like the place to be for mercenary employment. Crazy, I know.

Though there are a few people I should look up when I get back there. Assuming, of course, that they're still on the planet. It's the big risk of such a mobile industry, especially in this day and age of no HPGs. Any relationships you want to have need to rely on good timing and fortuitous coincidence to work.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 09:53:19
From the personal journal of Irisz Magyari

First things first; I offered Takahashi the field second in command role and he accepted it. It's not that much of a good deal for him; added responsibilities with only a small bump in pay, but he seemed willing to take it on. I think he'll do a good job of it, given his experience and the talent he's shown so far. He's also very unlikely to run off and do something reckless and halfway to suicidal, which is why I picked him over Will Owens for the job. I think the only issue is that Dae-Hoon will not appreciate me promoting a relative newcomer over him, but there's a certain logic to it. After all, Takahashi's going to be there in the field, not dropping shells on the enemy form a couple of kilometers back.

Best case scenario is that he gets angry about it and quits. That would actually solve a lot of problems in one go, even if it does mean that I'd lose an experienced artillery commander in the process,

Unfortunately, what I am losing is Ransom. As soon as we were down on Galatea, there were AFFS representatives pretty much knocking down my door to headhunt him. It seems word of what happened on Fletcher is already spreading (Major Petrie was clearly impressed) which means the Feds are looking for experienced and skilled operators to do... Whatever it is he does (I have some good ideas, mind you...) and hopefully do something to turn around their situation.

I will miss him, even if he was only with us for a short period, I understand why. Given his past and the ongoing mystery related to his family's command. I don't want to see him go, but I cannot compel him to stay either. It's a pity, as he's a great pilot and possesses a wide array of other skills, and he was definitely getting along well with several of the unit's members.

The good news is that I was able to throw him a small bone on the way out; it wasn't much, but if it provides some clues, even incredibly inconsequential ones, as to what happened to his family's unit, then it's something. I found a couple of references to the Highland Gryphons in Annika's personal journals, albeit post-dated and referring back to some event in the past. Unfortunately, those events are in the mass of redacted material that forms a yawning black hole in our past.

What I do know is that, based on known historical record and those parts of our history that aren't missing, is that our two commands were on the same side during the Jihad. They both worked for the Coalition, and they both fought during operations SCOUR and SCYTHE. What I don't know is if they worked together or even were present during the same planetary campaigns or even on the same battlefields, but it is a good start. I have a few openings there that I can investigate, and Nikola says he might be able to turn up something as well.

Great unsolved mysteries of our time aside, Ransom is definitely determined to enjoy his last days with the unit. He got dragged into one of Takahashi and Randy's insane archery contests (along with Shona) and wound up not only winning it, but also doing such with considerable flair. So while he cleaned up in the prize pool (oh, and Zhen also made off like a bandit on the betting) the big win for him was a date with Maria. Given the way the pair of them were acting this morning, I'd say that it went very well.

I'll also miss his (adopted) daughter Akumi. She was just the cutest little thing, and the way she got along with Maria was adorable and hilarious at the same time. The pair of them became sparring partners, something that I can tell they both enjoyed immensely beyond Maria's usual desire to pick a fight with anyone (When you're the second tallest person in the unit, you do that a lot) and laugh about it later. And watching Akumi wail on Maria with her practice sword was hilarious.

Although apparently I'm not to let Maria's mother know of this, as she'll start trying to guilt-trip Maria over the fact that she hasn't presented her with a half-dozen grandchildren yet. Not that I'd know anything about that either. Ahem.

I have feelers out on recruitment, although it might be some time before we can get something solid. The current market is insane, with units forming and collapsing at a rate that hasn't been seen since the Clan Invasion. There's a large pool of recruits, but finding actual quality is getting hard given the air of desperation that's settled into the market. There’s a lot of people out there who are only on the market because they have nowhere else to go, and a lot who are hiring the first warm body that they will take. The last thing I want to do is fill gaps with rookies for the sake of making up numbers and instead wind up hurting our overall unit quality and cohesion. That's what my father did and that worked out so well for us.

Anyway, I should be getting ready for a 'meeting' of my own. This isn't business at all, though I could raise the Highland Gryphons issue. Merc units with long memories and all that.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 09:54:35
Victoria Planetary News internal memo

From: Gordon I. Murray (Galatea office director)
To: Frank J. Harris II (Programming department)

Subject: Journalistic Ethics

Mate, we might have a problem with Randy's little project. I think he's gone native on us.

He’d just come back from the unit’s last contract and had dropped by the office to do the regular check-in with us; drop off the footage he'd recorded, touch base about the plans and the future direction for the show and all that sort of stuff. Given where he'd been and what he’d been doing, I expected as lot of good footage of Cappies getting the crap beaten out of them which I knew that the audience would lap up. And that’s all well and good, but there was something else that came with it.

Randy wanted to redefine the scope of the project and the approach we were taking to the subject matter (ie, bloody mercs). We're playing him for a lurid piece about mercenary life, full of blood, guts, action, explosions and other such lurid details that we knew that the audience would love. Fly on the wall, uncensored and uncut stuff that we can splash all over the promos and make people want more of. And he was all for it when he set out. But now he wants something different.

What he's thinking about now is a more dignified approach to the subject matter; a nuanced and accurate retelling of events that will be all about the conflicts and the effects that they have. He's looking to make some sort of bloody doco, not the sensationalized high-publicity piece that we were hoping for. In short, I think he wants to be a bloody war journo.

I have to wonder if the unit he ended up with might not have been a problem. We were hoping that he'd end up with some bunch of yahoos who would go around doing horrible things, getting drunk and having fights with each other in front of the camera. Instead he seems to have gotten a rather professional unit of good repute that don't do crap like that. I know that we didn't have much control over that, but you can't help but think that it's been an influence.

Don't get me wrong; he's getting some great stuff. The samples we're getting are nice, and there's plenty of lurid bits in there. The stuff he showed me has a lot of the material we like, especiallt all that stuff about the illegal duels, don't get me wrong. But he's holding onto the bulk of it, and he's talking about either renegotiating for more creative control or alternatively taking it somewhere else. I’m hoping we can somehow reign him in and get him under control. We've put a lot of money into this and I don't want to piss it all away because Randy suddenly developed some journalistic ethics
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 09:57:01
From the personal journal of Gillian B. Blackrock

Eckhart Stein has been something more than a blip on my radar for some time now. It's only recently, however, that I've begun to realize just how big a blip he actually is.

He's done a good job of playing the part of a mercenary broker and business manager; the sort of pencil-pushing administrator that no sensible merc command can live without lest they quickly find themselves drowning in a sea of red tape and unpaid debts. I'm not entirely sure how long he'd been using the Royals as a front for his business but it's clear that he had integrated himself well into the unit and gotten to a point where he was calling the shots.

I have no illusions that their decision to switch sides on Kamenez was not made by Lucas Royale. True, he may have thought he made that decision, but Stein was definitely behind it and would have doubtless done a good job of selling Royale on the benefits of it while making Royale think it was his idea all along. It wouldn't have been that hard either. Royale was a simple greedy and stupid man who had a talent for violence that managed to translate well into being a MechWarrior, but he was never more than a petty gang leader elevated to a position well beyond his ability.

Rather, Stein was calling the shots all along. It's how he operates, doing a good job of convincing the target that it's in their best interests, one way or another, to play along with his plan. Speaking to Lee Zhen served to confirm many of my suspicions, showing that he was clearly trying to add the man to the Royal’s ranks. It's not a bad deal; the man is clearly skilled and resourceful and the modern Clantech OmniMech that he operated would have been a valuable asset. Or, at the very least, he could have kept him out of the way, removing those same assets from Magyari's forces.

It's obvious what Stein had on Zhen. He knew of Zhen's past and specifically who he worked for. He might have even known the details of what the man had done while in their employ, which would definitely be the sort of hurtful material that one would rather not be publicly known. The fact that Stein had also worked for the same employer provided a circumstantial benefit, allowing him to use that information to his advantage.

I have to wonder what he had on Carrie Bull that made him think he could say her as well. Logic would suggest that its related to her sudden dropping out of Solaris competition last year midway through the season. Given that she was a Solaris gladiator, I have no doubt that it was related to match-fixing, gambling, vice, drugs or combinations thereof. It could be worth investigating. Or it could end up like the powdered dessert scandal that nearly bought down Crimson Voodoo

Either way, neither Zhen nor Bull were swayed, which meant that either the pair of them were willing to eat whatever he had on them and ride it out, or that they were both simply too stupid to be aware of how much damage he could do. After conversing with Zhen, I'm inclined to day that it was actually the former (at least in his case). During our meeting he showed that he was anything but an inarticulate thug, and showed a fair disagree of resourcefulness and planning in the way he handled our meeting. I likely wouldn’t have spotted his lookout if I didn't recognize them from my own recon, although Oda does do a good job of impersonating a Combine businessman regardless.

Of course, the question remains of what Stein was actually trying to achieve. Based off what I know of him, my own theory would be that he was trying to get in good with Pelzer and set himself up as a major player within whatever emerged from his power grab. An independent world or small collection of worlds would be perfect for a man like him, especially if he could play behind the scenes and, if needs be, get out if things turned bad. By turning on the Lyrans, he was clearly aiming to throw them into a situation where they would need to consider if retaking an independent Kamenez was worth throwing even more of their already stretched resources at. Likely he didn't expect Magyari’s men to be as resourceful as they were, or, for that matter, that Carson would fold so fast.

Given some of the rumblings that I've been hearing out of Buena, Pelzer's biggest flaw might not have been what he tried to do but rather that he moved too quickly.

I should look into the Royals botched raid on Tybalt. Stein was almost certainly calling the shots on that one, and I suspect that the whole thing might have been a cover for him to get something from his former employer. There's a lot of questions that I'd like answered and he may yet prove to be the one to do it, which puts me in that annoying situation where the most direct solution to a problem might not be the best one.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 10:00:32
Journal Extract #75771-Rho

The return of the Irregulars to Galatea has Kept me rather busy. In addition to my usual babysitting duties, I've been keeping an eye on them as needed, and there has been a few interesting things to report. The first is that it's clear that they suffered A few losses along the way; not only are there a few gaps that were hard to hide, but Magyari almost immediately began putting out feelers for new people. That could be useful to us immediately.

I'm still trying to get the details of where they were and what they did, but the other interesting thing is that they offloaded a pair of strays that they seemed to pick up along the way. One of them was outwardly pretty harmless and, I'm also going to say, probably not really worth our time. The second, however, turned out to be a lot more interesting and came very close to causing a massive and only narrowly averted disaster for us. But more on that to come.

The first event worth noting was that once again, the Snake took a visit to the Combine Consulate, disappearing inside it for some time before eventually emerging. I did some digging, and it turns out that he was again visiting the Cultural Attaché. Now it is eminently possible that he is just doing that, popping in to get a comforting dose of home and a nice tea ceremony (or whatever else a Cultural Attaché allegedly does) in order to have a break from being surrounded by dirty unwashed foreigners. Or it is possible that he's a spook visiting his contact. I wouldn’t be doing my job if I just assumed it was the former, so I'll say that it's the latter and something worth keeping my eyes on.

Interestingly enough, the Snake has also been doing some asking around town, following up on, of all things, members of the Combine embassy staff. In fact, he met with a business representative from the embassy later that day inside a tavern in the brokerage district. I wasn't privy to the meeting (I only heard about it after the fact as I was otherwise occupied) but it does seem that there's a lot of wheels within wheels going on there.

What had me occupied was following up on Magyari's recruitment feelers. From what I’ve found, she's looking for two MechWarriors, a VTOL crew and a half-dozen Battle Armour troopers, with the latter being optioned as both individuals and a full squad. More interestingly, the MechWarriors are options both for as is or with 'Mech, so she clearly has some reserves there to give her options. I think there may be an opening there, but we do need to be quick about it. I'll throw you some options after this report.

The next day, a group of the Irregulars, including the Snake, left their compound and headed to Thronjas. I'd tailed them, figuring that, if nothing else, it'd be a good way to gently eavesdrop and get some idea of what was going on with them and look for any sort of opening. It appeared one of them was leaving; I eyeballed the man, but I had nothing on him whatsoever. As near as I can tell, he was actually one of Magyari's newer recruits, which made me wonder why he was going so soon. Doubly so is that he as clearly leaving on amicable terms.

Nothing else in the group was too extraordinary (Zhen, Georges, Perez, Owens, Bruce and the Snake), save for one blonde girl that I wasn't able to immediately recognize but otherwise seemed to be entirely un-thrilled to be there (She ordered a bacon salad and then proceeded to pick all the bacon out of it, if you can believe it?). I'm going to try and find out who she is, but that's more of out of completionisim then anything else. When she did become a problem was when she recognized one of the other people there.

See, Ronnie had, for whatever reason, decided to do some recruiting on his own (I have no idea why, beyond suspecting that after that last battle his ego was massively hurting again and hiring his own recruit was some way to cover that massive bruise). And in this case, he was meeting his potential hire in Tharonjas and treating him to a lunch. The problem was that Ronnie's potential recruit was a former Steel Wolf by the name of Ivar, who was one of the two 'strays' that Magyari bought back with her before offloading. Somebody at the Irreguars table recognized him  and called out to him, and that's where it almost exploded.

So while the blonde girl wilted and looked like she wanted to hide under the table, our mystery man walked over to Ivar and Ronnie and pretty much stepped on his recruitment efforts. Now my minimal exposure to Ivar so far has suggested that he had a chip on his shoulder the size of a dropship and a grudge that was waiting to explode against the first Capellan that looked at him funny. What our mystery man offered him in reply was a chance to turn his life around, to use the skills he worked so hard to perfect and to gain a sense of belonging that he'd been denied for so long, In short, he played on the same sort of emotions that probably drove Ivar to become a Steel Wolf in the first place.

It worked fantastically. Ronnie was left sitting there gobsmacked as Ivar pretty much agreed to sign up to whatever it was that the mystery Man was offering him on the spot. Ronnie got up and demanded to know who he was and what business he had trying to take his recruit, which is the point where things almost exploded. The Mystery Man asked Ronnie who he worked for, and I swear that the brat almost told him right in front of a whole bunch of Irregulars. However, amazingly enough, common sense prevailed and he backed down, finishing his lunch with a sulk while Ivar left, agreeing to meet the Mystery Man later.

I was convinced that Ronnie was going to get the rest of his lance and a few of his dad's 'good ol' boys' and lurk outside Tharonjas to pick a fight with the Irregulars as they left. Fortunately, for once in his life, he made a sensible decision and instead stormed off to get drunk.

There's no easy way to say this. Ronnie's an idiot, plain and simple. And if he wasn't the commander's brat, he'd be turfed out long ago. Hell, I'd consider him a risk, but operational requirements say that I can't do anything about him because, what do you know, he's the commander's brat. And in this case, he came perilously close to blowing everything wide open.

The only other interesting event to report was that later that evening, Irisz Magyari left their compound dressed in a nice black number which made it clear that she wasn't headed out on business. I tailed her to Le Chiffre, one of the city's upscale restaurants which told me that whoever she was meting had some degree of pull to get them a table two says after she arrived on-world. No chance of my getting in there, but a few discrete enquiries told me that she was meeting Terry McKinnon, of McKinnon's Marauders' fame. And the fact that she didn't return to the Irregulars compound until the next morning suggests that it wasn’t entirely a business meeting.

As a postscript, I did some digging on Ransom Victor Kelley, their recent hire/departure and the mystery man who so publicly humiliated Ronnie. What's interesting is not what I found on him - which by the way is next to nothing - but rather on his background. He's the lone survivor of the Highland Gryphons, a unit with a past that ties in to both Magyari's command and our own operations. Small world, huh? I've attached my own findings. I think you'll find them interesting.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 10:06:42
Audio Log File #75819-Rho

Voice 1 [Female; 50s; accent suggests Capellan March or Taurian]: So following up from your last report, there's something that caught my eye, and I'd like to know more about it.

Voice 2 [Male; 40s; no discernable accent, native English speaker]: Go on.

Voice 1: You said that Magyari's date was from another Merc unit. I wanted to know more about that; who they were, who they're with and the like.

Voice 2: I figured you would, actually. I have a few things for already.

Voice 1: Such as?

Voice 2: As mentioned, the mystery date was Terry McKinnon, the possible heir to McKinnon's Marauders. It's complicated, but I can give you the short version of it.

Voice 1: I'm listening. Give me what you have, already

Voice 2: I can dig up the MRBC file on the Marauders, but I can give you a few things straight away. They're an old unit that have been around for over a century. They were nearly wiped out during the Clan Invasion due to a Combine noble trying to screw them over, but they managed to bounce back through some rather audacious recruiting. One of the then heir-apparents, James McKinnon, headed on Solaris and started by picking up people from there, and managed to make it work.

Voice 1: And what does this all have to do with Magyari?

Voice 2: I'm getting to that, actually. It gets interesting after they leave Solaris, as the unit goes back onto the Merc market. I did some poking around already, figuring you'd ask something like this, and found some oddities.

Voice 1: What sort of 'oddities'?

Voice 2: There's a couple of moments where the unit 'vanishes' during the thirty-fifties, and it seems that those can be connected to ComStar of all things. These came about after the unit was charged with War Crimes, then broke out of prison, picked a fight with the Dragoons and then managed to get the charges dropped. What actually happened was covered up and all the records vanished with the destruction of Outreach, so we'll probably never know, but it seems that they made friends with ComStar as a result

Voice 1: Okay, now y'all have got my attention

Voice 2: That seems to have turned into a long-term alliance. They wound up getting involved with a blow-up with the Word on Epsilon Eridani that's been hushed up as all hell, but that seems to have had some flow-on during the Jihad. They went back there during the Jihad as a part of the Coalition’s liberation of that world, where what do you know, they were fighting alongside Magyari's unit.

Voice 1: I see. And that would be after...

Voice 2: Exactly. Again, details are scarce, but it appears that Annika Magyari and James McKinnon came to some sort of agreement that went beyond simply working alongside each other. That's going to take some digging to get to, but it's an interesting start.

Voice 1: Anything else?

Voice 2: Apart from the unit spawning one of the great novelists of the 31st Century, not much that I can immediately find. That and those gaps are the most interesting

Voice 1: Keep digging then. I want everything you can find on this little affair of theirs. Speaking of, I want to know more about this McKinnon she's seeing

Voice 2: Jealous much?

Voice 1: Just get on with it. You said it was complicated.

Voice 2: Well yes. Thomas McKinnon is the unit’s current commander. He's in his sixties and while he's still active, it's clear that he's looking to retire and pass the unit in to his son, Damien. What complicates things is that Terry is also his, albeit illegitimate via an old fling and the older child to boot.

Voice 1: [Muttered]

Voice 2: What's that?

Voice 1: Go on

Voice 2: Terry apparently walked into the scene after Thomas had already planned to pass the torch to Damien

Voice 1: Okay, I can see how that would cause some dynastic strife.

Voice 2: At the moment, it looks like Terry isn't in line to inherit the command unless something happens to Damien.

Voice 1: So he's free to carry on an affair with the commander of another unit with no complications.

Voice 2: Exactly. I doubt that this is intended as any sort of alliance or attempt to build a combined dynasty. Rather, I'd wager that the pair of them are dating because they are romantically attracted to each other, as unlikely as it seems.

Voice 1: If that was intended as a dig at me-

Voice 2: Not at all. Merely an observation.

Voice 1: Of course. [Pause] So this is very interesting. Could be something we could use. Though I'd like to find out a bit more about this arrangement between the two commands and, if needs be, what it was they did during those missing gaps.

Voice 2: I'll get to work then.

Voice 1: Because if she gets... Yeah, that could be a problem.

Voice 2: What was that?

Voice 1: I ain't paying you to stand here gawking. Get to work.

Voice 2: Of course.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 10:09:27
Theta Galaxy, Wolf Empire

MRBC Report 01-06-3145

The original Wolf Clan Theta Galaxy was one of the casualties of the unknown conflict that cut the Clans off from their homeworlds. Of the Galaxy’s five clusters, all but one of them simply vanished from sight and were not seen after 3068. Their fates, like so many other matters regarding the Clan Homeworlds, remain a mystery to this day. A single cluster, the 13th Wolf Regulars, remained in the Inner Sphere, only to be mauled by the Hells Horses during their war with the Wolves. By 3085, that Cluster had been transferred to Alpha Galaxy (and since disbanded), effectively removing Theta from the Wolves’ rolls.

The new Theta Galaxy was formed in the aftermath of the rise of the Wolf Empire. While named for the older formation, while also keeping its insignia and colours for the sake of continuity, the new Theta was comprised almost entirely of recruits from the former Marik-Stewart Commonwealth . A mixture of civilians and recent recruits from military academies, with a few AMSC veterans among them as well, Theta quickly became the most successful of the newly-raised Wolf Galaxies.

This success was somewhat due to the approach the Wolves used in recruiting for the formation. They offered its recruits a chance to strike back at the Lyrans who had been responsible for the destruction of their nation (while downplaying the part the Wolves had in that campaign), which built up the loyalty and determination of its new recruits. While Theta did not take an active part in the invasion of the Lyran Commonwealth, the Galaxy has instead been assigned to garrison several traditionally Lyran worlds, such as Solaris VII and New Kyoto, which has greatly bolstered morale.

Initially, the reborn Theta was armed with armour trinaries cast off from frontline Galaxies such as Alpha and Beta and conventional infantry. However, ready access to several manufacturing centers and a generous allocation of AMSC salvage, has seen Theta largely rearm with BattleMechs and Battle Armour, passing its third and fourth hand tanks off to other units. As a consequence, Theta has very little access to Clantech units and no OmniMechs to speak of, but its units have quickly come up to near full strength regardless. In many respects, Theta is actually now better off then several traditional Wolf Galaxies, such as Kappa and Iota.

While morale remains strong, even if the actual troops themselves are inexperienced, there may yet be some trouble brewing for the command. For the moment, there seems to be something of a “Glass Ceiling” within Theta. The Galaxy Commander, their Aide and all but one of the Galaxy’s Star Colonels are still Trueborn Wolves, as well as many of its Star Captains. This has lead to some rumblings that among the troops that their advancement might be deliberately hampered either by a desire to ensure that the Galaxy’s commanding officers remain unquestionably loyal Wolves, or accusation of simple favoritism and bias.

29th Wolf Garrison Cluster

The youngest of Theta’s Clusters, the 29th Wolf Garrison Cluster was raised almost entirely from raw recruits with little or no actual military experience. However, what the unit lacks in skill and expertise, they make up for with sheer drive and determination. Of all Theta’s units, the 29th has shown the most loyalty and dedication to the Wolf Empire, with a level of determination that borders on fanaticism.

While the 29th shares the rest of Theta’s hatred of the Lyran Commonwealth, the posting on the borders of the League’s Clan Protectorate has also strengthened their resolve, given the part the Spirit Cats and Sea Foxes played in the destruction of the Marik-Stewart Commonwealth. Many within the 29th are yearning for an opportunity to do battle with the Clan forces in order to prove their superiority and achieve some measure of revenge. While the sentiment is admirable, the unit’s overall lack of experience would make such a battle a risky proposition at best.

However, possibly the greatest source of pride for the unit is their present assignment. The 29th are presently stationed on Kaldassia, a world that was a part of the Marik-Stewart Commonwealth (and before that, the Free Worlds League) before it was seized by the Republic in 3084. To many, their being assigned to this world is seen as not only protecting a vital asset, but also in many ways returning it to its rightful owners. Much of the unit’s strength is focused on protecting the world’s BattleMech factories, safeguarding them against attack.

This assignment has had one other upside, in that it allows the 29th to draw directly on the output of Kali-Yama weapons and other factories in order to build up their strength. As a result, the 29th currently boasts the highest unit strength and level of readiness of any of Theta’s commands, including the Green Keshik. The Orions produced at Kali-Yama have become something of a point of pride for the unit, having long been seen as a symbol of both the Free Worlds League and the Wolves. To many, those ‘Mechs are seen as somewhat prestigious, and being assigned to pilot one as is regarded as a great honour.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 10:14:58
Unknown OmniMech sighted on Kalidasa

Irisz,

This is my final report on the 'Mech we encountered on Kalidasa during our last raid. I've put this together both from the lance's observations, BattleROMs and other material, as well as some analysis from Stanley. Obviously it's not meant to be conclusive, but rather a 'best-guess' at what we faced and what it's capable of. I'm going to start with the hard and known, then move towards the speculative as we go on.

To start with, let me recap the situation. Our augmented lance (Assault lance with Shona and a squad of Battle Armour) engaged a star from the 29th Wolf Garrison Cluster on the outskirts of one of the Kali Yama factory annexes. The Wolf star was entirely conventional in nature; a Tundra Wolf as the lead, almost certainly piloted by an actual Wolf warrior, and the rest of the star made up of AMSC salvage (Orion, Tempest, Griffin, Ghost) piloted by what were apparently adoptees. The enemy star were already damaged, with the Orion crippled and withdrawing while their other MechWarriors were showing only a questionable level of skill, suggesting that they may have even been raw recruits.

The situation changed with the arrival of the new 'Mech. Our targeting computers were unable to identify it, but there was a degree of visual similarity to a Ryoken. To further underscore the similarity, the 'Mech apparently weighed some fifty-five tons and had a maximum speed of approximately ninety-five kilometers per hour (at least initially, more on that to come). The 'Mech was also carrying a Point of Battle Armour (Clan Medium) on it, confirming that it was also an OmniMech. Based on these similarities, I'm going to label it as "Ryoken III" for the moment (Shona's designation of "Ryochicken" notwithstanding)

Early in the engagement it became clear that the BattleMech was protected with Ferro-Lamellor armour. It was hard to get a read on the overall amount of armour it carried, but I'm going to say that it was at least comprable to that of a Ryoken. The BattleMech was armed with an Extended Range Large Pulse Laser and an Extended Range Medium Pulse Laser in each arm, as well as two SRM-6 launchers in the torso, suggesting that it has approximately twenty-one tons of pod space, again similar to the traditional Ryoken.

Form the very start of the battle, the MechWarrior inside was pushing his heat curve, deliberately running the 'Mech hot with over-use of his Lasers. The reason for this became clear after it delivered a devastating kick to Lee's Vulture; the 'Mech was apparently equipped with a Triple Strength Myomer system, something unprecedented in a Clan-Built design. This theory was supported by the 'Mech reaching approximately 110 kph for short bursts, consistent with TSM-enhanced performance. This in and of itself represents A rather dramatic shift in Clan thinking, especially when combined with the Stealth Armour equipped Wulfen.

The biggest oddity however was the way the 'Mech moved. Early in the battle, it was struck in the head with a SRM. I've looked at the footage (which is attached to this file) and there's no question of what happened. The BattleMech flinched, a response more akin to a human then a machine. Several other times the 'Mech seemed to correct itself with a level of speed and precision that's impossible for normal BattleMech controls, while at other times it twitched or moved in ways that have no clear explanation, simply being things that a BattleMech would have no reason to do. I’ll add that the Ryoken III clearly had a skilled MechWarrior, but even then the performance and physical mobility we saw from it simply went beyond what it should be capable of

While the Enhanced Imaging system does create a direct neural link between the MechWarrior and his machine, that link is primarily based on sensory data and feedback. An EI-equipped BattleMech does not respond any differently (even if its balance is generally better) and certainly does not act any differently to its more conventionally controlled counterpart. In this case, I do not believe that the 'Mech was controlled by an EI system.

However, there is a precedent for this sort of behavior from a BattleMech, albeit a rather worrying one. Such behavior has been observed from 'Mechs controlled by VDNI systems. There's surviving footage of Word 'Mechs, especially Celesitals, taking on oddly human-like characteristics and behavior as a result of the neural link between pilot and machine. I'm going to look into this further when I get the chance, but it is consistent with the behavior seen in the Ryoken III, which suggests that it was VDNI equipped. Of course, this beggars the question as to why the Wolves would suddenly start using such a system, or where they acquired the technology.

The Ryoken III was destroyed during the battle, but only through concentrated sheer firepower; the "barrage" tactics preferred by Assault Lance proving to be less than ideal against its Ferro Lamellor armour. Unfortunately, we were not able to salvage it, and we were unable to intercept any communications from it. In all footage analysis, there are no clear markings on the 'Mech, and it is not wearing Theta Galaxy colours. My personal theory is that the 'Mech was not a part of the 29th’s forces. Rather, it was undergoing testing, and was sent to reinforce the Star currently engaged.

I cannot say if it was a unique prototype or a developmental model of a new BattleMech. What I can say is that it's something that we do need to be wary for. It represents some dangerous changes in Clan thinking. I've also attached some additional analysis from Stanley for you to ponder.

-----

Stanley here. I tried running some of the numbers on the Ryochicken, and they don't add up.

I'm taking some pretty big leaps here with trying to figure this thing out. Obviously this is guesswork based on observations and the by now well-known specs of your traditional Ryoken. I can't give definitive numbers as to how many heat sinks or how much armour it has, but based on the knowns there's a definite odd hole where we're missing something.

Simply put, the Ryochicken has about three to five tons that we can't account for. I can't bring it to a fifty-five ton 'Mech with what we have, and all my efforts to add up come to three conclusions. The first is that it's overweight, which obviously isn't going to work; furthermore bumping it up to sixty tons actually makes the numbers even uglier and less viable. The second is that the Wolves skimped somewhere along the line, but I can't figure where.

The biggest issue is the armour. There's no arguing that it is Ferro-Lamellor, but the issue is the amount of protection. Due to its nature, FL armour needs a greater weight to give the same amount of protection and had a greater bulk as well, but gives the offset of reducing the amount of damage taken. Your Mad Cat Mk IV is a great example of this. While it has the same level of protection of an old Mad Cat, the armour weighs a lot more which means there needs to be a weight offset to make up the difference. In your case, it’s the use of the XXL engine.

Now here's the problem. FL armour is very bulky, more than Ferro-Fiberous. Your Cat Four has got very little internal space as a result of that, especially when combined with its Endo Steel structure and XXL engine. Hell, Zhen's Vulture Mk IV has a similar problem, and it’s got a more normal Clanspec XL engine.

That's where I'm hitting problems with the Ryochicken. Every attempt to make up to three to five tons adds more bulk to the frame, especially when you take the extra bulk of the Triple-Strength Myomer into account, While the Wolves could have used an XXL engine or maybe even an Inner Sphere tech XL gyro (Why not?) they're adding more bulk to the frame. And while it could also have a small cockpit (Which would fit with the VDNI thing, and yes, I agree with Nikola’s analysis there), that's still not enough to offset all the extra weight and bulk they're piloting on.

In short, there's something very not right about that thing, and I can't begin to figure where
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 10:16:57
RAF Intel Intetcept 3145-363749-Alpha

From: Star Colonel Marvin, 29th Wolf Garrison Cluster
To: Galaxy Commander Lois Fetladral, Green Keshik

Subject: Raid on Kalidasa

Galaxy Commander,

I am presenting my summary of the recent raid on Kalidasa in order to give you a more detailed picture of the events that occurred. A more full report of the losses incurred will be attached.

The mercenary raiders arrived via a pirate jump point and managed to remain undetected until they made planetfall. Once down, their company-sized BattleMech force split up into two demi-companies (With attached Battle Armour support), each headed to a different annex of the Kali-Yama factory complex. Both forces were engaged by stars from the 29th who attempted to stop them.

Alpha Attack Star met the first raider force and, I am afraid to say, proved to be unable to stop them. While our warriors were able to inflict some damage, the attacker force proved to be both more skilled and better equipped (Including their commander piloting a Savage Wolf, a 'Mech well in advance of the AMSC salvage that makes up the bulk of the cluster). After the death of Star Commander Milo Wolf, the star attempted a withdrawal. This resulted in the death of a second MechWarrior.

Bravo Command star met the second group, and achieved somewhat mixed results. Star Captain Jericho was able to delay the enemy commander through a duel with his Akuma, fought under strict Zellbregen. The rest of the star proved to be less capable, including numerous instances of Mechwarriors Shelly Wolf and Tobais Wolf injuring themselves and damaging their own BattleMechs with their own ineptitude, which in Tobais' case lead to his being hospitalised.

In order to try and limit the damage the raiders would inflict, I ordered Skinwalker prototype XP-03 to engage the second group, as it was nearby undergoing Battle Armour compatibility testing. Unfortunately, this action was only partially successful. While XP-03 was able to inflict significant damage on several of the raider BattleMechs, it was itself destroyed. Fortunately, the Raiders were not able to salvage the OmniMech, so its secrets remain intact. Additionally, while the unit was destroyed, the data from it was recovered and should prove a wealth of useful information.

Having crippled or driven off the defenders, the raiders took the opportunity to inflict significant damage on the factory annexes before they withdraw. Unfortunately, the losses included a number of the subassembly plants that we had already converted to manufacturing of Clan technologies, including Double Heat Sinks, Armour and Laser assemblies. Furthermore, a number of the remaining buildings were apparently sabotaged with satchel charges, which will take time to clear.

This does represent a setback in our attempts to modernize the facilities and bring them up to spec. While new equipment can be purchased through the Sea Foxes, it will amount to paying them again to replace equipment that we already paid for, a galling prospect at best. However, despite both the loss of XP-03 and the damage to the factory complex, development of the Skinwalker has not been effected.

Annendum from the Watch:

Analysis suggests that the mercenaries responsible for this attack are the same as those that raided Keystone six months ago. The two groups used similar BattleMechs, similar colour schemes and the same markings, in addition to employing similar tactics. While the same mercenary force striking two of our factory worlds could be put down to dezgra Spheroid opportunism, it is possible that there could be a deeper connection that is worth investigation.

On analysis if the two, it is clear that the 29th Wolf Garrison Cluster fared far better against these raiders than the 5th Wolf Garrison Cluster did on Keystone. While some of this can be put down to the simple fact that the 29th used BattleMechs rather than the 5th’s conventional vehicles, the 'Mechs of the 29th are still by and large equipped with Sphereoid technologies. Conversely, the 5th's Vehicles were primarily of Clan Manufacture, with some of them dating back to before operation REVIVAL.

The warriors of the 5th are a mixture of Freeborn and slohama, largely unfit for any other command. Conversely, the warriors of the 29th are almost entirely former Marik-Stewart Commonwealth citizens. That they outperformed their Wolf counterparts suggests that we were right in building a Galaxy around them, but also that we may have deeper issues within our existing units that need to be dealt with.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 27 March 2016, 10:17:52
And this brings us fully up to date. I'll try to keep this consistent with future blog posts too
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Kojak on 27 March 2016, 18:43:33
Man, these guys are the best. I can't wait to see what comes next for them!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 27 March 2016, 21:22:40
Seconded! Hope we see more soon
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 12 April 2016, 00:52:30
From the personal journal of Irisz Magyari

Probably the single biggest problem the mercenary trade is suffering from at the moment is the lack of oversight and regulation. With the MRBC bankrupt, registration of commands has become little more than an empty formality, which means that a lot of unpleasantness has gotten through. There are plenty of commands now that are little more than pirates, or would have been banned years ago that now operate with impunity, simply because there's no real authority to stop them. As long as employers are willing to pay them, then they're free to do what they want.

Unfortunately, this problem goes both ways. As little oversight as there is of Mercenary commands, the employers are even better off. Questionable terms, withholding payment, out and lying to the Mercenaries they hire and so much more have become ever increasingly common occurrences as those employers know there's very little authority to hold them to account. An aggrieved mercenary command has little recourse for trying to deal with such breaches beyond word of mouth recounting of what happened. And even then, with the current state of the Inner Sphere's economy, there are plenty of commands willing to take a risk in order to simply survive.

Our last contract became a very good example of these sorts of problems in play. It's not that we didn't get paid or that the employer tried to twist things to their advantage or abandoned us in the field. It's that the Employer simply misrepresented themselves as to their actual identity and motivation, taking advantage of both the collapse of the MRBC and the inability to run thorough background checks that has come out of it.

On the surface, we were hired by the LCAF to raid Kalidasia, a world that is now controlled by the Wolf Empire. The Lyrans gave us two objectives, ones that were intertwined. The first was that they wanted us to survey the Kali-Yama factories to see both what facilities were functional and if the Wovles were making any moves to refit them to produce Clan technology. The second was then to do as much damage as we could to those facilities in order to disrupt their production. (While the former might seem redundant in the face of the latter, the fact is that it's useful to know that your enemy has the capacity to produce advanced technology, even if you have destroyed that capacity. Planning for the future and all)

That was rather straightforward, which was not a problem. And as warren as I was working for the Lyrans (Did I mention that same lack of oversight id what allowed them to leave the Erandai Light Horse to their deaths?) the offer of payment in parts and supplies was very generous, especially as we still needed to repair and rebuild after Fletcher.

For the most part, the raid was straightforward and pulled off without a hitch. Kaldassia's thin atmosphere meant that our VTOL force were hampered, so we left them as an emergency reserve. The primary offensive force of our attack was our (understrength) BattleMech company which split into two five-man lances in order to hit separate targets. And while we encountered resistance from the Wovles, we were able to cripple or drive off their defenders with no losses of our own, allowing us time to both get a good look at their factory complexes., record a lot of data on their capabilities (including, yes, lines being refitted to Clan technology) and then do a considerable amount of damage.

The only complication came when Assault Lance (Why are those guys such trouble magnets, I ask myself) encountered a prototype Wolf Empire OmniMech boasting some unusual capabilities. We provisionally code-named this 'Mech as Ryoken III. I'll post my thoughts on it separately, however, as it’s largely incidental to the matter at hand.

After doing the damage we escaped off-world and made it back to Galatea to hand over all our data accept our payment, and that's when things got a little odd. Stanley noted that, save for some proprietary Clantech, all the parts we received were manufactured by Earthworks, albeit at a number of different facilities. This seemed odd, as their presence in the Commonwealth is rather limited. A bit of further investigation, however, revealed the reason for this. Our employer had actually been from Earthworks, who had concealed their identity.

As to why they had done that, I can only speculate. While Earthworks is a multinational corporation and thus able to circumvent a lot of national laws, they're still bound by a number of restrictions on proprietary technologies. And so while Earthworks-Keystone manufactures Clan technology (In the form of the monstrous Tomahawk II) for the Wolf Empire, they can't share the design with, say, Earthworks-Tikonov (Which is good, because I really don't want the Capellans to have the capacity to manufacture assault OmniMechs).

Which makes me think that this was all about Earthworks trying to make some sort of end-run around those restrictions. By attacking Kalidassia, we deprive the Wolf Empire of one source of Clan Technology. This in turn forces them to rely on other manufacturers within their space, such as, say Earthworks-Keystone. At the same time, we were able to shed some light on a new 'Mech under devleopment by Kali-Yama, again providing Earthworks with information that they might not have had access to otherwise.

So why pretend to be something that they're not? Because in the end, the Great Houses are still seen as being more reliable, stable and dependable employers the corporations. Pretending to be Lyrans meant that they were able to sell this whole operation as being a lot more 'above board' and legitimate then it actually turned out to be. In fact, if not for the slip-up in providing us entirely with parts of their own manufacture, we probably would have never noticed at all.

With Hansens' Roughriders having effectively sized control of Galatea through the formation of the Galatean Defence League, there's been an air of hope that things will change. Unfortunately, it does seem to be a bit of wishful thinking. The GDL, for all its military capabilities, are still a collection of mercenary commands. They have very little actual experience of the sort of management and regulatory oversight that is critically needed right now. And, to be honest, the Roughriders' approach to 'fixing' a problem is to reduce it to rubble and turn the offenders into jaunty hats, something that, while useful against Taurians, doesn't work so well in contract negotiations.

Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Merwyn on 22 April 2016, 14:35:03
Oof. I've just finished a weeks-long read of this story and have finally caught up. Reading of a unit's progress through after-action reports, intelligence reports and personal journal entries instead of a third- or first-person narrative is a bit strange, but you make it entertaining. O0 You've clearly put a lot of thought into the background aspects of the missions the unit undergoes. If you don't mind, I've got some questions.

1- Is this strictly a BattleTech game, or is there also a RPG component to it? I ask because it seems the MechWarriors of the assault lance do as many things outside of their cockpits as they do inside.

2- What does AMSC mean? I've been out of the loop for years, and I know little of the 3130-40s era beyond the novels.

3- What's up with that Skinwalker, exactly? I found its Chaos March entry, but it doesn't mention VDNI, or whatever it was that made it display those human reactions.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 22 April 2016, 17:24:12
Oof. I've just finished a weeks-long read of this story and have finally caught up. Reading of a unit's progress through after-action reports, intelligence reports and personal journal entries instead of a third- or first-person narrative is a bit strange, but you make it entertaining. O0 You've clearly put a lot of thought into the background aspects of the missions the unit undergoes. If you don't mind, I've got some questions.

1- Is this strictly a BattleTech game, or is there also a RPG component to it? I ask because it seems the MechWarriors of the assault lance do as many things outside of their cockpits as they do inside.

2- What does AMSC mean? I've been out of the loop for years, and I know little of the 3130-40s era beyond the novels.

3- What's up with that Skinwalker, exactly? I found its Chaos March entry, but it doesn't mention VDNI, or whatever it was that made it display those human reactions.

Thanks for that! It's been a lot of fun working on the story. The shifting perspective is my best attempt to get as comprehensive an 'in world' story as I can. And now to answer your questions:

1) This is indeed an AToW game that's integrated with BattleTech gameplay. The Assault Lance MechWarriors (plus or minus, as players have joined and left the game) are the Player Characters, and yes, they do plenty outside their cockpits as well. Basically they're the focus of the game

2) AMSC refers to the Armies of the Marik-Stewart Commonwealth, the military of the now defunct former FWL nation

3) The best I can say about the Skinwalker/Ryoken III is to look at its entry in XTRO Republic III, which will explain a lot
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Kojak on 25 April 2016, 23:18:13
Do you have a full TO&E for the current iteration of the Irregulars, out of curiosity? I for one would love to see it.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 28 April 2016, 17:45:26
Do you have a full TO&E for the current iteration of the Irregulars, out of curiosity? I for one would love to see it.

Sure thing. This is the unit as of the end of the Fletcher campaign. I haven't filled in a couple of the gaps for several reasons, not the least of which is that I have a prospective player who's still "umming" on committing to the game.


Alpha Company
Command Lance
Major Irisz “Invisible Space Fairy” Magyari, Mad Cat Mk IV
Carrie Bull, SCG-WF1 Scourge
Assault Lance
Lieutenant Takahashi Oda, AKU-1X Akuma*
Nikola Kardos, CNR-7M Carronade**
Lee Zheng, Vulture Mk IV*
Randy R. Georges, UZL-8S Uziel*
Recon “Peril” Lance
Lieutenant Will “Boof” Owens, HVC-P5 Havoc
Seonaig “Shona” McBryde, PXH-7S Phoenix Hawk*
Bruce Wolf, SCB-9T Scarabus
OTT-9S Ostscout

Bravo Company
Support Lance
Captain Joon Dae-Ho, Sniper Artillery
Sniper Artillery
Sniper Artillery
Sniper Artillery
Air Cavalry Lance
Lieutenant Katrya Dernko, Lamprey Transport Helicopter
Hawk Moth II Gunship (MML)
Hawk Moth II Gunship (MML)
Battle Armour Platoon ("The Mexicans")
Lieutenant Maria Perez, Longinus (Magnetic) Battle Armour
Inner Sphere Standard (LRR) Battle Armour
Spectre Scout Armour

Air Wing
Lieutenant Alan “Sinker” Morrison, F-95 Stingray
F-95 Stingray

Miscellaneous/Support Units
Cecelia Stanley, Savour Repair Vehicle
Dr. Hadrian Cartwright, MIT 23 MASH

Transport
Trutzburg-class Silent Castle
Gazelle-class Duchess Royston

*Player Character
**Retired Player Character
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 28 April 2016, 20:47:51
Are you running Kardos as an NPC now?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 28 April 2016, 22:05:24
Are you running Kardos as an NPC now?

Yeah. In theory the players on an extended leave from the game and could come back at any time. On the other hand, small child, full time job and stuff means it's not likely

Conversely, Ransom is completely out of the game, given that his player moved to the US...
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 29 April 2016, 00:58:22
It is indeed tough to split RL and gaming.
Shame too, Ransom was interesting and I liked the whole storyline that was going on in terms of his old unit, etc


Interestingly - I just looked back. The elapsed time for the unit in game is like six months, yeah? Which translates to what three years of playing time?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 29 April 2016, 01:10:12
Pretty much, yeah. I didn't realize how long it had been until you mentioned it
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 29 April 2016, 08:09:19
Only thing that made me think of it was the fact that I was wondering what date was the game up to and had you gone past canon and what had been written and how did you handle that.
Then looked at the dates.

But, that totally happens. I've had d&d games sit in one village or besieged fort for five or six months in real life because the four or so of us couldn't get a game night in based around conflicting work schedules, family stuff, overseas holidays, hangovers, etc.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 05 May 2016, 21:09:51
Sadly, progress has slowed to the point where we only have one session every leap-Geological epoch. Two of the players also run other games, and since one of them also has small kids, he rarely gets to play either. Added to that, Shona's player is going to be moving away for three months for job reasons, which is not helping either.

There may be some good news ahead, but it's rather outside at the moment. We'll have to see what happens.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 06 May 2016, 20:02:14
Oh, and if you're interested in what I'm doing on most weeks when there isn't a game, have a link to That game's Blog (http://shadowrunfromthefuture.blogspot.com.au/) (Non BT, but same publisher, so that counts!)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 08 May 2016, 23:42:12
Andiron (A brief history)

Helbrent was first colonised during the Age of War, and became a part of the Rim Worlds Republic's Timbuktu Province, at the outer reaches of that nation. A hot, dry world, the planet was dominated by a single supercontinent separated by a number of large, shallow seas. Much of its water supply was tainted, containing trace elements or high salinity that made it unfit for human consumption, forcing the world to rely on both Water Purifiers and supplies imported from nearby worlds.

In spite of this, the planet flourished, possibly due to its strategic position at the outer reaches of the Republic close to both the Free Worlds League and Lyran Commonwealth. During the Reunification war, the World was one of those that was loyal to the Amaris family, but no less was subject to pacification by the Star League Defense Forces as a part of their campaign to restore the government. Despite this, the damage to the world itself was minimal, and it was restored to the Republic following the war's end.

Helbrent was one of those that benefited from the Golden Age of the Star League. Terraforming and water purification technologies allowed its population to grow dramatically by providing them with access to clean water and improved infrastructure. While no longer at the fringes of the Republic, the world still was deemed vital enough to become a base of operation for the Republican Guard. Those same troops were stripped from it during the Amaris Coup, leaving it functionally defenseless and easily captured by the SLDF during their counter-invasion of the realm.

Following the collapse of the Republic, Helbrent was annexed by the Lyran Commonwealth, providing it with a degree of initial stability that and security that other former Republic worlds lacked. However, despite this, the world still suffered its own problems. The precious technologies that helped make it livable began to fail, and the deprivations of the Succession Wars and its remote location prevented them from being repaired or replaced. The population dwindled due to starvation and water shortages, which in turn lead to the collapse of the planetary government. By 2860, the world's population had withered, leaving little of any value and resulting in the Commonwealth abandoning the planet to its fate.

At some point in the 30th century the planet was integrated into the nascent Circrinus Federation, and renamed Andiron. Its diminished population stabilized and even began to grow as the Federation began to rebuild the planet in order to use it as a launch point for raids into the Lyran Commonwealth. While focused on the Federation's unofficial primary industry, this rebuilding did have trickle down effects on the world's functional infrastructure, benefitting its population.

However, it was the Word of Blake's alliance with the Federation that provided the first real improvements for the world. The Word invested heavily in the planet's infrastructure, engaging in numerous projects across the world. Extensive Water Purification facilities were constructed, giving much of the planet reliable access to clean water for the first time in centuries. With that came extensive investment in transportation infrastructure, including railway and highway networks connecting the worlds' cities and other major facilities.

However, the crowning achievement of the Word's programs was the construction of a new spaceport over the ruins of its ancient Rim Worlds facility. Built on a scale to rival some of the largest in the Inner Sphere, the spaceport was an ultra-modern facility designed to handle large volumes of traffic, a seeming oddity that was far in excess of anything the world would need.

The reasons for the facility's size and capacity became apparent once the Jihad started, with Andiron becoming a staging ground for attacks by both the Word and Circrinus Federation against the Lyran Commonwealth. Many of these forces consider of augmented pirate teams, ones that been equipped with extensive cybernetic enhancements and used a shock troops. While damaging, the chaos of the Jihad and the issues they faced meant that the Lyrans were unable to respond to these attacks.

Instead, while Andiron did come under attack, it was from an unexpected source. In late 3080, despite being allies of the Federation, the Word of Blake’s 49th Shadow Division unexpectedly attacked the world. Using orbital bombardment, the Word forces destroyed the planet's Spaceport, water purification facilities and the capitol city before disappearing. Like so much else that the Word did during the late Jihad, no reason was given for this action, and it is likely the truth will never be known.

Regardless of the reasons behind it, the effects of the attack were devastating. Hundreds of thousands died from the attacks, with many more succumbing to their after-effects. Furthermore, the damage to the Water Purification facilities once again crippled the planet's surviving population, limiting their ability to rebuild. To make matters even worse, the collapse of the Federation's central government meant that the world was once more cut off from any aid.

In the years after the Jihad, the surviving population began to accrue into several city-states built out of the ruins of its devastated settlements. Clean water became vital, and those who controlled access to it became the new rulers of the world. Their power was refaced by forming alliances with the surviving pirate bands, who provided enforcement as well as a share of whatever they took from their raids in exchange for using their holdings to operate from and access to water and resources.

In the years since the Blackout, these pirate bands have become more bold in their attacks, striking further into the Lyran Commonwealth while that realm has been once again beset upon by invaders and its own internal strife. With their raids becoming more lucrative, the pirates have been taking more control of the world itself. In many ways, the world has become a miniature recreation of the old Bandit Kingdoms, ruled by those raiders and driven by the spoils of their operations.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 09 May 2016, 00:51:38
This sounds like a pirate nest that needs a clearing out!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 May 2016, 00:31:55
Yarrrr!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 11 May 2016, 08:14:18
Sanguine Reapers

RAF Update 01-01-3145

Background
Once a part of the now-defunct Circrinus Federation, Andiron was apparently attacked by the Word of Blake, supposedly their allies, at the end of the Jihad. The attacks shattered the world's infrastructure, leading to a collapse of its central government. Combined with the destruction of the Federation, Andiron collapsed into a near-lawless state, becoming a haven for pirates and other outlaws.

The Sanguine Reapers are one such group, albeit one of the larger and better-armed ones. Born out of a mixture of natives, failed mercenaries, renegades and other such groups, the Reapers have been a constant threat to nearby worlds for over fifteen years now. Equipped with a mixture of BattleMechs and conventional vehicles, many of which are salvaged from the ruined Federation or possibly even Blakeist stockpiles, the Reapers are a constant threat.

Much of their strength comes not from force of arms but their surprising level of cohesion for a pirate band. While the exact origin of the raiders is unclear, many of their members are natives to Andiron or the former Federation, and some are second-generation members of the unit. Their members look out for each other, as long as they are pulling their weight and do what is needed. A member who fails to measure up tends to find themselves 'retired' in short order

With the losses suffered by the Lyran Commonwealth in recent years, the Sanguine Reapers have become more adventurous as they take advantage of the situation. With the LCAF damaged, in retreat and stretched perilously thin, the Reapers have been presented with a smorgasbord of targets, ripe for the picking. The Raiders have been known to go for both equipment that would be useful in maintaining their world, such as water purification technology, as well as military supplies and valuables. In addition, the Reapers have been known to engage in slaving operations, as well as kidnapping for ransom.

The current leader of the Reapers is Matthias Kaine, a cruel and ruthless man who has displayed a level of brutality unusual even for a pirate. Kaine seized command of the Reapers after deposing their previous leader, reportedly leaving his body on display for months as a grisly reminder of his trophy and power. Little is known about Kaine's past, although it is believed that he is a native to Andiron and well connected within what passes for the planetary leadership.

Force Strength
The Sanguine Reapers sport at approximately a company of BattleMechs, mostly older designs with the occasional piece of Lyran or even Word salvage among them. In support they are equipped with approximately a company of light armour, composed almost entirely of hovertanks. Usually used in support of the main 'Mech force, the hovercraft are also used as transports to haul off whatever they have taken.

Finally, the Reapers support a smattering of conventional infantry, usually drawn from the poor and desperate masses that Andiron has in abundant supply. Armed with whatever comes to hand and used primarily for looting duties, the value of these units is questionable at best. They also tend towards having a high turnover rate, but to the common man from such a desperate background, it would be seen as an acceptable risk.

Support
The Sanguine Reapers’ supply situation could be best described as “whatever they can get their hands on”. The unit’s ‘Mechs and Vehicles are maintained mostly through scavenging and stolen supplies, which has resulted in a hodge-podge of units in varying degrees of decrepitude, with repairs done as supplies become available. The support situation is not helped by a lack of qualified technicians, with much of the work being makeshift or jury-rigged.

Transport
In order to Conduct their raids, the Reapers require both interplanetary and interstellar transport. In order to accomplish this, the pirates poses a pair of Trojan/Danais-class (the actual class is hard to tell, given their age, decrepitude and clear improvised repairs) ships, the Bloodbath and the Grimdark. In addition, the pirates have regular access to a Merchant-class jumpship; the exact identity of this ship is unclear, given its propensity for operating under false flags.

Colours and Insignia
The Sanguine Reapers use a flat red colour scheme with varying highlights, simply based on whatever paints are available at the time. Many of their units are worn or have unpainted parts, or wear fragments of other colour schemes. However, with their often poorly maintained equipment, visual identification is often the only reliable way to tell friend from foe.

The insignia of the raiders is a bloodied scythe, painted wherever the raiders can find space on their ‘Mechs.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: snakespinner on 12 May 2016, 01:29:29
Sounds just like a normal pirate unit.
Struggling to get along but still having a nasty bite. O0
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 14 May 2016, 04:26:47
I found a bit on one of the Sanguine Reapers' suspected hideouts. It may not be much, and it's more then a decade out of date, but it's still better than nothing. Every little bit helps, after all.

The Perdition Sea was a large inland sea located in Andiron’s northern hemisphere. Like much of the planet's water, it was heavy with minerals and other contaminants, and was only suitable for human consumption with purification and treatment. During the Star League era, this was done with extensive purification facilities, but those quickly succumbed following the fall of the League.

Conversely, the fish and other sea life found within it were actually suited to human consumption, even if they usually had a bitter, salty taste to them. Fish farming became a major source of protein for the planet's population, especially after the fall of the League and the world’s abandonment by the Lyrans left it cut off. Extensive fisheries grew up around the Perdition seas' shores, enabling the planet's diminished population some degree of sustainability.

When the Word of Blake began to rebuild the world, one of the first things they did was build new and far more extensive water purification facilities around the Perdition Sea. Much of the water flowing into it was used for growing, crops industry and clean drinking water, while the reduced flow was actually less suited for native life than before. In order to offset this, the Word's engineers seeded the sea with introduced species that were better suited to its new conditions while also being easier to farm on an industrial level and better suited to human consumption.

The same adaptations would also be the cause of its demise. During the 49ths inexplicable attack on the world, the Water Purifiers around the Perdition Sea were among those assets destroyed. The resultant damage also blocked off most of the flow of water into the sea, which caused it to begin to shrink. At the same time, the water within it became more heavily contaminated, killing off the introduced sea life and leading to the collapse of the fishing industries around it (and also aiding in the planet's slide into anarchy)

By 3130 (the last known survey of the area), the sea had lost more than half its volume, and had shrunk into two smaller and isolated lakes. Both were considered to be effectively dead, with high salinity and levels of mineral contaminant, as well as very little remaining life. The exposed seabed had become a salty dustbowl, punctuated by patches of scrubby vegetation and the rusted hulks of long-abandoned fishing ships. Dust storms are common, often blanketing out large areas for days at a time.

Feurbok was a large fishing community on the (former) western shore of the sea. Previously the site of substantial fishing and shipbuilding industries, it was abandoned when both collapsed during the sea's retreat. It also would make an ideal hiding place for a pirate band; while the place has long ago been stripped of anything valuable, the buildings themselves could be repurposed for shelter, living quarters, support facilities and the like. Similarly, the port facilities could be used as landing pads for dropships. Finally, the dust storms could be used to mask movements or even launches (much like we used Fletcher’s cloud cover and permanent storms to our advantage).

Several obvious hazards present themselves in any attack. The salt flats arte perfect for the hovercraft that the Sanguine Reapers are known to use, which would give them ample opportunities to harass or divide our forces. The buildings could be trapped or used to conceal troops for ambushes. The terrain itself could be a problem, with high eat, dust storms and sinkholes all representing situations we could encounter.

It's ugly, yes, but I do think that this looks like a good target. If I was a pirate, it'd be one of the spots I'd hide - NK
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 15 May 2016, 04:08:58
From Randy's production notes
Things we know about the mysterious "Ronnie"


Current Theories:

Ronnie is a member of a dodgy mercenary command, one that is likely unregistered and could have good reason to want to hide its identity. He's possibly been in trouble before for blurting out things that he wasn't meant to, and has so far only just managed to catch himself now. He is dissatisfied with his current position and is trying to either build his own powerbase or possibly build his own unit.

Because his unit is dodgy he can't recruit through the MRBC hiring halls and other legitimate venues. Because what he's doing is dodgy, he can't even recruit through his own unit. He'd be a terrible recruiter anyway.

The red-haired woman is another member of the unit. Ronnie either sees her as an ally or at least wants her as one.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 15 May 2016, 04:11:37
From the personal journal of Irisz Magyari

When we took the contract with the FWLM to wipe out the Sanguine Reapers, I was hoping for a quick and easy job. In an ideal world, we'd be able to hit Andiron, eliminate the Reapers on the ground and then be off in a day or two. Clearly I was being incredible naive.

Getting out here was easy enough, and we made planetfall without opposition. Our forward base is inside an abandoned industrial complex, which provides both a solid landing field for our dropships as well as allowing us to fortify the remaining buildings to add an extra layer of protection. That much went well, but it would be about the only thing that actually wound up going to plan.

Once we were down, our recon forces worked with the intel provided to us by the Eagles as well as Nikola's own research to scope out several locations where we believed the Reapers were based. From that, we found two probable locations based on both their location and some activity that we were able to discretely observe.

The first was an abandoned mining facility that had a number of good points going for it. It was a secure and defensible location; the buildings and equipment could act as shelter and be used to service BattleMechs; it had a large, open paved area that could be used as a dropship park and, potentially, underground shelters for storing valuables or equipment.

Conversely, the second wasn't so obvious, but our recon confirmed at least one BattleMech on-site, which was a good indicator. It was an abandoned fishing town on what had been the shores of a large inland sea. For various reasons, that sea had since retreated, killing the local industry and causing the town be abandoned and fall into ruin. But it also again had plenty of places to park a dropship and buildings that could be used as shelter.

I chose to hit both places at once, hoping that speed, superior equipment and the element of surprise would be on our side. Unfortunately, neither site worked out as expected

My Command Lance (with some of Recon Lance's elements) hit the mine, since our 'Mech were both slightly faster and more of them possessed jump jets. We were met by a complete lack of resistance, but not because we caught the Reapers by surprise. Unfortunately, it turned out that the mine was almost entirely abandoned; the 'activity' our recon elements detected was actually a group of nomads who had taken shelter and had been stripping down an old MiningMech. After we questioned them (they didn't know where the Reapers were but didn’t want to run into them anyway) we let them be and pulled back.

Assault Lance's luck was different, but not necessarily any better. The port turned out to be occupied by a lance of rather tattered 'Mechs who were rather immediately hostile. Their opening fire without warning was enough of a confirmation to Takahashi that they were the Reapers so he ordered his lance to take them out.

Unfortunately, the pirates were ready for an attack, and had hidden several hovertanks inside the hulks of several abandoned, rusting ships. While Assault lance were briefly threatened, they managed to turn it around by quickly immobilizing all thee hovercraft, leaving them as little more than a distraction. After popping them up, they were able to return to the main threat with very little actual damage.

Concentrated firepower bought down the pirate leader in a Warhammer, as well as crippling a Hunchback. Two more 'Mechs, a Cronus and a Yeoman, as well as a Phalanx Tank, were able to escape, but all of them were badly damaged (the Phalanx had lost its main gun, for starters). And so while the battle was over rather quickly with the pirate forces seemingly crushed and the Assault Lance only suffering armour damage, there was a problem.

This force wasn't the Sanguine Reapers. They were actually the remnants of the Newcastle Chasseurs, a mercenary unit that had broken contract and gone rogue about seven or eight years ago and had been missing ever since. The Knights had arrived on-planet, and almost immediately been set upon by the Reapers who had 'encouraged' them to join forces. They'd managed to keep their freedom from the Reapers by hiding out in the fringes of the world, entertaining pipe-dreams of one day getting off planet and returning to legitimacy.

No way that was ever going to happen. This is the stage in a Mercenary’s career when the only way left to go is further down. In a sad way, we were probably doing them a favour.

The only good to come out of this mess was some information we gained from the surviving Chasseurs. The Reapers are the effective 'rulers' of Andiron. While there is a semblance of a civilian government, anyone in charge is affiliated with them either through choice or coercion. The Reapers don't operate out of the planetary capitol; rather the location of their base is a well-kept secret to ensure their safety from, well, people like us. So while we don’t know where they are, we do have a good place to start.

And given that we have a skilled investigator, a journalist, a man with a wide array of odd skills and a master of sawing people in half with a Vibrokatana at our disposal, I figure that it’s only a matter of time before we find their location. And, as always it's probably best if I don't ask what they do to get there.

Takahashi rounded up the Chasseurs leader, Raymond Terrace, and the other survivors of their force. Odd are that they're wanted by the MRBC or even their last contractor for desertion, so if nothing else, we might make some money off that. And to be fair, a life in a Galatean prison is probably better than they were getting here on Andiron.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 15 May 2016, 04:13:33
Newcastle Chasseurs

MRBC Update 01-01-3138

Background

The Newcastle Chasseurs were originally a private unit in the service of the Dijeh family, hereditary nobles from the Free Worlds League world of Newcastle. Largely a ceremonial command, the force had seen very little actual combat for much of its existence. It was only during the Jihad that the Chasseurs were actually called upon to defend the Dijeh family's lands against raids by forces opposed to the pro-Word of Blake FLW government.

When the Principality of Regulus 'liberated' Newcastle from Word control near the end of the Jihad, the Dijeh family chose to stay out of the fighting. While this spared their lands and forces from destruction at the hands of Regulan troops (and the WMDs they liberally employed during their invasion), the family found themselves at odds with the new order. Tried as Word collaborators, the family was stripped of its title and lands.

Ordered to stand down and disarm, the Chasseurs instead took a different way out, managing to flee the planet with the bulk of their force intact. Even though they had escaped the Regulans, the unit quickly found itself without purpose. However, the rapidly disintegrating league provided them with new opportunities, especially in the face of predation by the vengeful Regulans. Reorganised, the Chasseurs turned to mercenary work, serving the emergent states and independent worlds of the former nation.

Over time, Chasseurs transformed into a professional mercenary command, retaining very few of the trappings of their original role as a ceremonial unit. While largely working within the former Free Worlds League, the Chasseurs did take the occasional contract with other nations. By the time of the Blackout, they had seen service with every one of the former Free Worlds states, save for the RegulanFiefs, as well as several periphery states and other minor powers. The frequent small wars between those states bought the unit a measure of experience, ad did clashes and skirmishes with other powers, including the Republic.

For the first few years after the Blackout, the Chasseurs were employed by the Duchy of Oriente, serving on its border with the Republic. However, in early 3137, the unit took a new contract with the Duchy of Tamrind-Abbey, putting it on the border with the Lyran Commonwealth. This move would apparently prove to be its undoing, as the unit was smashed by the LCAF on Gallatin in the early days of operation HAMMERFALL. Fleeing the world, the Chasseurs seemingly disappeared and have not been seen since.

Force Strength
Prior to their losses sustained on Gallatin, the Chasseurs consisted of two mixed companies. While BattleMechs formed their main offensive force, they were supported by light armour and Battle Armoured infantry. Many of the Chasseur's 'Mechs and vehicles were designs found within the former FWL, often sourced from their employers, which aided with support and supplies. The Chasseurs lacked any air support.

The defeat at Gallatin cost the unit most of its infantry and armour, as well as at least half its BattleMechs. While their current numbers are unknown, the Chasseurs would not be able to muster more then a single understrength company.

Support
The Chasserus were rarely a rich unit, and often were more barely scraping by in terms of both their finances and support. Much of this came as a result of their usual employment in the economically weak former League and near periphery. In order to offset this, the Chasseurs would often take part of their payment in parts and supplies rather than actual currency.

Transport
The Union-class Hawks Nest served as the unit’s sole dropship. An elderly vessel, the craft had at one stage been converted to a civilian cargo hauler, and then crudely converted back to a military ship. This craft was used in their escape from Gallatin and is presumably still in their service.

To flee the system, the Chasseurs commandeered the Nelson Bay, a free trader jumpship. The current whereabouts of the ship is unknown.

Colours and Insignia
The Chasseurs insignia depicts a knight's head in profile, one of the few surviving legacies of their time as a family command. The unit's 'Mechs and vehicles wear a parade-ground scheme of a white with a deep maroon trim.

MRBC Rating: Wanted
As a result of their actions on Gallatin, the Newcastle Chasseurs have been charged by the Duchy of Tamarind-Abbey (in exile) with breach of contract, desertion and piracy.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: primalucem on 22 May 2016, 20:39:53
Wow, this is some really inspiring stuff.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 29 June 2016, 03:47:59
From: Cecelia Stanley
To: Irisz Magyari

Subject: Parts pillaging

I'm gonna be honest here, boss. The Chasseurs' situation could be best described as 'rooted'. I mean, first up they were crushed by the Elsies which is what drove them to flee out here to the arse end of the universe to begin with. And the next seven or so years after that didn't do them any favours either.

They were already a poor unit to begin with, and not exactly blessed with deep pockets. Having half their unit ripped up didn't help them any either, but then living off what they had out here in the middle of hell took its toll. There was next to nothing left in their spare parts pile, for starters. Just some armour, a bit of structure and a few other odds and sods that could be good for emergencies but that was about it.

You could tell that just form looking at Their 'Mechs. The logs from Terrace's Wammer told me it hadn't had a full SRM load in forever, and one of its lasers had been busted for years. And that's just the data; diving under the hood tells me that thing was running on a nightmare of jury-rigging and bypasses, making do with whatever they could scrounge in order to get by. Up close, that thing looks like a Third Succession War era-wreck, all duct tape and ill-fitting repurposed spares. The Hunchie was in similar shape, although there was a lot less left of it by the time your boys were done.

Looking at the battleROMs told me a few other things. The reason why the Cronus never fired its Streaks was because the launcher was busted. Given that Streaks are sensitive little princesses of equipment, they probably didn't have the tech to fix it and instead just pooled the remaining ammo in the Wammer. Likewise, the way that the Yeoman moved suggested gyro damage to me; it wobbled and over-compensated at every step. Again, likely got itself buggered at some point and they didn't have the parts to fix it.

The Hovers were in a bit better shape, but that’s only because most Vees can get by with more makeshift repairs. The four of them are good for scrap, but not much else. Though the Rotary on that Musketeer was a bomb waiting to go off, I swear.

They'd been getting by through scrapping the machinery in the old plants for raw metal, copper wire or whatever else they could find. I mean, we could strip that down as well, but it's such a crappy option that I wouldn't even waste the time, especially not when the real prize is yet to come.

I got to hand it to them that they did a good job of hiding their Union. Yeah, you can camouflage a dropper given enough time, and it wasn't like that thing was going anywhere in a hurry. The Hawk's Nest was north of the site itself concealed in among some industrial wreckage with judicious use of old machinery, camouflage netting and its general decrepitude actually doing a good job of hiding it from space. I'm also going to say now that the old bird was not going anywhere, but it's condition was a result of the degree of schizophrenia and wishful thinking going on within the Chasseurs.

The techs had been slowly cannibalizing the ship for parts to keep their 'Mechs and Vees running,  but the info we got form Terrace and the others suggested he wanted to keep the ship intact in order to leave this rock. It's a pipe dream, I know, as there was no way they were going to replace some of its drive components, and even then they lacked the infrastructure to work on it. But they kept the ship intact-ish and hidden against the day that a miracle occurred.

But the good news is that we have the reeking carcass of a reeking old Union. And as rooted as that thing is, it’s still a goldmine of parts. With your permission, I'd like to get the tech crews into it on a pillaging spree and strip that thing for all its worth. I reckon that with just that alone we could come out ahead on this little jaunt.

Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 06 November 2016, 03:00:16
I'm trying to find out some more on Andiron and the local situation so we can hunt down the Reapers. It's becoming clear that they're a lot better dug in then we thought, and even locating them is not going to be easy. So every little scrap helps. This is a transcript of a discussion I had with Raoul Fassan, one of the Chasseur's hovertank commanders. He turned out to be very willing to talk and had a lot to say on the subject. I've annotated it where needed – NK

The city... Well crap, let me see. Been a while since I was there. Ray (Major Raymond Terrace - NK) wanted us to keep out of there after the mess we got into when we landed. A few of us headed for the city and that's when we had our first blow-up with the Reapers. Two of us ended up dead and another two were Shanghaied into their ranks. Never saw those poor bastards again either. It's also how they got onto us, and when they started 'suggesting' that we should join them 'for our own good'. Plus with how remote we were, sneaking off wasn't that viable an option. But I hear stories and had a few good leads that kept me in the loop. Helpful to know, 'cause I was hedging my bets against when everything fell apart. I mean, come on, look at us. You know it was inevitable. Only Ray kept saying we were going to get off-world somehow, but I don’t think anyone really belived him.

So there's not much to say about its past. What we've got here is the third version of the city, and it's by far and away the worst. The first version was when this hellhole was Hellbrent - yeah, I know, I figure Hellhole would have been a better name - and a part of the Rim Worlds Republic. The capitol was called Hellsgate because they had a pattern going and so sure, why not?

Anyway, Hellgate grew to be a pretty big place during the Rim Worlds, what with regular access to clean water and food and all that other crap that people need. It was enough so that Amaris even had troops on the world, if you can believe it. Yeah, somebody thought that this rock was valuable too. Crazy.

So when the Rim Worlds falls apart, ol' Hellbrent is abandoned and left to its fate. The water purifiers break down and the population collapses. Hellsgate doesn't fare to well, because what do you know, when you take away food and water cities tend to die. The place was reduced to a ghost town, a huge city but with nobody in it but the poor bastards who couldn’t find a way off the planet. Same happened to every other city on the planet, though, and a good number of them just simply vanished.

That’s how the Circrinians found it when they took over the world. And like everything else, they had to rename the place as well because they liked doing that for whatever reason. I dunno, maybe when you have a pirate-based government that's what you do. So when Hellbrent became Andiron, Hellsgate became Firegarde because the Circrinian's love their nonsense names. Seriously. Under their rule things get a bit better as the population begins to bounce back, thanks again to that whole pirate thing. Helps when your leaderships getting fat off their ill-gotten gains.

But the real boom times came when the Word started running the show. They really got big on the infrastructure on Andiron and built all sorts of crap, like water purifiers and a huge-arse space port and the like. They did a lot of redevelopment of the capitol too, turning it from a shantytown built over some ruins into something that was honest to god modern and the like. I've seen pictures of it too; Firegarde looked like a legit city in the Inner Sphere, not some backwater hellhole.

And then, for some reason known only to The Master himself, they bombarded it form orbit. Because the Word, am I right? Between the attacks and the resultant fires and the inevitable collapse of the planetary government, they probably killed over a million. And since the Federation itself stopped existing, nobody was coming to their help. So the survivors were left with dick.

They rebuilt, though. True, it wasn’t anything grand. No it was just a shantytown built out of whatever they could pry from the rubble. It's not like they had much to go on, but the city, or what was left of it, still had some clean water and the like, which was better then anyone else was getting on this rock. I mean, look at where we were living. A fragging fish cannery on the shores of a dead sea. And we got one of the better options.

I couldn't say when, cause I’m no sociologist, but at some point the city got itself another name. Somebody remembered what it was before the Circrinians took over and somehow the name 'New Hades' got started. It wasn't like it was official at first, but it quickly stuck and so that's what the city's called for whatever passes for official around here.

I mean, it fits, because again, it’s an utter hellhole. The city government comes in the form of some guy who calls himself 'Sharkey' for whatever reason. Never met the man myself, but everyone says he's well, a shark. He’s got his hands in everything that happens in the city and is living it up off the proceeds. He basically controls the city because he's so well connected and knows everything that's going on. Oh, and also because he's got a lance of BattleMechs to make sure nobody disagrees.

Sharkey was chummy - see what I did there - with Bronski, the old leader of the Reapers. No idea how things went after Kaine took over.

That aside, there's a lot going on that he's living off. The pirates bring a lot into the planet, one way or another, and he does get his cut of everything. And New Hades, well... you name it, it had it. And more to the point, everything was legal too, since it all went into Sharkey's pocket. Gambling, pit-fights, drugs, girls... Whatever you wanted. Hell, Jonas (Jonas Cruz, the Hunchback pilot - NK) was regularly getting Stoatblaster from some of the traders, made in New Hades' best drug labs. Managed to hide it from Ray too.

Though a word of warning; avoid the girls and drinking the water. Both are full of diseases. Some of our boys found that out the hard way.

'nother thing you want to avoid is the Warrens. They're the bits of the city that are still rubble and nobody was arsed building over. Those are where all the truly desperate go and where Sharkey doesn't even bother to police, largely because he won't make a Groat off of them. (Groats are what pases for the local currency. They're essentially valueless outside of the city - NK) If you don't get shanked by a murder hobo, then a chunk of falling rubble will get ya.

The pit-fights are the best, though. I had a deal to trade tapes with one of the trade caravans, I gave them old vids of Solaris matches or whatever else and they'd give us vids of those. I mean, they're as brutal as all hell. They go all the way from unarmed submission fights up to weapons and to the death, so you get to see all kinds of insane crap, like chainsaws and whatever else. They're a huge racket all over the city, and play hand in glove with the drugs trade. And yeah, Sharkey's getting his cut of all of it.

You probably actually did me a favour there. I got one of the traders hooked on vids of an old League soap, but we were about to run out of tapes. Guy would have probably gutted me when he realised he'd never find out who was the father of Media’s baby. Heh.

The Reapers have a presence in the city, yeah, but they don't operate out of it. Even when Bronski was in charge and all budddy-buddy with Sharkey, the pair of them probably still saw the other as being rivals. You know, too big for the one city and all that. And Sharkey knew that if he ever pissed Bronski off enough, the Reapers could flatten the city for laughs. So they played nice with each other, knowing it was in their mutual best interests to treat each other well.

Oh, if you do head in there and come cross a former Chasseur by the name of Frank Yazzan, let me know. That jerk owes me money and ran off to avoid paying me.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 06 November 2016, 03:09:44
I'm trying to find out some more on Andiron and the local situation so we can hunt down the Reapers. It's becoming clear that they're a lot better dug in then we thought, and even locating them is not going to be easy. So every little scrap helps. This is a transcript of a discussion I had with Raoul Fassan, one of the Chasseur's hovertank commanders. He turned out to be very willing to talk and had a lot to say on the subject. I've annotated it where needed – NK

The city... Well crap, let me see. Been a while since I was there. Ray (Major Raymond Terrace - NK) wanted us to keep out of there after the mess we got into when we landed. A few of us headed for the city and that's when we had our first blow-up with the Reapers. Two of us ended up dead and another two were Shanghaied into their ranks. Never saw those poor bastards again either. It's also how they got onto us, and when they started 'suggesting' that we should join them 'for our own good'. Plus with how remote we were, sneaking off wasn't that viable an option. But I hear stories and had a few good leads that kept me in the loop. Helpful to know, 'cause I was hedging my bets against when everything fell apart. I mean, come on, look at us. You know it was inevitable. Only Ray kept saying we were going to get off-world somehow, but I don’t think anyone really belived him.

So there's not much to say about its past. What we've got here is the third version of the city, and it's by far and away the worst. The first version was when this hellhole was Hellbrent - yeah, I know, I figure Hellhole would have been a better name - and a part of the Rim Worlds Republic. The capitol was called Hellsgate because they had a pattern going and so sure, why not?

Anyway, Hellgate grew to be a pretty big place during the Rim Worlds, what with regular access to clean water and food and all that other crap that people need. It was enough so that Amaris even had troops on the world, if you can believe it. Yeah, somebody thought that this rock was valuable too. Crazy.

So when the Rim Worlds falls apart, ol' Hellbrent is abandoned and left to its fate. The water purifiers break down and the population collapses. Hellsgate doesn't fare to well, because what do you know, when you take away food and water cities tend to die. The place was reduced to a ghost town, a huge city but with nobody in it but the poor bastards who couldn’t find a way off the planet. Same happened to every other city on the planet, though, and a good number of them just simply vanished.

That’s how the Circrinians found it when they took over the world. And like everything else, they had to rename the place as well because they liked doing that for whatever reason. I dunno, maybe when you have a pirate-based government that's what you do. So when Hellbrent became Andiron, Hellsgate became Firegarde because the Circrinian's love their nonsense names. Seriously. Under their rule things get a bit better as the population begins to bounce back, thanks again to that whole pirate thing. Helps when your leaderships getting fat off their ill-gotten gains.

But the real boom times came when the Word started running the show. They really got big on the infrastructure on Andiron and built all sorts of crap, like water purifiers and a huge-arse space port and the like. They did a lot of redevelopment of the capitol too, turning it from a shantytown built over some ruins into something that was honest to god modern and the like. I've seen pictures of it too; Firegarde looked like a legit city in the Inner Sphere, not some backwater hellhole.

And then, for some reason known only to The Master himself, they bombarded it form orbit. Because the Word, am I right? Between the attacks and the resultant fires and the inevitable collapse of the planetary government, they probably killed over a million. And since the Federation itself stopped existing, nobody was coming to their help. So the survivors were left with dick.

They rebuilt, though. True, it wasn’t anything grand. No it was just a shantytown built out of whatever they could pry from the rubble. It's not like they had much to go on, but the city, or what was left of it, still had some clean water and the like, which was better then anyone else was getting on this rock. I mean, look at where we were living. A fragging fish cannery on the shores of a dead sea. And we got one of the better options.

I couldn't say when, cause I’m no sociologist, but at some point the city got itself another name. Somebody remembered what it was before the Circrinians took over and somehow the name 'New Hades' got started. It wasn't like it was official at first, but it quickly stuck and so that's what the city's called for whatever passes for official around here.

I mean, it fits, because again, it’s an utter hellhole. The city government comes in the form of some guy who calls himself 'Sharkey' for whatever reason. Never met the man myself, but everyone says he's well, a shark. He’s got his hands in everything that happens in the city and is living it up off the proceeds. He basically controls the city because he's so well connected and knows everything that's going on. Oh, and also because he's got a lance of BattleMechs to make sure nobody disagrees.

Sharkey was chummy - see what I did there - with Bronski, the old leader of the Reapers. No idea how things went after Kaine took over.

That aside, there's a lot going on that he's living off. The pirates bring a lot into the planet, one way or another, and he does get his cut of everything. And New Hades, well... you name it, it had it. And more to the point, everything was legal too, since it all went into Sharkey's pocket. Gambling, pit-fights, drugs, girls... Whatever you wanted. Hell, Jonas (Jonas Cruz, the Hunchback pilot - NK) was regularly getting Stoatblaster from some of the traders, made in New Hades' best drug labs. Managed to hide it from Ray too.

Though a word of warning; avoid the girls and drinking the water. Both are full of diseases. Some of our boys found that out the hard way.

'nother thing you want to avoid is the Warrens. They're the bits of the city that are still rubble and nobody was arsed building over. Those are where all the truly desperate go and where Sharkey doesn't even bother to police, largely because he won't make a Groat off of them. (Groats are what pases for the local currency. They're essentially valueless outside of the city - NK) If you don't get shanked by a murder hobo, then a chunk of falling rubble will get ya.

The pit-fights are the best, though. I had a deal to trade tapes with one of the trade caravans, I gave them old vids of Solaris matches or whatever else and they'd give us vids of those. I mean, they're as brutal as all hell. They go all the way from unarmed submission fights up to weapons and to the death, so you get to see all kinds of insane crap, like chainsaws and whatever else. They're a huge racket all over the city, and play hand in glove with the drugs trade. And yeah, Sharkey's getting his cut of all of it.

You probably actually did me a favour there. I got one of the traders hooked on vids of an old League soap, but we were about to run out of tapes. Guy would have probably gutted me when he realised he'd never find out who was the father of Media’s baby. Heh.

The Reapers have a presence in the city, yeah, but they don't operate out of it. Even when Bronski was in charge and all budddy-buddy with Sharkey, the pair of them probably still saw the other as being rivals. You know, too big for the one city and all that. And Sharkey knew that if he ever pissed Bronski off enough, the Reapers could flatten the city for laughs. So they played nice with each other, knowing it was in their mutual best interests to treat each other well.

Oh, if you do head in there and come cross a former Chasseur by the name of Frank Yazzan, let me know. That jerk owes me money and ran off to avoid paying me.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 06 November 2016, 09:13:24
Good to see the Irregulars are still alive and kicking!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 06 November 2016, 16:15:32
It took... a while, but things are finally getting back on track. I could have a session as early as this Saturday!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 06 November 2016, 20:52:26
Excellent! looking forward to it
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 06 November 2016, 22:15:32
Saldy, I lost three of my six players and my oefforts at recruiting replacements came to naught (Witness Haki Aadrvarkssen who was there for all of one session) which did kind of put a crimp on things. So we'll see what happens.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 06 November 2016, 23:43:13
I know that feeling. I think I've just broken up with my long term d&d group - half left due to work and moving commitment. they got replaced by rules nazis who were all mates of one player. Yeah.. yeah, I think I'm out lads.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: truetanker on 10 November 2016, 07:49:13
Been there, done that too.

Stupid rule lawyers... " It's this way, not your way! " Best come to mind is roll 3D6 damage to resolve a glancing blow from a Dragon claw attack... wtf?! It either connects or not, what ruling is this? Oh, modified HOUSE rules I see... packs up and leaves right there. Literally twenty given minutes into a four hour game session. Never returned the calls either.

Not wanting to hijack thread, but would any of you PBEM, a D&D here in the forums? Been like forever...

TT
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 12 November 2016, 20:47:36
We actually had a session. Extensive write-ups to come. Also I kind of forgot to name a couple of NPCs...
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 November 2016, 03:09:19
The Lords of Pain

The Lords of Pain are a typical example of the sort of small, fringe groups that exist on lawless Periphery worlds such as Andiron. The group has its origins in a chance meeting between two pirates, Wilhelm Paine and Jarred Payne. Wilhelm was a member of a small fringe band that controlled an oasis and the ruined town around it, while Jarred was a member of a failed mercenary unit (Moore's Monsters) that had washed up in the world. Neither of them were strangers to banditry; Wilhelm having grown up in the lifestyle and Jarred having fallen back on it in order to survive. Finally,  both were MechWarriors with access to their own BattleMechs. Finally, the pair if them both fund the coincidences of their names somewhat amusing.

Forging an alliance, Wilhelm and Jarred made their move and deposed the prior leader of Wilhelm's band. His seizure of command was backed up by Jarred, who bought several members of the Monsters with him. The pair of them renamed the band the Lords of Pain after themselves, becoming effective co-leaders of the group.

Maintaining control of a source of clean water, the Lords of Pain raid nearby communities, trade caravans and other desert fringe groups for parts, food and other supplies. However, they are not above also trading when desperate. The band boasts a lance of BattleMechs, most of which are in poor repair and often short of ammunition. These are backed up by a lance of medium vehicles and several platoons of foot infantry, mostly recruited form other desert fringers. A squad of Battle Armour, still a rarity in the periphery, gives them an unexpected sting.

-From The Modern Periphery at a Glance, Galatea Free Press, 3142
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 November 2016, 03:10:47
(Given how busy you are right now, here's my quick breakdown of our findings over the last few days. – NK)

Sanguine Reapers

The Reapers seem to rather jealously guard their location, which might be a part of how they’ve managed to live so long and avoid both Pirate hunters and being raided by the other gangs. The Reapers have very little (Official) contact with New Hades City and its people. Rather, they deal directly with Sharkey, the 'boss' of the city. He provides them with food, water and other essential supplies, and in return he gets a cut of their take (And, reportedly, he even puts in special requests for loot).

Despite how it might sound, this relationship seems to have been a mutual agreement between Matthias Kaine and Sharkey. Apparently Kaine walked his 'Mech up to Sharkey's house with the dead body of the Reaper's former leader chained (or nailed) to the front of his 'Mech. That put Sharkey in a mood to talk. It means the Reapers don’t have to worry about getting fed, and can focus on the piracy.

There's no question that they're the top power on the planet. They have a company of BattleMechs, another company of vehicles and a fair smattering of conventional infantry that are augmented by some Battle Armour. They have their own drop ships and a jumpship that they either control or have regular access to. They've been able to carefully sheared this strength by not engaging in random warfare with the other bands on the planet, and rather consolidating their position and limiting their outside access. When they do engage with other gangs, it's in order to 'encourage' them to join. Though looking at the state the Chasseurs were in, starving them out also seems to be a valid tactic.

Sharkey

Sharkey is unquestionably the top dog in New Hades. He's equal parts mayor, crime boss and warlord. He has his hands in much of what goes on in the city, and doesn't even pretend to hide it. Rather, he flaunts it; we passed St Sharkey's Memorial Hospital, the Sharkey Markets and Sharkey's Salvage alone. He has a solid grip over one section of the city, a walled off 'rich' district, in so far as the term can apply to a place like this. In there, life is generally better than the rest of the city, which is to say that it's still poor by Inner Sphere standards. Oh, and this section centers on his own mansion, of course.

Besides the usual array of underbosses, lieutenants, enforcers, legbreakers and the like, Sharkey also has his own obvious personal security force. We saw armed guards in something that passed for uniforms around the 'good' part of town, and we know that he has at least one BattleMech under his control, a Firestarter. When you remember that much of the population lives in ramshackle slums, it's easy to see why he's stayed in charge.

As explained above, his relationship with the Reapers seems to be entirely beneficial. The upside of this is that he also has to know where they're hiding if he's sending them regular supplies. Oda has suggested that we infiltrate his personal compound in order to retrieve that information by whatever means we see fit. He's also suggested that it would be no great loss if Sharkey was to end up accidently being chopped in half with a Vibrokatana along the way.

Luthor Graves

Graves is a bounty hunter who apparently is also here seeking Kaine's head. His plan seems to have fallen apart when he realised that his target would be near impossible to get to. None the less, he was still trying to make something of it, if only to cover the clearly considerable expense at getting out here in the first place. We came into contact with him when we found out that he was keeping an eye on us, using a (clearly intimidated and in over her head) local working girl as a go-between.

He had an apparently lead on the Reapers and was willing to team up with us in order to deal with them. Instead his 'lead' was another band the Lords of Pain (see below) who were entirely unconnected. None the less, Graves apologised and said that he was glad to work with us in future to aid in taking down the Reapers.

On one hand, Graves could be a useful asset. He's a MechWarrior and clearly is both a good shot an an excellent sniper in his stealth Cataphract. On the other hand, he's a bounty hunter and thus is clearly in it for the money. And we've had enough bad experiences with bounty hunters to make me wary of what he might do. Plus he was using a clearly terrified local girl as his gopher, which is more than a little sleazy.

The Lords of Pain

Your basic fringer group who lived off riding others. There’s not much to say; they surrendered after we crippled two of their 'Mechs and badly damaged a third. They really don't have anything to do with the Reapers at all, and had been largely living under their notice. We chose to let them be rather then prolonging an otherwise pointless battle. Of course, I have to wonder how it was that Graves got them confused with the actual Reapers.

They're horrible people, yes, and I can’t see how they're doing anyone any good. But at the same time there was nothing we could have gotten out of them. And when we left them, they seemed to be having something of a breakdown.

Stefania Demou

Our other piece of collateral damage from our operation thus far, Stefania is a working girl from New Hades who was intimidated into being Graves' gopher. So Lee punched out the guy who was 'handling' her and basically offered her refuge here on board the ship as well as a ride off-planet. Katrya has taken her under her wing and is looking after her, but so far the poor girl is somewhere between terrified and gushingly grateful. Dr Cartwright will also do a full medical on her, but it’s pretty clear that we’re doing her a huge favour just by getting her away from there.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 13 November 2016, 03:13:46
Audio Log File #75887-Rho

Major Irisz Magyari: So tell me exactly what happened. Don't leave anything out.

Corporal Martin Levesque: I... I'm not in any trouble, am I?

Magyari: I just need to know what happened, that's all. These are my - our people we're talking about  here. I need to know as much as I can.

Levesque: Okay. [Deep breath] M... I was escorting Chief Technician Stanley and her crew back from the Union she was stripping down. My Centurion was leading the column, with her Savior right behind me and a couple more trucks behind that. They were all loaded down with parts taken from the ship.

Magyari: As was your assigned duty, yes.

Levesque: I had radioed ahead to signal when we were leaving. Everything was going to plan, following the, um, ruins of the road until we got past waypoint bravo.

Magyari: And then what happened?

Levesque: About five hundred meters south of Bravo we passed by a ruined roadside stop. We had inspected the ruins in past and each time find them to be clear. As we passed this time, however,, the column was ambushed by several squads of Battle Armour. The first squad leaped out of the ruins and made an attack on my Centurion, crippling its hip actuator.

Magyari: Why didn't you radio for help at that point?

Levesque: I tried to, but my signal was being jammed. They must have had an ECM unit just nearby and only only switched it on once they launched the attack.

Magyari: Clearly they were well prepared for this. They knew your route and how to cut off your communications. So what happened next?

Levesque: The Battle Armour quickly swarmed Stanley's Savior and the other trucks and forced them to surrender. I couldn't fire at them without the risk of hitting our own people. They... They forced them to drive off.

[Pause]

Magyari: You were supposed to have Sergeant Tranh's Battle Armour squad riding on your 'Mech to prevent just this sort of thing from happening.

[Pause]

Magyari: You have an OmniMech. There's no reason why you couldn't have them with you.

Levesque: I am aware of that, Major. It's... [deep breath] I figured that since the route had been clear so far, then we would be fine without them. Sergeant Tranh was okay with the idea as well, and he and his squad were going to use the time to inspect the site and see if there was anything else that we could ni- er, salvage.

Magyari: I see. So the raiders made off with Stanley, a dozen other members of her technical staff, their vehicles and over a hundred tons of salvage.

Levesque: Um, yes.

Magyari: Right. We’ll… figure out what to do about this. For now, you’re dismissed.

Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 15 November 2016, 23:41:06
From the personal journal of Annika Magyari

A couple of ones from my Grandmother's journals that I found interesting, especially given all the edits to one of them - Irisz

3rd February, 3068

I really shouldn't be surprised at what we found. The identity of dad's killers revealed, and it was exactly who we should have expected from day one. If you ever wanted a good example of just how toxic the world of big egos and log memories that is Mercenary culture could be, this is the best proof you'll ever get.

The feud between the Irregulars and Raymond's Roughnecks never really ended. It just went away from time to time, flaring up on those occasions when our units were coincidentally in the same place at the same time. Be it on Galatea or Outreach, it would keep happening. Name calling, deliberate provocation, bar brawls... You name it. All so very petty and banal, but also very much key to the culture. Dad would try to discourage them, of course, but one way or another, these things kept on happening.

Ego and long memories are a big part of the mercenary trade. Just ask the Eridani Light Horse and Bronson's Horde. Or look at Wolf's Dragoons and the Waco Rangers, and see how that turned out for everyone involved. Yes, compared to those units this is a lot smaller, but that doesn't make it any less dangerous to us.

It's not even the first time that something like this has happened. On Sheratan in '63, dad's command lance were attacked by a group of 'rouge mercenaries' while they were escorting the president's Hoverlimo. Those rogues nearly killed both him and the president before they were forced to retreat. We later found out that they were members of the Roughnecks, but dad tried to keep a lid on it in order to stop things from spiraling out of control.

I can only wonder what's going through Nina Raymond's mind. Yes, Grandma Sel killed her father, but that was on the battlefield. Her 'Mech hit his in the cockpit; this is the sort of thing that happens all the time. She didn’t deliberately shoot to kill him, but rather was fighting an enemy who was doing his utmost to defeat her. That shot could have just as easily crippled his 'Mech and left him alive.

A deliberate, targeted terrorist attack that killed a number of people is not the same thing, however. It's purposeful, aimed and with unquestionable intent.

I want to see this end. I have no desire to keep alive a fifty year feud that started well before me or dad were even born. I don't care who started it or why. I just want it done with. Sadly, given that Raymond's attack filed and we captured her son Colin for the deal, I very much doubt that's going to happen.

-----

[REDACTED], 3076

Nina Raymond is dead.

I'm still a little shocked at about how exactly it happened and the strange events afterwards. The Roughnecks attacked us at [REDACTED], hitting us hard with everything they had left. They had heavy artillery cover that was keeping us pinned in place; all we could do was melt into the buildings and try to take it to close range while breaking up our own formations.

And yet, despite this, she still was able to find me. I'd been separated from the rest of my lance, caught by a collapsing overpass and with ECM fouling comms. Her Gallowglas came after me, hunting me down. I don't know if she had separated herself from the rest of her lance, or if this was a deliberate act on her part so she'd ensure this would end by her own hands. It doesn't really matter now.

We fought. She was the better pilot; there's no doubt about that. She had far more experience than me, after all, having been a MechWarrior longer then I'd been alive. More than that, though, was that she was so driven, fuelled by hatred fury and a blind desire for revenge that was all-consuming. And there was something else that I couldn't explain at the time, something about her 'Mech that made it seem... alive.

Regardless, she had me dead to rights. My Thunderbolt's Gauss Rifle went up, shocking me and leaving me flat on my back. Her Gallowglas was a mess as well, especially with a laser scar across its face, but it didn't matter. I was dead, and she had me.

And then she just... stopped. Her 'Mech slumped, still on its feet but at the same time, no longer moving. I was able to get my Thud back on its feet, but even then, it didn't react. It wasn't until afterwards that we found out why.

Kardos and Chaver later told me that the Roughnecks had suddenly wilted, as if all the fight had gone out of them at about the same time. We found out form the prisoners that Bruce Raymond, Nina's son and second in command, he’d panicked and lost control of his men, which pushed them over the edge. They broke, which gave us the chance to push back. Less than half their force left the battlefield, with their command in tatters.

It wasn't until afterwards that we found out what had happened. Doctor Hendrix did a full autopsy on Nina, and found two things. The first was that she'd been in the late stages of a very rare, incurable degenerative disease. She was dosed up on medications and painkillers and whatever else, but it seems like it had killed her, not my weapons. It almost makes me wonder if she'd climbed into her BattleMech knowing full well that she would never leave it, and had planned on making killing me her final act,

It's a chilling thought, especially when combined with what else she found. Nina had [REDACTED], like she was some sort of [REDACTED]. Which might explain the odd feeling I was getting. It also tells me just how desperate and/or insane she had become.

Oddly enough, as soon as Hendrix was done, our rep from IE showed up and confiscated both Nina's body and her 'Mech. He never said why, and discouraged us from asking questions. His providing us with a brand new Avatar as compensation did go some way to easing our concerns.

The Roughnecks are shattered, fleeing [REDACTED] under the Word's protection. But they're a spent force, having lost their commander and more than half their strength. Even then, they still have nowhere to go; they're working for the Word, and the MRBC have bounties on their heads. All they can do now is hole up somewhere in the Protectorate and wait for whatever comes next.

Either way, this is over.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 22 November 2016, 23:23:09
777th Assault Regiment

(You look into one thing and you end up discovering so much more - Irisz)

The 777th Assault Regiment was formed in the aftermath of the Second Succession War, growing out of the shattered remnants of several different mercenary commands. Knowing that their battered units were no longer viable, the commanders of those units came together during a meeting on Galatea in 2865 to discuss their options. All of them agreed that another war was inevitable, and that in order to keep operating during the forthcoming conflict they would need to rebuild their shattered commands.

Those present decided to amalgamate the remnants of their own units into a single command. While the idea was agreed upon by those present, no consensus could be reached as to who should lead them. In the end, in order to break the impasse, command of the unit was determined through a poker game which was eventually won by Bedford O'Toole, formerly of the Kannon Rifles. Taking his luck as a good omen, and noting the generally heavier weight of the equipment he had inherited, O'Toole named the new unit the 777th Assault Regiment.

They found work almost immediately as the Third Succession War flared to life. Hired by the Federated Suns, the 777th were used to push against Combine troops in the occupied Draconis March. A series of lucky breaks saw the unit stumble into a massive Combine supply depot, netting them valuable parts and equipment that went a long way towards building up the command. O'Toole also saw it not only as justification of his leadership (silencing the few remaining dissenters) but also proof that the 777th were a 'lucky' unit,

Similar lucky breaks would seem to follow the unit wherever it went, allowing it to actually grow in strength during the bloody early years of the Third Succession War. In truth, a good part of it was due to O'Toole's organisational skills, good eye for detail and the large cadre of scouts he carefully used during the unit's operations. When he stepped down as commander in 2895, he left behind a unit that had managed to build a strong for success and defying the odds on more then one occasion.

However, that success would come to haunt the unit. O'Toole's successor, Jamal Nakambo, understood the work that he had done and the careful use of intelligence assets to aid his decisions. However, he also developed a fascination with the 'lucky' side of the unit, and as much as he would review intelligence and key findings, he also would search for signs and portents that suggested favourable circumstances. Over time this process would filter across much of the unit’s command structure, with the idea that the unit’s good fortune could be actively manufactured. Senior officers were chosen as much for their command abilities and tactical acumen as they were for what were seen as favourable circumstances in their birth, names or whatever else.

This change of focus, combined with the slow, deteriorating grind of the Third Succession War, began to weaken the unit. The 777th suffered several losses that were put down to 'bad luck' rather than any flaws in their planning or other mistakes. However, there were those who felt that the unit was headed in the wrong direction, and that they needed to re-focus on the tangible and real rather than ideas of karma, fate and lucky numbers.

In 2961, Major Jonny Raymond's 333rd Battalion were nearly wiped out in an ambush by League forces on Savannah, saved only by quick thinking on his part. This in turn had been caused by an intelligence failure on the part of Colonel Athena Demetriatis, who had ignored scouting reports in favour of what she saw as 'good fortune' granted to her by 'her guardian spirits'. Raymond claimed that Demetriatis was not fit to lead, and demanded that she step down. After he was rebuffed by her and the other senior staff, Raymond left the unit, taking with him over a dozen MechWarirors including several skilled officers.

Raymond's defection heralded a decline for the unit, one form which it would never recover. Bedsides the loss of skilled officers, the unit found it ever increasingly hard to attract new recruits. Battlefield losses took their toll, and by the dawn of the 31st century, the 777th Assault Regiment's name had become something of a misnomer. Actually closet to two battalions in strength, the unit was still organised as a regiment under an elaborate numerology-based scheme. Likewise, its force was now made up mostly of medium and heavy BattleMechs.

The end of the 777th came in 3010 when, acting on advice from his personal astrologer, Colonel Anotan Tranh accepted a contract from the Capellan Confederation to attack Verlo. Expecting only light resistance, the 777th were instead met by a Sytris Fusiliers regiment who struck during their initial landings. Colonel Tranh's ancient Highlander was destroyed in the opening moments of the battle, with the rest of the unit collapsing into chaos. The survivors were taken prisoner by the AFFS, with their equipment confiscated as salvage.

- From Mercenary Commands of the Third Succession War, Galatea Free Press
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: snakespinner on 23 November 2016, 01:15:45
Well that attack on Verlo was lucky for the AFFS. O0
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 02 January 2017, 21:25:00
(A technical failure meant we only got half of this conversation. The lack of communications infrastructure on this miserable rock is to blame. I added a few annotations where needed - K)

(Thank you for this. It is relevant to our case no less. I’ve added a few notes of my own)

Sharkey: As near as I can tell, there were two of them. My men are still trying to figure out how they got into the mansion grounds, given that they didn’t actually cut through the fences or disable the cameras. When I find out what was the problem, I’m going to make sure that it doesn’t happen again.

(Inaudible)

Sharkey: You’re right there. Somebody’s going to get his hand fed to a dogodile over this, mark my words. (Dogodiles are a reptile native to Andiron that. They have a vicious bite, and can be tamed and used as guard animals - K)

(Inaudible)

Sharkey: Two of them made it into the grounds and broke into the mansion proper. They must have been good, given the way that they got past the cameras and everything else I set up there. Yeah, they even got past the servants quarters. I’ve had them beaten just to get the message over. Not that I think they had anything to do with the whole thing, but I want to remind them to be alert.

(Inaudible)

Sharkey: They made it upstairs and got into my office. Get this, one of them tried to turn the camera around so that it was facing the other door. Guy didn’t realize that he was looking into the lens all along. That’s how I knew that something was up.

(Inaudible)

Sharkey: I think they were after something in specific, given that they went straight into the office. Once in, they rifled through everything there, including my personal computer. My technician is checking it now, but he’s pretty sure that they copied everything on the core and dumped it.

(Inaudible)

Sharkey: By that point, my men were trying to break down the door, but they had barricaded themselves in there. They finally got the door down, only for two of those idiots to be blasted with a shotgun. If they weren’t both dead, I’d kill them myself. Either way, the intruders made an escape by smashing the window while I was trying to get more of my guards on the way.

(Inaudible)

Sharkey: No, that didn’t stop them either. They made for the gate and killed two more guards and, even worse, two of my dogodiles along the way. By the time I had more people on to them, they were long gone.

(Inaudible)

Sharkey: Really, I have no idea what they were after. I had a lot of dirt on that computer, and they could hurt me a lot of ways with it. I mean, I could be lucky and it could be that new crew that took out the Chasseurs (The Newcastle Chasseurs, a failed mercenary unit stranded on Andiron – K). The word is that they’re gunning for Kaine and his crew (Matthias Kaine, leader of the Sanguine Reapers pirate band – K). If they take him out, then that would actually be good for me. Still going to be watching my back.

(Inaudible)

Sharkey: The camera got a good look at them while they were arsing around with it. One had a cowboy hat and a thick moustache, (Likely Randy R. Georges) while the other looked like a Cappie criminal. (Likely Lee Zhen) Don’t have a clue as to who they worked for. But I want them dead no less.

(Obviously it’s too late for us to act on this, but it’s useful no less, and thank you for bringing it to my attention. It helps me build a more complete picture of what’s going on. Sharkey has no reach beyond Andiron, so I doubt that he will present too much of a threat.)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 02 January 2017, 22:17:44
Andiron's first spaceport was built while the planet was a part of the Rim Worlds Republic, then known as Hellbrent. Dating back to the world's colonisation, the port grew slowly over time with the planetary population. It underwent a major expansion during the late 28th century to handle increased traffic by RWA forces, especially after elements of the 6th Republican Guards were stationed to the world. It’s also possible that the world was used as a staging ground for the discrete shuffling of Rim Worlds forces before the coup.

Following the collapse of the Republic, the spaceport fell into disuse and disrepair. Much of its remaining technology was scavenged by the locals to keep more vital life-support infrastructure operational. By the time Andiron was incorporated into the Circrinus Federation, little more than a few gutted buddings and cracked ferrocrete remained. The Federation did little but stabilise the structures, with the facility being used as an occasional staging ground for piracy.

During the 3060s, the Word of Blake began a series of massive infrastructure projects on the world, including construction of an entirely new spaceport. A massive, state of the art facility, the Andiron spaceport was clearly designed to handle a far greater capacity then the world required. It is possible that this was a part of whatever plans the word of Blake had for the Federation as a whole before the dissolution of the Second Star League and the dawn of the Jihad threw them off.

Completed in 3067, the spaceport boasted extensive launch, maintenance and repair facilities. In addition, it featured facilities for supporting a permanent garrison and their supporting personnel, underscoring the idea that it was intended for military use. It also featured conventional launch facilities for on-planet air travel. To support its operations, a high-speed rail link and a highway were built to connect it to the planetary capitol.

During the Jihad, the spaceport was apparently used as a staging ground for attacks on the Lyran Commonwealth by both word of Blake forces as well as their mercenary and pirate allies. Few records exist of which units operated out of it, however, as during the final days of the Jihad the port was bombarded form orbit by the Word's own forces, believed to be the 49th Shadow Division.

The attack was focused and deliberate, aimed as inflicting as much damage as possible on the facility. Virtually everything inside was destroyed, either by their direct weapons fire or through secondary damage from erupting fuel and ammunition storage. About the only thing left standing were the massive walls built around the facility.

Despite the riches it might have presented, the spaceport was not picked over by scavengers. Instead, the runs gave people a good reason to stay away. The attack ruptured fuel tanks and other storage facilities, resulting in the grounds of the spaceport soaking up a mixture of all sorts of chemicals. Beyond things like dropship fuel, coolant, wastewater and the other things you would associate with a spaceport, it also reportedly included a considerable amount of medical waste and, if some unverified reports were true, WMDs that had been stored on-site.

The result was that the spaceport’s grounds were heavily contaminated, enough to make entering them too risky a prospect for even the desperate survivors of the Word's attacks. The result was that instead of being picked apart like its predecessor, the new Andiron spaceport was left to slowly decay.

It's still not clear when the Reapers took up residence there. They don’t seem to have been deterred by the stories of the toxic soup lying under the surface, and they certainly don't seem to be all dying of fatal everything poisoning, which leads me to suspect that the level of contamination has decreased over time to acceptable levels. Either that or they were never that risky to begin with, and the whole thing was a story cooked up to scare people away from the port's ruins. Given that again, the Word of Blake and their habit of moving in mysterious ways is behind it all, either is possible.

Regardless, the ruins do make a very good position to operate from, even if it is mostly rubble. It gives them a good supply of parts and materials they can use to support their facilities and dropships,  especially if some of the infrastructure survived or, at least, was repairable. The large walls also make it a fantastically defensible location, hard to get in to while providing those inside with an amazing degree of cover. And that’s assuming they have no passive defences set up like mines or even simple pit traps. Plus its reputation keeps unwanted locals away,
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 02 January 2017, 23:45:54
Wouldn't want to encounter a Dogodile without some back up...
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 03 January 2017, 00:12:33
In my head they look like lizardy versions of Looney Tunes bulldogs.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 09 January 2017, 00:05:29
(Once again, I only got half the conversation. Right now, Sharkey's so on edge that he's not going to let anyone near his stuff, so I can't see that changing any time soon. I can only imagine what your boys are up to there. Whatever it is, though, they have him scared and angry - K)

(Understandable. I'm beginning to think that Sharkey has reached the end of his usable life anyway, however I will leave that to your discretion. In the meantime, thank you again for bringing this to me)


Sharkey: I've had another incident, and it was the same pair of fraggers as last time. I tell you, somebody is out to get me. No, I'm not being paranoid. I'll tell you what happened; they stole all the info from my computer and they used it to find my assets. And now they're moving in on me.

(Inaudible)

Sharkey: One of my men got a good look at them, and it was the same pair as last time. Yeah, the moustache guy and the Cappie criminal. No, I got no idea who they work for, as I've never heard of them before. I don’t think it's that bastard Kaine, though. If he wanted me out of the way, he'd have just marched his 'Mech up to my place and flattened it.

(Inaudible)

Sharkey: What did they do? I'll tell you what they bloody well did. First of all they intercepted one of my shipments (Sharkey owns the New Hades narcotics industry - K) while they were making a delivery. They knocked out the driver and then took off with the van and the stash inside of it. It was a targeted hit, it had to be. How else would they have known to take the van when it was at the start of its damned deliveries and had a full load? (Sharkey 'supplies' to his sex workers and the like in order to keep them dependent and working for him. That's likely where the shipment was when it was stolen- K)

(Inaudible)

Sharkey: But that was just the beginning. The pair of them drove over to St. Sharkeys (St. Sharkey's Memorial Hospital, the only surviving Jihad-era medical facility in the city. It's a hole, but it’s still the best medical care the city has - K) and talked their way into the place. Yeah, I've found out who were the idiots who let them past and I've already dealt with them.

(Inaudible)

Sharkey: Then they got into the hospital and made their way up to the top floor - yeah, the wing for the people who actually have money- and proceeded to shoot up the security checkpoint. Once inside, they then went to the store room and pillaged the place.

(Inaudible)

Sharkey: That's the strange part. They could have cleaned the place out; I got a fortune in medicines, drugs, pills, and whatever else in there. But they didn't. All they took was a half-dozen cylinders of anesthetic gas and a few other things. No, I have no idea why they did it either.

(Inaudible)

Sharkey: Yeah, they got away. Those morons at the hospital ran off after a fake security call that basically allowed the pair of them to drive off without being challenged. Yeah, I got men looking for the van, but I know everything will be long gone by the time they find it.

(Inaudible)

Sharkey: Yeah, well you're doing a pretty piss-poor job so far. Kaine is still alive, every all I've tried to reach out to has turned up dead and now I have these two going around torpedoing me for god alone knows who. First they hit my place, then my drugs, then my hospital... What next? Hell I even found out that Cappie guy laid out one of my pimps and took off with one of my Working Girls. Now you find me these two and you find out who they're working for or else it's going to be your balls I cut off next, got it?

(Inaudible)

Sharkey: Good. This is a war, and i intend to win it.

(I can only assume that your boys are going after Kaine. I'll keep my ears open and let you know what happens. Regardless, Sharkey's going insane over a threat that doesn't even exist. - K)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 15 January 2017, 18:20:57
Sharkey,

I know that our alliance wasn’t exactly founded on mutual respect, and that we have never liked each other. Hell, we only really tolerate each other’s existence because we both need things that the other can get. But I’m sending you this letter for a reason.

See, just under an hour ago, a bunch of mercs broke into the spaceport. They managed to sneak their way in somehow, getting past all my guards, all my perimeter patrols, all the roadblocks I set up in the crawlspace and everything else. They gassed my men with some sort of anaesthetic; had the Starport’s filters not caught it and tried to shut the system down, they would have flooded the place and knocked out me and all my men. As it happened, they still managed to knock out everyone inside the underground for a few minutes.

That was long enough for them to get in and retrieve their technicians. Yeah, the ones that I was holding as hostages to ensure their good behaviour. I mean, hell, I could allways use more techs. Personally, I was planning to keep them. Killing them would have been stupid and a waste of useful skills. They almost got out without being detected too.

Fortunately, one of my men was awake enough to sound the alarm. That seemed to cut them off as they were trying to destroy one of the ‘Mech bays; instead they chose to cut and run. That’s when it turned into a gunfight as they tried to get away. I had my men on them, and even sent out a Quasit after them. One of them, maybe the mad bomber from before, managed to take it’s hip out with a satchel charge.

Imagine that, having the balls to run after something with a Plasma Rifle while on foot. That’s the sort of talent I could use.

They got away; they had VTOLs on standby for extraction. It was clean for them too. I lost several men and that Quasit is gimped. And it cost them next to nothing.

I knew they were after me from the moment they touched down and took out the Chasseurs. I’m the only threat on this rock that warrants hiring a whole merc unit to hunt down. That’s why I took their techs, after all. I figured that having their men while they didn’t know where I was would stop them dead. Funny how that didn’t work out.

And now I know they’ll be after me. They have my locations, and they have nothing to hold them back. I can’t get moving fast enough; both my droppers are still undergoing repairs, and there’s no way that I can get them airborne in the time that it’s going to take them to get their act together. So we’re going to have to stand and fight. I mean, I can make them pay for each and every inch of ground, and I am not going to go down easy, but I have no illusions about this. It’s going to be bloody, regardless of the outcome.

So you might ask why I’m telling you all of this. See, the thing is, Sharkey, you were the only one who knew where we were hiding, and yet they found us. That tells me one of two things. The first is that you screwed up and somehow let them know where I was. The second is that you deliberately ratted me out.

And I can’t tolerate either.

So here’s the thing. Regardless of what happens, you are a dead man. And that’s why I’m sending you this. I want you to know that what’s about to come is entirely your fault. And I want you to live the last few hours of your life pissing your pants with fear as you look over your shoulder at every step. Yeah, I know about your safe room. I know about your country retreat. I know about your safe house in the bad part of town. I was prepared for this moment.

Have fun with the last moments of your life

Kaine
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 22 January 2017, 22:42:29
We're currently in a huge battle that will likely take a few weeks to finish. Meanwhile, have a filler post

(From Bullets, Books and Bylines: a blog about mercenary literature; Galatea InfoWeb, 3144)

Cassidy's Crusaders (Volumes I-IV) by Cameron Kennedy et al. Red Tower Books, 3142. Fiction. Will punch you in the gut and make you cry.

Today we're going to be getting a little more visual then normal for something interesting form the fiction bin. Our subject for today is also rather extensive, so I'm not going to be breaking it down into as detailed a summary as I normally do. Or maybe I’m just going to encourage you to read the thing yourself to get all the juicy bits. As always, this is a bit spoiler-riffic, only of the board sweeping plot points. I'm not going to tell you who lives or dies, even if one of those did break my heart.

Okay, preamble aside, our review for today is Cassidy's Crusaders, volumes I-IV, released by the Red Tower Books It's written by Kennedy Cameron and drawn by a variety of luminaries including Carlos Espozito, Rick Wallach and the Flanenco brothers (Who may have been more than two and possibly not even brothers). Wait a moment, you say, drawn? What's this? Am I reviewing a comic book?

Yes, yes. I am.

And before you close your browser in disgust or fill my comments section with claims of my running out of content or lowering my standards or whatever else, do yourself a favour and read my review. Then you can kill me.

Anyway, a bit of background, Cassidy's Crusaders was published by the now-defunct Funtley Publications over the course of twelve years from 3105 to 3117. Funtley exited the comics racket when it was bought out by Bradburton Books in 3122, who also inherited the rights to their characters and titles. It goes around a bit form there, but in 3142, Red Tower bought the legacy rights to the entire Funtley catalouge, save for thirty-four characters created specifically for Bananatron Explosion! Before January 1, 3050. Yes, I’m only scratching the surface here. It's insane.

Back on point. Red Tower compiled Cassidy's Crusaders and relased it as four, monsterous volumes covering its entire run. They managed to acquire good-quality artwork masters for the entire run; this isn’t just a recreation form an nth generation scan of a reprint of the original that has been resized three times over the decades. Added to this, they also managed to wrangle interviews with the original writer and artists (well some of them) as supplementary material to the strips themselves.

Okay, enough background already, I hear your scream. So what's this talking funny picture book about?

Cassidy's Crusaders is a war comic about a mercenary unit. Okay, so that's nothing even remotely surprising, and there's been about a bazillion of them so far. What makes this one so important is several things. The first is that this is not some heroic against the odds tale of the best unit in the universe that’s full of Clan Omnimechs and larger then live space heroes. (Thank you, Sonya Brie. Your novels are my guilty pleasure). Truth is, it's anything but.

For starters, the titular Cassidy's Crusaders aren't a big unit, nor are they an amazing one. They're a small unit, struggling to get by. When our story opens they're coming off a contract that they only just broke even on. They lost good men and material, and their commander has just had to take a contract that he was only so-so about because they're otherwise buried in debt and have their creditors breathing down their necks. And while yes, spoilers, this isn't a rags to riches story either. Without saying too much, by the end of the book's run they are far from rolling in the money.

So that's number one. Number two is the storytelling itself. Simply put, this is hard stuff. You're not going to see them defeat impossible odds, effortlessly wipe the floor with their opponents or anything else. This is a gritty, harsh and violent world, where staying alive is a victory in and of itself. The Crusaders taste defeat on more than one occasion, and the writers don't hold back with the 'anyone can die' approach. A character might be built up over the course of several issues, and then suddenly they eat a PPC to the face and are incinerated in an instant. And you can never tell who it will be either. It's heroic, yes, but far from romantic.

The Crusaders are in many ways the heroes of the story primarily because they're the protagonists. They're not good all people either. True, it's not like they're all baby eating psychos, but there are plenty of bad apples within their ranks. At the same time, there are those that have their moments and are willing to put their lives on the line for others or even go beyond the bounds of a contract on principle. So they're not paragons of virtue by any means, but rather very flawed and believable people.

Right, you say. Gritty war story. I get it. So why do I want to read this one? I might as well say this now because you'll find out in the early parts of Volume I anyway, but what really sold this for me is that the Crusaders work for the Word of Blake during the Jihad. Boom. There. I said it. Tidal wave of hateful comments inbound. Now before this degenerates into a political mudslinging fest and the inevitable comparisons to Amaris, this book is anything but pro-Word or an attempt to paint them in a positive light.

Rather, it's the story of ordinary people trying to do their best in circumstances well beyond their control. They’re certainly not the orphanage-burning monsters that are the stereotypical depictions of the Word's mercenary allies. There's moments when they try to do genuine good, but it often comes undone one way or another.

(Did I mention that issue one starts with the Crusaders lifting off form Outrerach in October, 3067? Yeah, Like that.)

The book gives both sides of the Jihad a fair treatment, in so far as it says that everyone was crappy and awful and did horrible things to each other. We've covered enough books here to know that's a good case. Look at my review of Wild Storms: The Bryant Campaign or Bear Has Eaten You for good, well-pulbicised examples of dodgy things the Coalition did. Cassidy's Crusaders runs with that theme. They have horrible allies in the Word, but face horrible people on the other side of the fence as well.

The characters are mostly strong, both for good and for bad. Richard Cassidy is clearly depicted as a good man in a bad situation; he wants to do the right thing by his men, but he also is bound by his contract and a professional code of conduct. It’s this central conflict that inspired his character arc. Alice Cassidy, his daughter and heir, is in over her head and struggling to keep up, and faces the growing realization of how little control she has over her own fate. Chuck Trilsby presents a great 'live form the trenches' point of view character, especially later in the book when his career advances simply because everybody above him has been killed off. And Lieutenant Sneddley (No, I don't think he ever gets a first name) is wonderfully hateable, so much so that you cheer when he suffers his horrific demise. No, I won’t spoil it, but it’s well deserved no less.

There's some great gems among the supporting and guest characters too. Percentor Marie Entenard is wonderfully creepy and just 'wrong' enough without going over the top. For example, the letterers put her speech in a font that is slightly but noticeably different from everyone else's.

Not all the characters are good, I will admit. Neither Percentor Bob Wallis nor Chu-i Jonji Yamashita ever progress beyond 'moustache-twirlingly evil' (Hell, Yamashita even has a moustache). Or there's Star Captain Olaf Gunderson, who's personality begins and ends With RAR KILL YOU.

A few historical characters also appear; for the most part, their appearances are pretty fair and reasonably handled, if not fantastically. The biggest problem with them is that many of the appearances seem forced, as if to say 'look, historical relevance!' more then what they do for the narrative. Which is one of the comic's biggest structural flaws, by the way. The story does move around a lot from world to world during the Jihad. But there are times when it seems that there's little logical reason for the Crusaders to be assigned to the given job they have beyond putting them in the line of fire of some significant event. While it's not bad, it does detract from the narrative

While the book does go through four (or so) main artists, the artwork does remain consistently good. There's a nice, gritty style here that plays well throughout; no amazingly attractive or heroic characters, but lots of dirty, grimy and worn people. The cast look like they've been through hell, as does the world around them. Plus as a bonus, the artists have clearly done their research. Not only is the scenery and setting appropriate for each world. But they make sure the 'Mechs and other tech are appropriate to the time. All of them are well rendered and distinct, instead of being generic blobs or obviously copied from the nearest reference photo.

And as an added bonus, the interviews at the end of each volume shed a lot of light on the creative process behind the book, the decisions they made and so on. It also includes the rather sad tale of the story’s cancellation. Cameron had big plans for the unit, but the editor's wouldn't approve his research budget, claiming that the 'demographics were shifting' and 'nobody wanted another war story'. I won't say what those plans were (As what do you know, they do kind of spoil the outcome) but It would have been fascinating to see where they would have gone.

All in all, it's a great read and very satisfying on a number of levels. Strong characters, great artwork and a 'pulls no punches' approach to storytelling. The characters may be fictional, but their stories feel real.

About the author: Cameron Kennedy was born on Towne in 3077. He was hired by Funtley Publications almost fresh out of high school, and began his career doing filler work on a number of different books including Splat, Fight!, Fear and Bananatron Explosion. His first fulltime job came with the launch of Action Battleforce, where he created (and wrote) a number of early strips including Red Wolf, Storm's Strikers, Sergeant Stone and FSS Fearless. His career was defined by a combination of big breaks and fights with editors, often over content. Following the cancellation of Action Battleforce, he primarily wrote for children’s humor comics until Funtley's closure. Since then, he has written across a number of different projects, primarily comics and prose. He lives on Towne and still regularly writes very angry blog posts.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 05 February 2017, 03:27:06
From the personal journal of Irisz Magyari

With Stanley and her crew safely back in our hands, it was time to move on the Sanguine Reapers. They had to know that we were coming by now; after all, we’d just broken into their headquarters, rescued their hostages, attacked their men and crippled one of their ‘Mechs. Either the Reapers would be digging in and preparing for the worst, or they would be trying to make a quick escape. The former would mean that we’d have the chance to fulfill our contract, even if it would also mean a bloody fight in the process. And the latter would mean it was a huge waste of time on our part.

A quick sub-orbital hop put our ships down as close as we dare get without risking coming under fire or being swarmed straight out the door. The area around the spaceport presented its own hazards beyond just enemy fire, however; the air was still tainted with the fallout from the spaceport’s destruction. Added to that, there was every chance that the Reapers could have sown the area with mines or have spotters and remote sensors watching our advance.

The spaceport itself presented its own challenge. Much of the massive twenty-five meter high wall around it was still standing, even if it had collapsed in places. The first order of business would be to get through knowing full well that the Reapers would be lurking on the other side. There were several gaps that we could use to get in, and it was just as likely that they would be waiting for us to try.

Our plan then was to open with an artillery barrage, then leapfrog the light and medium ‘Mechs over the wall, supported by the Air Cav. They would drop Battle Armour in the enemy’s rear echelon and hopefully disrupt whatever plans they would have waiting for us on the other side.

It did not go as planned. The enemy weren’t just content to let us come to them and instead had their own plans. Almost immediately, we came under fire from both Arrow and Thunderbolt missiles, guided by unseen spotters. Our first round of Artillery didn’t go off well either, with the shots scattering; one round hit Will head-on, while Maria very nearly got taken out by friendly fire (and resulted in the command channel being filled with lots of very angry Spanish).

The Reapers weren’t going to remain bottled up either. As soon as our first jump-capable ‘Mechs went over the wall, they sent several back to try and disrupt our advance. At the same time, a swarm of Hovercraft came billowing out of an underground access, wheeling around to attack our formation from the back. This had an initially mixed result or them; they did some damage, but the heaviest of their raiders, an Ostroc, went down hard when I put a trio of SRMs into its face.

Our ‘Mechs breached the wall, tangling it up with theirs. And then everything went to hell.

A stray Artillery shell hit Katrya’s Lamprey just as she was dropping of Sergeant Rathiki’s squad. While her VTOL was damaged, it was still operation. Unfortunately, Rathiki and his entire squad were killed in the strike. Almost immediately, the command channel vegetated into chaos as Maria started flinging accusations at Captain Dae-Hoon and violently insulting him in Spanish. Katrya also decided to add to the mix with a lot of choice Ukrainian insults. In the meantime, I have four men dead and was trying to win a battle.

Things got worse when Takahashi breached the wall, only to have a half-dozen pirate ‘Mechs open fire on his Akuma at once. He soaked up over a hundred and fifty rockets, autocannon shells, missiles, PPCs and lasers, which stripped all the armour off the front of his ‘Mech in seconds. Amazingly enough, he remained standing, but was forced to pull back immediately.

While our two Hawk Moths were trying to shut down their artillery support, Our first wave were dealing with a mess of Medium ‘Mechs and concealed tanks (including an ambush from a Medium Laser carrier). Lee and I pushed through, following the hole that Takahshi had opened up, breaking up their dug-in formation. My Mad Cat wound up going toe to toe with Kaine’s Thanatos, and it was hard to say who got the worse deal straight off. Lee added to the fire, crippling an Archer that Takahashi had already ripped huge chunks off.

Fortunately, the Pirate hovercraft proved to be a lot less of a threat then they had hoped. Three of them were destroyed or immoblised in short order, with the forth, a Tamerlane, ending up ramming into the walls at over two hundred kicks per. The Battle Armour squad that had immobilised Martin’s Centurion and gotten us into this situation in the first place proved to be less effective here; they wound up being marooned far from the rest of the battle with little ability to contribute.

Not that the Reapers were willing to give up and die by any means. They knew that they were going to be taken back to Tamarind for show trials and executions, and they weren’t about to let that happen. They instead pressed in closer, with a Tetsudo indiscriminately firing Arrows into packed battles. Katry’s aircav (barring her own damaged Lamprey) were trying to put them down, which meant that they weren’t able to help at the frontline of the battle.

I was still trying to stop her and Maria from killing Dae-Hoon when Takahashi decided to have his turn at disobeying orders and continue to advance despite his Akuma being stripped of its remaining armour. Instead his ‘Mech stumbled on a piece of loose rubble and fell, detonating its ammo in the process. Yes, we lost our heaviest ‘Mech to an accident. Takahashi ejected, but was instead confronted by a pirate Infantry platoon; however, before they could capture him, Will roasted them with Infernos.

The destruction of the Akuma did embolden the Pirates for a moment, but it was short lived. Kaine drove his Thanatos straight at my Mad Cat, managing to tear huge slabs of amrour off with his autocannon. This also got him in a crossfire between me, Lee and Randy, which took his ‘Mech down fast. Their second, in a Hercules, joined it moments later.

That was enough to break their morale, with the remaining pirates trying to escape under the cover of Arrow missiles. Several of my men got rather overzealous in their pursuit, which lead to Bruce losing his Scarabus when he ran out ahead of the rest of our pack. Shona suffered a similarly embarrassing fall when the Tetsudo blasted out the building underneath her Phoenix Hawk, resulting in her crashing to the ground and ruining one of her legs.

Our dogged pursuit did pay off. Only three Reaper ‘Mechs escaped; a Wasp, a Phoenix Hawk and a near-trashed Commando; a single Thunderbolt Carrier, a pike tank and a squad of Battle Armour joined them. They didn’t even try to make for their dropships (Which we later found out were grounded and not ready to depart anyway) and instead bolted into the desert.

So while not completely wiped out, the Reapers are spent as a force. More importantly, to the terms of our contract, they are no longer a threat. The few survivors have no way to get off-planet, and represent only a minimal threat. They’ll probably wander into the desert and try to hook up with (Or be absorbed by) some other band. The biggest prize, of course, was being able to capture Kaine alive. Maria caught him as he was trying to hide in the ruins.

We lost two ‘Mechs and almost all of the others are damaged to some degree. Fortunately our personell losses were limited to only the four Battlearmour troopers of Sergeant Rathiki’s squad. The upshot is that we were able to walk off with a lot of salvage, including a mostly intact Buccaneer that Bruce claimed as a replacement for his Scarabus. We still need to get Takahashi a replacement ‘Mech, but if nothing else, Kaine’s Thanatos is repairable (with a lot of work). We also recovered Stanley’s Savoir, much to her relief. Between that and all the salvage from the Chasseurs and their Dropships, we actually didn’t do too badly.

This did leave one big problem. While what happened to Sergeant Rathiki’s squad was an accident, neither Maria nor Katrya were happy with Dae-Hoon. I wasn’t either, given that he openly tried to undermine me, blaming me for Stanley’s capture. A lot of it went back to the fact that I was always, in his eyes, the acting commander until; my father got back (Which I have my doubts will ever happen). I originally kept him on because there was a block of personnel loyal to my father over me, but over the years, almost all of them have left the unit, one way or another.

And so, after a lot of consideration, I gave him his marching orders, effective as soon as e return to Galatea. I know that he’s still got some supporters in among his Artillery Lance, so we’re likely to lose at least a couple of crews, but I think it will be a massive improvement to the unit’s morale as a whole. I’ll have to shop around for a new artillery commander and some crews (With vehicles, of course) and there is going to be some reorganization involved. Maria has been named as captain pro term of Bravo Company; whether it’s permanent depends on who I can find.

In the meantime, Maria is arranging a memorial service for Sergeant Rathiki and his men, which I suspect will be followed by a lot of heavy drinking.

Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 05 February 2017, 06:11:25
Probably a good move cutting him free - until you meet him again across the battlefield...
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: snakespinner on 06 February 2017, 01:54:49
At least when you meet him next time the friendly fire will be on someone else. >:D
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 26 February 2017, 02:38:36
From the personal journal of Gillian Blackrock

My decision to form an alliance with Lee Zhen has definitely born fruit. While I was wary of directly involving myself with the pursuit of Stein due to the risk of exposure, Zhen makes an excellent proxy for my own investigation. It’s aided by the fact that he has a very personal stake in all of this; he’s clearly none too comfortable with others knowing about his past (and with good reason) which gives him a good reason to track down Stein.

Stein had been in contact with one Joaquin Gertz, a mercenary Mechwarrior. Gertz is presently employed as a lieutenant in Kessler’s Killers, a rather low-end mercenary command of no real note. What made this interesting is that Gertz and Zhen had a history, the two having previously served together. Getz was Zhen’s lieutenant before they had a falling out over salvage (in this case, a near-new Vulture Mk IV) which lead to Zhen’s desertion and, eventually, his current employ.

I arranged a meeting with Zhen. Unsurprisingly, he bought backup with him, in this case, Randy R. Georges. Unlike with Oda, Georges made no effort to conceal his presence from me; in fact, Zhen pointed out that he was there. Instead, Zhen suggested that Georges was more there to ensure both our safety. An interesting approach, but one that indicates that he is truly concerned about this situation. I informed him of this development, and it was clear that he didn’t like the idea of getting involved with Getz again. However, at the same time, he was willing to step forward to track down Stein.

I must admit that I was impressed with their plan, both in their approach and execution. Their own investigations found where Kessler’s Killers had their compound in the city, and their preferred hangouts. Unsurprisingly, it was the dubious, seedy end of the Strip, home to numerous dive bars, brothels, strip joints, hourly rate motels and the like. Of course, Zhen wasn’t willing to approach Gertz directly, so he again used Georges as a go-between.

And they played Gertz magnificently. For some time, Gertz had been growing dissatisfied with his current employment, feeling that he was stuck in a go-nowhere position and deserved a better BattleMech. Stein had apparently reached out to him with an offer of employment that would, presumably, redress these issues. Approaching him in a club, Georges did a good job of dispelling these notions, claiming that he had been employed by Stein and left high and dry as a result.

As a consequence, Gertz is now a lot less certain of Stein and his promises. This will no doubt cause some tension between the two, which could flush Stein out of hiding. Zhen gets what he wants and, thanks to him, so do I.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 26 February 2017, 02:44:07
Kessler’s Killers

MRBC Update 01-01-3145

History

Kessler’s Killers are in many was representative of the new generation of mercenary commands that sprang up in the aftermath of Grey Monday. The unit’s origins lie with Gregory Kessler, a MechWarrior in the Poznan planetary guard. One of the few MechWarriors in the command, Kessler was a part of those forces struggling to maintain order in the face of the crumbling Republic and rising factionalism and insurgency. With the Liao Incursion of 3134, Kessler decided that the situation was hopeless and opted to desert, taking with him a core of other like-minded soldiers.

Kessler picked up more support from other disenfranchised Republic personnel in the aftermath of Fortress Republic, forming the core of a mercenary command. The formative years of Kessler’s Killers were spent in the Republic Territories, fighting brushfire wars and local conflicts, while doing their best to avoid battles with the encroaching great houses. The command grew primarily from the absorption of remnants of Republic Planetary Guard units as well as members of failed mercenary commands and even some former pirates.

With the Republic Territories shrinking, Kessller relocated his command to Galatea in order to access wider markets. Never formally registered with the MRBC, the Killers managed to none the less find employment thanks largely due to the escalating conflicts of the period. Most of their work was relatively low-key but also low-risk, such as garrison or cadre duties, or dealing with local pirates or insurgents. This allowed the unit to grow and achieve a degree of stability.

At present, the Killers are beginning to show signs of stress within their command. Their ongoing poor financial state and a lack of actual battlefield experience has left some of their more senior members looking for other opportunities, which could cost the unit valuable experience. This is not helped by Kessler’s own rather lackluster command style, which tends to be more reactive. However, in the current environment, the unit has no shortage of job opportunities to keep it going.

Organisation

Kessler’s Killers are an oversized battalion in strength, at least, on paper. The truth is somewhere short of that, with the Killers deliberately inflating their numbers in order to make them look good. The main spearhead of their force is Killer Kompany, made up entirely of BattleMechs and lead by Kessler himself. This company is supposedly intended to be the unit’s primary offensive force, but in truth, their duties are more often defensive in nature.

Kruiser Kompany is made up of a mixture of light armour and VTOLs, and is tasked primarily with transportation and air cavalry duties. Kruiser is strictly a support element, and rarely used in independent actions. Finally, Kaos Kompany is an oversized force built around a single platoon of Battle Armour backed up by four to five platoons of conventional infantry. Much of their strength comes from the desperate and hopeful of Galatea’s mercenary underclass.

Support

The Killers are only barely covering their basic maintenance needs, and suffer from a shortage of skilled technicians. They have adequate parts reserves, but could find those quickly depleted during a long term or intense campaign. Their situation is somewhat helped by most of their designs being older models, dating back to the Jihad or earlier. As such, the unit has very little advanced Technology, and no Clantech at all.

The unit’s history of taking low-paying but low risk contracts has left it with almost no financial reserves and only just ahead of falling into debt. This has lead to some problems; the unit’s last two aerospace pilots quit over a pay dispute, and as yet they have not been replaced. Should their situation not improve, the Killers might be forced to make further cutbacks or begin selling off their reserves of parts and ammunition.

Transport

The Killers’ sole dropship is the Charlie M, a Mule-class cargo ship. An older vessel, it is in poor condition but still operational. During garrison contracts, the Killers supplement their income by renting the ship out as a cargo hauler. The Killers lack interstellar transport, and are typically dependant on their employer to arrange it.

Colours and Insignia

The Killers’ parade ground scheme is a dull reddish-grey. BattleMechs have red patches on their forearms and lower legs to suggest bloods splatter. Their insignia depicts a bloodied machete on a yellow field.

Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 26 February 2017, 02:51:47
Channel 9 Victoria Internal Memo

From: Roger Woodward
To: Frank J. Harris II (Programming Department)


I’ve reviewed the material that Randy R. Georges has been sending to us, both in the form of the raw footage and the edited episodes that he’s pout together. I admit Now that I’m in two minds about it.

On one hand, he’s done a fantastic job with it. He’s put together a strong narrative about this unit and its people and the way they operate. This is done on many levels; from the in the field, moment to moment decisions to the day to day operations and all the way up to the long term strategic operational planning. By picking a command with a long history, he also gives their actions some degree of weight, especially as he’s delved into that past.

He’s also given us a good look at the people in the unit, which creates an amazingly diverse cast to showcase. There’s a lot of personality within the unit, and plenty that the audience could relate to on a number of different levels. In many ways, he’s showing that they’re real people who are just like everyone else, only with different jobs.

But I’m not user if that’s what we want. Frankly, I think that Georges picked the wrong unit. He signed on with one that’s full of tradition, standards and a history of good conduct. We wanted scrappy, dirty, living on the edge types that were going to be pulling off dubious stunts and skirting the edge of the law. Ones full of sleeze and scum. A clean, decent unit like this isn’t going to wash well with the key 24-35 male demographic.

So here are my thoughts on what we can do.


I’m going to send this to the boys in editing and see what we come up with. I want to present two “pilots” to the network. Both Georges’ cut and a recast along these lines and see what they go with, but I suspect I know what it’ll be.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 04 March 2017, 02:33:09
From the personal journal of Irisz Magyari

I haven’t really put my thoughts in order for a while given all that’s been going on; thus there’s a lot that I will cover here. I do feel bad about being so negligent about this. After all I learned from the journals of my predecessors (Especially Sel and Annika) it almost feels like a duty to collect my thoughts so that I can pass them on to whoever succeeds me.

First of all, things went well with the Tamarind government. We handed over Kaine to their custody and received out payment. They were pretty happy with our work, especially given how thoroughly we destroyed the Reapers. Kaine is going to stand trial for his cronies so that they can show that justice is being done and the like, but we all know that the outcome has been pre-determined. I’m not that bothered by it, really. Kaine was a horrible person, a pirate, raider and murderer who inflicted misery wherever he went. Whatever they chose to do to him is well deserved.

We sunk a chunk of what we earned into buying a new-ish Stalker to replace Takahashi’s Akuma. While he did lose his ‘Mech after disobeying my orders, the fact is that he’s too skilled a MechWarrior and officer to leave him Dispossessed. Besides, he’s probably duffered enough from the sheer embarrassment of what happened and losing a family heirloom in such a way. I had offered him Kaine’s salvaged Thanatos, but I think he wanted an assault ‘Mech regardless. Soothe his ego and all.

Likewise, Bruce is hanging on to that Buccaneer. I really don’t think he’s that worried about people thinking he’s a Regulan or some crazed Wobbie leftover. Really, he just wants to hit things with a hatchet.

The other outstanding matter form Andiron was the dismissal of Captain Dae-Hoon. After the whole friendly fire incident, it was the only outcome that could maintain any semblance of peace within the unit. I mean, I practically had to hold Maria back from murdering him on the spot. He’s the last of my father’s loyalists So removing him also removes a huge thorn from my side. And if dad ever re-emerges, I’ll deal with the fallout then. But that’s a mighty big ‘if’.

In his place there’s been a bit of restructuring. When he left, he took his crew with him. One of the other Sniper Crews also chose to leave, which unfortunately cost us more experienced gunners. In his place, sear gent Furos has been promoted to lieutenant and is now commander of the Artillery detachment (Including the Silent Castle’s guns). Maria has been promoted to Captain, and is now my effective second.

(Mercenary unit politics are never pretty. So many people seem to have this idea that your entire unit will just magically follow you because of your last name or something. The reality is anything but).

I’ve hit the ground running on Galatea, looking to hire. We need two new Artillery crews and another Battle Armour squad, for starters. While Corporal Levesque’s mistake did result in the kidnapping of Stanley and her crew, he’s suffered enough already. I’m not looking to replace him for now, but I will be keeping an eye on him just to make sure he’s okay.

The other thing is to start shopping around for a contract; have to pay the bills and all that. I have had an interesting looking lead from the FWLM. They’re asking a lot, but the pay looks good and they are willing to give us relatively broad discretion as to how we accomplish our objectives. There’s also another offer from the Lyrans but it does look a little desperate. Well, a lot.

I’ll think about them over dinner and then put them to command to see what people have to say.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 04 March 2017, 02:34:49
Shasta

Star type (Recharge time): K3V
Position in system: 2 (of 9)
Number of satellites: 2 (Hestaby, Dunkelzhan)
Surface gravity: 1.02 g
Atmospheric Pressure: Standard (Breathable)
Equatorial Temperature: 40 (Tropical)
Surface water: 70 percent
Recharging station: Zenith
HPG Class: B (Inoperative)
Highest native life: Mammals
Population: 450,000,000 (3145)
Socio-Industrial levels: B-C-B-B-A
Landmasses (Capitol city): Kitanemuk, Miwok, Serrano (Redding),Timbisha,

Shasta was discovered early in the age of exploration, and almost immediately tagged as an ideal location for a colony. Orbiting a small, orange sun, the planet’s position sloe to the primary meant that it was blessed with Earth-like conditions and an abundance of native flora and fauna. Much of the planet’s four major continents were covered in thick forests, most notably the dense interior jungles. Save for the equatorial deserts of the largest continent (Later named Serrano), the world seemed ripe for human habitation.

The biggest obstacle to colonization was not a problem with the planet itself, but with its local life forms. Several aggressive species called Shasta home, most notably the Skatha Ape. While largely confined to the planet’s thick jungles, this six-armed primate monstrosity proved to be a hazard for early explorers. Even after several early programs to push them back, populations of Skatha Apes still dwell in the Mendoza Jungle Reserve, and are considered to be a hazard for the unwary traveler. Such hazards did, however, help slow development, leaving many of the planet’s forested areas still untouched.

These issues with the native wildlife would serve to somewhat shape Shasta’s development. The resistance to push into the jungle interiors of the world lead to the bulk of the colony building being centered on the planet’s coastlines. In turn, this lead to an image of Shasta as a (relatively) unspoilt jungle paradise, which attracted colonists from environmentally-minded groups. Many of them would go on to set up their own colonies within and jungles in order to live closer to nature and escape from the growing conflicts of the period.

Over time, this lead to the planet’s population being divided into two groups; the coastal city dwelling majority, and the interior environmental communities (who in turn were in fact more of a morass of dozens of smaller, independent groups from a diverse range of backgrounds and ideologies). When Shasta joined the nascent Free Worlds League in 2290, the newly formed planetary government promised to respect the rights of both groups. More often, however, while the government was a representative democracy, it chose to ignore the wilderness groups and leave them to rule themselves. This suited them just fine, and as a result, relationships between the two groups, while occasionally strained, were still cordial for much of the planet’s history.

During the Star League era, Shasta’s reputation as an ecological haven grew, attracting tourists from across human space. While this bought a great deal of wealth to the planet, it also created some tension when a number of game reserves were set up for hunting tours.

After the fall of the Star League, the tourist trade collapsed, undermining the planetary economy. With the growing succession war and the need to offset the loss of the Bolan Thumb worlds, the Free Worlds League began mining in previously undeveloped regions of the planet. These moves were supported by the planetary government, which was desperate for the income that such ventures would provide.

These actions were opposed by the wilderness communities, but due to their smaller numbers and limited presence in the planetary government (largely by their own choice and centuries of deliberate growing isolationism) they found that they were unable to block this development. This led to a rift between the two, with many of the groups choosing to retreat further from planetary affairs. The mines also had one other side effect, in that they attracted Lyran raiders who would attack the world numerous times during the Succession Wars.

Save for a brief occupation by the Lyran Alliance in the early Jihad, Shasta remained a part of the Free Worlds League until its dissolution. In the aftermath, Shasta chose to remain independent, despite overtures from both the Marik-Stewart Commonwealth and the Duchy of Tamarind-Abbey. Rather, the planetary government decided to concentrate on healing their world, and attempting to mend fences with its divided population. These efforts were only partially successful, with many choosing to remain aloof.

Shasta was invaded again by the Lyrans in 3137, one of the first worlds to fall during operation HAMMERFALL. The planetary militia were only able to put up limited resistance, and the government capitulated quickly. The Lyrans made no effort at all to integrate the planet’s wilderness communities, rather focusing on occupying the cities and the remaining mines. The world would change hands again in 3140 when it was seized by the Wolf Empire. Unlike the Lyrans, however, the Wolves made a deliberate effort to reach out to the remote communities in their efforts at nation building. Most of the groups proved to be indifferent or hostile, but some seemed to be actually impressed by the Clan lifestyle and warrior ethos.

Today Shasta does remain a divided world. The bulk of the planet’s population live in the coastal cities. Modern and cosmopolitan, the cities boast a high standard of living and modern technology stemming from centuries of relatively peaceful life. Conversely, the wilderness communities range from agrarian communes to neo-primitive tribes. No accurate count of their population is available, a result of centuries of isolationism and remoteness, with some groups going to great lengths to hide themselves from the outside world. Under the Wolf Empire, the planetary Government has been left largely alone to rule its own affairs.

Despite nine centuries of habitation, the interior of many of Shasta’s jungle regions remain largely unexplored. Legends about as to what might lie within, from lost tribes and hidden cities to Star League storehouses and secret Word of Blake research centers. In the last couple of years, the Wolf Empire has shown a growing interest in Exploring and mapping these unexplored regions for reasons that remain unknown.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 04 March 2017, 02:36:44
Mu Galaxy, Wolf Empire

MRBC Report 01-06-3145

Commanding Officer: Galaxy Commander Bradford Vickers

An entirely new formation, Mu Galaxy was raised in the 3140s from the populations of several worlds occupied by the Wolf Empire. An entropy volunteer force, Mu’s warriors were drawn from a stretch of independent worlds falling between the Marik-Stewart Commonwealth and The Duchy of Tamarind-Abbey before their incorporation into the Wolf Empire. Many of these worlds were either unwanted by others or had deliberately chosen to remain independent, and were bound only by common geography and prior affiliation to the Free Worlds League.

In creating Mu Galaxy, the Wolf Empire sought to overcome these limitations and give their warriors a common cause. In this effort, they were only partially successful. While Mu’s ranks did initially swell with volunteers, many of those who joined up found that the reality of Clan life was very different to their expectations, while chafing at the regimented and disciplined society that they had become a part of. Its warriors took very little interest in training, resulting in an overall low quality of readiness.

Adding to the Galaxy’s woes, its warriors also developed a poor sense of unity or belief in a common cause, with many of them remaining more loyal to their individual worlds and cultures. The one attempt Mu made at a live-fire exercise instead degenerated into a brawl between clusters (and in some cases, individual trinaries within those clusters) as old regional loyalties flared up. The exercise were cancelled with the units returning to their individual worlds. Since then, Galaxy Commander Bradford Vickers had had to treat the Galaxy as a series of independent commands, rather than a unified whole.

Discipline has remained a constant problem for Mu Galaxy, with thefts and desertions common among its clusters. Attempts to enforce discipline through harsh Clan-style punishments have failed, with several heavy-handed Trueborn officers suffering ‘accidents’ as a result. With the Empire’s current shortage of experienced Trueborns, this situation is unlikely to change soon.

If Theta Galaxy represents the greatest success the Empire has had in integrating its new population, then Mu is its greatest failure. While so far its incidents have been isolated, they are occurring across the Galaxy as a whole. Mu seems to be on the verge of crisis, and it is unclear what could be the results for either it or the Empire’s other adoptees.

Mu’s state of readiness is considered to be low. On average, its Clusters are averaging about 55% of their expected strength, the result of poor discipline, desertions and high turnover rates. Most of the Galaxy’s equipment comes from salvage, with almost no Clan Technology present in their ranks. Even then, Mu has remained near the bottom of the supply lists, drawing from equipment that other units have passed over. Its clusters use conventional armour to bulk out their strength, and some of its clusters have had to make up for shortfalls in Battle Armour with conventional infantry.


19th Wolf Cavalry

Commanding Officer: Star Colonel Kendra Tutola

The 19th Wolf Cavalry is considered to be the best unit of Mu Galaxy, which is more damning with faint praise then any actual consideration of quality. The only one of the unit’s line Clusters with a Blood named officer, Star Colonel Kendra Tutola has done her best to try and limit the damage caused by the issues that have plagued the rest of the Galaxy. A part of this has come from taking a more hands off approach to the unit’s discipline, avoiding harsh punishments that might prompt retaliation.


The 19th was raised primarily from Shasta’s population. While the bulk of the Cluster’s members come from the planet’s urban population, some of its Elementals are drawn from the planet’s more remote wilderness communities. These soldiers have shown a strong warrior ethic that has helped them to better integrate into Clan culture. As an Elemental herself, Star Colonel Tutola has encouraged these warriors, hoping to use them as an example to better her unit as a whole. The effectiveness of these Battle Armour squads is somewhat undermined, however, by the unit’s lack of OmniMechs.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 03 April 2017, 02:59:56
I know that I am breaking protocol by sending a runner back to you with this, but I think that it is important. There has been a very unexpected development at the Red Hills mining site, one that could either be very useful for us or have severe consequences.
 
To quickly fill you in, since their recent security problems, the Wolves had chosen to take up a more visible presence on the site. The Wolves had five BattleMechs present, all of them old Marik models they had salvaged. I had found out that all five of them were manned by Lowlander converts, rather than real Wolf warriors. They were clearly on alert, given our recent incursions into the area and sabotage of their mines. However, they weren’t ready for what happened next.

A quartet of blue-painted BattleMechs came out of the jungle; Stalker, Carronade, Uziel and one that I couldn’t identify; it looked a bit like a Vulture from one of the old guidebooks, but a lot fatter. While I do not know who sent them, it is clear that they were unexpected but also hostile. As soon as the Wolves moved to react to them, the four opened fire. Despite being outnumbered, the four attackers pressed forwards to the edge of the mine itself.

The Wolves did concentrate their weapons on the Carronade, destroying one of its arms and taking most of its armour. As it pulled back, though, the Wolves found themselves in close quarters with the others and clearly outmatched. The Orion’s cannon exploded, tearing apart its entire right side. The Guillotine was hit in the face with a number of missiles and had its chest torn open. The Wolverine and Griffin tried to harry the Carronade, but instead both of them lost arms and were forced back. The only one of them to hang back, the Rifleman, went down when the Uzel jumped behind it and destroyed one of its cannons.

Even though the attackers then pulled back, it’s clear that they were the winners of the battle. One of their BattleMechs was badly damaged, while all five of the Wolves will need extensive repairs. I also found out that all five of the Lowlander pilots were injured in the battle with the Guillotine pilot hospitalised.

I think that we need to find out who these blue attackers are and what they want. I sent another runner to follow them while I watched the wolves and the mine, and hopefully he will be able to find out some more. They could be of great benefit to us, but at the same time, they could be a big risk if they accidentally stumble into our lands.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 03 April 2017, 05:04:27
Very happy to get an update on these guys!
What kind of Stalker is your Drac lieutenant running?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 03 April 2017, 06:21:02
Its a STK-6M. The player's looking to run with massively mixed LRM loads. Six tons of ammo is good for that
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 03 April 2017, 06:51:40
Noice. Slight come down from the Akuma I guess...
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 03 April 2017, 08:23:20
The loss of his Akuma was his own damned fault. The Stalker's not as immediately overly dramatic, but on the other hand, it does have CASE. This is important.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 03 April 2017, 09:07:39
Sel Magyari

2990-3085
Commander Magyari’s Irregulars 3012-3049

Much of Sel Magyri’s early career is shrouded in mystery, thanks in no part to her own tendency to exaggerate the truth. She somehow managed to become a trained MechWarrior while never attending any formal military schooling, and also having a minor career as a swimsuit model on her homeworld of Lesnovo. At some point she managed to acquire a Thunderbolt from a group of pirates, but her own story of how it happened is doubtless exaggerated.

Regardless, she formed the Irregulars in 3012 from a lance of other mercenary MechWarriors. Her early career was marked by a combination of a surprising amount of skill as a leader and tactician, as well as no small amount of sheer dumb luck. Under her lead, the unit would grow to a company within a few years, and manage to not only remain operational but actually profitable throughout. Sel, in her characteristic way, attributed all of this to her own abilities, glad to flaunt her good looks and outgoing personality to her advantage.

In 3020 she married Conrad Vaughn, the unit’s chief AsTech, with Jelek, their only child being born the next year. Sel ensured that he would have a decent education and formal military training, giving him the chance to begin his career with many of the skills that she only picked up along the way. Despite this gap, Sel matured into a capable and skilled commander, able to shape her unit into an efficient force that specialised in raiding and other small-unit offensive actions.

Sel stepped down from command in 3049, citing a desire to dote on her granddaughter. However, the events of the Jihad and the death of her son saw her remain active in its running until 3081 when she finally retired.

-----

Jelek Magyari

3021-3067
Commander Magyari’s Irregulars 3049-3067


Sel Magyari’s only child, Jelek was somewhat spoiled by his mother during his youth. Despite that, he carried a strong determination to be the best warrior and commander he could, and to succeed on his own merits rather than with her support. Enrolled in a formal MechWarrior Academy by her, his determination saw him excel and graduate near the top of his class. On the battlefield he showed a similar level of determination, which in turn was reflected in the men he commanded.

When he took command of the unit in 3049, Jelek oversaw something of a change in its culture. Under is command, the Irregulars became somewhat more disciplined and driven, a considerable change from his mother’s more loose and casual style. This change did cause some friction, but also helped make the unit look good while the early years of the Clan Invasion bought out some of the worst in the mercenary trade.

Unfortunately, it was this determination that lead to his biggest personal loss. In 3045, Jelek had married his childhood sweetheart, Eveline Cross. Unfortunately, she was killed during a 3053 raid against the Smoke Jaguars. Her death shattered Jelek, causing his determination to waver and leaving him with a lifelong phobia of the clans. From there, he refused to take contracts against them which ultimately cost the unit in the long term.

Jelek was killed by a terrorist bomb in 3067, leaving a confused and uncertain unit in his wake.

-----

Annika Magyari

b3046
Commander Magyari’s Irregulars, 3067-3115


The only child of Jelek Magyari and Eveline Cross, Annika developed a strong bond with her Grandmother after her mother’s death. While Jelek ensured that she would have the same strong education and upbringing as he did, he also became ever increasingly distant from her as she matured. The result was that Annika suffered form a lot of self-doubt and insecurity, worried about her father and his coldness towards her.

Her sudden inheriting of the command in 3067 threw her into the spotlight, forcing her to mature fast in the face of a suddenly upended universe. At first Annika was mentored and guided by Sel, who helped her overcome much of her insect as much as she provided her with aid in running the unit. As the Jihad continued, Annika matured into a strong, decisive commander whose quick thinking helped save the unit on more than one occasion.

After the Jihad, Annika chose to keep the Irregulars active, having absorbed several other commands along the way. In 3081 she married Jospeh Kardos, one of her lieutenants; the couple had three children, Bianka, Lorand and Bors. However, Annika did not want them to follow in her footsteps for the sake of tradition, instead ensuring that each of them had the freedom to do what they wanted.

Annika retired in 3115, leaving command of the unit to Bors. Seeking to do something different with her life, she emigrated to the Republic, and wrote a series of novels under a pen name.

-----

Bors Magyari

b3085
Commander Magyari’s Irregulars 3115-3135


The youngest child of Annika Magyari, Bors was glad when both of his older siblings chose not to inherit command of the unit. Despite growing up in the waning years of the Mercenary trade, Bors was drawn to the idea and supposed romance of commanding his own mercenary unit. Inheriting command after his mother’s retirement in3115, he established himself as a flamboyant and dashing figure, one that was more at home socialising with employers then on the battlefield.

While these skills served him well during the lean years of the Republic era, the collapse of the HPG network and the Dark Age that followed tested his skills. Bors turned out to be only a mediocre battlefield commander, with his successes often coming more form the skills of his subordinates and luck then anything else. None the less, he managed to spin his reputation enough to make him and his unit look good, even in there were grumblings within his command as to his actual skill.

Despite his long string of affairs, Bors only had a single child, Irisz, born from his short-lived marriage to Jumpship Captain Carla Williams. While the two separated after only a few years, Bors did his best to maintain a warm relationship with his ex-wife for the sake of his daughter. Much like previous commanders, he did all that he could to train his daughter to one day take his place. This paid off, to the point that by the 3130s, many saw her as a better commander then he was.

In early 3135, Bors announced that he was talking a break from command of the unit to deal with ‘personal business’, leaving Irisz as an interim replacement. Bors stranded behind the walls of Fortress Republic, with his current fate unknown.


Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 16 May 2017, 01:52:48
From the personal journal of Bruce Wolf

Let’s be honest with ourselves for a minute. I was never anything more than a fake Wolf. Unlike the Trueborn Steel Wolves, I had no lineage, no claim to clan Bloodlines or Bloodnames or the like. And given when I came into the Steel Wolves, my claim to being a Wolf began and ended with Kal Bloody Radick. I look back on it now and the few Steel Wolves that wound up becoming Imperial Wolves, and I notice that almost all of them were Trueborns or had become warriors prior to the Blackout. It does make your feel a little bit cranky, specially given that Anna Bloody K is now an Empire Star Colonel.

I only mention this because Mu Galaxy’s warriors are real Wolves. They’re citizens of the Empire who have chosen to become warriors and, in doing such, do all the same bullcrap that I did; give up your name and identity and all that sort of buggery. But given that they’re actually a bunch of galahs who don’t know their arse from a stick, they’re pretty piss-poor warriors. And yet, I knew fake Wolves who were far better warriors then these real Wolves ever could be.

The last little blue we had here on Shasta kind of proves my point. We’d spotted a convoy heading through the jungle that looked interesting. Much of that was because they had six tanks escorting a pair of trucks, which seems like an awfully bloody big investment of resources for a little bit of security. So we were really interested in what they were protecting and maybe takin it for ourselves.

Recon lance was sent out after them, which meant I got a chance to try out my new Buccaneer in a fight. (Okay, it’s not new; it’s probably seventy-something years old and it’s been running on a huge bloody mess of bypasses and jury-rigs that’s making Stanley cry, but you get the point). We hit them on the road in the jungle, which we figured would really limit their mobility while giving us the advantage; after all, three of the lance jump, and it’s not like my Bucc’s a bludger in the speed department either. We’d also bought along the Spectres, who were clamped onto the Ostscout.

The enemy force weren’t exactly on top of it all. Intel says that the poor mongrels in Mu galaxy are at the bottom of the Empire’s supply chain. Their equipment comes from the League salvage that every other Galaxy has passed up on, so they have a real dog’s breakfast of leftovers. In this case, their understrength Star was equipped with some old League medium tanks; Vedettes, Main Gauches and other such bollocks.

We were running rings around them, jumping tree to tree and not giving them good shots. I mean, they were tyring; those two Vedettes must have burned down half the bloody jungle by spraying Infernos all over creation trying to hit us. I mean, they hit Shona a couple of times and she screamed blue murder at them, but that’s Shona. Even after they popped out some Battle Armour we kept the battle mobile enough to make sure their value was limited. (We also got some good intel out of that; they’d upgraded some of their old suits to be Surats so maybe the cluster’s supply situation isn’t entirely rooted).

Sure they got some shots in; all of us did take a few hits, including Shona nearly losing her Pixie’s left arm, but we gave back much better then ere got. After we destroyed one of the Vedettes and both Guaches, and left a second Vedette immobilised the rest of the bludgers decided that they’d had enough and were going to bugger off. The one immobilised Vedette crew chose to torch their tank before bailing. Likewise, their Battle Armour melted into the jungle and would have been hell to catch.

In fact, in a way, the two trucks gave us more of a hard time. The pair of them took off like a pair of woolly jumpers, trying their best to slip past us and make a run for it. In the end, it took me looming over them with hatchet in hand to convince them that it wasn’t the best plan. The drivers bailed out and we were left to see what cargo had been worth all the effort.

Turns out they were hauling prisoners, of all things. A bunch of rough-looking people with not much immediately in common besides being generally burly and probably happy to rip the heads off their Wolf guards had they not been secured. As it was, once the Wolves buggered off, they were glad that we released them but also not entirely talkative either. They didn’t exactly offer us much in the way of conversation an instead simply took the trucks and drove off. We later found the trucks abandoned, so yeah.

All in all, a bit of a weird start to our stay on Shasta. Makes me wonder what’s going to happen next.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 16 May 2017, 02:03:02
Audio Log File #75921-Rho

Voice [Male, 40s, no discernible accent, likely native English speaker]: Thank you for making the time to meet me, Captain Dae-Hoon.

Jun Dae-Hoon: “Captain” is a bit of a cruel title. Right now I am simply an unemployed mercenary.

Voice: Which is why I am glad that you chose to meet me, as I’m hoping that I can rectify that situation. I’ve been looking at your career record and I think that you have a lot ot offer.

Dae-Hoon: Such as?

Voice: You’re an experienced soldier, for starters. You’re listed as an elite-rated artillery gunner with over twenty years battlefield experience with a variety of different weapons systems and platforms. That alone would be a desirable trait.

Dae-Hoon: What else do they say about me?

Voice: You’re also a skilled commander and administrator who has ample experience with small units, bith on the tactical side and the operational needs.

Dae-Hoon: And does this information you have say why I left my previous unit?

Voice: I admit no, and I did want to ask you about that.

Dae-Hoon: Let me start by saying that it was not my choice by any means, and that I was forced out. You can understand that I am not happy about that.

Voice: Of course. I doubt that anyone would be.

Dae-Hoon: I should give you a bit of background. I was with Magyari’s irregulars for twenty years; I worked my way up from a mere gunner to a captain and the functional executive officer of the unit. Unfortunately, ten years ago, Bors Magyari, the then commander, had to take a leave of absence from the unit. He left his daughter as the acting commander.

Voice: Go on.

Dae-Hoon: But then, as soon as he was gone, she did everything she could to undermine his authority and seize the unit for herself. She trimmed off much of the unit’s personnel, and in doing such, weeded out a lot of Bors’ supporters. Then of course, she replaced them with new staff who were loyal to her. I was one of the few that were left; she decided that my skills were useful, I suppose, but even then she did her best to marginalise me.

Voice: I can understand that would not have been a pleasant experience. So how did she then force you out of the unit?

Dae-Hoon: There was a friendly fire incident. One of the gunners under my command - not my own crew, I might add - accidently struck one of our Battle Armour squads, killing their crew. While this was regrettable, it was an accident.

Voice: On a fluid, fast-moving battlefield, it’s impossible to account for everything. These things happen.

Dae-Hoon: Exactly. If anything, the real issue was with the discipline of the Battle Armour troopers.

Voice: Of course. So what happened then?

Dae-Hoon: Unit politics. I was an unpopular officer and the last remnant of Bors’ command, so all the blame was assigned to me as a way of forcing me out. That one of Magyari’s supporters threatened to break my neck didn’t help, but was probably intended to push me out. I was released from my contract when the unit returned to Galatea.

Voice: I am sorry to hear that. Politics has an unfortunate way of creeping into everything.

Dae-Hoon: And in this case, it has left me bereft of employment. Do not get me wrong, I wanted to stay with the unit. I wanted to keep it intact for when it’s rightful commander returned while holding back his misbegotten child from running roughshod over everything he had done. And she got rid of me because I was no longer convenient to her.

Voice: Which brings me to my point. I feel that you have been hard done by, and that it would be a waste to let a man of your obvious skills and experience remain without a place. My ampler is looking for a skilled and experienced artillery officer to head up their fire support lance, and they feel that you would fit the bill.

Dae-Hoon: What sort of rank and salary are you offering?

Voice: Admittedly, you’d be entering as a lieutenant. I understand that it’s a step down for you, but at the moment the unit can’t accommodate another captain. However, should a position open up, you would be fast-tracked into the position based on your past experience. At the same time, I’m willing to offer you a captain’s salary, regardless of your actual operational rank. Finally, if you were bringing your own vehicle, we would offer you full support and maintenance cover.

Dae-Hoon: It is a good offer.

Voice: I understand how you have been hard done-by, Captain Dae-Hoon. My employer is a big believer in putting ability over politics, which means that you would not have to face the same sort of discrimination and ostracism you suffered with your previous employer. Think of it as starting fresh with new people and a new unit. There’s no past here, just accepting you at face value for what you do.

[Pause]

Dae-Hoon: It is not like I have anything left to go back to. Even if Magyari ever returns, he would find his unit so changed and stripped of all the people he knew.

Voice: Whereas my new employer offers you a fresh start.

Dae-Hoon: It sounds like I have nothing to lose and everything to gain.

Voice: Exactly. So, can I count you in?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 04 June 2017, 07:46:41
After player reshuffle #4691, the current PCs are Takahashi Oda, Lee Zhen, Randy R. Georges and Haki Aardvarksen. Shona McBryde is on semi-active status as the player might be able to join us some weeks. Nikola Kardos has been demoted to "on-screen NPC" as his player has basically dropped off the face of the Earth, but may still come back sometime. Ransom Victor Kelly is completely out of the game given that his player now lives on the other side of the world.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 04 June 2017, 07:52:16
Audio Log File #75928-Rho

Bruce Wolf: What you got there, mate?

Randy Georges: I’m just editing the footage form our little expedition over the last few days into a more... Presentable format.

Wolf: Right. That’s when you and the others (EDITOR’S NOTE: Takahashi Oda, Lee Zhen, Haki Aardvarksen) went out to meet those tribals. How’d that go?

Georges: Well, they prefer to call themselves neo-primitives.

Wolf: And like I can’t talk about bludgers who like to give themselves fancy labels, right?

Georges: Well...

Wolf: So as said, how’d that go?

Georges: Irisz will probably give you all a full briefing in the morning, but it can’t hurt to show you. Basically, she wanted us to try and track down the prisoners your lance released and get their help. After all, if we’re going to annoy the Wolves, why not enlist the aid of people who don’t like them already?

Wolf: Seems fair to me. So what, that’s their village?

Georges: Yes; as you can see, they don’t have much industry at all. There’s some light agriculture, yes, but most of it is at an early ironworking stage. Their primary source of foot does seem to come from hunting and gathering though.

Wolf: Village looks pretty clean though; not covered in crap and the like.

Georges: They seemed to be pretty proud of the way they lived, actually. Their forefathers landed on Shasta centuries ago, and they chose to be all neo-primitive from the outset. They’re apparently semi-nomadic, and uproot every few years to let the land and wildlife regenerate.

Wolf: I can see why they need our help thigh. Bows and spears are going to do bugger all against ‘Mechs, tanks and Toads.

Georges: So here’s us approaching the village. I don’t have the sound going at the moment, but they were wary of us but not immediately hostile and willing to listen to us.

Wolf: Makes sense and... Bloody hell! Maria, Will, get over here. You gotta see this.

Maria Perez: What have you got - Dios Mio! Look at that guy!

Will Owens: Bloody hell. He looks as big as me! Who is he?

Georges: That’s the chief’s son and apparently their top hunter and the like. He was the main guy we were dealing with throughout our little expedition.

Perez: I’m gonna have to meet that guy.

Owens: Why? Wanna ‘wrestle’ him?

Georges: So here’s us going through the village and meeting the chieftain. He told us about how they were he Red Rock people, how their original home was actually on the site of the mine we hit the other day and how the Wolves have been tromping into the jungle of late and giving them grief. He was thankful that we rescued his people and was glad for the offer of help fighting the Wolves, but...

Wolf: But?

Georges: Apparently we needed to prove ourselves first to them, show that we were able to fight without our fancy weapons and ‘Mechs and such.

Perez: See? Shoulda bought me. I would have wrestled everyone in the village to prove it.

Owens: I’ll bet.

Wolf: Yeah, I know how that sort of thing goes. So what was it then? Did you have to fight a trial?

Georges: Actually, they wanted us to go out on a hunt with them to see what we could do in their world and without our fancy toys and the like. There was the chief’s son, one of the other hunters and the four of us. Takahashi and I had bows; Takahashi also bought his Vibrokatana as it was seen to be ‘primitive’ enough. Likewise, Haki bought a Vibroaxe-

Owens: The Viking Maori has an axe? What a surprise.

Georges: And Lee had... A knife. He was a bit out of his depth.

Perez: So how did it go?

Georges: I’ll skip through the boring stuff and get to the good part. We’d tried to shoot up some red cat (EDITOR’S NOTE: Jardinan Firecat, an introduced pest species) but it’d bolted after everyone missed wildly. A bit more stalking and a bit of Haki falling out of a tree and some more terrible archery, and we came across a pygmy honking horse (EDITOR’S NOTE: The Highlands Microthere, a native rough Porcine analogue) which was something they usually eat. We bought it down, but the chief’s son was not impressed.

Wolf: Not looking good for us. It’s like you’re fluffing all your shots in your Trial of Position.

Georges: So we decided to change tack and use the Honking Horse as bait to lure out something a little more worthy. Both the chief’s son and nameless tribal number two were willing to go along with this ploy, if only to prove they were better at this then us. So after a bit of field butchery, we left the honking hose at what looked like a well-travelled crossroads. Turns out that Haki’s actually rather good at animal tracking.

Perez: He’s a man of many strange talents. I mean, I can’t think of the last time I met a palaeontologist.

Wolf: Guy’s good at darts though.

Owens: But did it work?

Georges: Well, first we lured out another honking horse, which we let go. Then another one of those red cats came along, which we were able to actually bring down. Son was about to give us a pass mark when...

Wolf: Bloody hell!

Perez: Dios mio!

Owens: He just got ripped in half! What the hell is that thing?

Georges: That is a Skatha Ape, the top predator on the planet. Sort of like a super-aggressive, six-armed gorilla. And, yes, that was poor nameless tribal number two.

Owens: Well you’re screwed. Love to know how you came out of that alive and with all your limbs.

Georges: Fortunately Takahashi kind of sort of came up with a plan - in that he changed it head on and tried to sword it while others peppered it with arrows. Oh, and Haki climbed another tree.

Perez: And you chose to fight it with your camera, right?

Georges: I wanted to make sure that everything was properly recorded. I mean, who would want to miss this?

Owens: Point. This is great stuff and - what the hell! Takahashi just chopped one of its bloody arms off!

Wolf: Only five to go then.

Perez: That was close! That monkey nearly killed him!

Owens: And... What the hell is Zhen doing? He’s trying to sneak up on the stupid thing with a knife!

Wolf: Well that seems to have... Mildly distracted it.

Georges: The best bit is yet to come. Wait for it...

Wolf: Bloody hell! Didn’t expect that!

Perez: Haki leaped out of the tree at it with his axe. That’s insane. I love it!

Owens: Man’s got guts. That monkey nearly ate them.

Perez: He’s wasted in a ‘Mech. With an approach like that, he should have been one of my Mexicans.

Owens: But that thing’s still going! What the hell? I mean it just got axed by a massive load of Maori crashing into it!

Georges: Which also distracted it from -

Perez: Wow! That was a masterful move by Takahashi!

Owens: Yeah, it’s the most artsy dispatch of a giant six-armed gorilla I’ve ever seen,

Georges: That’s about the end of the interesting footage, but suffice to say that they were rather impressed by us; even after the death of nameless tribal number two. So we had a big celebratory dinner of Honking Horse; it’s quite gamey, but definitely grows on you.

Perez: Which means that the boss is going to want me to help plan our next move. Nice to know we’ve got some allies though.

Owens: Maybe next time we can get there without fighting a gorilla.

Georges: I don’t know. I mean, that would take away some of the fun of diplomacy, after all...

Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 04 June 2017, 14:55:53
Rather pleased Haki Aardvarksen the friendly Ghost Bear is back!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 05 June 2017, 06:28:00
Rather pleased Haki Aardvarksen the friendly Ghost Bear is back!

Same. It's really great to have his player in the game. They were with me in another gorup that broke up for Reasons and haven't played since, so it was a blast to have them at the table
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 07 June 2017, 03:24:17
I've enjoyed how many of the PCs and NPCs have careers outside of being a macjock.
Interesting set of skills and it speaks to the era that Mechs are rare during peacetime and sure you might be able to pilot one - but so can three other guys and you're at the bottom of the one mech's alternate list.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 11 June 2017, 03:51:18
From the personal journal of Irisz Magyari

We’ve formed an alliance of sorts with the Red Rock people (They hate the use of the word ‘tribe” to describe them) aimed at expanding out campaign of harassment against the Wolves; I must admit that I’m in two minds about this; on one side, I appreciate all that they can give us. They serve as extra eyes on the ground, they know the planet and its terrain much better then we do, they can provide far more intel then we could gather on our own and they give us a useful weapon.

What I don’t like is some of what they’re asking for in reply. There’s nothing that’s immediately “wrong” about it, more of a general feeling of unease and wondering about the long-term consequences of our actions and what they are going to do.

A case in point would be the first thing they asked us to do. One of the few changes the Wolves have made on Shasta (and other worlds in the empire) is to confiscate privately owned forearms and take them out of the hands of civilians. This is mostly about clan law; after all, only warriors (and their auxiliaries, like police forces) are allowed to carry guns. However, on planets like Shasta who were independent before being conquered, there’s a definite need to prevent those weapons form falling into the hands of rebels. The fact that Mu Galaxy is such a mess only adds to that urgency.

The Red Rock wanted us to hit one of those armouries so they could take the weapons and arm themselves. It makes a lot of sense; spears and bows are all well and good when hunting animals, but aren’t that much use against people with modern firearms and body armour. It also would help fulfil our objectives; we would be arming the locals, disrupting the Wolves’ control over the planet and doing some damage in the process.

They provided us with the location of an armour on the outskirts of Redding, a nearby large coastal city. There was a mixed star of BattleMechs, tanks and Battle Armour on-site, which meant we would also be taking a bite out of the Wolves’ forces. (According to the intel package I got from SAFE such mixed stars are common in Mu Galaxy, a result of their shortages in manpower and equipment, high turnover rates and more then a few desertions). Given that Assault Lance had done so well with forming an alliance with the Red Rock, they were tasked with hitting the site and securing the weapons.

As before, the 19th Wolf Cavalry were using salvaged equipment; technologically, they were actually behind our lance. The opening of the battle did not go well for them, with Oda raining down LRMs from his new Stalker before they had a chance to retaliate (He seems to have taken well to the ‘Mech. Of course, he still manages to lose most of the armour). A lucky LRMs crippled a Shadow Hawk, forcing it to withdraw while still only lightly damaged and costing them early on.

The Wolves pulled back to regroup around the armoury, with indirect fire form a pair each of Phalanx and Brutus tanks guided by Battle Armour dug in to the nearby buildings. Haki helped fox this problem through some “aggressive gentrification” (as he put it), flushing them out by blasting the building with his Autocannon. At the same time, the rest of Assault Lance closed in and engaged the Wolves at close range, giving them a distinct advantage.

The results were pretty brutal. In short order, both Brutus tanks were destroyed, the two Phalanxes were immobilised and the remaining two Wolf ‘Mechs, a Shockwave and a Marauder were down, the latter of which had been struggling with engine damage for most of the battle. Only the Shadow Hawk and a point-and-a-half of Battle Armour escaped. And for that, Assault Lance suffered mostly only armour damage. So for “disrupting the Wolves” we did rather well.

With the site secured, we bought in both Stanley’s crew as well as a team of supply trucks that the Red Rocks had procured. She was able to pick up both the Marauder and Shockwave, and can have both of them back in action relatively quickly; it means we have them in reserve for if we need them, or can sell them down the road. We also captured two MechWarriors for questioning, which might yet lead us to some useful intel. In the meantime, the Red Rock pillaged the armouries and took whatever they could.

Which leads me to my unease. Sure, they claim they’re going to use those weapons to fight the Wolves, but is that all? The Red Rock have never had the best relationship with the Shasta government, but traditionally have not had the means to fight back against them. Likewise, they have in past been in conflict with other neo-primitive groups; who’s to say that they won’t turn these guns on them now that they have the means?

I might be reading too much into this. It may never happen, after all, and the Red Rock might have entirely honourable intentions and focus their newfound firepower entirely on the Wolves. But at the same time, I know that this sort of thing rarely ends well. And while we are fulfilling our contract, there’s that part of me that doesn’t like quite how we’re doing it.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 25 June 2017, 04:31:43
From the personal journal of Scientist Jeris

I can only imagine who it was I annoyed to get this assignment. Maybe it was Scientist Wallis After I proved his theory about 26th century Rasalhaguian influence on Tamar culture to be a load of hot air. I know he’s had it in for me ever since then. Regardless of who it was, this assignment is some sort of special level of hell, and I have no idea what I did to deserve it.

The Black Mountain people are not the fascinating study in neo-primitivist culture that I was hoping for. No, they’re a bunch of machismo savages who’s only real interest is proving their manliness by slaughtering hapless wildlife and occasionally wrestling each other. That their leader wears the skin of a Skatha Ape is not encouraging as to their sanity at all. Fortunately, I haven’t been here for one of their occasional wars with the Red Rock people, a nearby tribe of equally bloodthirsty lunatics.

But yet I am stuck here using them to do surveys of the local area for me. Why? Because Star Colonel Kendra Tutuola is convinced that there’s a lost Star League storehouse or outpost or whatever else somewhere on this blighted ape-infested planet. And so, despite centuries of dead-end expeditions sponsored by the League’s government, private enterprise and whoever else that has found exactly nothing, I have to keep looking for it, because I have been ordered to.

I know why she wants it. This assignment is a dead end for her, and she is desperate for a way out. She is in charge of a bunch of adoptees who can barely tolerate each other, let alone the Clan lifestyle they once embraced. And while she does have a bloodname, she is also considered to be ‘past it’ by the insane standards that Trueborns use for measuring their career standards. So she is hoping for some amazing find that will get her reassigned to a Frontline galaxy, or, at least, a less awful second-line one like Theta.

And as a result, I have to stand around pretending to be one of these savages and blending in, while directing a search for nothing. We gave the Black Mountain communicators so they could report their findings, but all that means is that there is a lot of nothing. I think they’re only humouring me and my job because they want to stay on the Wolves’ good side. That the Red Rock niow have firearms is giving them an added incentive, and only serves to make my life a lot more terrifying.

(Admittedly, it is interesting how the Black Mountain came to be pro-Wolf. They value physical strength above all else, and were in awe of the few Trueborn Elementals in the Cluster, including the Star Colonel herself. Some of them have even become Elementals themselves)

Buyt this latest incident... I should demand a guard or something, because what happened was terrifying. (I‘ve had no luck convincing the Black Mountain to provide me with one. I’m pretty sure they all laugh at me behind my back). A group of mercenaries entered the village and had a short, terse conversation with the Chief. Most of it was the usual sort of ‘we have no quarrel with you’ stuff, which makes me wonder if they hadn’t been put up to it by the Red Rock or something. However, during the meeting, one of them obviously made me.

Later that night, they broke into the village and specifically the wretched hut that I had been provided with a accrual mockery of accommodation. I’d been at least blessed with a small generator to run my computer, holo-projector and other equipment off, but it was still thoroughly detestable. They easily got in by cutting through one of the walls and ambushed me, knocking me out with ease. After tying me up, they rifled through my equipment, including taking a number of my maps and data chips.

The Black Mountain (eventually) found me and (eventually) released me, but the damage has been done. At least I know those mercenaries didn’t get anything; all my findings will tell them that there is exactly nothing on this damned mountain worth fighting over. Of course, now I’ll have to explain what happened and where all my equipment went, which will not go over well.

And this is what happens when we let warriors run everything.

Note to self: make sure this does not go in my official report.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Kojak on 26 June 2017, 00:43:28
Dammit, every time I read this thread I become intensely jealous; I wish my writing was a tenth as good as this.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 26 June 2017, 08:32:37
Thank you for that. Most of this is just what comes to my mind as I try to encompass the oft insane actions of my players. I'm glad you're enjoying it.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 30 July 2017, 07:50:05
(I found this report while reviewing the recent action on Shasta. It says a lot about Mu Galaxy’s morale issues that an adoptee would openly question a trueborn, bloodnamed superior. It's something that could be very useful in the days to come)


From: Star Captain Velkon Wolf
To: Star Colonel Kendra Tutuola

Subject: After action report

Star Colonel,

I cannot describe what happened as anything other than a crushing failure. We have lost valuable warriors and equipment, and gained nothing for it. The fault does not lie in those warriors or their equipment, however, but in the decisions that led us to that battle.

With our efforts so far to contain the Mercenaries having failed, I had determined that the best course of action was to try and consolidate my Trinary rather than let it continue to be destroyed piecemeal. However, our contacts within one of the uplands tribes had reported that mercenaries had begun large scale movement of equipment into a remote jungle location, and were returning with heavily loaded VTOLs.

Further human intelligence provided by one of our allied tribes suggested that they were conducting a large scale excavation at a previously unknown site. As per standing orders, we had to investigate the site as being a possible Star League storehouse, even though there is no evidence of there being one on the world.

Due to both losses and our ongoing equipment and person ell shortages, I pulled together an improvised over strength star (four BattleMechs, two IFVs and two points of Battle Armour) to investigate the site, as per orders. En-route we made fleeting contact with the mercenary VTOLs, but they broke off without engaging. We reached the ruins, only to find it apparently abandoned. While there were signs of recent excavations, there did not appear to be anyone on-site.

Instead it proved to be an ambush. A quartet of BattleMechs emerged from within the ruined buildings, supported by Battle Armour. While my star did boast superior numbers, they had heavier units and the benefit of more advanced designs (Including a Vulture Mk IV, presumably the same one that we had encountered before). Their early attacks severely damaged two of our BattleMechs and immobilised one of the IFVs, leaving us at a severe disadvantage.

We attempted to rally, but the enemy had outmanoeuvred us and were better able to concentrate their firepower. Their Battle Armour provided effective support by performing anti-mech attacks, while ours proved to be somewhat less effective. An attempt to isolate and disable the largest enemy ‘Mech, a Stalker (again likely the same one we had encountered before) failed, leaving it largely undamaged.

With two of our BattleMechs disabled and the Battle Armour force reduced to a single trooper, I requested hegira. There was no point to continuing the battle. We were yet to inflict significant damage on the enemy, and would likely have suffered further losses. The mercenaries granted our request, allowing us to collect our dead and wounded before leaving. That also left them to salvage my Orion, a Guillotine and a Main Gauche IFV. The complex, incidentally, proved to be a Star League era resort that had been abandoned and forgotten centuries ago, and would have held nothing of value whatsoever.

There was no reason for us to have fought that battle. It was an obvious trap from the outset, but your standing orders compelled us to investigate the site regardless. There is no Star League cache on Shasta. Nobody has found one in three and a half centuries, and your continued efforts to do such are only wasting time and resources that could be better spent anywhere else.

Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: truetanker on 30 July 2017, 07:57:21
Snarky, that pup is!

TT
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 July 2017, 08:31:46
Snarky, that pup is!

TT

He's living the Mu galaxy dream. Which is to say, he wishes he could re-think his major life decisions.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 31 July 2017, 10:16:37
I wouldn't be surprised if you could find some recruits from defecting Mu troops? That is if the locals don't get 'em first...
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 19 August 2017, 08:37:30
We have a very large battle underway, so it will be some time before there's an outcome.

There has been one highlight moment so far. First shots of the battle, actually. Irisz took a pair of unlikely opportunity shots at a passing Pegasus... and killed it straight out. She's a fantastic shot, all things considered.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 20 August 2017, 02:27:41
Audio Log File #75944-Rho

Nikola Kardos: So where do you want to start?

Velkon Dumeitscu: I would like to know how you knew about my men and I. We really did not expect to be rescued at all, or that anyone would even know about what was happening. I know that (Star Colonel) Tutola wanted to keep all that quiet as to not shatter the unit’s already fragile morale.

Kardos: We intercepted Wolf communications during a recon raid on a Wolf supply depot. It took us a bit to fish through the files, but once we found the message about you and your men, I figured that it would be worth out while to extract you.

Dumeitscu: And for that, I thank you. While i did not want to be locked up, the more I look at it, the more likely my being locked up was.

Kardos: So I’d like to know the string of events that led to you and your men being locked up.

Dumeitscu: Certainly. It began with your well-staged ambush at the resort. I was forced to pull back, leaving behind two heavy BattleMechs and a light tank for no gain at all. Bot myself and Jarl (EDITOR’S NOTE: Jarl Wolf, aka Jarl Selvik) had been injured, him far more than me. And you had killed nine of our Elementals. It was a crushing defeat.

Kardos: Not the outcome she wanted.

Dumeitscu: But what made it worse was why it happened. Tutuola had us chasing stories of Star League era ruins and caches ever since she was given command of the 19th, even though the locals - people like me - knew there was nothing there to find. When one of our informants reported what your unit was doing, we were sent to investigate. Never mind that so far your unit had been picking off our men piecemeal and we were already understrength. She insisted that you had found her mythical cache and ordered us to recover it.

Kardos: And when you came back empty-handed and without half your force, I can imagine she was not happy.

Dumeitscu: Nor was I. My report to her was frank and unflattering, putting the blame for this debacle entirely on her shoulders. In return, she had me and my men arrested for insubordination.

Kardos: Couldn’t you have challenged her to a trial of grievance?

Dumeitscu: It would not have helped. The situation in Mu galaxy got so bad that the Galaxy Commander had to suspend trials, simply because of how many officers were being killed or injured in the process. Even then, I would not have been granted the honour. She is a Bloodnamed Trueborn Star Colonel, and I was an adopted Freebrith Star Commander. Even if her career was clearly in decline, it would have never carried.

Kardos: Which does bring me to my next question. You said you were done with being a Wolf. Can you elaborate on that?

Dumeitscu: Ah, where to begin?

Kardos: Wherever you feel like.

Dumeitscu: You have to understand some of the background here. Shasta, like the worlds around it, had been abandoned and isolated when the League fell apart. The other states were too busy with their petty squabbles to care about us, and we were left alone. We had no protection against Pirates or the Lyrans, save for whatever mercenaries we could hire, or the futile efforts of the Marik Protectors.

Karods: And that changed with the Wolf Empire.

Dumeitscu: Yes. The Wolves barely faced a fight when they landed on Shasta. The planetary guard all but rolled over after a few quick, one sided battles. However, despite our worst fears, they didn’t do much to change the planetary government or impose their way of life on us. Instead, they played to our past, trying to sell us on the opportunity to be a part of something greater, offering protection against the Lyrans or pirates or whoever else.

Kardos: And that’s why you chose to become a warrior.

Dumeitscu: I will not lie to you. At first, my head was filled with idealistic dreams. And when I qualified to become a MechWarrior, I was overjoyed. These were the early days of the Empire, you must understand, when it was still new and fresh. It was a time of change, and a chance for many of us who felt that we had been otherwise ignored.

Kardos: But it didn’t last.

Dumeitscu: No. We had grown so used to our freedoms that we didn’t realise just how harsh the Clan life would be. It was only after you were in that you realised how much you had given up, including your name and your right to family... All of that. Discipline was harsh and unforgiving, with their officers coming down hard on the slightest infringements. They also limited our advancement as well; it was nearly impossible for anyone to even get to Star Captain, instead coming up against a wall of born Wolves who blocked us off. Yet at the same time, those same officers were ones like Kendra who were seen as failures by Clan standards, but yet were still our superiors.

Kardos: Not a healthy environment at all.

Dumeitscu: Not one bit. Instead of unifying us, the Wolves tried to push us down. We rebelled, and they pushed down harder. We didn’t want to be like them, we wanted to be ourselves instead. You heard about what happened with the Galaxy’s attempt at exercise, I assume?

Kardos: Your clusters turned on each other, and it became a massive brawl.

Dumeitscu: More than that, even. In the 66th (EDITOR’S NOTE: 66th Wolf Garrison Cluster) the individual trinities began shooting at each other. And during those brawls, a lot of the Trueborn officers had... accidents.

Kardos: That would not have helped at all.

Dumeitscu: It did not, no. But yet, I remained with the Wolves, but not because I owed them any loyalty. Instead, it was because I had nowhere else to go. They took my name from me. What was I meant to do after that? Desert? Live my life as a fugitive? But no, it was what your men did that finally pushed me over the edge.

Kardos: Well, you’re safe here now. And if you want. We will take you with us when we leave Shasta.

Dumeitscu: If you are willing to do a bit more, then I can do a lot more for you in return.

Kardos: How so?

Dumeitscu: Give me a BattleMech. I know you salvaged several of ours already, so you will have the spares. In return, I will give you something that I know you want. I will tell you where to find Star Colonel Tutuola.

Kardos: Interesting. Give me a moment, will you?

Dumeitscu: Of course.

[Pause]

Irisz Magyari: So, your thoughts?

Kardos: He’s angry and he’s blaming everyone except himself for his own bad decisions. But I think that could be useful.

Magyari: Definitely. If we took out Tutola, then I could call this one a wrap. The FWLM would definitely see killing Mu’s only Bloodnamed trueborn Star Colonel as a victory, which would play well.

Kardos: Agreed there. I feel that we can trust him, though. While I haven’t interviewed the others we bought in as yet, they’re showing a similar level of dislike for the Wolves already. I want to interview them still, but I am inclined to go with it.

Magyari: Well, we won’t be able to give him his Orion as yet, though. Its right side is gone, and we don’t have the time to do a complete re-build. There is a largely intact Marauder we could offer him though. It still needs some work, but nothing too major.

Kardos: Sounds good. I’ll give him a tentative agreement to keep him on-side and see where we go from there. But I do agree, he could prove to be very useful to us.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Kojak on 20 August 2017, 03:55:23
Kardos is back! Yay!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 20 August 2017, 07:46:21
Kardos is back! Yay!

Not sure how long for, but yay anyway!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 09 September 2017, 03:32:44
Long battle is still ongoing. Seriously, this is dragging on forever

Some of the highlights include:

*The Griffin hating squad
*Nikola getting naked as allways, and then getting too naked
*Semi-Guided LRM loving
*Shona managing to be useful, albeit briefly
*Me losing more dice every week
*An otherwise pristine Moltke exploding after a single point of damage
*All the engine crits!
*The enigma that is the "7" cluster table

And more to come
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 23 September 2017, 02:21:17
Finally (!) finished the battle. Write-up to come soon.

I can say that the conclusion was epic.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 24 September 2017, 03:47:59
From the personal journal of Irisz Magyari

We’re away from Shasta and not a moment too soon for a number of different reasons.

Things with the Red Mountain tribe (Clan, whatever) were not going well, to say the least. Ever since we armed them they had been pushing us for more action, but not against the Wolves. Rather, they wanted us to focus on their rivals, hoping that we’d stomp all over their villages with our BattleMechs. I’d managed to hold off on that for some time, but it reached the point where I was running out of excuses. That the chief was looking to hitch me up with his son didn’t help any, I mean, yes, he looked great without a shirt, but the last thing I want is to be tied to a specific planet’s ugly politics. Besides, I’m spoken for.

We found an exit after a fashion courtesy of a disaffected Wolf adoptee. Velkon Dumeitscu was a Shasta native who joined up with the Wolves. Only things didn’t work out as he’d hoped and, after two battles with us, he’d found himself locked up. We liberated him and a couple of other members of his Star during a raid, and he was willing to cut us a deal. If we gave him a ‘Mech and a place in our forces, even if only temporarily, he’d give us the location of Star Colonel Kendra Tutuola.

I have to admit, it was too good to pass up. Taking out Tutuola would unquestionably fulfil our contract assignment of “disrupting the Wolf forces on Shasta.” Not only would we be decapitating their already demoralised and fragile command structure, but we would also be taking out Mu Galaxy’s only Bloodnamed Star Colonel. That could have further, long-term repercussions across the entire Galaxy. And it meant that I would be within contract to then get off-world and away from insane tribal politics.

Dumeitscu pointed us at a compound on the outskirts of Redding where Tutuola had located her command centre. Honouring our side of the deal was easy enough, given the amount of Wolf ‘Mechs we’d salvaged (Even if those were AMSC salvage first...). We set him up with a Marauder that we’d been able to get working again which was attached as an auxiliary to my lance. Sadly, most of the men we liberated with him were too badly injured to be combat effective, but even one ‘Mech would be a useful addition.

As we were going in to a densely populated area, I opted not to use artillery. Mass civilian casualties from indiscriminate fire would not look good. I have to admit that once we committed to the battle, I was tempted to reverse that decision and have the ship’s guns open up. After we’d killed off over a Trinary of her already understrength cluster, Tutuola had opted to consolidate her forces in key locations. This meant that we walked into a full binary of tanks, supported by a star each of Battle Armour and ‘Mechs, leaving us somewhat outnumbered. Added to that, they were heavily dug in, using the buildings for cover.

But we were committed, and our only option was to fight. If I pulled back now, we were not going to have a second shot at this. And despite their numbers and advantageous situation, my men were better equipped and more experienced. This was what made all the difference to the battle. We managed to kill or cripple a number of their vehicles relatively quickly, causing their formation to break up as they had to leave stragglers behind. Katrya’s air cav and Maria’s Battle Armour did a great job of harassing the enemy, plucking off units from their flanks or rear.

Unfortunately, Tutuola was using what advantages she had. She had several Battle Armour points dug into buildings and firing from cover; this included heavy and assault suits, which resulted in lethal SRM barrages. After some initial losses, she pulled her remaining tanks into a pile, allowing them to coordinate fire and basically forcing us to walk into a wall of shells and missiles. She had a few Hovers continue to harass our flanks, although these proved to be less effective than our VTOLs.

They took their toll; I don’t think a single one of our ‘Mechs escaped without heavy damage. Nikola’s Carronade was disabled by a Phalanx point, Shona’s Pixie was running around with a massive hole in its reactor shielding, I’d lost an arm and a number of others were on the verge of coming apart. And then things took an ugly turn. I got a signal from our chartered ship reporting that a Wolf Jumpship had entered the system via a pirate point and had immediately detached its own transports.

This was, of course, very bad. While they were still days away, it meant that our window for an escape was suddenly dramatically narrowing. The closer the Wolf reinforcements got to us, the sooner they could deploy their own fighters to cut us off. This meant that we needed to end his battle fast, take what we could and then get the hell away.

Zhen made a massive contribution towards this goal when he poured infernos onto the building that Tutuola’s Warg point was hiding in. This flushed her out into the open and under our guns. We quickly disabled a R10 IFV that was clearly called in to pick her up before turning our guns on her. Even then, she proved to be hard to kill, with the Wargs taking a lot of damage to shut down, in the end, it was Shona who took Tutuola down by kicking her suit and sending it back into the burning building she’d just escaped.

With the Star Colonel down, the remnants of her force did their best to retreat. I admit that we did kind of let them go, rather than risk losing more ‘Mechs while dragging out the battle. We did manage to pull a fair amount of salvage, however. While most of it was trashed tanks that were only good for parts, we pulled out a one-legged Wolverine and a decapitated but otherwise nearly intact Cronus. And we also were able to recover Nikola’s Carronade with him more or less unharmed.

And with that, we were off. We tore away from Shasta as fast as we could, just as the Wolves were burning towards it. While we did track a change in their course, it wasn’t enough for them to intercept us, allowing us to make a clean escape. I can only presume that they headed straight for the planet to deal with the mess that we left behind. The 19th has lost its leader, several of its officers and, by our best estimation, half its already depleted strength. Added to this, we captured or destroyed a number of supply dumps which will hamper their ability to rebuild. Finally, they’re going to be dealing with an armed uprising, which will keep them busy. The Empire have been trying to avoid traditional heavy-handed Clan tactics, which really wouldn’t work well with a former Free Worlds planet anyway. How they’re going to deal with the Red Rock remains to be seen.

For now, we’re headed to our next destination and stage two of this contract. While pirate hunting is not glamourous work, it’s going to be a bit of a pleasant break after Shasta. Well, unless the local politics turn out to be completely insane there as well which, with a Free Worlds planet, is a distinct possibility.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 24 December 2017, 02:43:05
Ashburton

Star Type (Recharge Time): F8V (179 hours)
Position in system: 3 of 7
Time to jump point: 12 days
Number of Satellites: 6 (Banyule, Boondarra, Manningham, Monash, Stonnington, Whitehorse)
Surface Gravity: 1.08 g
Atmospheric Pressure: Thin (Breathable)
Equatorial Temperature: 32 degrees (Tropical)
Surface Water: 50%
Highest Native Life: Birds
Recharge Station: Zenith
HPG Class: B (Inoperative)
Population (3145): 850,000,000
Socio-Industrial Levels: B-C-B-C-C
Landmasses (Capitol City): Glen Iris, Chadstone and Malvern (Batman)

Ashburton was first identified during the late 23rd century, with initial exploration suggesting that the world possessed a high degree of potential for colonisation. While thin, the atmosphere was still breathable at sea level without the need for life support or sophisticated terraforming. Divided into three continents by relatively small and shallow seas, much of the planet was dominated by open savannahs and dry deserts, tending towards tundra at the poles.

Another factor that drew the attention of colonists were the mountainous regions along the world's equator. Thrown up in the (geologically) relatively recent collision between two subcontinents, the atmosphere around the upper mountains was nominally too thin to support human life. On the other hand, surveys found that they were rich in valuable minerals including precious metals and radioactive. Additional exploration of the world's two largest moons also showed that they were rich in mineral resources, prompting development of lunar mining colonies.

Rather than the thin atmosphere, the greatest challenge that the initial colonisations faced came in the form of the world's native life forms. Several large species of aggressive bird like-predators, both airborne and flightless, existed, which quickly found that both the colonists and their transplanted livestock were easy prey. Creatures like the Direbeak (Superficially resembling a terran Allosaurus), the ominously named Death Razor or the bizarre four-winged Sky Shadow quickly became the bane of colonists, leading to organised hunts and culls. Today many of these species still survive, but their populations and movements are carefully watched.

Despite these setbacks, the colony continued to grow throughout the Age of War, where it was incorporated into the fledgling Free Worlds League. During the Star League, Ashburton's industry and economy grew, allowing it to export consumer goods and electronics to other nearby worlds. Some of it's native wildlife also became prized exports, with the so-called 'dino-birds' becoming star attractions at Zoos across the Inner Sphere. Despite this growth, the planet managed to remain agriculturally self-sufficient, a trait that would help it in the years to come.

The Succession Wars and their accompanying collapse of interstellar trade shattered Ashburton's economy, leading to mass unemployment across the planet. Efforts to retool much of its heavy manufacturing towards military production instead attracted deep raids form the Lyran Commonwealth.

The most disastrous of these came in 2815 when the Savage Horde Regiment, a Lyran employed mercenary command attacked the world. Facing only local militia troops, the Savage Horde ran wild, sacking several cities and destroying two with nuclear weapons while also levelling several weapons plants. Seemingly powerless to stop them, the Ashburton Militia received unexpected assistance when the Savage Horde encampment was over-run by a migratory Death Razor flock; the camp security had paid the creatures no heed, apparently unaware of just how dangerous the local life forms could be. Taking advantage of the chaos, the Ashburton Defence Force were able to move in and force the Savage Horde off-world.

The recovery of the Helm Memory core and the decoding of its secrets helped revitalise the world, especially following Captain-General Thomas Marik's agreement to supply weapons to the Federated Commonwealth. Ashburton found its industry revitalised as the Free Worlds economy surged, both with local manufacture and the export of raw materials. Under the second Star League, trade flourished which further spurred growth in both the military and civilian sectors.

Ashburton was not directly attacked during the Jihad, but did feel its effects. The Wainwright family, who had ruled the planet since the Second Succession War, openly supported the Word of Blake. As interstellar trade again collapsed, the planet's economy suffered as many of its booming industries suddenly collapsed. At the end of the Jihad with the collapse of the Free Worlds League, Ashburton was left as an independent world. The Wainwright family were deposed, with a democratic government installed in their place.

Unfortunately, efforts to revitalise the planet's flagging economy often met with defeat at the hands of that same democracy. With coalition governments being the norm, any attempt to pass a bill had to meet approval from the government’s parties before it could even go to a vote. For example, a bill to support the lucrative safari tourism market was killed by the Ecological Party following claims that Death Razors were actually sensitive creatures that were easily upset by sudden changes. The result was decades of economic stagnation crumbling infrastructure and struggling industries.

During the 3090s, rumours began to circulate that the world was home to fugitive Word of Blake forces. While no solid evidence was ever unearthed, this lead to several exploratory raids by RSMC forces. The Regulans achieved little but to turn over the rubble of ancient cities and damage already weakened industries. In a rare moment of unity, the Ashburton government called for support from the Marik Protectors, which served to discourage further Regulan adventurism.

In 3138, the Progress Party under Prime Minister Bruce McNally won a rare majority government and immediately set to work on a number of key reforms. Possibly the most important was their voting to join Jessica Marik's new Free Worlds League in 3139. This lead to an upturn in the previously moribund economy, and the first signs of real progress in decades. McNally was re-elected in 3142, and is expected to win a third term in 3146. While popular with the electorate, he has a lot of critics among the minor parties (Such as the Ecological Party and the ReMonarchists) who have seen their powerbase eroded.

At present, Ashburton is in an odd situation. It has a large population, a strong resource base and is located in the middle of a Successor State. It is also relatively undeveloped, due to decades of economic mismanagement However, given the precarious situation the Free Worlds League presently finds itself in, the planet's future as potentially bright as it is uncertain.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 24 December 2017, 02:46:36
SAFE Intelligence Briefing ASHB-3145-129A

The pirate situation in Ashburton has been ongoing since the end of the Jihad, but in the last three years it has escalated considerably. The pirates have been better armed, better coordinated and definitely becoming more bold in their attacks. Unfortunately, due to their lack of mobility and years of operating on a shoestring budget under the auspices of ineffective governments, the Ashburton Defence Force has been unable to effectively deal with the situation.

While the various pirate groups do not act as a single organisation, it is clear that they share intelligence and coordinate operations. They have divided the planet up into a number of different territories based on each band’s capabilities. While usually their targets are confined to ocean-going vessels and costal ports, there have been attacks on overland shipping and other inland targets. In recent years, the pirates have become so bold as to attack such high profile targets as the Batman ports themselves.

The pirate bands are armed with a mixture of equipment, bur primarily are focused on hovercraft, VTOLs and surface naval vessels, supplemented by small infantry forces. They are known to use battle armour, and some unconfirmed reports suggest that they may have BattleMechs. However, these are more likely modified Industrial designs. Much of this equipment has only begun appearing in the last three years, suggesting an external backer. The most likely candidate is the Regulan Fiefs, given Ashburton’s precarious position in the narrow ‘neck’ of the League between them and the Wolf Empire.

While the pirates do not enjoy any popular support, it is clear that they are well supplied with local, on the ground intelligence. Their attacks are often very precisely targeted, going after specific cargoes or shipments that they have been presumably directed to by insider intelligence. Given that the planet has only begun to emerge from years of economic chaos, it is likely that they run off a network of paid-off informants. Given some of the issues that the ADF has had in past with dealing with the pirates, it is possible that there are informants within their ranks as well.

It is possible that there is one other area providing support for the pirates. The ReMonarchist party had advocated a return to the rule of the Wainright family, and have bene headed up by a scion of the family for decades. The party was marginalised by Prime Minister McNally’s Progress Party, and left holding only two federal seats and having no real power in the house of representatives. A member of the Wainright family were among a group of pirates captured by the ADF, only to be subsequently released during a targeted breakout.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Sir Chaos on 24 December 2017, 09:09:54
Ashburton

Star Type (Recharge Time): F8V (179 hours)
Position in system: 3 of 7
Time to jump point: 12 days
Number of Satellites: 6 (Banyule, Boondarra, Manningham, Monash, Stonnington, Whitehorse)
Surface Gravity: 1.08 g
Atmospheric Pressure: Thin (Breathable)
Equatorial Temperature: 32 degrees (Tropical)
Surface Water: 50%
Highest Native Life: Birds
Recharge Station: Zenith
HPG Class: B (Inoperative)
Population (3145): 850,000,000
Socio-Industrial Levels: B-C-B-C-C
Landmasses (Capitol City): Glen Iris, Chadstone and Malvern (Batman)

Ashburton was first identified during the late 23rd century, with initial exploration suggesting that the world possessed a high degree of potential for colonisation. While thin, the atmosphere was still breathable at sea level without the need for life support or sophisticated terraforming. Divided into three continents by relatively small and shallow seas, much of the planet was dominated by open savannahs and dry deserts, tending towards tundra at the poles.

Another factor that drew the attention of colonists were the mountainous regions along the world's equator. Thrown up in the (geologically) relatively recent collision between two subcontinents, the atmosphere around the upper mountains was nominally too thin to support human life. On the other hand, surveys found that they were rich in valuable minerals including precious metals and radioactive. Additional exploration of the world's two largest moons also showed that they were rich in mineral resources, prompting development of lunar mining colonies.

Rather than the thin atmosphere, the greatest challenge that the initial colonisations faced came in the form of the world's native life forms. Several large species of aggressive bird like-predators, both airborne and flightless, existed, which quickly found that both the colonists and their transplanted livestock were easy prey. Creatures like the Direbeak (Superficially resembling a terran Allosaurus), the ominously named Death Razor or the bizarre four-winged Sky Shadow quickly became the bane of colonists, leading to organised hunts and culls. Today many of these species still survive, but their populations and movements are carefully watched.

Despite these setbacks, the colony continued to grow throughout the Age of War, where it was incorporated into the fledgling Free Worlds League. During the Star League, Ashburton's industry and economy grew, allowing it to export consumer goods and electronics to other nearby worlds. Some of it's native wildlife also became prized exports, with the so-called 'dino-birds' becoming star attractions at Zoos across the Inner Sphere. Despite this growth, the planet managed to remain agriculturally self-sufficient, a trait that would help it in the years to come.

The Succession Wars and their accompanying collapse of interstellar trade shattered Ashburton's economy, leading to mass unemployment across the planet. Efforts to retool much of its heavy manufacturing towards military production instead attracted deep raids form the Lyran Commonwealth.

The most disastrous of these came in 2815 when the Savage Horde Regiment, a Lyran employed mercenary command attacked the world. Facing only local militia troops, the Savage Horde ran wild, sacking several cities and destroying two with nuclear weapons while also levelling several weapons plants. Seemingly powerless to stop them, the Ashburton Militia received unexpected assistance when the Savage Horde encampment was over-run by a migratory Death Razor flock; the camp security had paid the creatures no heed, apparently unaware of just how dangerous the local life forms could be. Taking advantage of the chaos, the Ashburton Defence Force were able to move in and force the Savage Horde off-world.

The recovery of the Helm Memory core and the decoding of its secrets helped revitalise the world, especially following Captain-General Thomas Marik's agreement to supply weapons to the Federated Commonwealth. Ashburton found its industry revitalised as the Free Worlds economy surged, both with local manufacture and the export of raw materials. Under the second Star League, trade flourished which further spurred growth in both the military and civilian sectors.

Ashburton was not directly attacked during the Jihad, but did feel its effects. The Wainwright family, who had ruled the planet since the Second Succession War, openly supported the Word of Blake. As interstellar trade again collapsed, the planet's economy suffered as many of its booming industries suddenly collapsed. At the end of the Jihad with the collapse of the Free Worlds League, Ashburton was left as an independent world. The Wainwright family were deposed, with a democratic government installed in their place.

Unfortunately, efforts to revitalise the planet's flagging economy often met with defeat at the hands of that same democracy. With coalition governments being the norm, any attempt to pass a bill had to meet approval from the government’s parties before it could even go to a vote. For example, a bill to support the lucrative safari tourism market was killed by the Ecological Party following claims that Death Razors were actually sensitive creatures that were easily upset by sudden changes. The result was decades of economic stagnation crumbling infrastructure and struggling industries.

During the 3090s, rumours began to circulate that the world was home to fugitive Word of Blake forces. While no solid evidence was ever unearthed, this lead to several exploratory raids by RSMC forces. The Regulans achieved little but to turn over the rubble of ancient cities and damage already weakened industries. In a rare moment of unity, the Ashburton government called for support from the Marik Protectors, which served to discourage further Regulan adventurism.

In 3138, the Progress Party under Prime Minister Bruce McNally won a rare majority government and immediately set to work on a number of key reforms. Possibly the most important was their voting to join Jessica Marik's new Free Worlds League in 3139. This lead to an upturn in the previously moribund economy, and the first signs of real progress in decades. McNally was re-elected in 3142, and is expected to win a third term in 3146. While popular with the electorate, he has a lot of critics among the minor parties (Such as the Ecological Party and the ReMonarchists) who have seen their powerbase eroded.

At present, Ashburton is in an odd situation. It has a large population, a strong resource base and is located in the middle of a Successor State. It is also relatively undeveloped, due to decades of economic mismanagement However, given the precarious situation the Free Worlds League presently finds itself in, the planet's future as potentially bright as it is uncertain.

Do I detect subtle influences from a certain movie involving blue-skinned aliens in part of this write-up?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 24 December 2017, 19:24:03
Do I detect subtle influences from a certain movie involving blue-skinned aliens in part of this write-up?

If you do, then I didn't plan them at all.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Kojak on 24 December 2017, 19:35:27
Loved that write-up of Ashburton. Two things:

1) The Savage Horde Regiment is a great name for a SW-era merc unit.
2) The capital is called Batman? I hope you get some mileage out of that one, dude.  ;)
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 24 December 2017, 20:05:32
Loved that write-up of Ashburton. Two things:

1) The Savage Horde Regiment is a great name for a SW-era merc unit.
2) The capital is called Batman? I hope you get some mileage out of that one, dude.  ;)

Thanks for that!

The Savage Horde are at this point nothing beyond what I wrote there, but I could allways develop them in future for whatever reason.

As for the name... funny story. Ashburton is the name of a suburb in Melbourne, so I named the continents and moons for other parts of the same city. So while I could have called the capitol that, the funny thing is that Melbourne was almost called "Batman" instead. So naturally, I had to go with that.

It's a city that does have a lot of elaborate high-rise architecture, mind you.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: truetanker on 24 December 2017, 20:41:41
Super, man. Super.

Nice update.

TT
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Kojak on 24 December 2017, 20:53:35
As for the name... funny story. Ashburton is the name of a suburb in Melbourne, so I named the continents and moons for other parts of the same city. So while I could have called the capitol that, the funny thing is that Melbourne was almost called "Batman" instead. So naturally, I had to go with that.

Hunh, I think I had learned that years ago from a Cracked article, except my recollection (confirmed by Wikipedia) is that the settlement that became Melbourne spent the first year of it's existence under the name "Batmania"; and I'm not gonna lie, now that I know that I'm a little disappointed you didn't go with that instead.  :))
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 24 December 2017, 21:22:13
I’m assuming the ADF are also a subtle nod as well then? Like it.

And great to see the Irregualrs back in action!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 28 December 2017, 09:07:02
Since I'm pretty sure that none of my players are reading this, I'm really excited for the next session. I get to unleash a custom 'Mech I've been sitting on since the start of the campaign.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 28 December 2017, 21:19:51
Since I'm pretty sure that none of my players are reading this, I'm really excited for the next session. I get to unleash a custom 'Mech I've been sitting on since the start of the campaign.


Ohhhh.... can we get some sneak peek action?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 28 December 2017, 21:24:52
Ohhhh.... can we get some sneak peek action?

Here's some clues:

Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 28 December 2017, 23:27:51
Is it an Anvil? Although I don’t get the Tom Cruise reference?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 29 December 2017, 02:43:19
Is it an Anvil? Although I don’t get the Tom Cruise reference?

Wait, 1992's sexiest man alive. My mistake.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 December 2017, 02:35:23
From the personal journal of Sargent David Correra

Working with the assault lance is never dull, and I’m not just saying that because of all the time I spend riding on Lee’s Vulture. Those guys have an amazing ability to come up with insane plans and get themselves into trouble. And because my squad is effectively attached to their lance, I’m usually along for the ride.

Take this latest one as an example. We were trying to look for a way to lure out the Ashburton pirates. They’d managed to find out the target of the next pirate attack, being a warehouse district on the Batman waterfront (Yeah, the pirates were going straight after the capital even knowing that there was a mercenary company present. Talk about ballsy!), so they had decided to plan a surprise party. They had their ‘Mechs shipped in (Along with my squad, of course) and hidden in the target warehouses in ambush.

Sure enough the pirates took the bait. Five hovers (Two Condors, a Stygian, a maxim and a civvy Hovertruck) blazed in from over the water, covered by a pair of Cavalry VTOLs. As soon as they got near, Takahashi opened up from cover, which definitely spooked them, but not enough at first to call off their attack. While the hovers wheeled around (Including the Maxim dropping off a load of Standard Battlearmour) they unleashed their own secret weapon. A Yeoman emerged form the water, and not in a “’Mech walking on the ocean floor” way. No, this thing was like some sort of freaking submarine.

The rest of the lance emerged and really set them off. The Cavalrys doused Haki’s Axman in infernos, so in response he bought one of them down with his LBX. We swarmed the chopper and captured the crew for further questioning. The Maxim then wheeled around and beamed Haki with a TAG, leading to flights of LRMs from the hovers and the Yeoman bombarding him. (So we can add ‘prototype BattleMech and semi-guided LRMs’ to their operational budget).

Things suddenly turned around when Randy sank the Stygian and then crushed the Hovertruck, which was enough to convince them to get the hell out of there. The Maxim had no way to pick their suits up and instead cut and ran, possibly hoping that the suits would be able to escape on their own. Didn’t matter, as Haki blasted the Maxim and sent it to the bottom as well. The two Condors and remaining Cavalry got away clean, but they got nothing for their efforts. The Yeoman tried to make a run for it as well, but a hit form Randy almost sunk it. For a moment it looked like it had gone to the bottom as well, but it seemed to recover and escape.

So we managed to scare them off without them having anything to show for it. Pretty good start, if you ask me.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 31 December 2017, 02:37:44
Project HOUSEBOAT

I found a file that matches up to our mysterious Yeoman. It also gives me an idea as to where the pirates are getting their supplies – Nikola

Field Testing Summation: YMN-10-OR Refit
Producer/Site: Curtiss MilTech, Paradise
Supervising Technician: Doctor Gary Pappas
Project Start Date: 3072
Non-Production Equipment Analysis:
   Mechwarrior Aquatic Survival System
   Underwater Manoeuvring Units
   Multiple Torpedo Tubes

The Jihad was a boom time for military technologies, with many different developments going from prototypes to common mass production items during its course. However, the level of destruction unleashed during the Jihad meant that many other projects fell by the wayside or were simply destroyed, with their details often lost. Added to this, not every new technology was a success, and many were dead ends or catastrophic failures.

Project HOUSEBOAT is one such example. Evidence of its existence didn’t come to light until after the end of the Jihad, and even then all that is known about it is the result of piecing together fragmentary information from several sources. The project itself was lost with the destruction of Curtiss MilTech's factories on Paradise (along with the rest of the world) by the Principality of Regulus. Most of what exists comes from the Duchy of Tamarind-Abbey's efforts to reverse-engineer the Yeoman, as well as some information included in the sale of the Wraith specs to Hellespont.

The project appears to have been initiated at the behest of the Word of Blake, who invested a considerable amount into underwater facilities and defences. The goal appears to have been twofold; to develop a dedicated aquatic fire-support platform, while also serving as a tested for a new weapons system. In both of these efforts, HOUSEBOAT appears to have been unsuccessful.

At some point in the early 3070s, the Word of Blake and Krupp began development of the Multiple Torpedo Tube (MTT), an attempt at creating an aquatic equivalent of the MML system (itself a then relatively new technology that had quickly proliferated) that would be capable of launching both long and short-range torpedoes. While much of the developmental data on the MTT has been completely lost, the goal was to offer a greater versatility to aquatic platforms, particularly small submarines.

Seeking a test platform, the Word turned to Curtiss and the Yeoman, due to the BattleMech's relatively simple design. Three YMN-10-OR units were built as dedicated test platforms, with their jump jets replaced with Underwater Movement Unit systems in order to give them a greater ability to operate in aquatic conditions. However, due to the delays with the MTT system even reaching the prototype stage, Curtiss decided to press ahead with experiments using the three platforms.

All three modified Yeomans were equipped with a variety of different weapons configurations, including LRMs, SRMs, MMLs and both long and short-range torpedoes. In addition, the platforms were equipped with a still-experimental Mechwarrior Aquatic Survival System, as much to protect the pilot inside as to aid in the recovery of test data in the advent of a catastrophic failure.

The most encouraging versions mounted four seven-tube MML systems and two five-tube long-range torpedo launchers. Rather than the aquatic fire support platform that the designers had intended, the idea evolved into HOUSEBOAT acting as an ambush unit, able to travel undetected underwater before emerging to bombard shore targets. Tests suggested that HOUSEBOAT would work well in tandem with TAG-equipped Purifier suits and semi-guided LRMs.

In the meantime, the MTT project appeared to have ground to a halt, with Krupp only managing to produce a handful of problem-prone prototypes. None the less, at least one system was shipped to paradise for testing and mounted on the third HOUSEBOAT prototype. The results were less than encouraging. During a live-fire test a torpedo jammed in the tube while switching between long and short-range munitions. An attempt to clear the jam detonated the torpedo, destroying the prototype launcher while nearly sinking HOUSEBOAT.

Following the incident, both the MTT project and HOUSEBOAT were cancelled. Prototypes one and three were retained by Curtiss for further testing, while prototype two (now converted to a shore bombardment configuration with a load of LRMs and MMLs) appears to have somehow ended up in the hands of the Sirian Lancers. It, in turn, was acquired by the RSMC following the Lancers' surrender to the Regulans at the end of the Jihad. Prototypes one and two three destroyed on Paradise, while it appears that the Regulans had no use for three and either stored or dismantled it.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 14 January 2018, 05:59:51
Operation LONELY ISLAND

From Mercenary Campaigns of the 32nd Century, Galatea Free Press

After their ambush and defeat of a pirate attack on the Batman docks, Magyari’s Irregulars chose to capitalise on their momentum and strike a blow against the Ashburton pirates. While the main goal was it simply eliminate one pirate band, the hope was that they would send a message to their opponents that they were not safe, they were not beyond the mercenaries reach and that there was nowhere that they could hide. By taking out one band in their supposedly secret hideout, the Irregulars were hoping to demoralise others.

Of course, the problem was going to be finding one of those secure hideouts. Interrogation of the captives from the Batman attack had revealed that the pirates had a base on Phillip Island, but the exact location was unclear. The pirates were known to be well-informed, to the point that it was known that they had people watching the Irregulars’ dropships. As such, they would likely be tipped off about any potential move against them, and could clear out before an attack was mounted.

Instead, they took a more risky but potentially lucrative approach, code-named Operation LONELY ISLAND. Blending in to the local population, members of the Irregulars planted information suggesting a particularly valuable cargo would be leaving the Batman ports, travelling by a route that would take it near Phillip Island. The cargo was, in fact, a lance of the Irregulars’ BattleMechs with VTOL and Battle Armour support that would be armed and ready to go as soon as an opportunity presented itself. Their reasoning was that after their losses at the Batman docks, the particular pirate band would be eager for

To aid in the deception, Major Magyari moved the bulk of the unit to St. Kilda for exercises with the ADF. In order to hide the shortfall in numbers, she added an extra lance to her unit, made up of ‘Mechs salvaged from Shasta and repainted in their colours. The pirates’ informants passed on their departure, effectively greenlighting a move against this cargo.

And so the MV Happiness, a bulk cargo freighter, set out from Batman along its route. As expected, it was subsequently shadowed by a Mauna Kea class gunboat, which followed the vessel until it reached Phillip Island. Drawing alongside, the gunboat effectively held the ship at gunpoint while a Karnov VTOL dropped an infantry team off to size command of the ship. The pirates steered the Happiness towards Phillip island, parking it at their makeshift dock to unload its cargo.

What they instead got was a quartet of BattleMechs storming out of the vessel’s cargo bay doors and laying into their defences. The Pirates rallied their own forces, which consisted of the Mauna Kea, several light tanks hovercraft and VTOLs, conventional infantry, a Quasit MilitaMech and the same modified Yeoman that they had previously fielded. While they did hold the advantage of numbers, the mercenaries simply possessed greater firepower and capabilities. Furthermore, their initial ambush allowed them to claim the high ground overlooking the pirate docks, giving them a tactical advantage.

In shot order, the pirate forces were devastated. Of the units they had bought to the field, only a handful of infantry had managed to surrender. The rest had been destroyed or disabled trying to flee to a fallback base. Among them was the Yeoman, which apparently sank after being shot in the back by a Lamprey. With the beachead secured, the Irregulars force called for the rest of the unit so that they could secure the rest of Phillip Island.

The captive pirates and their equipment did yield a wealth of information. They revealed that they did have an off-world supplier, who had been providing them with weapons, equipment and other supplies via dropship. (Ashburton’s six moons created a wealth of pirate jump points, making it rather hard to detect an incoming ship) The Yeoman wasn’t their own design either, having come form their off-world suppliers. Later research conformed that it was a Jihad-era prototype, last known to be in possession of the RSMC. This seemed to conform the identity of their supplier, who would have a vested interest in keeping Ahsburton destabilised.

Overall, the Irregulars had scored a major victory in their campaign. However, its greatest challenges were yet to come.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 20 January 2018, 02:21:55
Well, today's session is going to be difficult to write up, to say the least. I will say this much; Takahashi manages to be a ninja in a Stalker.

Also Kojak, if you're reading this, the Warhammer IIC showed up.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 21 January 2018, 02:21:09
Journal Extract 75323-Rho

(Honestly? Between them the kids are walking security leaks. If not for their parentage, they would have both been discharged long ago or otherwise ‘retired’. Then again, they’re far form the first idiot offspring of mercenary officers. At least one of them might not be a problem too much longer)

When (deleted) the Major first found out about the Ashburton government hiring mercs, she was furious. Then when she found out who they were, she was strangely okay with it, which is rather strange what with our past and all that. She figured that we would lie low for a while and get a read on the Irregulars, their full capabilities and what they were doing, and then make her move.  She was even okay with them taking out one of the pirate bands, though it ain’t like they’re exactly a big loss to begin with.

So the Major had the idea of luring out one of their lances into an ambush. The plan was to use recon lance to act as bait to draw them in and then have my lance to take them out. Seemed simple enough, right? We even had a fallback escape route into the canyons should things go bad. ‘course, none of it went even remotely right to begin with. (Deleted) (deleted) frig it, trying to keep this professional sounding Scout lance managed to bait one of the units looking for us all right, but it was a freaking heavy lance. So they weren’t just running towards us for the trap but also running for their lives, and Scout Lead was screaming like he allways does when he gets in over his head (happens a lot too).

I sprang the trap with my lance stepping up while Recon scattered and tried to flank them. At first it looked like we were doing okay (Took a lot of armour off a Vulture and a Stalker in the opening), but then they managed to take out two of Scout Lance in quick succession which threw them off. I pressed the attack no less while Scout Lead tried to cut around the back with a Commando to unload on their rears.

And then it all went to (deleted) (deleted) (deleted) hell.

Our comms went out, filled with all sorts of noise and crap. A pair of droppers flew over and dumped their loads on us. At first I thought that the Irregulars had called in reinforcements and had turned our trap around. But then I saw what it was and it was so much worse. There were ten ‘Mechs advancing on us, headed up by one of those Warwolf things and with a mess of other Wolf heavies and mediums behind us. One of them called out a challenge to one of the Irregulars, a guy called Randy who had apparently done him some great injustice in past.

Not that this was about just him, mind you, as they made their intent clear straight out. The Warwolf simply perforated (deleted) Scout Lead’s Cadaver with a single shot, ripping straight through its torso. I saw him eject, but there was no way that we were going to be able to retrieve him, given that we suddenly had a pile of Wolfs bearing down on us. The Irregulars didn’t help none neither, taking out the last of Scout lance while ripping chunks out of my lance’s Cataplut.

More importantly, they were suddenly cut off from the rest of their forces. I figured that we were better off working together rather then letting the Clanners pick us apart, and offered them an option of retreating south back to our lines. At the same time, I was desperately calling in artillery support to cover us. They agreed, figuring that we were probably the lesser of the two evils or something.

Their Stalker helped us pull back by spreading smoke missiles across the battlefield, cutting off the Wolfs’ long-range weapons and buying us some time. We needed it two, as once of their lances was fitted out entirely with fast mediums who simply ran through the smoke and kept harassing our forces as a pack while we pulled back. A few of their heavies were also joining in the fray; a Mad Cat was taking shots at my own Wammer, and was carving up huge chunks of my armour.

The Irregulars Uziel kept bouncing about their lines, helping to keep them off-balance and break up their lines. We got lucky when we managed to take out a Fenris, though by that point everyone was ragged. I reckon the Stalker was nearly stripped of armour, while my own Wammer weren’t doing much better. I knocked the Mad Cat down an’ while that didn’t stop it, that did buy us some time as it were no longer vomiting lasers and LRMs at us.

And then we got our break. Smoke shells began raining down from our artillery, creating the cover we needed to escape. I lead our two groups further south, figuring we could negotiate some sort of deal later when we didn’t have nine angry clanners riding our asses. What I didn’t expect was what (deleted) the major did next. She’d called up the rest of the unit and had them lying in wait for us, leaving the Irregulars facing a wall of ‘Mechs and tanks. She demanded that they power down and surrender, which they really didn’t have much of a choice about. They were carted off, while the Major congratulated me for dropping their ‘Mechs in their lap. Never mind that she’d just lost four of her own (including her own (deleted) one of her officers) but she was acting like it was Christmas all of a sudden.

And then I was accosted by Captain MacDougal who demanded to know why I’d left his boy behind. It weren’t like I really had a chance to get him back; he went down behind the Clan lines, and only one of my ‘Mechs had hands (And it’s not like a Thud is exactly a speed machine neither). The Major managed to appease him somewhat by saying she had a plan.

Me? Personally, I feel like ass. I mean, the Irregulars are our enemies and all, but they did help my lance escape and keep my men alive. It just don’t seem right to treat them like this.

Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 21 January 2018, 03:23:36
So Randy’s arch-nemesis returns!
Meanwhile, is the Whammy pilot the one who was mentioned ages ago? Talk of a younger, idiot brother, etc? It was all audio files of people who didn’t get named but were somehow linked.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 21 January 2018, 04:56:18
So Randy’s arch-nemesis returns!
Meanwhile, is the Whammy pilot the one who was mentioned ages ago? Talk of a younger, idiot brother, etc? It was all audio files of people who didn’t get named but were somehow linked.

Very good! Nice job remembering something... a long time ago. Long, long time ago.

It's the minor details that you have to play attention to.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 28 January 2018, 02:48:17
Journal Extract 75324-Rho

Remember what I said about the kids being walking security leaks? Well, if anything, I seem to have underestimated the risk they represented.

Jessie isn’t that stupid. Hopelessly naive, in over her head and being pushed way past her capability because of her parentage, yes, but not actually stupid. And let’s be honest here, she’s far from the first child of a mercenary commander to be promoted simply because of her parentage. In a family run unit like this, it’s inevitable; you just have to hope that the child is up to the task. In Jessie’s case, the answer is ‘no’, and I can’t see any way that she would ever run the unit on her own.

Ronnie is that stupid, but that’s another matter.

Thanks to Jessie’s actions, the unit had captured four of Magyari’s MechWarriors. They had also lost Ronnie to the unexpected Wolf attack. And while I would be tempted to let the Wolves have him, the major, of course, had other plans. (Not that Big Ron would have let her do otherwise, what with Ronnie being his son). No, Connie had a plan, one that was going to get her what she wanted and strike a blow to her apparent enemy.

Having gathered just how angry the Wolves were at the Irregulars (and at one of them in specific) she was going to use them as a bargaining chip. She was going to trade the four of them to the Wolves for the four MechWarriors the they had captured. And for the deal, she was going to keep the Irregulars’ BattleMechs for her own. Trading three lights and a medium for an assault, two heavies and a medium seems like a good deal, especially when you figure that they got an advanced Clantech Omni out of it. It’d work well and suit my goals, although personally, I would have been tempted to let the Wolves have Ronnie, but I don’t get to make those sorts of decisions.

Jessie went and threw a king-sized wrench into all of that. Apparently she felt bad about Oda et al getting locked up and having their ‘Mechs confiscated after she was just trying to save their lives. Apparently the fact that the Irregulars are our current operational enemies had nothing to do with it, and that does get me. It’s not like Jessie hasn’t been in an operational campaign before, and she certainly has taken prisoners and confiscated BattleMechs in past (Like the Cataplut in her lance). Why this time was different was beyond me. Maybe it was because she and the Irregulars had cooperated to keep each other alive she felt she owed them or something.

Anyway, she headed down to the lock-up (and I mean an actual police lock-up in one of the ruined cities the unit has been using as a base) to negotiate a deal. Though our prisoners were proving to be rather inventive in and of themselves in trying to get out of there. Aardvarkssen had managed to rip the bunk off the cell wall, and was in the process of dismantling it for parts by the time she got there. And even though she had no authority to do such, Jessie first told them about the Major’s plans for them. Then she negotiated a deal whereby if the four of them rescued Ronnie (and the other members of his lance) she would get them their release and their ‘Mechs back. And yes, she just flushed away any advantage we could have gotten out of this mess.

Suffice it to say, they agreed and were able to make a discrete departure with their confiscated gear and a pair of our jeeps. Obviously I wasn’t there for what happened, but I managed to piece it together from various accounts.

The Wovles had taken over an abandoned town (one killed by Ahsburton’s decades of economic malaise following the Jihad) and parked their ships there. They had the two Broadswords that had carried their ‘Mechs, as well as a troop carrier packed full of conventional infantry for security. Unfortunately, they weren’t aware of the full extent of the Irregulars’ skillset. Oda is a skilled infiltrator, while Aardvarkssen was raised in the Rasalhauge Dominion, and thus knows a lot about how to act like a clan warrior. With a uniform that Oda had procured, he was able to infiltrate the Wolf force and find out where the prisoners were being held.

Having located their objective, the lance split into two teams. Aardvarkssen and Oda secured the prisoners by entering through a skylight. In Aardvarkssen’s case, he literally dropped in on them by jumping on and crushing the Wolf warrior keeping watch on them. In order to cover their escape, Zhen and Georges arranged for a distraction and snuck onto one of the Wolf Broadswords. They set off a bomb or something inside of it, which drew just about everyone in town away while allowing the four of them and the prisoners to slip away unharmed.

Of course, when they got back was when the drek hit the fan. The Major had found out that the prisoner had escaped, and put everyone on alert. A lookout had reported the jeeps returning, so she had mustered everyone to meet them in the pre-dawn. When she found that it was the Irregulars with her captured MechWarirors (including her own son) she was basically forced to concede to the deal that Jessie had made with them, letting the Irregulars walk off with their BattleMechs. It wasn’t like Big Ron would have given her an option either, given that he was getting his son back from the deal.

So as soon as the Irregulars were away, she publicly berated Jessie in front of the entire unit.

This is a complete disaster, to say the least. On the tactical side of it, we lost four BattleMechs for no gain whatsoever. We also probably made an enemy out of the Wolves as well, but they’re more likely going to be focusing on the Irregulars for now. On the long-term operational side of it, there’s the distinct possibility that Magyari is going to be able to deduce the unit’s identity, which blows our secrecy. When the Major found out who the Ashburton government had hired to deal with the pirate problem, she was giddy with glee at the thought of honouring her stupid family vendetta. And now it could backfire on us completely.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 28 January 2018, 02:55:47
From the personal journal of Irisz Magyari

The last twenty-four hours did a fantastic job of upending this entire campaign in a number of different ways. I shouldn’t be surprised that Assault Lance was in the middle of all of it either.

First of all, the Wolves. Okay, so we have done a good job of annoying them, granted, and I kind of understand why they would come after us. First we humiliated them on Keystone, stole a huge pile of parts and disrupted OmniMech production. Then we repeated the process on Kaldiassia, including destroying a prototype OmniMech. Finally, we started a rebellion on Shasta, destroyed half a cluster and sent the rest into a tailspin of crashing morale. I suspect that the Wolves that followed us here to Ashburton are the same ones that were burning towards Shasta as we left.

We’re going to have to take time out from the campaign to deal with them, because we can’t just ignore them. The best way to do such is to convince the Wolves that it’s no longer worth their time and effort to chase after us, but at the same time do it in a moderately clean manner that will play to their sense of honour. Just bearing down on them en masse with artillery and Aerospace support is only going to make them even angrier at us, and personally, I could use less enemies.

Which brings me to the next big problem, being the mercs apparently hired by the Regulans to play pirate. Based on the information that Oda et all bought back, we’ve been able to make a tentative identification of the unit. Unfortunately, it appears to be Raymond’s Roughnecks, a unit that a) has a long standing vendetta (like about one hundred and thirty years) vendetta against mine and b) was supposed to have been destroyed in the Jihad (Although you could ask the Black Cobras and Bronson’s Horde how that worked out). Now I have no idea if their current commander is intent on continuing that feud given that it was supposedly over before my father was born, but I also would rather not have it hanging over me regardless. And I can’t just assume that they’re over it as well.

So now we need to deal with them, both as an enemy force that needs to be eliminated as an operational objective and as a potentially personal threat.

Supposedly the Roughnecks were destroyed during the Jihad. Annika’s journals mention the clashes between them and the Irregulars, including Nina Raymond’s death. However, I also look at those journals and notice just how much of them has been redacted by parties unknown. So it’s possible if I read between the lines that the Roughnecks escaped and hid out somewhere in the Periphery for decades, possibly even operating under a different name. (Randy did mention that he heard a lot of Taurian accents, which would fit with that theory). And somebody who does that isn’t likely to let go of the past in a hurry.

Based in what they gave me, the Roughnecks have a company of BattleMechs (now less once lance) including at least one Clantech ‘Mech. They have at least a company of armour plus artillery support, as well as a mixture of conventional and Battle Armour infantry. Finally, they have at least two Dropships, one of which is a Union. So that’s more paper strength then we have, although we don’t know much about their deployment and tactics as yet or how deep their support is. Takahashi reported that they were allready beginning repairs on Assault Lance’s ‘Mechs before they were retrieved, save for Zhen’s Vulture (Which could simply mean that they didn’t carry a stock of the specialty parts it needs).

The other thing we need to do is figure out the people behind them; know your enemy and all that. I’ve put together a few preliminary thoughts based on what Assault Lance reported from their observations, just in the hope that we can figure out something.


When we get back to Galatea, we’re going to have to do a lot of research. Of course, first thing we need to do is get through this mess.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 05 February 2018, 05:49:55
Stalking the Wolf

From Mercenary Campaigns of the 32nd Century, Galatea Free Press

The arrival of a Wolf Empire unit on Ashburton in pursuit of Magyari’s Irregulars was not an entirely unexpected development. The mercenary unit had clashed with the Wolf Empire three times in the last year on worlds they occupied, and in each case come out victorious.

The first was on Keystone, where the Irregulars sized a considerable store of Clantech parts while disrupting production of the Tomahawk II OmniMech. Not only did the Irregulars brush aside a Kappa Galaxy tank force, but they also used the clans’ own honour rules against them to outmanoeuvre and escape a frontline unit from Beta Galaxy. The second of these saw them raid Kalidassa, again disrupting BattleMech production on-world. In the process they destroyed or disabled a number of Theta Galaxy BattleMechs; furthermore, unconfirmed reports claim that they destroyed a prototype OmniMech.

It was the third of these attacks that was likely the most damaging, however. Dropping onto Shasta, the Irregulars fermented a rebellion amongst the native population while mauling the garrisoning Wolf unit and nearly killing their commander. This attack sent shockwaves through the Wolf Empire’s Mu Galaxy, which was already understrength and suffering from low morale. Which resulted in a wave of desertions and insurrections within the Galaxy.

With their high-profile presence on Ashburton, only a single jump away from Shasta, the Irregulars were well within striking distance of the wolves. A Beta Galaxy unit, the same one that they had evaded on Keystone, was sent after the unit in order to avenge the blows the Mercenaries had dealt to their honour. The Wolves had no intention of attacking the planetary defence forces or seizing the world, just destroying the one mercenary unit.

Presented with this threat, Major irisz Magyari chose to attack it head-on. Knowing that the Wolves would continue to disrupt her unit’s operations and prevent them from fulfilling their contract, she decided to force their hand. Her hope was not only to drive them off the world, but also to stop them from attacking her unit again. Gambling on the Wolves’ own need for honourable conduct, she travelled to their forward base and challenged them to an effective trial of refusal against their grievance. Coached by a couple of her MechWarriors, Major Magyari delivered a proper batchal that the Wolves accepted. The terms of the fight pitted her BattleMech company against the Wolves’ Binary (Which was already down one OmniMech).

Magyari knew she had to win the fight on what would be seen as fair terms. While she didn’t expect the Wolves to honour zellbrigen against mercenaries, at the same time, she expected that they would conduct themselves with some degree of honourable conduct. As such, she would do the same. No massed fire, no hidden units in ambush, no aerospace support and so on. It was a calculated risk, but still better than waiting for the Wolves to come to them.

The battle started badly for the Wolves, as they were now down to only eight BattleMechs, following an attack on their dropship that had disabled one of them. Despite being outnumbered, they gave a good initial showing, dealing considerable damage to several of Magyari’s ‘Mechs at long ranges before closing in. At the same time, lighter Wolf ‘Mechs were harrying the Irregualrs’ flanks, making the most of their speed.

Things turned against the Wolves rather suddenly when a freak shot decapitated a Mad Cat, depriving them of one of their most powerful machines before it had a chance to fully utilise its firepower. Despite the loss, they pressed on, closing ranks and bringing even more firepower to bear. Magyari’s company pulled back to consolidate their numbers, while sending forth an expeditionary force of heavy ‘mechs to isolate the Wolves remaining heavies. This served to break up the Wolf lines, and stop them from concentrating their forces.

Despite this, the Wolves had inflicted considerable damage on a number of the Irregulars ‘Mechs, including Major Magyari’s. They were not able to leverage this advantage before losing two more of their own, a Tundra Wolf and an Arctic Wolf II that both went down quickly. Realising that he was now outnumbered more than two to one, and noting how much damage his forces had suffered (Including his Warwolf losing most of its armour) Star Captain Lucius Radrick requested hegira, knowing that victory was unlikely and that any efforts to prolong the battle would likely increase his losses.

Magyari had effectively ended the threat. By demonstrating to the Wolves that she could beat them under their rules, she had shown that any efforts to prolong the feud would only cost them more. Under the terms Radrick had agreed to, his forces retreated off-world. But the Wolves still had one last part to play in the Ashburton campaign.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 18 February 2018, 19:50:42
Ashburton National News, 12th December, 3145 (Extract)

Hambone: We begin tonight with startling developments coming out of parliament in Batman. The government was shocked today when opposition leader, Devon Wainwright, revealed that he and his Re-Monarchist party had been actively aiding the various pirate groups that have been responsible for numerous attacks across the planet. For more information, we cross to our political correspondent, Rachel Drew.

Drew: Thank you for that, Brian. This move on Devon Wainwright’s part was not only completely shocking but also unexpected. Wainwright had called a press conference for this afternoon when it was expected that he would make a major announcement with regards to the pirate issue. Instead, he delivered a prepared statement that nobody expected.

Wainwright: I colluded with the pirates as in order to bring down the government and restore my family to power. I provided them with funding, resources and equipment in order to conduct their operations. Members of my own family were among their leaders, and had been positioned to ensure that the pirate bands followed my directives and attacked the targets that would be most beneficial to myself and my party. I, and my family and members of my party, have been actively supporting them for over a decade now.

Drew: After finishing his statement, Mister Wainwright voluntarily surrendered himself to the federal police, and has been detained for questioning. However, all indications are that he has been willing to provide the government and SAFE with information regarding his activities.

Hambone: Do we know what bought on this sudden revelation?

Drew: This comes on the back of a busy two weeks for Mister Wainwright. While he had previously been critical of the government’s decision to hire mercenaries to combat the pirates, he had stepped up his opposition in the light of the Wolf Empire’s attack on Ashburton. Wainwright had blamed the government for bringing the Clans down on the world through the presence of the Mercenaries. After the Clans had been reported to have left Ashburton, Wainwright announced his intention to open negotiations with the pirates in order to end what he called their ‘rain of terror’.

Hambone: Do we know anything about those negotiations?

Drew: While we do not know what happened with Wainwright, we do know a few facts. He flew out earlier this week with a small staff to begin negotiations. It was only after he left that the government confirmed that their mercenaries had achieved a major victory over the pirates, defeating several large bands. However, it now seems that Wainwright might have opted to give up the pirates, even though they were apparently previously his allies.

Hambone: And as yet has there been any evidence to support his statement?

Drew: Brian, in the last hour, Government sources have confirmed that one of the captured pirate leaders was Jeremy Wainwright, the nephew of Devon Wainwright. You may recall that Jeremy Wainwright was the member for Monash until he was forced to resign following a scandal three years ago. He subsequently dropped out of the public light, but it now appears that he had found other employment.

Hambone: So what does this mean for the federal parliament?

Drew: As you know the Re-Monarchist party is the largest single opposition party in parliament. They in turn were in a coalition with the Ecologist party and several other minor parties to oppose the Progress Party’s substantial majority. Whole normally this would require the Re-Monarchists to select a new leader, I can reveal that now the entire party is under investigation. And while Ecologist party leader Bryan Taupe tried to distance himself from Wainwright, questions must now be asked about their involvement with their coalition partners.

Hambone: So we can expect a few more resignations in the days to come?

Drew: That’s more then likely, Brian. It’s expected that numerous members of the Re-Monarchist Party will step down in the next few days, especially given the number who have claimed no knowledge of Wainwright’s involvement with the pirates. However, there is also the expectation that a number will come under investigation themselves at all levels of the party.

Hambone: So we could be seeing the end of this coalition?

Drew: Possibly of the entire Re-Monarchist party, Brian. This is looking to be the biggest shake-up in Ashburton politics in decades.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 18 February 2018, 19:51:33
From the personal journal of Irisz Magyari

Dirty tricks are a part of the mercenary trade. No unit can stay ‘clean’ forever, and sooner or later you’re going to have to do something a little dubious to get your way. And sometimes, it actually ends up that you’re doing the right thing, even if you’re going about it in the least ethical ways possible.

Case in point, what we did to Devon Wainwright. We’d had concerns about him ever since we landed on Ashburton, based on the information we’d been provided on his family’s involvement with the pirates. He had a clear motivation too; overthrow the government and restore the planetary monarchy with his family at the top, and go back to how things had been for the last few hundred years before the Jihad.

Wainwright had been the biggest opponent of the government hiring us, and had been somewhat opportunistic about it. While he was correct in blaming us for the Wolf attack, we had a lot of questions as to how he found out about it. Analysis of the footage he leaked to the media revealed that it had come form one of the Roughnecks’ ‘Mechs, which we took as proof of a link between the two. So when he announced that he was flying out to meet the pirates to open negotiations towards a settlement, we decided to make a move on him.

Ironically, the Wolves provided us with the perfect opportunity to bring him in without arousing his suspicion. After flying in to the region, Wainwright was traveling by a private car to his rendezvous, when a pair of Wolf ‘Mechs, a Mad Cat Mk IV and a Vulture Mk IV appeared and began chasing after it. Fortunately for Wainwright, a Roughnecks Lamprey was on-hand to evacuate him and get him away from the Wolf attack.

Of course, the Clan ‘Mechs were piloted by me and Zhen, and the Lamprey was being flown by Katrya. And had Oda, Georges and Aardvarkssen on board.

Wainwright was livid about being attacked by the Wolves after we had supposedly driven them off, and thus played right into our hands. He never once questioned the identity of his rescuers, having simply been glad to get away from the “clanners”. He assumed that his rescuers were from the Roughnecks and spilled the beans to them while blaming Major Raymond for the situation. In short, he was in league with the Regulans, aiming to destabilise and overthrow the planetary government and have his family reinstated. Then in return for their support, he’d declare Ashburton’s allegiance to Regulus and in doing such, take a chunk out of the FWL’s narrow bridge.


And when he landed and found out who he was actually talking to, he was aghast. He ordered his bodyguards to take out myself and the others, only to find that they were quickly disarmed and disabled. I mean, Haki threw one of them at another. It doesn’t get too much more intimidating then that. I ‘suggested’ that he speak to his allies so that we could make arrangements to end this mess, with Wainwright agreeing for a number of reasons, not the least of which was the presence of said large Viking. I only heard one side of his conversation with Major Raymond, but I could get enough of it to know she wasn’t happy.

He arranged a meeting between the two of us; the traditional ‘mercenary commanders meet and work out a deal to minimise losses’ arrangement that has been a staple of mercenary commands going back to the Third Succession War. Calling it tense would be an understatement. Major Connie Raymond was furious, and only just hiding it, but I couldn’t tell what annoyed her more. That her liaison (ie, Wainwright) was basically pulling out his support for her and leaving her high and dry, or that she was being forced to negotiate with me. (Or, for that matter, the fact that I even exist). She was glaring daggers, but she had no real option. She could either stay on-world without any support and risk further losses, or quit now while she could. Given that she was allready down four ‘Mechs with nothing to show for it, she took the latter option, with a guarantee of safe passage off-world. That would still leave her at the mercies of her employer, but it was still better then the other option.

That just left the pirates to deal with. After a bit more encouragement, Wainwright gave up several pirate groups, including one lead by his nephew. We hit them all at once, ensuring that no one of them could escape or warn the others. Our loses were light, but the Pirates were functionally destroyed.

Of course, now the planetary government has been thrown into confusion even after we got rid of the pirates and the Wolves. Wainwright publicly confessed to what he was doing, but was careful to leave the Regulans out of it. I can understand why; there’s no need to aggravate an allready tense situation, and it allows SAFE to keep a lid on tensions. He’s been arrested (and resigned) while it looks like his own party falling apart. On the other hand, Prime Minister McNally was quick to congradulate me on our victory, and feels that we’ve managed to effectively end the pirate threat. Which means that our contract here is coming to an end.

Which I’m all for, as I think I’ve had enough of planetary politics for now.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 04 March 2018, 02:31:10
Irisz,

You asked me to do some digging into these re-emerged Roughnecks. This is the best that myself and the others you put on job were able to put together. I admit there’s a fair amount of speculation in filling in the gaps, but I think it’s solid enough.

Raymond’s Roughnecks were employed by the Word of Blake during the jihad. The unit was functionally destroyed in 3075 in combat with the Irregulars. Nina Raymond, the unit’s then commander, died in single combat with Annika Magyari. Colin Raymond, her older son, was captured; Bruce Raymond, her younger, survived and escaped with the rest of the command. From there we lose track of them, but conventional wisdom holds that they remained in the Word’s employ and were merged down into another command before being finally destroyed during operation SCOUR. (The MRBC’s claim that all the units that worked for the Word were destroyed has since been proven erroneous)

In the mid 3080s, a unit identified as Barret’s Bushrangers emerged in the Herotitus hiring halls, and were immediately snapped up by the Taurian Concordat. The unit was lead by one Bruce Barrett, a commander of unknown providence but clear prior experience. It’s worth noting that such is not exceptional in the Periphery mercenary market by any stretch of the imagination. The Bushrangers were a small command, equipped with a mixed force of battered Battlemechs and vehicles.

Despite the market they were working in, the Bushrangers managed to survive and grow over the years. They primarily worked for the Taurian Concordat, but also saw service with the other rimward states and minor powers. The unit proved to be particularly adept at pirate hunting, and was responsible for the destruction of several notable bands during their career. At some point around 3118, command of the unit passed to Coleen Barrett, the daughter of its previous commander (and presumably granddaughter of Bruce).

Under her command, the unit began seeking out contracts in the Inner Sphere. In 3121, the Bushrangers suffered substantial losses fighting against the DCMS on Misery, including their XO, Shane Packard. (Whom Jessie Raymond has identified as being her father). The unit then drops off the map.

The second unit to be involved in this is McDougall’s Iron Hose, an armour and infantry command. In 3122, the Iron Horse suffered severe losses while under contract to the Regulans, and apparently were dissolved, removing them from the MRBC rolls. The information supplied by Jessie Raymond indicated that Ron McDougall had married her mother, Connie Raymond, as a part of a merger between the two units. This union also produced a son, Ronnie Raymond.

Raymond’s Roughnecks first reappear in 3133 as a part of the Outreach Revival movement. The unit was apparently registered by the MRBC, however given the commission’s weakened state, they took little or no action to verify the connection to the prior incarnation. However, it seems no action was taken to follow through on the outstanding warrants held over the unit (Even though the provisions of Kings’ Tigers vs MRBC would have made it clear that the Roughnecks would have little to answer for). A cursory check of the (limited) information they provided to the MRBC lists Connie Raymond as the commander, and Ron McDougall as her XO. If there is more, it’s still on Outreach behind the walls of Fortress Republic.

Given the current dire state of the MRBC and the amount of contracts that are taken off the record, we cannot find much about the unit’s operational history since then. I can confirm that they were active in the Komorphoros civil war in 3137-38 working for the government, and apparently grew considerably of salvage and remnants of other units. Sometime in the last two-three years, Jessie and Ronnie Raymond both became active in the unit as Mechwarrior lieutenants, presumably being groomed to eventually take command of the unit.

Given the evidence available, especially Jessie Raymond’s own recall, I have to conclude that Raymond’s Roughnecks and Barret’s Bushrangers are one and the same. The most logical series of events is that Bruce Raymond and the remnants of the Roughnecks fled to the periphery and took refuge in the Concordat. He reformed the unit under an assumed identity, presumably to keep below the radar of Bounty Hunters and outstanding warrants. The unit continued to operate like this until Coleen Barret (nee Colleen Raymond) took control of it and returned to the Inner Sphere proper.

After the losses suffered on Misery (including the death of her husband and XO), the unit merged with McDougall’s Iron Horse. Based on Ronnie Raymond’s age, this happened no later then 3122. At or before this point, the unit had presumably returned to using the Raymond’s Roughnecks name, including Coleen/Connie reclaiming her surname (and thus passing it to her children).

The big problem is that I am still missing a gap from 3122 to 3133. It is possible that the unit continued to operate out of Herotitus during this time under its new name and thus was not subject to MRBC oversight. Another possibility is that the unit worked entirely outside of any regulatory agency during that period, or even continued to use the Barret’s Bushrangers name. Unfortunately, without access to HPG communication, it will take months if not years to retrieve any information from Herotitus.

The real threat comes in Connie Raymond’s apparent willingness to continue the feud between our two units. Mercenary history is rife with such feuds, and the consequences of them. The last thing we want is something blowing up in our faces because she’s still angry over something that happened a hundred and thirty years ago.

I’ve also expanded on my profiles of the key unit members.

Connie Raymond (aka Coleen Barrett): Born c3090, Periphery, presumed grand-daughter of Bruce Raymond. Major, commander of Raymond’s Rougnecks. A MechWarrior, but we have not yet been able to identify her individual BattleMech. Determined and driven, but clearly carries a lot of anger and resentment. If I was to speculate, I would imagine that her family being effectively exiled to the periphery and unable to use their real names did a lot to fuel her resentment of us and her desire to continue the feud. Raymond also exhibited something of a ruthless streak when she was willing to use her own son as a bargaining chip against us.

Ron “Big Ron” McDougall: born 3090, Galatea. A born Mercenary brat, Ron McDougall inherited the gutted wreckage of McDougall’s Iron horse in 3122. He and Connie Raymond formed an alliance to salvage both their units through merging them, with a dynastic marriage sealing the deal. Unlike Connie, Big Ron is far more relaxed and moderate, and clearly shows a lot deeper concern for the lives of his men (especially his son, Ronnie). The unit’s XO and a tank commander, he apparently prefers to lead from in the field. Big Ron does seem to be some sort of moderating influence on the unit as a whole, and does not seem to have any stake in the ongoing feud.

Jessie Raymond: born c3120, unknown; daughter of Connie Raymond and Shane Packard (deceased); Connie’s oldest child and only from her first marriage. A decent MechWarrior, Jessie is a lieutenant largely due to her parentage more then anything else, but shows little skill or aptitude for command. She comes off as somewhat socially inept and reserved, and somewhat naive. She also does not seem to have any stake in the ongoing feud, but is more going along with it because of her mother. Jessie is a useful weak link in the unit that could prove to be a valuable source of information. Given that she is currently in poor standing with her mother, she might even be convinced to leave the unit.

Ronnie Raymond: born c3122, unknown; son of Connie Raymond and Ron McDougall. Connie’s second child. A MechWarrior and officer, Ronnie shows only marginal skills for either, and again appears to have been promoted largely due to his parentage rather then any actual talent. Overly ambitious (and possibly somewhat resentful), Ronnie has been observed trying to recruit outside of the unit; whether this is to build a core of supporters loyal to him or even his trying to build his own unit is unknown. Regardless, Ronnie does seem to be loyal to the unit and his mother’s goals, whatever they may be.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Nav_Alpha on 04 March 2018, 16:59:02
Interesting! I have to say though - I'm a little disappointed the Bushrangers were a smokescreen. I really loved that name!
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Kojak on 05 March 2018, 00:48:15
King's Tigers is an amazing name for a unit, possibly my favorite non-canon unit name since Morimoto's Immortals.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 05 March 2018, 00:59:21
King's Tigers is an amazing name for a unit, possibly my favorite non-canon unit name since Morimoto's Immortals.

Thanks. One of these days I will do something with it
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 August 2021, 22:08:11
And to anyone who was following it, here's the summary of the last session which I never posted here for whatever reason.

-----

From the personal journal of Irisz Magyari

There are a number of different approaches you can take to dealing with a problem. Being nice to it is one of the most under-rated.

When we got back to Galatea I tasked Nikola with chasing down as much intel as possible on the reborn Roughnecks. What little I’d gathered so far did not paint a pleasant picture of them, specifically their commander, Connie Raymond. The first-hand observations that Assault lance made while in captivity (Randy especially; his past as a journalist is good for that) told me a lot about her, not the least of which was that she was determined to carry on the century-and-some old feud between our two families.

However, they took it upon themselves to gather some information on their own, based on past encounters they’d had with members of the Roughnecks (ironically before they knew who they were). And by that it turns out that they ran into Jessie Raymond having lunch at Tharonja’s, as they have done before in past.

Given what he now knew about her, Haki took the lead by being nice to her, which was really the opening he needed. Within minutes she was basically unloading her life story at him, explaining how she had been in her mother’s bad books due to her decision to help the members of Assault Lance, rather than let them be used as hostages. As a result, Connie Raymond – her own mother - had basically shouted her down in front of the rest of the unit, humiliating her in front of not only her comrades but also her immediate family. And even after they had withdrawn from Ashburton and travelled back to Galatea, Connie had continued to remind Jessie of her mistake.

Haki’s response was to try to cheer her up, to offer her a shoulder to cry on and to make her feel better about herself. He’d offered her genuine friendship, something that she seemed to have a shortage of in her own life. And on top of that, he’d told her that she could contact him any time if she wanted to talk.

Clearly he’d had an effect on her. A week later, Jessie showed up on our doorstep, complete with her BattleMech, asking if we were looking for new hires. And I took her in.
I chose to engage with her, not only as her new commander but also again trying to be her friend. It became clear to me that she definitely needed the latter. I’m not trying to put her down when I say that she does have her own issues. Putting aside our family history, it’s clear that her mother has been overbearing and pushing Jessie hard to be not only a MechWarrior but also an officer and her heir. And while Jessie is clearly talented as the former, she’s also socially awkward to the point of being introverted, and took up the latter two roles because she couldn’t say no to her own mother.

In many ways, her experience is the opposite of mine. My father wanted me to be his heir, and I was all for it. Conversely, Connie Raymond projected her expectations onto Jessie without any thought as to Jessie’s own wants, needs or suitability for the role.

Of course, I know that Connie Raymond is not going to take this well, and I know that it’s only going to intensify her own hatred towards me. I’d like to think that it could give her cause to step back and examine her choices that led to this point, but I know it’s not going to happen.
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: Deadborder on 10 August 2021, 22:11:49
Audio Log File #75944-Rho

Irisz Magyari: Did you want something?

Hadrian Cartwright: Just thought you’d like to know that I’ve finished the medical on our new recruit.

Magyari: And how did it go?

Cartwright: She’s in good shape for her age. A few old injuries that are likely the result of her growing up in a mercenary environment, seeing active combat and the like, but nothing even remotely serious. Her diet could be a bit better, but I’d say that of a lot of your troops if I could be honest.

Magyari: So no real problems or risks there?

Cartwright: Definitely not. I’ve cleared for active duty.

Magyari: Thank you for that. [Pause] And the other thing?

Cartwright: Checked against MRBC databases. I’m afraid to say that her mother is indeed who they claim to be.

Magyari: I see. I guess it was too much to hope for otherwise.

Cartwright: Carpe vinum and all that, Major. If there’s nothing else?

Magyari: That’s all, thank you.

[Pause]

Connie Raymond: Who are you and how did you get this number?

Cartwright: That is not important, Major Raymond, but what I have to say is.

Raymond: And what is that?

Cartwright: Your daughter, Jessica.

Raymond: What about her?

Cartwright: It appears that she’s not aware of her family secret; in fact, I’d dare say that nobody is, especially not her new employer. How much is it worth to you to keep it that way?
Title: Re: Magyari's Irregulars (3145-era Mercenary unit)
Post by: SteinerDontSurf on 14 August 2021, 05:17:10
*error post*