I would stick with the Mule, easier to believe that the Falcons let it escape over an Overlord
Yeah, I can't really justify an Overlord being overlooked and escaping like that. A civilian ship, sure, what's one more freighter heading elsewhere in the - oops, it rendezvoused with a hidden pirate ship and just jumped out. Mule it is, and I'm thinking this - while garrisoning Pandora from 3151 to 3153, they used it as a freighter for local transport and short hops away from the system, as a charter transport service. I won't need the various bays on this particular deployment, because there's a BattleMech and Vehicle factory right there on the planet and that gives even better bonuses to maintenance rolls if I'm allowed to use its facilities. Maybe if there's another mission that I go on in the future I'll keep the DropShip around but for the current time being it's getting used as a freighter to make some beer money on the side.
Glad you like the limited bays Idea, and it has been fun to help you out so far
Thanks, I do appreciate the help. I'm really debating on the Arrow IV carrier, however, I do love me some tanks and it's got deep enough ammo bins that would make it useful in a proper firefight and let it pick between the various types of munitions available. I could do the same with an Archer, especially if I get my hands on Clan Arrow IV launchers (a svelte 12 ton system compared to the IS version) from the AML.
and on the Tag/Sniper I believe they can from hidden but can someone confirm that?
Confirmed, Total Warfare p. 259: "Hidden units may not attack, but may spot for indirect fire and/or act as part of a C3 network." I wonder how TAG counts in that scenario, I should check the rules forum.
I should add up the total cost of my Clan weapons and see how much it's going to cost me to upgrade KGr W while I'm sitting on Pandora in garrison. The factories produce Clan technology, so it's not like it's entirely foreign to them and should have no trouble with the refits and refurbishment that might be required.
Eighteen Goblins: LPL, LRM10, SRM6, 2 MG, AMS, 9 tons FF armor: 175,000 for the LPL, 100,000 for the LRM10, 80,000 for the SRM6, 5000 for the MGs, 100,000 for the AMS, and 261,000 for the armor. That's a total of 721,000 C-bills per tank, or a total cost of 12,978,000 to upgrade the whole lot.
Mirage's Archer boosts its missile capability and armor, four SRM6s and two LRM10s plus 11 tons of FF armor. The armor costs 374,000, the SRM6s 320,000, the LRM10s 200,000, and that's it for her. 894,000 for her upgrade. The other Archers are the same, but add in a pair of ERMLs for an additional 80,000 for a grand total of 974,000 each, or 4,870,000 to upgrade those.
The six Pegasus 3058s get upgraded to an MPL, four SRM6s, Clan electronics, and FF armor saving me one ton which goes back into ammo for the SRM launchers. Laser cost is 60,000 (odd that it's cheaper than the ERML), the SRM6s another 320,000, and the Probe and ECM Suite are both 200,000, and rearmoring costs 153,000. Total cost is 933,000 per vehicle, or 5,598,000 for the set.
Four Saladins...that's a question of upgrades, the obvious one is swapping the AC20 for a clan tech UAC20. The Pegasuses cover the critseeking end of things with that big SRM barrage, so I want holepunchers to go along with them. Going with a Clan UAC20 is going to cost 480,000, but that's the only weapon onboard. The rest of the tonnage goes to armor, for an extra 136,000. 616,000 is nice and cheap compared to the rest of my upgrades and brings me to a total of 2,464,000 for the set.
And then there's the Rifleman IICs at a nice low price of 5,741,588 C-bills, a lance of those coming in at a whopping 22,966,352; definitely the biggest expense of my upgrades but by far one of the most useful.
All told, the cost to upgrade over the 18 months on Pandora comes to 48,876,352. With the good contacts with the AML and the takeover of Falcon factory worlds, and the presence of the Sea Foxes, it shouldn't be hard at all to get what I want, and it only comes to about 25% of my total income during that time. Being a mercenary is surprisingly profitable, even a munchtastic clantech spammer like me.
Edit: That didn't take long to find.
No TAG for hidden units, but they can spot. So that settles that.
Another TAG idea: More Ferrets! 
It's a shame you can't mount TAG in a Mast Mount... 
Yeah, it would be nice, but a little on the mean side. As it is I've got my Pegasus TAGgers to handle the homing arrows; the question I wonder about now is whether to go with an Arrow battery or a second Thumper battery...that'll bump my costs up around another 6 million C-bills, but it's still on the doable side. Decisions, decisions...I'll go with Arrow IV units, and build Archer Arrows to do it with. I want the 4/6/4 mobility on them, especially since they're much shorter ranged than the Thumpers.
Mirage is going to need to keep her contact on Carlisle and put in an order for six more stripped down Archers in early 3152...the total cost for the 'Mech and its refit comes to 14,771,923 C-bills for the five standard models and 14,903,673 for the command version with the two tons of communications equipment. The Archer Arrows have a Clan tech launcher (of course) and 25 rounds onboard, so while it takes a good bit of time to reload them they've got decent fire endurance.
I imagine the rest of the income from the garrison contract is going to pay and supplies/maintenance, especially with the high cost of maintenance for custom clan gear. I can afford it, I thiiiiink, as long as I don't suffer major battle losses. Considering the limited exposure of this unit's core capabilities, I think it'd survive well enough, though I worry about the speedfreaks in the hovers that are spotting for fire where the battle line is hot.