Henri Merchante:
Duke of Altoona

Hiring Hall

by Hilary Ayer

As a special service to its mercenary readers, BattleTechnology presents this column describing a potential employer, whether in the Inner Sphere or beyond. We will range from Great Houses through wealthy or powerful individuals, corporations, or institutes which periodically require soldiers-for-hire.

A three-letter coding system has been developed to rate each employer named in this column. Each letter, ranging from A (very good) to Z (very bad) provides insight into possible advantages or disadvantages associated with hiring out to the employer in question. The areas rated in this code are:

NEED: How frequently does the employer require mercenaries? Code values of A through G indicate a nearly continual need for mercenary forces of various types, Values of U through Z suggest that mercenary openings are relatively rare.

PAY: How well does the employer pay? Code Values of A-G indicate above-average pay scales. Values of U through Z indicate poor pay, or a history of noncompliance with mercenary contracts.

CONDITIONS: What are the usual conditions under which mercenaries work? Values of A-G indicate relatively good conditions access to R&R facilities, service on an earth-like world, etc. Values of U-Z suggest bad or unpleasant conditions such as service on an isolated outpost far from recreational facilities, guard duty at a remote prison or forced labor facility, or a hitch on a world with an unusually hostile environment. Duke Henri Merchante Rating Code: H/F/L

SYSTEM OVERVIEW

Named after a former major rail center in the state o Pennsylvania in the old United States of Terra, Altoona is a center of Jump Ship traffic in the Kilbourne PDZ of the Federated Commonwealth. As such, it is a fairly prosperous Earthlike planet of 300 million people, with more than ad- equate R&R facilities for hired mercenaries and local militia alike. Indeed, until the fourth Succession War, our conditions rating would have been an "A". After the war broke out, and ComStar hit the Federated Sunswith its Interdiction, tensions have risen measurably between the local troops (and the population in general) and the ComGuards garrison guarding the HPG station next to the capitol city of Badelaire. Primus Myndo Waterly "raised the ante" by stationing 'Mechs at this facility, as well as all others, and reliable reports tell of skirmishes between ComGuard 'Mech patrols and those of the local militia. The government, both local and planetary, has suppressed the results as much as possible, but it appears the local militia got the worst of the fighting.

The local militia is particularly handicapped due to the fact that the Kilbourne PDZ has been fairly peaceful, bordering nothing but empty space, with not even a Periphery pirate realm next door to keep the defenders on theirtoes or boost its planets higher on military equipment procurement lists. Consequently, the locals have little or no combat experience, and only a lone, half-strength regiment on Altoona (many of whose 'Mechs were hastily rushed in as reinforcements from other planets in the PDZ after the skirmishes). To cap the local militia's problems, many of the newly-designated 1st (and only) "Altoona Grenadiers'' Mechs are literal museum pieces as to both age and models, with the heavy 'Mechs being all Mackie, Striker, and Emperor 'Mechs, while the recon lances have Chameleons instead of even Locusts. At first, Davion's preoccupation with the Liao and Kurita fronts kept reinforcements and modern equipment from being sent in, then it was preparations for the War of '39.

After that, the improved Kurita and Marik military machines had to be kept a careful watch on. Now the Clan invasion has caused the best units in the PDZ, Greenburg's Godzillas and all three regiments of Dismal Disinherited, to be slated for withdrawal to either the Clan front, or to garrison more sensitive sectors whose regular units ARE being sent there. The remaining forces are spread far too thinly, and are of too low quality, to be of much help. By contrast, even 'Mechs of "common" models in the ComGuards have superior Star League-vintage weapons mounted on them, while the reliable rumors BattleTechnology has received on the fighting there have consistently mentioned Mercury'Mechs in the ComGuards' recon lances. Freelance mercenaries, therefore, are in great demand on Altoona.

Current System Status

At present, there is no fighting on Altoona. If fighting breaks out, the first assessment letter will be changed from "H" to "A", due to the unreliable nature of the local combat units. If the locals fold or join the rebels, mercenary units will be called upon to perform the full spectrum of military functions, such as:

MISSIONS

COMBAT CAMPAIGN
Assaults on rebel military forces and/or ComStar installations (Offensive Campaign)
Defense against rebel and/or ComGuard attacks (Defensive Campaign)
Guerrilla Warfare

TERRITORIAL CAMPAIGN
Riot duty and crowd control
Siege campaigns against rebel cities and other strongholds

STATIC DEFENSE
Garrison and security duty at local cities and bases
Training cadre missions with local guerrillas (if necessary)

INTELLIGENCE
One-man/small group intelligence missions
Company-level intelligence raids
Political raid (kidnapping Michelle Merchante, and possibly other rebel leaders)

HENRI MERCHANTE: DUKE OF ALTOONA

Altoona's current ruler is the head of a noble French house that has ruled that planet even since it became a part of the Federated Suns. The bulk of the population had come from the old United States, so the planet's name (and those of most of its cities) are American or English names rather than French. Some small minorities in the populace have always resented having an overlord who does not represent the majority of the people, though the Duke and his ancestors have always given Altoona good government. Still, terrorist activity and possibly even rebellion would have taken place there if it had been close enough for either Kurita or Liao to bother interfering in local politics.

Henri Merchante is a man of medium height, in his midforties. His dark brown hair shows no signs of graying yet, despite the fact that his responsibilities have been far heavier than those of his ancestors. He wears a sweeping moustache and a goatee beard, his facial hair being his lone indulgence. A quiet, fair-minded man, he definitely does not deserve the grief he is getting now, or will probably get in the future.

The ComStar Interdiction and secretly noised-about skirmishes with the ComGuards have caused many freighter captains to seek alternate routes of travel. As a result of this drop in traffic, there has been noticeable unemployment on Altoona for the first time since it became a center of JumpShip traffic. The unexpected decline in prosperity, and the numbers of people now experiencing actual hardship in one form or another, has created a small but growing pool of discontent which has found a natural ally in the anti-French faction Altoona has always had.

The bulk of the population is still loyal to the Duke, but this support will inevitably erode still further if (as seems likely) the economy continues to decline. Although nothing can be proven, Davion intelligence men have reason to believe that a "whispering campaign" by ROM agents is largely responsible for scaring off so much freighter traffic from Altoona.

As a final bit of personal misery for the Duke, his daughter Michelle (age 20, black hair), a black sheep of the family, has run off to join the ranks of the economy-minded rebels, as "atonement" for her family's supposed sins. This has given those would-be insurgents a degree of legitimacy that has been played up by ComStar, though for the moment, at least, it also has resulted in the anti-French faction refusing to totally integrate with the newer rebel groups in one organization. The real problem will come if local militia units are placed in a situation in which they may be required to fire upon a rebel unit with their ruler's own daughter in their midst.

It was this awkwardness, as much as the threat of the ComGuards, which caused reinforcements to be sent in from elsewhere in the Kilbourne PDZ, and which has led Duke Merchante to go shopping for mercenaries. The problem, of course, is that Michelle's presence in the rebel ranks hinders the Altoona Grenadiers in the role of riot duty and crowd control, which they are best suited for. If outsiders perform these duties, this will "free" the Grenadiers up for possible action against the high-tech ComGuards, whom they would have more trouble with than the average Inner Sphere regiment due to their antiquated equipment. With reinforcements from the rest of the PDZ limited, only a sizeable mercenary force can prop up the Davion government of Altoona if (or when) serious trouble develops.

MERCENARY TICKETS

To start with local troubles, the first task of mercenary units will be to keep the peace in whatever district Intelligence determines Michelle Merchante to be present. Although the Duke is their paymaster, it is expected that out system mercenaries will have less compunction on firing on his daughter and her comrades than locally raised militia units would. Of course, as everyone knows, off-world mercs are a primary focus of hatred for any local insurgent group, and possibly the population in general. It is rumored that the Duke is particularly interested in hiring infantry trained in commando- style raids, to steal back his daughter if her location can be pinpointed by his intelligence men for any length of time.

If so, this raid would likely take place before general rebellion broke out, both to get Michelle out of the line of fire and to possibly defuse the rebellion before it takes place, both be removing a leader and by means of a show of competent force. If this turns out to be the case, needless to say, the commandoes would be required to get Michelle out alive, and with the minimal number of civilian casualties.

If (or when) open rebellion does break out, it is expected that local units will be able to keep the situation well in hand. So far, there are no indications of any local military units even slightly sympathizing with the rebels. However, ROM agents are reported to be distributing weapons to the various rebel groups, as well as running secret training centers to teach the insurgents how to use them. If the Altoona Grenadiers are unexpectedly beaten due to the rebels displaying more tactical competence and/or firepower than expected, then the mercenaries will be expected to fill the gap.

Depending on how badly the Grenadiers are beaten, the mercs may have to perform ALL duties that the Grenadiers had performed, as well as providing external security (see below). Always remember that if a mercenary unit's patron is overthrown by a more-or-less popular rebellion, the revolutionary government is most unlikely to honor the mercs' contract.

At worst, the mercenaries who survive the actual takeover may be marked for extermination. Due to the Kilbourne PDZ's remoteness and the shortage of regular JumpShip traffic due to preparations for the next Clan offensive, it is most unlikely that Davion reinforcements will ever be sent, certainly not in time to do any good.

The second major use use for mercenaries on Altoona is for defensive and possibly offensive combat operations against the ComGuards garrison, which has been greatly expanded to now include major elements of the 2nd Division (ComStar Angels IV-mu) are now stationed there. It is suspected, though not confirmed, that Precentor IV James Arness has moved his command center from Peabody to Altoona, to be able to take direct command in the event of war. ComStar's noninvolvement in the war with the Clans thus far has naturally led to suspicions that an alliance with the Clans is in place, or at least being negotiated. It is entirely possible that ComStar might attempt to conquer this district the moment the next Clan offensive begins, both to cripple the Suns' economy directly and to force Hanse Davion to divert troops to this remote region from the main battlefront.

As for actual missions against ComStar in the event of war, the first priority is the defense of Altoona's cities (including Badelaire, the capitol and city closest to the main ComGuards garrison) and bases. The ground between Badelaire and the HPG station consists of flat, bare plains, giving the Star League-vintage weapons of ComStar's 'Mechs full play of their range advantage over their Inner Sphere counterparts.

For this reason, Duke Merchante means to base his defense in the city itself, and hopefully on its perimeter. Field fortifications are being hastily thrown up around Badelaire, and merc engineer units who can assist in this will be regarded as far more valuable than infantry or armor. Time permitting, the nearby Tristan River will even be diverted to flow between the city and the HPG station to create a moat. Any fast-heating merc 'Mechs such as Thunderbolts will probably be stationed directly in the river, enabling them to fire off all their weapons at once without fear of overheating.

All other things being equal, the Duke's first priority will go toward units experienced in urban combat, while 'Mechs well-suited to urban warfare, such as Urbanmechs, Panthers, Hatchetmen, Clints, Hunchbacks, and Enforcers will be favored over flashier or swifter models. Abandoned (due to the bad economy) warehouses and off ice buildings are being feverishly prepared to shelter 'Mechs, with their floors and internal walls being ripped out (another source of employment for engineers). It is generally conceded that close- range urban combat is the defenders' only hope of nullifying the ComGuards' range advantage.

Open-field combat against the ComGuards 'superior' Mechs is quite unlikely, unless their losses or the mercenary reinforcements are so great that the latter can attack in overwhelming force. In all probability, any offensive action will consist of raids against lightly-guarded installations and small garrison units or stragglers. Remember, although the ComGuards' 'Mechs are good, the 2nd Division is largely a green outfit, whose only combat experience was in a few skirmishes with the 1st Altoona Grenadiers (which at least raised the unit's morale and lowered that of the local opposition). This makes it likely that Precentor Arness will want to be there by the time fighting breaks out, so he can keep a firm grip on his inexperienced troops.

The ComGuards' air support is only the usual contingent for a unit of this size, but the unit's "common" model 'Mechs include many Riflemen and Jagermechs to provide superior antiaircraft protection. Always remember the increased range of the Star Leaguevintage weapon systems. If worst comes to worst, the mercenaries will be expected to serve as a rallying point forthe local defenders in a prolonged campaign of guerrilla warfare, with little change of swift relief due to the Clan invasion.

It is not known if ComStar would be any more merciful against mercenaries hired specifically to fight them than local revolutionaries would. Although the ComGuards Mechs are good, at least fighting them is safer than locking horns with the Clans.

TICKET DETAILS

As the renewal of the Clan offensive is anticipated almost daily in the Inner Sphere, tensions with ComStar have risen in proportion. A "stab in the back" offensive of some sort is expected by almost everyone. Even if ComStar as a whole maintains its neutrality, there is always the chance that Precentor Arness may try some dubious scheme of his own (Precentor Rachan's actions on Sirius V and Heim just before the fourth Succession War demonstrate that ComStar is either into underhanded tactics on a grand scale, or does not have complete control over its members' actions).

With the military buildup on both sides, there is also the possibility of an accident of some sort, such as a skirmish between patrols, touching off a full-scale conflict. Finally, even if ComStardoes not intend to openly support the rebel minority, the rebels may find some way to drag their patrons into the conflict in an attempt to improve their chances of victory. Note that this last is likelier if Duke Merchante manages to hire sizeable mercenary contingents.

LENGTH OF SERVICE

1 to 2 years

The length of service is the same for all mercenary forces, regardless of unit type. Even if the rebels are crushed quickly, or an imminent rebellion is defused by the neutralization of one or more leaders, there will be plenty of bad feelings on Altoona (exacerbated by the failing economy) to ensure that "outsider" garrison troops will be needed for years to come.

As for the ComGuards, they are present allegedly just to protect the HPG station, so they will be a permanent fixture on Altoona unless war with ComStar escalates so greatly that all ComStar installations in Federated Commonwealth territory must be destroyed (not at all unlikely, according to some rumors). In all likelihood, tension with (and the need for defense against) ComStar will continue until Primus Waterly's place is taken by someone who will cause that order to resume its even-handed neutrality of previous centuries.

GUARANTEES

Due to the unusual nature of the situation on Altoona, no ComStar intermediaries will be present during negotiations. Mercenary commanders will deal solely with the Department of Mercenary Relations of the AFFS. Fortunately, the Federated Suns takes the best care of its mercenaries of any Successor State, or the pay and conditions ratings would be much lower. If Altoona had been a Kurita world, Duke Merchante would doubtless be on his own.

As for the guarantee itself, it is an agreed-upon sum (generally equal to one third of the entire agreed-upon sum for the mercenary unit for a six-month period) placed in an escrow account at the Altoona Investment Bank in Badelaire. Contractual noncompliance by either side is ground for release of funds to the aggrieved party. With no ComStar intermediary, the mercs will have to rely on Hanse Davion's and Duke Merchante's honor, but at least there will be no 5% fee for the order's services.

So far as battlefield salvage rights are concerned, the mercenaries may only keep ComGuards equipment (if any) that is not measurably superior to that of its Inner Sphere counterparts. The acquisition of high-tech ComGuards equipment, particularly 'Mechs, is a major priority for the Federated Commonwealth military, mainly to see if there is any difference between it and the new equipment the armies of the Inner Sphere are currently acquiring, courtesy of the famed Gray Death memory core.

By way of compensation, all common ComGuard 'Mech models with superior weapons and other gear which are captured by the mercenary forces will be bought outright by the Federated Commonwealth, for the full price of a brand-new 'Mech of this type in the Inner Sphere (seethe MECH TOTAL COST LIST in the MechWarrior role-playing rules). The price of Star League-model 'Mechs will be negotiable, but certainly more than any common'Mech of their weight class would beworth.'Mech spares, ammunitions, etc.will have a higher priority of deliveryto mercenaries onAltoonathanto mostgarrison units (due to their antiquated gear, the stock-piles of local 'Mech forces will be all but useless).

Due to the decline in the shipping trade, Duke Merchante has been making an effort to revive interest in farming Altoona's rich black soil. Afair number of the unemployed are now working as farm hands, but so far, few nobles or other officials want to play Gentleman Farmer. As a result of this, Duke Merchante is currently considering offering land grants to successful mercenary 'Mech (and possibly other) units who help maintain a firm hold on Altoona.

As stated earlier, no matter what happens in the near future, tensions are liable to be high for quite some time to come, and Duke Merchante would like to have high-quality mercenary forces around all the time. It is also hoped that once the mercenaries become, in effect, a part of the community, public resentment of them as offworlders will subside.

COMMAND RIGHTS

Although Duke Merchante is overall commander of all military forces on Altoona, he is a firm believer in the AFFS position of semi- independence for mercenary units. The Duke expectsto have his hands full handling his own world's inexperienced militia (showing a close resemblance to his ComGuards opposite number), and it would considerably ease his command worries to know that the mercenaries, at least, can stand ontheirown under capable commanders. He also does not want to rely on his own judgement in case his daughter takes rebel forces into battle, or if an opportunity arises to snatch her back. In general, operations against the ComGuards will be defensive, involving fighting from prepared positions in and around installations and cities, with emphasis on Badelaire. Off ensive operations will be carefully discussed beforehand, but if a commander sees a favorable opportunity and takes it, he is liable to get away with it providing all turns out well. If the local military forces are shattered in combat (not unlikely, given their performance thus far), the mercenary officers may even have to take the place of local officers in commanding the militia.

TRANSPORT

Because the threat of conflict has scared so many traders and businesses off, Altoona currently has a large number of unemployed JumpShips sitting around: more than enough to transport any mercenary force of a size the Duke could reasonably expect to hire. If the mercenaries have their own JumpShip transport, of course, the Duke will not look this gift horse in the mouth. All transport expenses will be paid by the government of Altoona.

ASSESSMENT

In general, Altoona seems to be good station for ambitious mercs eager to make a name for themselves, if only by dealing with local revolutionaries. If hostilities with ComStar break out, on a widespread or merely planetary basis, all bets may be off. Though ComGuards equipment is inferior to that of the clans, it is still superior to that of any InnerSphere merc unit not being equipped with the new weapons.

These units, needless to say, are all designated to see action against the Clans. Combat, therefore, will be riskier than it has been in the Succession Wars. Add to that the fact that in all probability, no reinforcements will arrive to salvage the situation in case of disaster, and that a small but by no means negligible segment of the population will support the enemy, while the local military forces are highly unreliable, and you will see the risks facing mercenary troops.

Due to the nature of the possible conflict, there is another risk: a business one. Engaging in all-out warfare on Altoona means battling ComStar, the traditional intermediary during mercenary negotiations. If the mercs do a good job, this means they will have given a ComGuards a very bloody nose, which does not bode well for fair treatment from ComStar the next time they seek work. Balancing this, in turn, is the opportunity for long-term service on Altoona, complete with land grants. Between this and the traditional Davion good treatment of mercenaries, there are definite compensations for antagonizing ComStar.

The precise definition of the rating code depends a great deal on what happens in the near future. What we showed at the beginning is how things stand at the moment. In case of widespread rebellion, it will change to E/F/R, due to actual combat and the fact that mercenaries are a favorite focus of rebels' hatred. If ComGuard forces intervene as well, then conditions are A/F/V, as the mercenaries may find themselves caught between two fires, possibly as the only defenders left after local militia forces crumble away around them.

Even if the mercenaries (and any remaining locals) are forced into guerrilla warfare as the only means of survival, things are still not hopeless. Remember that the ComGuards are spread even more thinly across the Inner Sphere than the AFFS is. If theAFFS cannot reinforce Altoona quickly, chances are than ComStar will not be able to reinforce AT ALL.

Eventually, help will arrive, even if it takes years, so if the mercs can hang on long enough, time will be working against the ComGuards. Remember, too, that though the ComGuards' 'Mechs are superior, their pilots will definitely be inferiorto any mercenaries who have engaged in even one campaign with more than the most desultory fighting. They may get better with practice, but so will you, and you've got a head start on them. ComStar STILL has had no experience in large-scale land combat; the few pirate raids they have faced were on a considerably smaller scale. Between this and the fact that the local revolutionaries are still few in number, it is clear that the situation is by no means hopeless.

BattleTechnology's recommendation is that, although the odds should be carefully considered by would-be mercenaries, service on Altoona is well worth the risk, particularly for any merc units which prefer settling down to local responsibility to wandering all over the Inner Sphere. McCarron's Armored Cavalry is the classic example of what to shoot for. After their outstanding service for House Liao during the Fourth Succession War, they were officially promoted into a Regular unit, with extra pay. If the mercenaries can preserve Altoona (and the Kilbourne PDZ in general) forthe Federated Suns, then something similar might come their way. Who knows?

REMUNERATION (per man per week, unless otherwise designated)

Infantry, Armor (per squad per week):
Veteran-Elite: Cb 12,000
Regular: Cb 8,000
Green: Cb 6,000

Artillery (per 7-man squad per week):
Veteran-Elite: Cb 10,000
Regular: Cb 5,000
Green: Cb 2,000

MechWarriors, AeroSpace Pilots:
Veteran-Elite: Cb 2,000
Regular: Cb 1,200
Green: Cb 750

Engineers:
Veteran-Elite: Cb 2,000
Regular: Cb 1,000
Green: Cb 500

Support (Tech):
Veteran-Elite: Cb 1,500
Regular: Cb 1,000
Green: Cb 750

BattleTechnology Mercenary Employer Assessment Henri Merchante, Duke of Altoona

CODE: H/F/L
ASSESSMENT: Moderately favorable, good pay; good opportunity; high risk


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