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To answer a few questions that came up while I was MIA:
Tom's case is unique in that he lost his CO while he did not have a mechwarrior/vehicle commander with a skill of at least 3/4.
Regardless of any other rules and limitations, my stance will be that a player's merc unit can always maintain the minimum mercenary company size of 1 lance of mechs, 1 lance of vehicles, and one lance of infantry--fielding a viable combat force consistently becomes very difficult when you potentially limit someone to just one lance of units.
Even when out of command you can always hire or buy personnel or units to replace lost units as long as you are maintaining the league mercenary company minimum size or the maximum number of personnel manageable by the highest rank in your command chain--whichever is larger.
Kam is right that Tom could hire a replacement 3/4, but Tom doesn't have the money for that.
Allen
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A commander must be assigned to a command lance (q.v.) and have a rank of at least captain. A commander retains a command until they are killed or removed by the GM.
I had considered changing this, but I think it makes sense that a commander has to be a mechwarrior/vehicle commander with at least a modicum of experience that knows how things work and how to get things done.
I came to the same conclusion about the breaking point for a unit--you can keep going until you can't field a viable force anymore. I don't have a firm definition on what a viable force is, but I feel like it will be pretty obvious to everyone when a mercenary company gets to that point.
Allen
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