Editing Federated Freemen

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* CO: [[Colonel]] Starling Groh
 
* CO: [[Colonel]] Starling Groh
 
- By this point the Federated Freemen were no longer considered a combat-ready formation. The total strength of the Freemen stood at two mixed companies of 'Mechs and combat vehicles, with only two of those 'Mechs in pristine condition; if faced by an opposing force, the lack of battle plans and cohesive doctrine would likely break the Freemen immediately.
 
- By this point the Federated Freemen were no longer considered a combat-ready formation. The total strength of the Freemen stood at two mixed companies of 'Mechs and combat vehicles, with only two of those 'Mechs in pristine condition; if faced by an opposing force, the lack of battle plans and cohesive doctrine would likely break the Freemen immediately.
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==Rules==
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<div class="gamerules">
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===3067===
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* When randomly determining force composition, the Federated Freemen may choose to roll on the C or lower column for the Federated Suns Random 'Mech Assignment Table, rather than the B column on the Mercenaries Random 'Mech Assignment Table.<ref name="FM:MRp131">''Field Manual: Mercenaries, Revised'', p. 131: "Federated Freemen (B)"</ref>
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* The Federated Freemen may use the Force the Initiative special rule.<ref name="FM:MRp131"/>
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* The Federated Freemen may use the Overrun Combat special ability.<ref name="FM:MRp131"/>
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* If the Federated Freemen deploy both 'Mechs and hovercraft in the same battle, the Freemen receive a +1 Initiative bonus.<ref name="FM:MRp131"/>
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* If the Federated Freemen deploy both 'Mechs and hovercraft in the same battle and of the 'Mechs and vehicles have a Walking or Cruise MP of 5 or more, the Freemen receive an additional +1 Initiative bonus, cumulative with the bonus above.<ref name="FM:MRp131"/>
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===3072===
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* The Federated Freemen no longer receive any Initiative bonuses.<ref name="MSUp123">''Mercenaries Supplemental Update'', p. 124: "Federated Freemen (D)"</ref>
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* The Federated Freemen may no longer use their Forcing the Initiative and Overrun Combat special abilities.<ref name="MSUp123"/>
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* Each Freemen unit begins a game with any ammunition load halved and with 4d6 points of preexisting battle damage as a result of the damage suffered during SOVEREIGN JUSTICE. Damage should be assigned in five-point clusters using the Front/Back column, but critical hit rolls that would destroy the unit should be ignored.<ref name="MSUp123"/></div>
  
 
==Color Scheme==
 
==Color Scheme==
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[[Category:Mercenary Commands|Federated Freemen]]
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[[Category:Mercenary Commands]]

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