
We haven't actually decided on our Company or the Logo yet, but I figured I'd put something decent in place rather than leave it with the defaults.

Before we pick a mission, I head to the store to see what they might have. There is a lot of customization we can do to our mechs, after all.
While that is a great missile launcher, the price is a bit too steep to consider right now. Maybe if we do some really lucrative missions.

Speaking of missions...wow, that is a lot of local missions. Normally I just see a few local and a bunch of travel mission. Well, we don't have to do all of them.

Hmm, and some challenging but possibly
very worthwhile ones down near the bottom. We'll have to consider carefully if those will be worth the risk.
We can handle up to a 2-3 skull right now, though anything over 2 skulls has the potential to go pretty wrong. Heck, 2 skulls can go pretty wrong, really. Those ratings are an estimate, and can be off by a full skull. Though the money rewards are often a clue as to how dangerous it really is.

To get us started I just pick the easiest one. It'll let me explain things without worrying too much about the danger.
This one is a base assault. At that money and 1/2 skull, I expect we'll fight a lance of light mechs. Probably with bad armor, and possibly a vehicle or two instead of full mechs. I don't expect turrets this low on the threat scale, but you can never be sure. If there are, we'll need to stay at range and pick them off without letting them fire back at us.
I don't expect great salvage, which is why I don't set that higher. I also like to have some decent choices for salvage, though, so in this case I decide to split down the middle. If we were working for an actual faction rather than a local government we'd also have the option of giving up money & salvage for extra rep.

You'll notice that operations cost there near our lance weight. The heavier we drop, the more it costs. So for this baby mission I'll leave one of the 50 tonners out. The Hunchback is a bit overkill right now, and since we're attacking a base it won't be all that useful, really. The Centurian has long range weapons, as does the BlackJack, and should give us plenty of firepower. The two light mechs can hold their own vs other light mechs and will give us good maneuverability and scouting options. And they're cheap to field, which is a bonus.
Since it's a base assault, I take both Mechwarriors with Sensor Lock. Those will let us use the long range weapons on the two Medium mechs outside of sight range, which should let us get through this without much risk.
No much difference between the rest of our pilots, so I grab Dragonfire to give her some XP.

Buckle up, pilots, it's time to drop!