For my take on it, within the OTU I would be inclined to look at starting the pc's with a mercenary cruiser (broadsword or similar) as part of the initial assets. The funding for this would likely come from backers who would hold shares in the unit.
Alternately start the campaign with an adventure which gives the pc's the chance to aquire such a vessel (salvage, war prize, gambling prize?) the generation events for caches or special benefits could be fudged to give the pc's a suitable vessel.. fiction is full of these lucky aquisitions (Blake's 7 Liberator, Serenity/Firefly, etc)
This gives the pc's a headstart in terms of mobility (a big advantage for finding and being considered for tickets), the platoon sized merc complement is a good size for commando or cadre and allows specialist options including privateering, anti piracy or escort operations. The unit has some ortillery capability, can support several vehicles and has a mobile base.
The unit is small enough for lots of personalisation of the troop members with attendant roleplaying, back stories, side adventures ... Also cosy enough for a high level of competence to be established to allow cinematic versatility for the team.
The team would also be able to cooperate with other units as part of striker operations.
Startup funding may come from several sources, possibly corporate backers, possibly a small group of, or single, investor(s). An option I have used with my own campaign is for a retired Naval Admiral to use the mustering out benefit 'independant operation' to justify the ship shares and capital for a small star merc unit of this sort.
If the merc company is a denieable (Kite) Imperial asset they will probably not want for work, both from the Imperium's own 'hands off' dirty work, to favourable contracts pushed their way by other parties after recommendation from Naval intelligence etc.
For smaller, grittier merc ops I would recommend reading 'dogs of war' by Frederick Forsyth for a feel for recruiting and putting together an illicit merc team.
A lot will depend on the player characters behind the operation, are any of them former ranking military personnel? Any possess very high (or very low) social standing? Do they have useful contacts? Are they streetwise? Even a former Sergeant Major is likely to be respected and have useful contacts within the military. A Former Colonel or higher will have many connections and at least be familiar with how mercenary units operate and how to tout for tickets.
I have enjoyed at least one campaign (in the days of Mega Traveller) based around a mercenary team of travellers and it is still very fondly remembered by those that played in it so good luck with your concept.
Alternately start the campaign with an adventure which gives the pc's the chance to aquire such a vessel (salvage, war prize, gambling prize?) the generation events for caches or special benefits could be fudged to give the pc's a suitable vessel.. fiction is full of these lucky aquisitions (Blake's 7 Liberator, Serenity/Firefly, etc)
This gives the pc's a headstart in terms of mobility (a big advantage for finding and being considered for tickets), the platoon sized merc complement is a good size for commando or cadre and allows specialist options including privateering, anti piracy or escort operations. The unit has some ortillery capability, can support several vehicles and has a mobile base.
The unit is small enough for lots of personalisation of the troop members with attendant roleplaying, back stories, side adventures ... Also cosy enough for a high level of competence to be established to allow cinematic versatility for the team.
The team would also be able to cooperate with other units as part of striker operations.
Startup funding may come from several sources, possibly corporate backers, possibly a small group of, or single, investor(s). An option I have used with my own campaign is for a retired Naval Admiral to use the mustering out benefit 'independant operation' to justify the ship shares and capital for a small star merc unit of this sort.
If the merc company is a denieable (Kite) Imperial asset they will probably not want for work, both from the Imperium's own 'hands off' dirty work, to favourable contracts pushed their way by other parties after recommendation from Naval intelligence etc.
For smaller, grittier merc ops I would recommend reading 'dogs of war' by Frederick Forsyth for a feel for recruiting and putting together an illicit merc team.
A lot will depend on the player characters behind the operation, are any of them former ranking military personnel? Any possess very high (or very low) social standing? Do they have useful contacts? Are they streetwise? Even a former Sergeant Major is likely to be respected and have useful contacts within the military. A Former Colonel or higher will have many connections and at least be familiar with how mercenary units operate and how to tout for tickets.
I have enjoyed at least one campaign (in the days of Mega Traveller) based around a mercenary team of travellers and it is still very fondly remembered by those that played in it so good luck with your concept.