barnest2 said:
I wasn't asking if there was a mechanic. I think something like that is near impossible, without factoring in a huge number of variables.
Do you have modifiers for payments? because those really need some work for larger units.
The ticket varies, as I replied Mister Barnest.
Who writes the ticket's parameters? The GM to the players.
How big a unit are we speaking of? An Army? or an Army Corps? a Division? A Brigade? A Regiment? A Battalion, a Company, a Platoon? A Squad? a Fireteam?
The answer breaks down to the manpower needed for the job. Our book does NOT give the players Armies for hire..
How much is a freindly foreign nation and its resources worth? What is an intact Planet with starport, and decent technology not destroyed by collateral damage worth? Who is the patron, how deep are their pockets?
We give examples of units out/ up to brigade size, because Imperial planet-based mercenaries
don't allow Armies for hire. Ducal Huscarle forces come closest to that definition, but are tied to a specific Noble, and planet.
Upkeep of a large unit is costly--the larger, the more costs. Once you figure out your overhead via
Book 3:Mercenary, you should be able to fgure out what you can negotiate for say 30days in the field, 60, 90 days, 120days, and so on, plus transport to and from the objective, as well as insurance and repatriation clauses.
These are things a Mercenary leader/ player must learn to gather & be ready to role-play out vs the GM. The GM should likewise be familiar with
Mercenary for the expenses of the outfit his players are running, and be able to write "tickets"/ job contracts for his/her players, suitable for the size of the unit they have.
Base monthly cost of your unit x 4 for your 30day price for action, or per mission price for a ticket lasting less than 30days is a good starting point. (That's 4 months worth of credits of the unit's peacetime/ training upkeep by the way, or 3 months plus recruiting money for 30days, etc).
+ transportation to and from the objective is negotiable if the unit doesn't own a starship! The good and longer lived units do, by the way
There's one sure thing though, there's a lot math and paperwork involved between game-time, just as much as running a small merchant starship campaign has.
Once you figure out the daily cost of a unit (no matter the size), x 30days.
That's your monthly baseline of minimum expenses. If your mission goes beyond 30days of field action, price yourself well, and negotiate with the GM/Patron closely.
Whatever you don't sign for in the ticket, you won't have. It will be your fault Merc leader!