• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Cost of hiring mercs

Ok does anyone have any ideas about how much a merc would cost to hire.

I ask as i'd like to run merc heaven but it only lists costs for equipment and not actualy hiring the mercs.

I was king of guessing something like 2000 -> 4000/month.
 
LBB4 has a nice list as to Mercenary Payrolls. Which is what I still use. Slight changes are mine, because I use a slightly different rank structure so I will add the Pay grade equivalent, in case you want to use a different Rank structure.



</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Pay Grade Rank Monthly Salary Shares
E-1 Private 300 1
E-2 Lance Corporal 400 2
E-3 Corporal 450 3
E-4 Lance Sergeant 500 3
E-5 Sergeant 550 4
E-6 Gunnery Sergeant 600 4
E-7 Leading Sergeant 700 5
E-8 First Sergeant 800 6
E-9 Sergeant Major 1000 7

O-1 Second Lieutenant 1000 5
O-2 First Lieutenant 1200 6
O-3 Captain 1400 7
O-4 Major 1600 8
O-5 Lt. Colonel 1800 9
O-6 Colonel 2000 10</pre>[/QUOTE]That, with the addition of the Pay Grade, is the chart from LBB4.

Now my interpretation and similar to real world use of Troops. An E-1 would be a raw recruit. An E-2 is a typical Rifleman. An E-3 is a Heavy Weapon Specialist or other Specialist. An E-4 to E-5 is a Fire Team Leader. An E-5 to E-6 is a Squad Leader. An E-6 would also be the Section Sergeant. Usually an E-7 is a Platoon Sergeant, E-8 is a Company First Sergeant, and E-9 is Batalion or higher, Sergeant Major.

A Platoon is lead by a Lieutenant (First or Second). A Company is commanded by a Captian or a Major, (Usually a Captain) a Batalion is usually commanded by a Lieutenant Colonel. Regiments and Brigades are usually commanded by Colonels. (Though an Independent Brigade command is usually a Brigadier General.) Now units higher than a Platoon will usually have two or more officers. A Company, in Addition to the Company Commander will usually have an Executive Officer who is a Lieutenant. Batalion XO being a Major. Regiment and Brigade is usually a LTC. At Batalion level and higher there will usually be Staff Officers, generally a Rank below the XO.

So calculating the pay for a Mercenary unit should be fairly straightforward.

Now the column for shares is used as follows. Once the ticket is determined, the salaries are deducted, plus other expenses, (ammunition expenditures, maintenance, replacing combat equipment losses, etc.) are also deducted. Then the balance (the profit) is divided in half. Half is paid to the Unit commander and the units financial backers. Then total all the shares by the surviving members of the unit and divide the remaining 50% of the profit by that number. Each surviving member of the unit receives a bonus equal to their number of shares.

For example, a Platoon of 35 people organized as follows.

3 Squads of 2 Fire Teams each. Each organized as follows. One Fire Team led by an E-6 (Also the Squad Leader) per Squad, the other Fire Team led by an E-5. One member of each Fire Team being a Raw Recruit (E-1), one Rifleman (E-2), One Heavy Weapons Trooper (E-4). So your first three squads would each have 2 x E-1, 2 x E-2, 2x E-4 one E-5 and one E-6 or 6 x E-1, 6 x E-2, 6 x E-4, 3 x E-5 and 3 x E-6 total for all three Squads.

The Fourth Squad, in this platoon is a Heavy Weapons Squad. Organized as 3 Weapons Specialists and a Team leader, again one of the team leaders is the Squad Leader. So the Weapons Squad is 6 x E-4, 1xE-5 and 1x E-6.

The Platoon is led by a 1st Lieutenant, who is assited by an E-7 and also has a Medic (E-4). (One Rifleman in each squad should also have some First Aid Training, (Combat Lifesaver)).

So the Platoon would consist of 1 x O-2, 1 x E-7, 4 x E-6, 4 x E-5, 13 E-4, 6 x E-2, 6 x E-1.

A Total Salary in this case is Cr16100. If a Mercenary Cruiser is part of the Unit's equipment then you also have the Cruiser's Crew Salary.
Number of Shares, assuming everyone survives, is 100.

Many of the CT Mercenary tickets said double salaries would be paid. In those cases the first salary is to the Unit payroll the second is the rest of the overhead and profit.

For example paying this unit being paid KCr780 for a 6 month Security ticket. With a Mercenary Cruiser (the Javelin being cited here) Crew of Pilot, Astrogator, Engineer, 1 Assistant Engineer, 2 Drive Hands, 4 Gunners, 2 Small Boat Pilots, 2 Small Craft Gunners, and a Ship's Doctor. Cruiser Crew Salary is Cr34,000 Per month.

Total Salary is Cr50,100 per month.

If KCr200 is spent on expenditures, and KCr300.6 is spent on Salaries. That leaves KCr279.4 as Profit. KCr139.7 is split between the Unit's Financial backers and KCr139.7 is divided as shares. 1 share having the value, assuming everyone survives, Cr1397. So each Squad Leader, for example, would earn Cr3600 salary for the 6 months and a bonus of Cr5588 for a total 6 Month earnings of Cr9,188. The Platoon Commander earns Cr15,582 over the same 6 month period plus his part of the financing arrangement of the other half of the profits. (So if the entire unit was funded out of pocket then he earns an additional Cr139,700, or if the entire unit was funded on some other business arrangement then he might get 25% of that KCr139.7 or even less.)

Now that is the LBB4 answer, EA-6 has a different pay scale for Mercenaries which doesn't include shares.

Does that answer the question?
 
(ammunition expenditures, maintenance, replacing combat equipment losses, etc.)
depending on your rules and prices these can add up in a hurry and easily exceed actual pay. food alone for a hundred guys can cost 15kCr a month. a useful amount of tech 7-9 artillery ammo costs considerably more than the gun itself. at tech 7-9 you have to account for fuel as well, and armored vehicles guzzle fuel. and don't forget damage to combat armor that has been hit, lost or damaged 100kCr pgmp's, worn boots and uniforms, etc. it can become a nightmare if you try to account for it all.
 
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />(ammunition expenditures, maintenance, replacing combat equipment losses, etc.)
depending on your rules and prices these can add up in a hurry and easily exceed actual pay. food alone for a hundred guys can cost 15kCr a month. a useful amount of tech 7-9 artillery ammo costs considerably more than the gun itself. at tech 7-9 you have to account for fuel as well, and armored vehicles guzzle fuel. and don't forget damage to combat armor that has been hit, lost or damaged 100kCr pgmp's, worn boots and uniforms, etc. it can become a nightmare if you try to account for it all. </font>[/QUOTE]One of the reasons that sometimes Ammunition is included in the ticket. Also when I am runing a Merc Unit, my Heavy Weapons are energy weapons not Mass Drivers, MRLs, etc. A consideration when you choose the main infantry weapon of your unit. The ACR is generally easier to resupply than the Gauss Rifle, though it should also be fairly easy to resupply. Laser rifles, PGMPs, FGMPs, while more expensive, and harder to find trained soldiers for, are long term cheaper because they don't require ammunition resupply. (ALso why Fusion and/or Laser armed Vehicles are long term more cost effective.
The only expendable ammo I use above the Gauss Rifle and Ram grenade level is Starship Missiles. Everything else in between is an energy weapon.
Besides it is tough to use Counterbattery Radar against an energy weapon.
The target may be able to shoot back along the beam but someone else trying to track it would be up a creek.
 
Originally posted by blackblood:
Bhonis

Excellent table thanks.
I wish I could take credit. It is from LBB4, Mercenary and has been part of the OTU for over 20 years.
My only addition was adding the Pay Grades.


I personally use the US Marine Rank Names when I am running a Mercenary Unit. I have also used the US Army Ranks, and as the Referee I have had the players run up against a Mercenary Unit on a semi regular basis, using Soviet Ranks. It adds flavor to the game and helps build identity for the units. As long as you keep the same pay structure it doesn't really matter what you call each rank you don't have to worry about multiple tables, etc. And players that hire on as Mercenaries and travel from unit to unit to anticipate the pay, even though in one Unit they are a Sergeant First Class, another they are a Gunnery Sergeant, a Leading Sergeant or a Starshi Serzhant.
 
Might find useful a similar chart and related topics in the T20 Merc Contest (link) thread. I've linked directly to the first salary post though the whole thread may be of some use. AFAIK there's not a consolidated* file of the rules or scenario except for the mass combat section (MACS) aside from assembling one from that thread. :(

Main thing is it takes into account not only "rank" (structure developed by the unit) but special training (technical, flyer, etc.) and "condition" (Green, Vet, Elite). In the next post in the thread I believe (it's clarified later in the thread) the line should read that pilots get a 0.20 (20%) bonus.

HTH as I do think this part of T20 could use some fleshing out.
 
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />(ammunition expenditures, maintenance, replacing combat equipment losses, etc.)
it can become a nightmare if you try to account for it all. </font>[/QUOTE]That is why your Unit Clerk has to be a good and honest accountant.
Though I don't think too many sane clerks would try to skim from a Mercenary Unit. Imagine 30-2000 angry gun toting guys after you?

Matter of fact I would worry if I was an honest accountant. Just because I was being honest doesn't mean they would all believe I was being honest.
 
Hi Bhoins

The only problem with energy weapons is the lack of indirect fire versions... or am I forgetting the plasma mortar? Unless you've got meson sleds, I guess.
 
Originally posted by womble:
Hi Bhoins

The only problem with energy weapons is the lack of indirect fire versions... or am I forgetting the plasma mortar? Unless you've got meson sleds, I guess.
You are correct. Small scale that is what the RAM grenades are for. For true Artillery, however, that is where the Starship Missiles come in. Further, if you look at the vast majority of inhabited systems in Traveller you will find that more than half are closed environments. (Underground, Space Habitats, Underwater Arcologies, etc.) In a closed environment you can't use indirect fire or artillery anyway. And if there is a Merc Cruiser above and you use Artillery the Merc Cruiser's Laser batteries will reduce your Artillery Pieces to scrap before your rounds impact the target area. Counter Battery Fire is nasty at TL7, even nastier at TL8, imagine what it would be like at TL12+? MOrtars have been effectively obsolete against a Technological Army for 40+ years. The British Army against the JDL (Before Israel gained its independence) deployed the first Counterbattery Radar. Back then you could have rounds on the way to the mortar before the mortar rounds hit the target area. Besides if you read between the lines in LBB4, though there are no rules for it, one of the design parameters for the VFR Gauss Guns was for point defense against Artillery. So I am not convinced that indirect fire is an effective system on a typical Traveller battlefield.
 
Laser rifles, PGMPs, FGMPs, while more expensive, and harder to find trained soldiers for, are long term cheaper
only if the enemy doesn't shoot back. if they do then replacing the lost gear can get even more expensive. one A gun alone costs 1MCr.

anyway, this is all bookkeeping. just hire the unit and attack.
 
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />Laser rifles, PGMPs, FGMPs, while more expensive, and harder to find trained soldiers for, are long term cheaper
only if the enemy doesn't shoot back. if they do then replacing the lost gear can get even more expensive. one A gun alone costs 1MCr.

anyway, this is all bookkeeping. just hire the unit and attack.
</font>[/QUOTE]Which is one reason why, IMTU, most Merc units are light infantry. Hiring an Armor or Artillery unit would be extremely expensive.
 
Originally posted by flykiller:

anyway, this is all bookkeeping. just hire the unit and attack.
True, if you are a PC in the market to hire a Merc Unit. (Must be a Noble based campaign.) If, on the other hand you are a PC running a Merc Unit as part of a Mercenary based campaign the accounting becomes important and affects your bottom line. If it affects your bottom line then it has to be planned for. A Merc COmmander has to know, approximately, what his/her expenses will be to know if the ticket is worth the risk in losses to accept it. Just because it is a MCr2 Ticket and you are only running a Platoon, if your ammunition and equipment expenditures exceed MCr2 you will have all sorts of problems when you can't pay your troops.
 
Originally posted by Bhoins:
</font><blockquote>quote:</font><hr />Originally posted by flykiller:

anyway, this is all bookkeeping. just hire the unit and attack.
True, if you are a PC in the market to hire a Merc Unit. (Must be a Noble based campaign.) If, on the other hand you are a PC running a Merc Unit as part of a Mercenary based campaign the accounting becomes important and affects your bottom line. If it affects your bottom line then it has to be planned for. </font>[/QUOTE]Is there any precedent in the OTU for mercs being hired on a cost-plus basis? In other words, the employer agrees to pay for all maintainence and ammo costs (probably up to a ceiling), plus a fee that can be either fixed or linked to certain objectives. It's advantageous for the mercs, because they know their basic expenses will be met, and could also be advantageous for the employer because he doesn't have to worry about (for example) the mercs losing a skirmish because they're worried about the expense of calling for artillery support. Of course, the mercs could still be in trouble if they burn too much ammo, and the employer would have a hard time estimating costs ahead of time...

Thoughts?
 
Some of the Tickets include a supply of weapons and ammo. Ticket 1 from 76 Patrons does. Ticket III from 76 Patrons includes Food and vehicles. Ticket XI provides ammo and weapons. From LBB4 the Security Ticket provides Autocannons and Ammunition.

Usually to provide ammunition the Ticket would also have to supply weapons.

But for a cost plus basis? No real precedent.
 
An interesting aspect would be the employer agreeing to supply logistical support then finding out, as the Ticket got underway, of all the places where ammo that was supposed to work with your weapons didn't, batteries that were supposed to last duration X didn't, etc. Plenty of places for logistics foul ups. Mercs like to bring their own (even though that is limited supply... they can sometimes get screwed by underestimation and have to resort to local expedients) for just these sorts of reasons.

I mean, I *like* knowing my rounds will fire 100% of the time, not just 90% of the time....
 
Originally posted by kaladorn:
An interesting aspect would be the employer agreeing to supply logistical support then finding out, as the Ticket got underway, of all the places where ammo that was supposed to work with your weapons didn't, batteries that were supposed to last duration X didn't, etc. Plenty of places for logistics foul ups. Mercs like to bring their own (even though that is limited supply... they can sometimes get screwed by underestimation and have to resort to local expedients) for just these sorts of reasons.

I mean, I *like* knowing my rounds will fire 100% of the time, not just 90% of the time....
Just because the Employer is supplying arms and ammunition is no reason a well prepared Merc Unit won't bring their own.
 
I'll bring more if my employer is paying for it. If my employer isn't anxious to pay for two sets of ammo, but wants to supply his own, I'll make damn sure I'm convinced of the logistics pipeline and manufacturing pipeline ahead of time.
 
Back
Top