Originally posted by Piper:
All of the tickets in Book 4 are capable of generating a profit; in some cases, a substantial profit. Whether they actually do or not is largely in the hands of the referee.
The ticket as originally presented in Adventure 7 is potentially profitable. The situation on the ground presents the players with new challenges but also provides new opportunities. Given that the opposition is substantially different from what was indicated in the original contract, re-negotiation would seem a likely option. The Escort scenario, in particular, is arguably outside the scope of the original contract and could be negotiated as a separate ticket. These factors require interaction between the players and the referee.
Patron financing, client support in equipment, logistics and transportation, the size and nature of the opposition are major factors in determining the success and/or profitability of any given ticket. These fall within the responsibility of the referee.
If you're running a mercenary campaign, you need to craft tickets to suit the size and equipment of the unit in play and the style of game desired. Overall profit from a series of tickets is more important than a straight formula because it allows you to maintain control over the unit.
The Ticket in Adventure 7 has the most potential for profit. Yet as originally written, is the only canon ticket that pays that well. Further it has serious potential for loss. If the cutters are deployed in support of the unit, then damage to one of them, given the actual vs. perceived threat, is clearly possible, will quickly run the ticket well into the loss column.
Using the Broadsword in Naval combat, is definitely not covered in the ticket, and could run the entire ticket so far into the loss column that the unit could never recover. (Just a couple of points of damage to the powerplant, loss of a couple of laser turrets and you are losing more than twice what the ticket pays.)
LBB4 tickets, have potential for profit. (I never said they didn't.) However looking at the company tickets. The commando company has the best potential for serious profit. (Especially since it is a light force where the Patron is supplying transport in, which implies little to no vehicles.) However attacking an Air Cav Company, with a Company, then holding the ground with light forces against the balance of the Air Cav Battalion and counter attacks from Mechanized forces in Battalion Strength means that a light force is unlikely to survive to spend the money. (Especially without Artillery or Air Support.) The backers would be happy though, less people to pay.
In a light commando company the only real assets that the unit has is the people and you will lose lots of them. (It feels like Operation Market Garden and the opposition in that mission couldn't mount this kind of strength to retake the bridges.)
This ticket is actually likely to pay no more than the ticket in Adventure 7 and that is for a Platoon.
The Security Mission while again you have no heavy equipment to lose. Doesn't pay all that well but can make a profit. However it doesn't actually define success, which for a success only ticket is kind of rough. What percentage of breakage are you allowed among the ruling Junta? What Percentage of breakage among the family members? (Yes it is the Referee's job to make that determination.) Does success mean you don't lose any of them? (And what does that say about the success value of the complementary ticket in 76 Patrons?) The Platoon attacking the convoy gets paid 3 times the Company that is tasked to protect it.
"The Dream Ticket" isn't even close to covering probable expenditures. It looks good at first glance, after all MCr30 in equipment up front, looks impressive. However this is a ticket for a "Heavily Reinforced Mechanized Battalion." With organic Armor, Air, Commando, and Artillery support which is on point for the heavily outnumbered local army.
MCr30 is what, 2-3 tanks, a pair of fighters? A Mech Infantry Battalion, is at least 30 APCs. Cheap (And if you are actually expecting to take fire in them, buy cheap, get cheap) TL9-10 APC's run more MCr1+ each. This ticket calls for 60+ Armored vehicles just to accept it.
Writing off 4 tanks is the entire ticket amount. Failing to act aggressively, scattered across the battlefield and putting your tanks in harms way means that the indigenous army will get overwhelmed and your side loses. Did I mention that it was Success Only? You see potential for huge profit, I see more potential for significant losses well in excess of the paycheck, and I don't see the Ticket covering the probable expenses of the unit even if their side wins.
Further a Mech BN of this nature is a specialized unit that really can only operate on nice hospitable worlds. So even if you make a profit on this ticket, then what? You certainly can't make a profit recruiting, training and equipping this unit then disbanding it. (Providing you actually have time to build, equip and train the unit before the war is scheduled to start.)