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Mercenary License

Is there any reference to what is required to get a mercenary license for a newly raised unit? Right now I have a small squad of a dozen or so men, and the unit commander is Baron, so they are operating as his retinue/bodyguard for legal purposes.
 
Mongoose: Mercenary has a chapter devoted to Tickets. It begins by saying:
Tickets are legally sanctioned, but not always publicly known, contracts between one party (the employer) and the mercenary unit involved (the employee). Each ticket is backed by the local authority that must be present when it is drawn...

...Although just having a ticket does not necessarily mean that the authorities (the legal agency in the vicinity of the ticket's execution) will accept it, merely that someone with the right lawyers, money and power will stand behind the mercenaries if need be. Having a properly drawn up ticket with a group of mercenaries will not make them immune to legal retribution, but it will protect them most of the time."

The chapter then goes on to explain how a ticket is drawn up and what DMs affect its likelihood of success, escape clauses, repatriation bonds, etc.

I'm not aware of such detail elsewhere in canon.

So, it looks like you only need a licence to fight (a ticket), and don't need one to recruit, train, and advertise. Until you fight, you're just an ex-military old boys club.
 
So, it looks like you only need a licence to fight (a ticket), and don't need one to recruit, train, and advertise. Until you fight, you're just an ex-military old boys club.

Well, no. It would depend on the local law-level. If your group is armed (and they aren't going to train much if they aren't), then - without some measure of legal sanction - they might get hassled/arrested/shot by the local gendarmerie.
 
I liked the reference in the adventure "It Beats Shoveling Shemdur in Aramanx, Barely", published in Freelance Traveller.
Although it is definitely non-canon, you might want to look at it:
http://www.freelancetraveller.com/features/advents/shemdur.html

I'm glad you liked it, but I actually wrote it, those are my own ad hoc solutions to a mercenary license, so I was hoping there was something more official out there somewhere I hadn't found.
 
I would imagine the 3I or its local nobles issue merc licences and they will probably get the IMOJ to do background checks of the owner and main officiers.

The banks will do a similar check if you want a loan to pay for equipment and payment for merc tickets is often held in escrow - especially repatriation funds so you will need an insurance company - probaly the Interstellararms mega-corp so again more financial and background checks.

So lots of financial admin + must have a business plan if you want cash to establiosh your unit. Plus MOJ background checks. The IMOJ may assign agents to watch the new merc company for its first few mission to make sure it is kosher and applying the imperial rules of war.

Cheers
Richard
 
Well, no. It would depend on the local law-level. If your group is armed (and they aren't going to train much if they aren't), then - without some measure of legal sanction - they might get hassled/arrested/shot by the local gendarmerie.

True, but with 11,000 worlds to choose from, I imagine a mercenary group will set up shop on a world that allows them to train.
 
I dont like a cosmos with mercenary licenses it would take away the fun of the seedy side of things. Additionally units get formed and reformed in so many places that a licenses seem to complex. No I think unit reputation particularly the command's is what matters. Mike Hoare almost pulled off his coup out of share reputation.

If you have a negative reputation than you just wont get the good contracts. This leads you on a downward spiral to worse and worse contracts till the unit disbands or killed off. You can try to take risk to salvage your reputation and get better contracts. Also the Imperium spends a lot of money on units too so they probably have the bigger contracts for units with a cleaner reputation.
 
Why bother being inside 3I. ;)
IMTU I have a unit that, for supplementing and training the locals, has control of one of the system's GGs and satellite system. This is in the Foreven Sector. :D
 
I think there might be a sizeable reference in GT: Star Mercs, but I don't have it on hand. I remember there being rules on creating mercenaries and various rolls that the administrator must make.
 
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