How does this sound?
2 - 2,000,000
3 - 2,500,000
4 - 3,000,000
5 - 4,000,000
6 - 5,000,000
7 - 6,000,000
8 - 7,000,000
9 - 8,000,000
10 - 9,000,000
11 - 10,000,000
12 - 11,000,000
Modified by the Primary Unit Type:
Infantry X 0.35 On the light end you get a platoon of Rifle Grunts on the high end you might get Jump SRM warriors, if you get a modifier in your favour.
Armour X 0.35 Again fair on the light end you have a rather basic light vehicle, but on the mid to high range there are plenty of good heavy rides.
'Mech X 1.0 Ranging from various light 'Mechs almost up to the, ever so popular, Atlas. Era or faction modifiers can really open some good options up.
ASF X1.0 Same as above, while expensive ASFs tend to be a little cheaper than the equivalent 'Mechs of the era.
Combined Arms X 0.75 A mixed bag, too many potential options to list.
BA/Proto X 0.75 For 4 or 5 man squads.. if you have too poor a roll in this catagory perhaps you default to Infantry or have to pull funds from another unit to make up? It should be ok for the most part, however, as the factions that operate these forces are less likely to get a very poor draw on the budget modification table (Independent, Outworlds Alliance or St. Ives).
Now multiply the roll by number of final units desired in the force e.g. Lance X4, Company X12, Battalion X36 or X40, etc etc... If I want to run 4 understrength 'Mech companies (9 'Mechs each) in my battalion, then fine, but I'll get the same amount of starting c-bills as if I started with 3 regular companies. Now the C-bill roll can be done for the unit as a whole, or per unit.
I rolled a 2,3,4, and 11 for my 'Mech lance, a 5,9,10, and 12 for my 4 Infantry platoons, and a 4,7,9, and 10 for my Tanks...
Or I rolled a 7 for my Combined Arms Company X 12
Now I'm sure Bob could find a way to create his all Atlas scout company by rolling a much larger unit in the first place, Buying even numbers of Atlases and Fleas, and then selling or disbanding the undesired units, but really he could just create the unit as he saw fit within the Alternate Force Construction rules, presumably. You could make a reputation penalty for dumping your troops prior to game play, after all who is going to trust a unit with obvious internal strife if half the warriors are leaving or being kicked out, certainly there is a penalty for losing those same units as game play progresses. ( AToW Companion pg. 229)
Some units will roll far too much money, but they can take their good fortune to add specialties for their unit, stock up on spare parts, save some cash for a rainy day, or even expand their units beyond their initial intentions before game play begins (Initial force C-bill multiplier being the minimum force a unit starts with).
This is in addition to the Era and faction modifiers, of course.
Thoughts?