I ran through the force operations rules yesterday as Mukaikubo did, though perhaps without as fine toothed a comb. ;)
For the purposes of the run, I used a character I recently created with AToW for my commander and went with the force creation rules, as presented, with the exception of the Modifier the commander gets for traits, instead of rounding up to the nearest whole number, I went with a decimal so in this case 1.1. Also I excluded the commanders ride form the creation process, but added it back in for the force operations step.
Combined Arms Battalion 3070
Armour Company
Condor (3039), Condor (3075), Vedette (netc), Vedette (netc)
Myrmidon, Myrmidon, Myrmidon, Myrmidon
Typhoon, Typhoon, Zhukov, Manticore (All 3058 variants)
Infantry Company
Foot Laser Platoon
Foot Laser Platoon
Foot Laser Platoon
'Mech Company
Wraith TR1, Scarabus SCB-9A, Javelin JVN-10F, Wolfhound WLF-1
Garm GRM-01B, Dervish DV-7D, Stealth STH-1D, Apollo APL-1M
Atlas AS7-S, Kodiak, Black Hawk-KU BHKU-O Prime, (Last position reserved for another RPG character)
Auxillary Forces
MIT 23 MASH Vehicle, MIT 23 MASH Vehicle, Platoon of Combat Engineers, "Carbine" Construction Mech CON-7
Naval Forces
Union Dropship
Gazelle (Obselete)
Invader Jumpship
The Gazelle has plenty of room, for all the forces, techs, and administrators if bunks are set up in the heavy vehicles bays. Lets say it's customized for the purposes of this trial.
Total Personnel 453
Total Ground Force Value 134,513,659 C-bills
Total Dropship Value 410,982,976 C-bills
Invader Value 590,797,750 C-bills
Total monthly at peace cost 2,911,529 or 1,194,779 without Hydrogen Fuel costs, they will certainly be producing their own.
Obviously the naval assets dwarf the ground ones in value.
Going through the reputation:
-Nearly all the combat elements are Veteran, the commander Elite. So 20 Points for veteran average.
- The scratch built commanders seem to have an edge on most equivalent ones that I roll up here; as well.. 10 points total.
-No combat experience yet so 0 here.
-Sufficient Dropship capacity 5 Points.
Note, the table listed a penalty of 3 points for not having enough capacity for support personnel, while the text walk through on page 4 gives Arnold a 3 point bonus since he can hold all of his. It is not in the chart. It should be added or the text amended.
-10 points for Jumpship.
-5 points for sufficient KF transport capacity.
-0 Adjustments for support rating.
-No debt or criminal history 0 points
Net: 50 Reputation
Starting no a standard hall, say Arc Royal in 3070 (Before the Blakists hit..)
2 Offers
*Edit* forgot to add the reputation modifier there
Capellan Confederation and a Corporation
I wasn't 100% clear on the Corporation description on page 7. All all corporate missions supposed to be covert, as implied? What about a garrison contract? Perhaps a note that all offensive missions performed for corporations should be covert, to ensure confidentiality?
For the purposes of examples, I'm going to run both of these out side by side. Also, while I generated the other aspects, I'm going to stick to the finiancial ones, as I don't think there's much new to talk about with BLC vs straight support or salvage rights. Both of these contracts offer BLC.
Capellan Corporation (Frito-Lays)
Garison Duty 18 months Extraction Raid 3 months
Op Tempo 1.0 1.6 + 0.3 (covert?)
Employer 1.2 Major Power 1.1 Corporate
Reputation 2.0 2.0
From table it would be 2.0 and 1.5 from the formula, which should we use?
Transport modifiers end up with 45% transport reimbursement from Liao and 100% from Fritos.
Lets get transport costs out of the way first, for the sake of simplicity both missions are 5 jumps away.
Transport Payment
*Edit* This is not applicable, as the ships are owned by the unit, I will remove them from the calculation below.
So time to get there is 2 weeks plus 1.1 weeks per jump.
7.5 weeks / 4 = 1.875 months or 2 months for transportation costs
= 1% Dropship purchase price of 4,109,830
5 Jumps x 3 collars on the Invader = 1,500,000 C-bills
Total 5,609,830
X 45% = 2,524,423 x 100% = 5,609,830
Big question here, does the 75% peace rate include fuel usage. Can a unit really calculate a monthly peace rate of nearly 3 million, then generate it's own Hydrogen so it's costs are really 40% of that? Although if it ends up you can't generate your own.. you'd be hooped without the full rate.
Payment while in transport
So time to get there is 2 weeks plus 1.1 weeks per jump.
Base Payment = (2,911,529 X 75%) + 27,274,831 = 29,458,478
Liao = 29,458,478 X 2 (length) X 1.2 (Employer) X 2.0 (Reputation) = 141,400,695
Fritos = 29,458,478 X 2 (length) X 1.1 (Employer) X 2.0 (Reputation) = 129,617,304
Mission Payment
Liao = 29,458,478 X 18 (length) X 1 (Op Tempo) X 1.2 (Employer) X 2.0 (Reputation) = 1,272,606,255
Fritos = 29,458,478 X 3 (length) X 1.9 (Op Tempo) X 1.1 (Employer) X 2.0 (Reputation) = 369,409,316
So Total Payment would be
Liao for 18 months + 2 months travel = 141,400,695 + 1,272,606,255 = 1,414,006,950
Fritos for 3 months = 2 months travel = 129,617,304 + 369,409,316 = 499,026,620
Now that's pretty staggering.. I have a couple thoughts.
Reputation clearly plays a large part in earning the big pay days.
I also ran the numbers if I hadn't included the Dropships in the 5% payment
Liao ends up at 364,532,608 for 20 months
Fritos ends up at 128,649,633 for 5 months
Both are respectable numbers a Combined arms battalion if there are no large ship losses.
What about including 5% of the costs for the combat forces (Infantry, Tanks, 'Mechs, ASFs...) + 1% of the Large Spacecraft Costs.
That would be 624,919,636 C-bills for 20 months worth Garrison Duty or 220,544,555 for 5 months with a probably combat intensive Extraction Raid.
* I would add an exemption to the 1% rule if the units primary forces are space based and thus far more likely to see large naval losses. In that case 5% seems entirely appropriate.
Clearly you can see why Mercs saw Garrison Duty contracts as attractive.