At the end of the FM: Mercs unit generation pool process, the unit looks like this:
There are 7 starting players to the game, so we can "sell back" 9 points from the Same Pool, raising our Cash Pool to 10.
The unit will "sell back" 4 Complementary Units, so it can start with a single Air Lance and a 4-vee motor pool for reloading/base ops. This raises the Cash Pool to 14.
The unit will "sell back" 3 Distant Units, so it can start with a single Infantry platoon for base security and defense. This raises the Cash Pool by 2 (half the Distant, rounded up), to 16.
Note that the Air Lance, Motor Pool, and Infantry are owned by the UNIT, not individuals. The unit shares are used to pay for their upkeep.
We're also going to use the Unit Exchange Rules on pg 145 of FM Mercs to swap around some supporting cast. We'll take 3 Doctors away, make 1 of them an extra Administrator, and 2 of them extra Techs. (I'm not bothering with an image for this one).
OK, now we go through and we roll the experience level individually for each of the Techs, Docs, and Admin staff. Once we've done that, we come back with the following numbers and experience levels:
Now we look at the Experience Pool. Each time we take a point away from the Experience Pool, we can raise a numerical result for the support staff's experience levels by 1. So instead of that "9" result for a Regular Tech, we can raise it by 1 point to a 10, and get a Veteran Tech instead.
After doing this and reducing our 12-point Experience Pool to 0, our support staff now looks like this:
So we have 6 Veteran Techs, 10 Regular Techs, and 2 Green Techs
We have 1 Veteran and 3 Regular Doctors
We have 3 Veteran, 2 Regular, and 1 Green Administrator
Now we have to deal with the other units. After rolling, we have the following classifications for our secondary units.
While we've used all of our experience pool already, this is where we're going to want to spend Tech and Mass Pools The same rules apply, reduce a pool by -1, add +1 to a result.
As a side note here, because salvage vehicles and mobile repair stations wren't statted out in-game until very recently (2005+), I am assuming that if there's a modern support vehicle that has no reason not to be used earlier (like the Savior Repair Vehicle), you can have those vees and you're just using a different "brand" that does exactly the same thing. Bascially all of the support vehicle tech levels are still easily available all through the Succession Wars, so there's no reason for those to not be available.
After we've spend as much of Tech and Mass Pools as we wanted, we're left with the following:
A Regular Motorized Infantry (Rifle) platoon for base security. A wing-pair of F-90 Stingrays with Regular (5/4) pilots. And a platoon of support vehicles: 2 Combat engineering Vees, 1 Paramour Mobile Repair Vehicle, and 1 Sherpa Armored Transport.
Your aero pilots make $1800 (lance leader) and $900 (wingman) per month.
We're assuming all combat vee personnel will be Regular forever. Therefore, you have 1 support vehicle officer and 9 enlisted support vehicle crewmen. The officer makes $1,080/month, and the crewmen all together make $4,860/month
You have 28 regular motorized infantrymen. The platoon commander makes $900/month. The other 27 enlisted guys make $12,150/month
More to follow (post character limit)