Alternative Mercenary Rule system

Demon Samurai

Banded Mongoose
The MgT2 Mercenary mass combat rules introduced concepts like CEI, ECEI, and DEI to represent unit efficiency. While ambitious, these mechanics often proved confusing in play. The rules required multiple overlapping calculations, results were hard to interpret, and outcomes sometimes felt arbitrary. Most importantly, the system struggled to capture the “feel” of battles at the table — whether it was a disciplined company of Imperial troops or a vast alien horde.

This is v2 of a revised system which aims to keep the spirit of the original, but make it simpler, faster, and more Traveller-like.

Any thoughts or suggestions for future edits gratefully welcome.
 

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Cool!

I know everything is a compromise, but I'm not sure I agree with the fact that in this system TL difference has twice as much impact as unit quality. i.e. being TL15 is roughly twice as important as being elite.

Maybe I missed it, but was there a more detailed explanation of the Readiness DM? Or is this taken from the MgT Mercenary Boxset untouched?
 
Cool!

I know everything is a compromise, but I'm not sure I agree with the fact that in this system TL difference has twice as much impact as unit quality. i.e. being TL15 is roughly twice as important as being elite.

Maybe I missed it, but was there a more detailed explanation of the Readiness DM? Or is this taken from the MgT Mercenary Boxset untouched?
Indeed 'Readiness' is taken from the MgT2 mercenary boxset, but the rules were somewhat confusing. I could include a paragraph which summarises the concept.

With regards to TL vs Unit quality it's a difficult balance. This is all WIP at the minute, so I guess one could half the TL DM (+1 Dm per 2 levels above 8, rounding up) and boost training weight (Green -3, Regular 0, veteran +3, Elite +6). This would allow a truly elite low tech force to defeat a mediocre high tech one (i'm thinking of Zulu, Vietnam and Afghanistan).

Calculation of both DMs was inspired by the original Merc Boxset as closely as possible. I haven't had chance to fully playtest the rules, but would appreciate it if anyone wanted to do that - including with any potential changes. It's all WIP.
 
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I have recently become enamored of an approach from 'Ars Magica' 5e: 'Pyramid pricing'. Basic performance is defined, then getting each bonus costs progressively more.

So AP 0 costs zero 'build points'
AP 1 costs one,
AP 2 costs two more than AP 1,
AP 3 costs three more than AP 2,
AP 4 costs four more than AP 3,
and etc.

Higher TL equipment, armor, and weapons have more build points (perhaps a linear TL x 5, or TL x 10?) to spend.

And (a concept from D&D 3.0 and War Hammer Fantasy Roleplay - overlapping bonuses) only the highest (applicable) bonus applies to any given roll. Or maybe even more simply -- only one Bonus applies; choose which one you want. This means that someone with a single +2 bonus outperforms someone with seventeen +1 boni; but sometimes the +2 bonus may not apply, so having other boni available (some of which may apply when the +2 does not) still pays off.
 
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