Mercenary Campaign Recruitment

locarno24

Cosmic Mongoose
Been having an on-and-off natter with Barnest2 and Middenface and was thinking about doing a traveller campaign on the forum.

Had initially thought about doing one set from Mercenary - mostly as the High Guard and Merchant aspects are covered by games currently running.

With the two gentlemen mentioned above, I'd probably be looking at about three or four more - I've not done a campaign on a forum before, but certainly in person more than half a dozen players starts to get immensely unwieldy.

So, to get some minions and some idea of what people want out of the game:

Question the first - Are you interested? If so, reply to that effect here.






Question the second - What scale are you interested in? Add a preferred scale to your reply so I can make a point of annoying as many of you as possible by picking something else :)

Mercenary essentially defines several broad classes of unit size:

'specialists' - where your half-dozen PCs will be the sum total of the unit, Expendables/Red/A-Team/The Losers fashion.

'private' - not much bigger, but with more or less the same number of NPC hangers-on, either meaning probably a pilot, medic, broker, armourer etc - so you don't have to have these skills in-party if you don't want to, or else a significantly more disposable 'redshirt squad'.

'small' - getting up to platoon size, so either each PC is a team leader, or else you form a schwerpunkt assault squad that leads the rest of the unit in.

'common' more or less the same, but with a support contingent as well. Recruitment, training and assorted other stuff starts to become a big deal at this scale.

'Large' with over a hundred men, you're starting to look at 'major combat formation' status, so you're approaching the level of dispatching small teams to several tickets simultaneously (which is possible) or else dealing with big, multi-platoon battles.

'Legion, Huge, Expansive' - by increasing degrees, you're turning into the General Staff here rather than protagonists, I suspect. More to the point, the mercenary ticket compensation rules don't really work with units like this....





Question the third - money and tech level. I suspect that TL12 for a starter is fine - it makes 'proper', contemporary gear something to long for and fear rather than bulk-buy, but you can still field some seriously dangerous toys if you have the money and licenses.

What sort of things you do will be dependent on the characters you create, I guess. I'm happy for people to points-buy there characters using the Living Traveller Sourcebook approach.

The list of books in scope to draw from is the same - except I've no problem with people who want to use Conditioned Soldier, Information Warfare Specialist or Gangsta out of S&P to represent a mercenary who's a bit odd.CSC is pretty much open to theft and abuse. I'd leave psion careers out of it unless people really, really want psionic ninjas with electric swords.
 
I'm in... obviously :D

As for scale... I think small to common, though I would be happy with private or large.

Tl-12 I'm happy with. It's my favourite tech level.

In terms of characters... can I be a psion? :lol:
I'll have a think...
 
'Kelly's Heroes' with Vargr !

Personally I'm for a small unit with a tiny bit of AFV and Air Support...
(Long time ago I ran some BT campaigns with a merc unit called Damage Inc..)
 
In terms of characters... can I be a psion?
I'll have a think...

Certainly. But it does impact the campaign setting somewhat, which was my original reasoning. I'm thinking a custom-created 'backside of nowhere' subsector - balkanised at a system level, with little imperial presence but enough that they may be an occasional source of work, as might megacorps (who are likely to be more....pro-active?...in a region where uncle Strephon isn't in a position to object).
 
Yeah small is probably best.... maybe a mechanised platoon?

As for the psion thing I was only being a bit silly. Psionics can be fun, but I'd rather be a tank commander than a weedy little psychic.
 
Midden: A good name... I flew with a corporation in EVE Online with the same name... :)

I'd be in, but I've never played Traveller yet - unless you count some character creation and some "play by yourself" situations I've done to see how the rules play...

I'd prefer small, down to A-Team... :)

As for characters, up to you, but I'd prefer the standard system (I like quirky characters) - I'd be happy for you to roll the dice if you wished... :)

Edit: Would like a pilot character if available, or a driver - otherwise, not worried...
 
Long time ago I ran some BT campaigns with a merc unit called Damage Inc..

As I said, I'm a fan of both the song and the PC game. It's a much more honest name for the company than some variation on blackwater.

'Kelly's Heroes' with Vargr !

I have both Aslan and Vargr books, so if anyone would care to be nasty kitty or bad doggy they're welcome.
 
4 APC's, three squads and a command team? Very capable :twisted:

Could I roll up the lead tanks commander? I like to direct large amounts of firepower..

Oh, and can we design our own vehicles?
 
locarno24 said:
'Kelly's Heroes' with Vargr !

I have both Aslan and Vargr books, so if anyone would care to be nasty kitty or bad doggy they're welcome.

LOL if I got to play a pilot, I'd be very tempted to play a Vargr...

Dogfight anyone?? (ducks) :lol:

(I have both books too, so I'm easy...)
 
4 APC's, three squads and a command team? Very capable

Could I roll up the lead tanks commander? I like to direct large amounts of firepower..

Oh, and can we design our own vehicles?

Within reason. However, some of the tanks might be....ahem.....acquired during the first missions. If you want to take a vehicle and swap weapons, add kit or upgrades, go right ahead, but it's less likely that a small unit will have something custom-made for them.

Also - you won't get quite that many in a 30-odd man unit - by the time you get to that size, I'd suggest you want to have at least a 6-10 man "spanners, stores & paperwork" team; if you intend to be jamming around in gunbuggies that goes double.

These can happily be NPCs, but you might like a Warmonger (Arms Dealer) broker role, which makes you the unit's default 'face man'.



I'd say that leaves a maximum of 2 ten-man teams (Which represents either a fire team in an ATV or AFV) and an independent large vehicle crew (which is likely to be another AFV refitted with something bigger than the standard lasers and some secondary guns, because a hovertrak cost five million credits.)


If you were saying pilot, then something like a carryall isn't a bad plan. Three AFV chassis will fit in a carryall (just about) and it gives the unit some mobility. Of course a carryall's horrifically expensive as well.

Alternatively (or as well) one airmobile unit would be nice. And yes, you can have a vargr close air support pilot. Laser target designation is to be accompanied by the command "fetch!".


So....

Support section (Possibly including fire support?)

First Section + Transport

Second Section + Transport

Tank (Barnest)

Armed Air Carrier (BFalcon)



Middenface; your preference?
 
SO I'd be heading up the armoured section in a fire support vehicle? That makes me pretty happy :D

For vehicles, will we be using the vehicles rules or the tanks in mercenary... cos I have issues with those :P

Also, stealing tanks for the win :D
 
Code:
For vehicles, will we be using the vehicles rules or the tanks in mercenary... cos I have issues with those

Core Rulebook, Mercenary, Military Vehicles.

As stated, would prefer modifying to designing custom ones. Will see if anyone else rushes in but I think 3 is fine.

So - Infantry unit 1 (middenface), Infantry unit 2 (No-one), Tank (Barnest2), Air (BFalcon), Support (NPC only).

Unless someone else goes for unit 2 I'll fold it, and split the manpower between the three of you, whilst the support team are NPC fixers.

Will have a think about a TO&E.
 
I can help with that :D If you want I mean. Assuming you mean in terms of equipment and such.

And you're using military vehicles? Then I love you :P I love that book, even if it has issues at times.

I think if no-one goes for unit two, then fold them both into middenface's command, have him as platoon commander. (if that's okay with him)
 
Yes. The buggies with twin a/cs are nice, and I like the Main Battle Tank - you're likely to be intervening in lower TL wars than the unit's kit.

I think if no-one goes for unit two, then fold them both into middenface's command, have him as platoon commander. (if that's okay with him)

Okay. Do it properly and it'll split manpower three ways - will fold the support cadre into BFalcon's lot, and take the mecenary admin/broker role out to an NPC.
 
I don't even mind if our vehicles are slightly lower tech. However, I do much prefer putting solid slugs into a target than using lasers :P (yeah, tl12 see's AT railguns... it makes me happy)


So Middenface takes the infantry, I'm on the tankers, BFalcon takes support and is our CAS, and the brokerage is NPC? Sounds good enough to me, as long as we still get some input on ticketing and such.
 
That sounds good to me... :)

Requests from the Air perspective:

Gravcopters (enough to airlift the entire platoon (possibly in two lifts if costs are an issue) - in case we need to - normal operational spares can be used to ensure availablility once craft have been damaged or are undergoing routine servicing. Smaller craft are often better in case of attack, but also because they're more versatile in day-to-day use.

1 Heavy Grav Lifter (for recovering vehicles as much as anything else, but also for transporting the entire unit's personnel when moving to dirtside headquarters if the landing site is too far away for ground transport). Mainly used for when the Gravcopters aren't able to cope... (we might need a special craft designed - the main idea of this is to be able to swap out a personnel/small vehicle transport module for the ability to recover disabled grav-tanks - we can't afford to let them be lost). Think - grav version of a sky-crane. Arms would be nil (relying on other craft for support).

Possible Multipurpose Fighter (High Guard)- for spacial escort duties as well as ground support while landing - although these are VERY expensive, may be essential for initial grounding ops. 2 would be the minimum safe number I suspect. These may be under the umbrella of the logistics section but using Air pilots... These depend if we're responsible for our own transport or hiring others to do it for us... but whacking an opposing merc unit while in transit would be the easiest way for some units to deal with them, so suggest an escort would be wise...

Probably Grav-Fighters (the TL10 version) for ground-based fighter support (cheaper if lost than the MPFs) and close air support. Suggest 3 (2 in use, 1 spare), but unsure due to cost. Why the TL10? Better comms range, half the price and missiles allow us to swap Air-to-Air for Air-to-Ground with a little work. The lasers also have unlimited ammo, while the TL12 version has only 20 shots for its gauss gun - fine for a military unit, not so for a merc unit.

Misc. grav vehicles (grav bikes etc) for allowing communications and utility use for various personnel.
 
Ah ok, so I'm in charge of support in general (I assume you mean logistics support or is that fire support also?)

Just to add to my previous post - those MPFs are very expensive, but might save all our necks in a landing... but if other people are shipping us back and forth, we need not worry about them.

Also, the number of craft I listed, I'm not expecting our crews to be able to man (Vargr?) them all, but to swap out as the current situation demands. For transport operations, the co-pilots can be swapped to provide pilots for the other craft while mechanics and other non-flyers would be seated in the co-pilots' seat (the same way the Red Arrows ship their mechanical staff).
 
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