mercenary company. What would you do?

For my take on it, within the OTU I would be inclined to look at starting the pc's with a mercenary cruiser (broadsword or similar) as part of the initial assets. The funding for this would likely come from backers who would hold shares in the unit.

Alternately start the campaign with an adventure which gives the pc's the chance to aquire such a vessel (salvage, war prize, gambling prize?) the generation events for caches or special benefits could be fudged to give the pc's a suitable vessel.. fiction is full of these lucky aquisitions (Blake's 7 Liberator, Serenity/Firefly, etc)

This gives the pc's a headstart in terms of mobility (a big advantage for finding and being considered for tickets), the platoon sized merc complement is a good size for commando or cadre and allows specialist options including privateering, anti piracy or escort operations. The unit has some ortillery capability, can support several vehicles and has a mobile base.

The unit is small enough for lots of personalisation of the troop members with attendant roleplaying, back stories, side adventures ... Also cosy enough for a high level of competence to be established to allow cinematic versatility for the team.

The team would also be able to cooperate with other units as part of striker operations.

Startup funding may come from several sources, possibly corporate backers, possibly a small group of, or single, investor(s). An option I have used with my own campaign is for a retired Naval Admiral to use the mustering out benefit 'independant operation' to justify the ship shares and capital for a small star merc unit of this sort.

If the merc company is a denieable (Kite) Imperial asset they will probably not want for work, both from the Imperium's own 'hands off' dirty work, to favourable contracts pushed their way by other parties after recommendation from Naval intelligence etc.

For smaller, grittier merc ops I would recommend reading 'dogs of war' by Frederick Forsyth for a feel for recruiting and putting together an illicit merc team.

A lot will depend on the player characters behind the operation, are any of them former ranking military personnel? Any possess very high (or very low) social standing? Do they have useful contacts? Are they streetwise? Even a former Sergeant Major is likely to be respected and have useful contacts within the military. A Former Colonel or higher will have many connections and at least be familiar with how mercenary units operate and how to tout for tickets.

I have enjoyed at least one campaign (in the days of Mega Traveller) based around a mercenary team of travellers and it is still very fondly remembered by those that played in it so good luck with your concept.
 
How do you wish to play this out once they build their unit? Ordinary Traveller combat? Book1: Mercenary abstract combat? Or non-Traveller miniature wargame rules? If you choose the latter, I'd recommend that you use either F.A.D, which is an excellent rules-light miniature wargame ruleset, or USE ME, which is even more rules-light and downright awesome.
 
I don't think I'll be offering a cruiser. I like the idea of them having to make contacts and contracts in the local galactic area...

Once they're played out it will either be from a head quarters standpoint:
"Badger 1, this is Badger actual, push forward to support Badger 2." With the GM keeping a basic map of the war-zone
Or using the mercenary abstract combat, especially if the company grows significantly. Does anyone know any problems with it?

I was amused by the thought last night of an ex-marine drill sergeant who was drafted out after debilitating wounds, but he can still train troops :D

And the multiple hires on a contract idea I like a lot. I could quite easily have an eternal enemy who kept getting hired with them, and it could keep getting hired on the same tickets :p
 
When you look at the best Merc type films there is usually a spy hired on in their midst who ensures their well laid out plans always end up as masive failures but it doesnt become apparent till later.

You could have them create a fantastic unit with some real characters (you know the types - massive soft bloke, small weasely one, loud mouthed one, tough cookie etc, and really get the characters to start feeling for them after several days of outfitting and training and transportation diffiuclties to the war zone, and then drop them into an almighty ambush where only very few get out by the skin of their teeth. That could be awesome.

Or of course have their client do the terrible thing of leaving them in the warzone and canceliing their ticket mid battle.

Another idea would be having one of their transports crash on landing killing all inside thus halfing the entire unit before they even start the battle - happened in WW2 to many glider units.

Or take a leaf out of A Bridge Too Far and have their commos messed up due to planetary interference etc so that the HQ doesnt know what the heck is going on - happened all the time in WW1.

The possibilities are endless - you could be so cruel!! :twisted:
 
Golan2072 said:
How do you wish to play this out once they build their unit? Ordinary Traveller combat? Book1: Mercenary abstract combat? Or non-Traveller miniature wargame rules? If you choose the latter, I'd recommend that you use either F.A.D, which is an excellent rules-light miniature wargame ruleset, or USE ME, which is even more rules-light and downright awesome.

Both look very interesting but are 15mm it seems - I have a load of 6mm units I would like to use set up in fire teams etc as CT Merc do you know of any similar rules that could be used for these? - I think 15mm is too large a scale for me - I like large battles.
 
How about this for gameplay:
Out of battle, its run as an rpg, with the normal stuff that that entails

Once in battle though, use the 15mm stuff off of that site (which is damn good for the money by the looks of it), to run small engagements and battle... doe that sound reasonable?
 
barnest2 said:
Once in battle though, use the 15mm stuff off of that site (which is damn good for the money by the looks of it), to run small engagements and battle... doe that sound reasonable?
Very reasonable. USE ME is extremely easy to learn and use, and there are TONS of 15mm miniatures available online.

My personal favorite miniature manufacturers:
Rebel Minis
15mm.co.uk
Stan Johansen Miniatures
Khurasan Miniatures
Peter Pig
Spriggan Miniatures
QRF
Kremlin Miniatures
Ground Zero Games
Eureka Miniatures

Note that even "modern" or recent "historic" miniatures such as the ones available from Peter Pig and QRF could be VERY, VERY useful for Traveller, especially for TL5-8 forces (or even TL2-4 for some of their ranges).
 
Could I not just use the mongoose rules for ground combat
I know there are issues, but I have a strange level of fondness for them.

Otherwise, I love the links, thank-you. The only thing I really need to find beyond the GZG site, is corridor stuff and buildings and the like :D
 
You can definitely use the Mongoose rules with any 15mm miniatures.

The other sites are good for aliens... For example, you can get great Aslan equivalents from Stan Johansen Miniatures.

EDIT: Ohhh... I forgot one excellent site for Traveller miniatures (especially Aslan, Vargr and Droyne): RAFM.
 
Ah, see, I don't use aliens. Its far too difficult keeping track of humanity, let alone managing a bunch of aliens too :p...

Thank-you though, again...
 
Very nice ideas, again

I was thinking, in terms of starting capital, to give my players independent ops once each (is it 5 million or 1d6 million?)

Would that be enough? too much? too little?
 
I suggest watching Band of Brothers mini series to get a sense of the interactions of the 'command' or HQ section or team of a military unit. Also watching Saving Private Ryan might offer a little insight on the interactions of a small squad level team on a mission (though most squad level missions are not lead by a captain).
 
barnest2 said:
Very nice ideas, again

I was thinking, in terms of starting capital, to give my players independent ops once each (is it 5 million or 1d6 million?)

Would that be enough? too much? too little?
It depends. Look at the equipment costs in the Traveller Main Book (TMB) and Book 1: Mercenary, and decide on what you want them to be able to buy. Of course, if they have a ship, they'll also have A LOT more expenses to worry about.

If you can get the Classic Traveller (CT) CD from Far Future Enterprises (FFE), or find these books for purchase online, you'll find Striker and the CT Mercenary book VERY useful as they also cover maintenance costs, operational costs, salaries and so on.
 
don't forgot the 2 mega corps that bond mercs
you could easily used them to establish a long term campaign that would allow your merc company grow in strength
when i played ot i had a whole set of merc jobs that the mega corps needed people for
also gasbag and tukera need special people all the time
 
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