Mercenary Update

MongooseMatt

Administrator
Staff member
Hi guys,

We have just finished updating Mercenary, many thanks for all your feedback. The errata sheet is now ready for download on the Traveller and Mercenary pages, and the PDF available at Drivethru has been updated (if you have already purchased it, you should have got a mail about this).

The Mercenary at print at the moment includes all these updates, and will be ready within the next two weeks - we will no longer be sending out the older stock.
 
I see that the pendulum that is support weapon effective ranges has swung from one nonsensical extreme to another nonsensical extreme. The TL 3 field mortar has a new range of 2,000 meters up from 400 meters. The new TL 8 field mortar has it's effective range increased from 600 meters to 2 kilometers (or put another way 2,000 meters - the same as the TL 3 version). The TL 8 AT gun has a new effective range of 500 kilometers, a drastic increase of 666.7% over the old range of 750 meters. The TL 12 AT gun increases it's range by 1000%! It can now shoot at an effective range of 450 miles and a maximum range of 675 miles. The frag cannons, MRL packs, and the Mass Driver also saw immense increases in new unrealistic ranges. I'm glad that Mongoose corrected the ranges on these weapons that were designed based upon an in house intergrated equipment/vehicle design sequence that has yet to be published. I can't wait to buy that book and see how they designed these fantastic weapons.
 
RandyT0001 said:
I can't wait to buy that book and see how they designed these fantastic weapons.

I can't begin to tell you how wrong you are, on so many different levels.

First, the percentage of increases is rather irrelevant, it is the absolute figures that matter.

Second, at no point have we even hinted there is an integrated equipment design sequence, published or otherwise.

Third, look at what guns can do today - you might be surprised. . .
 
I found THIS info on near term future mortar capabilities in an FY 2003 DoD Annual Report:

"Precision Guided Mortar Munitions (PGMM)

Precision Guided Mortar Munitions will be compatible with all
current and future mortar and mortar fire control systems.


Precision Guided Mortar Munition (PGMM) is a 120mm mortar munition that will provide the maneuver Commander with an organic capability for precision attack of critical point targets, to include those in urban environments or restrictive terrain, under all weather conditions to ranges beyond current 120mm mortar capabilities. PGMM is intended to incapacitate personnel in standard brick over block masonry structures, collapse earth and timber bunkers or incapacitate personnel inside, and defeat stationary lightly-armored vehicles or incapacitate personnel inside. PGMM will be compatible with all current and future mortar and mortar fire control systems. PGMM’s terminal guidance will employ a man-in-the-loop laser designator to ensure precision engagement and to minimize collateral damage.

PGMM is an Acquisition Category II evolutionary development program. Increment I will provide the ability to engage and defeat/incapacitate point targets at ranges comparable to current 120mm mortar munitions: 7.2 km when fired from current mortar systems and 8.0 km when fired from the Future Combat System, non-line-of-sight (Mortar). Increment II is planned to increase the engagement range to 12 km. Increment III is planned to increase the engagement range to 15 km, adding the capabilities to defeat moving, lightly-armored vehicles, to destroy additional masonry targets, and to maneuver off of the gun-target line.

The PGMM program began as part of the Rapid Force Projection Initiative Advanced Technology Demonstration (ATD) in 1995. By 2001, the ATD produced a technology demonstrator 120mm mortar round that incorporated gyroscopic guidance with a laser seeker on a maneuverable airframe capable of a controlled-glide flight profile. Following the ATD in 2002, a Component Advanced Development (CAD) effort focused on the identification and selection of warhead and fuze technologies to support threshold lethality requirements.

PGMM’s Increment I entered its System Development and Demonstration (SDD) Phase with a conditional Milestone B decision in September 2003. The program has scheduled a Milestone C decision in 4QFY06, an IOT&E in 1QFY08, and a full-rate production (FRP) decision at the end of 3QFY08. The Army plans Milestone B decisions for Increments II and III in FY08 and FY10, respectively.

DOT&E placed PGMM under oversight in March 2003."

http://en.wikipedia.org/wiki/M252_Mortar lists the range of an 81mm Mortar at 5.6 km.
 
msprange said:
Third, look at what guns can do today - you might be surprised. . .

OK, looking at a range of actual guns, the new range figures are not too bad in some cases, wildly out in others.

The field mortar at TL 3 has too long a range. Even a WWI mortar typically has a range significantly less than 1 km, and a 2km range is more typical of WWII. Is "2000 m" here a typo for "200m"? That would make sense.

The field mortar at TL8 has a somewhat low range. Modern mortars typically have about twice the 2km range quoted here. However, it's the right order of magnitude so let's not quibble too much.

The extrapolation to 10km at TL11 seems perfectly reasonable, even conservative.

For the frag cannons and AT guns, the kilometer-scale ranges at TL 5-6 is an order of magnitude too low. A range of 10km would be more in keeping with WWII-era artillery pieces.

It's at TL8 that these weapons significantly diverge from any reasonable comparison with real-world examples. Modern howitzers have ranges roughly around 20-40 km. For a TL8 weapon in Traveller, a range of 50-60 km would be reasonable. 500-600 km seems wildly exaggerated.

The only real-world inspiration I can think of for such ranges is the infamous Iraqi "Supergun". It is worth pointing out that there is considerable room for doubt as to whether this would ever have been a militarily effective weapon, had it been built. Indeed, there is some doubt as to whether the project ever existed in a real, tangible form.

I'd be interested to know what information about real-world weapons fed into the ranges quoted in the "Mercenary" errata.
 
msprange said:
Hi guys,

We have just finished updating Mercenary, many thanks for all your feedback. The errata sheet is now ready for download on the Traveller and Mercenary pages, and the PDF available at Drivethru has been updated (if you have already purchased it, you should have got a mail about this).

The Mercenary at print at the moment includes all these updates, and will be ready within the next two weeks - we will no longer be sending out the older stock.

I dont' suppose it would be possible to send an older copy in to exchange it for the new one?
 
Hmm ... the International Space Station orbits 350 km above Earth, so
now a TL 8 AT Gun with a range of 500 km might well be able to hit it ... :lol:
 
rust said:
Hmm ... the International Space Station orbits 350 km above Earth, so
now a TL 8 AT Gun with a range of 500 km might well be able to hit it ... :lol:

:lol: That reminds me of my brother's Merc character when we were kids -(under CT) his Gun Combat skill was so high that, when combined with my character's Tactics, he could make an impossible shot about half the time. We joked that he would shoot old satellites out of orbit for target practice.
 
Hi Matt,

msprange said:
We have just finished updating Mercenary..., The errata sheet is now ready for download on the Traveller and Mercenary pages

Thanks for making the errata available for download. It will be useful.

TTFN


Ian
 
Thanks for the update....

Not going to complain....

Just gonna point out this, kids if you don't like what they are producing write your own, this is an OGL game after all.

Or write an article, there is Signs and Portents.

This is Traveller, the CT edition had three different starship construction systems, two different ship combat system (High guard isn't counted as that is a fleet combat system), two character generation systems, four different ground combat resolution systems, two different (well basic and expanded) system generation systems..... You see my point these are all just from GDW. I didn't add in the vast number of related (directly) and inspired by Games that have filled in the gaps within the Traveller "Continuum".

The point of this in the "Classic" Traveller era, many smaller companies/fanzines provided bulk/expansion that the main releases didn't. This always been about going forth and making it your own. Heck that is what the DGP guys did...
 
lastbesthope said:
msprange said:
Jame Rowe said:
I dont' suppose it would be possible to send an older copy in to exchange it for the new one?

Drop me a line at msprange@mongoosepublishing.com

Replacements available in person at Mongoose events???

LBH

Matt has said you can, at least when I asked about bringing mine along to the Corporation launch on the 28th.

LBH
 
msprange said:
Second, at no point have we even hinted there is an integrated equipment design sequence, published or otherwise..

From this thread.

collins355 said:
If Mongoose were clever, they would develop and properly beta test a starship/vehicle/equipment design system (a la FF&S), but keep it in-house, and then use it to generate a host of starships/vehicles/equipment (a la Fighting Ships or 101 Vehicles or Central Supply Catalogue), and then release supplements containing those pre-designed vehicles/equipment first.

That would satisfy the majority of gamers, who I believe just want the output ready to use in a campaign and don't care for the minutae of a FF&S to design anything.

After that, release the design sequences as a separate product (with spreadsheet as download or whatever) for the gearheads and those who want to design their own stuff.

Result=consistency across product line. Starships, vehicles, guns, etc that match the design sequences (rather than tons of errata or handwaving to make stuff 'thought up' in early products match the eventual design sequences).

Immediately followed by:

msprange said:
Umm, that is exactly what we are doing :)

Are you telling us that the design system is not going to happen?
 
So I take it the lack of Rank 0 information for several of the careers is a feature and not a bug? :roll:

I'm underwhelmed. We waited this long for these minor changes? Seriously? Someone couldn't have banged this out the weekend after the book was published? I mean, if the design system you are using is typing http://en.wikipedia.org/wiki/mortars into a web browser, why did it take so long for this errata to come out?
 
dO you think I could exchange mine at my FLGS?

Maybe they could send it back, I dunno
I would just buy a new one (hey support the goose 8) )
but since my finances are in dire straits there is absolutely no way that
I can, I really would love to get a swap though

Alan
 
I would also like to know if a swap similar to the one for High Guard is feasible. :?:

Failing that, I would settle for an errata document laid out like the original book so that I can print on label paper, peel and stick on the pages being amended (similiar to the update pdf for the core rulebook). :wink:
 
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