Military Campaigns

Junior

Mongoose
I'm thinking of buying all the Traveller RPG books by Mongoose Publishing, I was just wondering if there were any rules for playing a Military Campaign and such, It would be kinda cool to be able to use the High Guard book's equipment as more then a obstacle to the players. :)
 
The Mercenary supplement has information on the development of military missions and unit recruitment. It's all presented from the viewpoint of a mercenary unit, hence the name.
 
SSWarlock said:
The Mercenary supplement has information on the development of military missions and unit recruitment. It's all presented from the viewpoint of a mercenary unit, hence the name.

We can hope High Guard does the same for Navy. By the time I have my money to get the stuff, High Guard should be out.
 
I'd say that the military campaign is one of the core paradigms of the game. The mercenary book is the main splatbook.
 
Junior said:
We can hope High Guard does the same for Navy. By the time I have my money to get the stuff, High Guard should be out.

Actually, the recruitment material in Merc can easily be used for Navy recruitment as well with minimal work.
 
So, now that some people have seen a version of High Guard, is there any material for running a Imperial Navy campaign in it, like Mercenaries had for running a mercenary campaign?
 
I am too optimistic to believe that Mongoose might actually do something akin to SJG Ground Forces that might also be a good reason to do a Striker 3 and cover the Imperial Forces in greater depth? If so, Navy forces and running a military campaign will be there.
 
Grand Fleet by MJD is all fluff. If you're going to run an Imperial Navy campaign, you can't go wrong in picking it up.

Mike
 
BenGunn said:
How useful the MGT Mercenary Supplement is depends a lot on the military background/interest you and your players have. People with a military background as well as those with an above interest in military organisation, weapons etc. will have some serious issues with the book like

+ Lack of useful data like weight/size of the heavier weapons
+ Very vague examples of unit organisations
+ Unrealistically short ranges for some weapons
+ Misused terms and/or misunterstood concepts (i.e Frag-Canon, Energie-Mortar)

and so on. I suggest looking through the book before buying it.

And an even more fundamental problem with using MGT Mercenary for 'military campaigns' is that the mercenary ticket system is broken in that it does not allow players to run a profitable mercenary organisation (in all but the most limited sense).

It would be good if some errata for ticket generation in MGT Mercenary appeared which included a table or two adding such factors as required mercenary unit size, and level of equipment required to be supplied by the mercs (and hence to be risked in the operation).
 
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