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Mercenary Equipment

Use the Type R2 merchant. (That's a type R hull with a jump-2 drive. ;)

And, no, it's not canonical.

Hans

But it's quite reasonable!

In a way, it is almost canonical... it's at least implied in the "Standard" 400t hull from Book 2: the "engine room" is big enough for Jump-2, Maneuver-1, and Power-2.
 
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Mercenaries are not normally national armies under government control. They are forces hired for a specific purpose by governments, corporations and, people that cannot afford a standing army or are afraid of having one. That means they are not normally going to be going toe-to-toe with other military forces; particularly good ones run by powerful nations / systems.

A mercenary commander is going to look at a multi-million credit hi-tech missile launcher that fires missiles costing hundreds of thousands to a million or more credits a shot and decide very quickly he can neither afford nor maintain such an expensive piece of equipment. Its all fine and dandy for a billion credit government budget army but not for a mercenary force that is mostly engaged in keeping the peace or thumping on the local natives when necessary.
A hundred thousand spent on a couple of vehicle mounted good mortars with a decent fire control system and a thousand rounds of ammuntion looks like a much better deal in such circumstances.

That is the reality of mercenary operations. If you want a good idea of a quasi-government run mercenary force look at the French Foreign Legion. That is exactly what they are. They don't get high tech. They get good enough.

FFL uses up to date equipment, though there are different unit organizations within them that are mission specific. As per mortars, those are usually in a heavy weapons company, until heavy enough to be vehicle mounted, such as a 12cm+. Artillery batteries, and virtually all the mercenary units, will use whatever equipment is available. Which means, whatever Imperial equipment available in the Marches. The Imperium encourages the formation of mercenary units, probably as a component force as well as a stabilization force. So the merc's will use surplus Imperial equipment, often "back doored" to a mercenary unit, usually through contacts of ex-Imperial military. This makes good sense for the Imperium not only as a reserve or component force, but plausible deniability if something goes awry. Economically it makes good sense to move off the equipment to the mercs, so that the Imperial troops reman equiped in up to date equipment, but that once the cost is amortized through use, it's sold to recoup cost and to keep Imperial weapons manufacturers busy. Cheap or not, mercs are going to use what is there and the Imperium is in many ways defacto subsidizing the effort.

Now this applies to all equipment, tanks, apc's, artillery, etc., even the known unkown stuff such as electronic warfare equipment. Which could be a good angle for a merc company would be a EW outfit, as they could could hire in and jam a lower TL's communications or radar and be a helluva force multipler, esp if having the factor of suprise. The caveat with all of this is that units will be hired on mission and budget basis, certainly policing a low intensity insurgency will be done by a light infantry unit and not much more, support could be just tac air, like local owned ramparts.
 
Now this applies to all equipment, tanks, apc's, artillery, etc., even the known unkown stuff such as electronic warfare equipment. Which could be a good angle for a merc company would be a EW outfit, as they could could hire in and jam a lower TL's communications or radar and be a helluva force multipler, esp if having the factor of suprise. The caveat with all of this is that units will be hired on mission and budget basis, certainly policing a low intensity insurgency will be done by a light infantry unit and not much more, support could be just tac air, like local owned ramparts.

Now this I could see as a viable mercenary unit. A bunch of techno-nerds that are hired on contract to provide EW support for even the regular military. They have the expertise. They have the gear. They are not particularly at risk.
The cost to the government is a paycheck and they are not trying to continuously trying to update their equipment. Whent the techno-nerds are out of work with the military they can contract with corporations (spying) or as security or, even as opposition forces to train the military. Lots of options and lots of cash. That makes good sense for mercenaries.
 
I think anything is possible, the permutations for merc units is really endless, an EW battalion, mercenary ortillery or fighter support, the room for creativity is there. Robject is right in showing the Imperial military units, as that is the priimary source of training and personel, some would be of a high standard, others little more than thugs or bandits. Hammer's Slamers and Falkenberg's Legion are good reads on the subject and one of the reasons they put forth is that it is cheaper to hire a well equiped mercenary force, rather than raise it organically, is the net effect of renting a force vs outright purchase.
 
FFL uses up to date equipment,
The French Foreign Legion? The Legion Etrangier is a mercenary unit in name only. It's functionally (and by general legalities) a French unit, that just happens to be distinguished by having been formed FROM mercenaries.

Plus, they use standard french equipment.
 
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I think anything is possible, the permutations for merc units is really endless, an EW battalion, mercenary ortillery or fighter support, the room for creativity is there. Robject is right in showing the Imperial military units, as that is the priimary source of training and personel, some would be of a high standard, others little more than thugs or bandits. Hammer's Slamers and Falkenberg's Legion are good reads on the subject and one of the reasons they put forth is that it is cheaper to hire a well equiped mercenary force, rather than raise it organically, is the net effect of renting a force vs outright purchase.


I would expect that any mercenary unit worth hiring would maintain its own set of equipment, e.g. weapons, armor, and vehicles, plus supplies to maintain them. That way they won't be so dependent upon their employers for the necessary stuff.

In my opinion, most mercenaries would try to get equipment that's at least TL 9 and preferably TL 10, 11 or 12 in order to have an edge on most of the places they'd fight (at least in the Marches or Gateway Domain; in the Solomani Rim and on the rest of that border they'd probably want to be TL 12, 13 or 14).
 
The French Foreign Legion? The Legion Etrangier is a mercenary unit in name only. It's functionally (and by general legalities) a French unit, that just happens to be distinguished by having been formed FROM mercenaries.

I agree, it's more the legion of foreigners, formed from the remnants of Boney's Grand Army, and absorbing soldiers of other countries, usually the losers; at Dien Bien Phu, the Vietmihn broadcast in German as well as French, the offers to surrender.

I would expect that any mercenary unit worth hiring would maintain its own set of equipment, e.g. weapons, armor, and vehicles, plus supplies to maintain them. That way they won't be so dependent upon their employers for the necessary stuff.

In my opinion, most mercenaries would try to get equipment that's at least TL 9 and preferably TL 10, 11 or 12 in order to have an edge on most of the places they'd fight (at least in the Marches or Gateway Domain; in the Solomani Rim and on the rest of that border they'd probably want to be TL 12, 13 or 14).


Yes, I agree that they would maintain their own equipment, I think mostly they would ask for x money upfront, and say a bond posted on completion of their mission. As far as the TL of their equipment, whatever the TL of the standard equipment the regular forces use would be the TL of the merc stuff, not just because of surplus, but that's what the mercs are getting their training on.
 
I would expect that any mercenary unit worth hiring would maintain its own set of equipment, e.g. weapons, armor, and vehicles, plus supplies to maintain them. That way they won't be so dependent upon their employers for the necessary stuff.

In my opinion, most mercenaries would try to get equipment that's at least TL 9 and preferably TL 10, 11 or 12 in order to have an edge on most of the places they'd fight (at least in the Marches or Gateway Domain; in the Solomani Rim and on the rest of that border they'd probably want to be TL 12, 13 or 14).

By LBB4, some employers do loan equipment if necessary (e.g. unusual circumstances), with a bonus paid as a percentage of the equipment value, if the equipment is in decent condition when returned.

As far as TL, I expect that the mercenary leaders decide what TL to equip at, based on the circumstances under which they started, and where they perceive their niche to be. I do tend to think that a merc group will want to outclass their enemies in as many factors as possible; they're in it to make money, and not to die.

Finally, the Mercenary Cruiser exists for a reason: it apparently fills a niche in the mercenary group world. Note in the spread on pages 16-17 of LBB7 shows four Mercenary Cruisers flying in formation; with room for a platoon (3 squads plus admin; about 31 people) per cruiser, the four pictured could together transport a light company. There may well be an additional cruiser outside of the picture, bringing the total troops up to a more comfortable 155.

I don't think I'd have more than 5 or 6 mercenary cruisers. At that point I'd start trading up for bigger ships. At the same time, it seems to be very handy to have more than one ship, even though it requires extra flight crew. I'm sure the sweet spot varies from team to team, but 3 to 6 ships seems comfortable.

But finally, since Traveller is about players and a referee having fun, it must be cost-effective for a single platoon to have a single mercenary cruiser. It occurs to me that such a platoon would most likely be trained for commando missions; highly skilled, and equipped at a decently high tech level.
 
>Battalion IS the basic organization, so as you would have a battalion of infantry a battalion of tanks, etc.

the battalion is the USA's basic unit organisation. many other western nation's merely use it as their standard administrative grouping but dont deploy that way

Most Australian operational deployments are in company "battlegroups" .... a standard "leg" infantry company with attachments from all corps, depending on how independent they are operating.

Inf company HQ (squad)
2-3 leg infantry platoons (30-35 men each)
support weapons platoon (mortar, heavy AT weapons and HMG squads)
2 sniper pairs (from infantry battalion)
attached transport troop .... trucks (eg bushmaster), m113 or LAV usually with "gun" version included

also attached but kept at the base might be any of these:
a pair of 155mm arty guns
heavy mortar teams
a counterbattery radar
a UAV team
SAS teams
a logistics element

multi company deployments almost certainly have rotary wing transport

this is a big step up from the 80s when David Hackworths vietnam war quote (paraphrased) was still true: the australians operate in the belief that a platoon can achieve anything on the battlefield

I suggest that Traveller merc units would be similarly customised and basically self supporting even if only "platoon" sized
 
The post WW2 german infantry batallions could work for a merc unit

+One admin/maintenace/commo/medic company
+Three infantry companies with three platoons each
+One heavy company with 120mm mortars
+In some incarnations a tank hunter company with IIRC 10 specialist tank hunters (90mm armed KaJaPa or HOT armed Jaguar)

Vehicles can be anything from OD painted Unimogs to M113 combat cokes to Marder IFV. Or their Traveller equivalents.
 
>Battalion IS the basic organization, so as you would have a battalion of infantry a battalion of tanks, etc.

the battalion is the USA's basic unit organisation. many other western nation's merely use it as their standard administrative grouping but dont deploy that way

America's army was set up by the French and Prussians, iirc, the battalion is actually French and is the worldwide standard. Commonwealth nations being different have often a different tradition, which I don't necessarily know all about them as the standard seems to change from unit to unit, tank battalions esp. as they once, being battalion sized, yet are called a regiment and lower organizations being called squadron, with differing types like cruiser and infantry. Not that it isn't interesting, but hard to follow, it would also be nice to see what the prior Vilani organization was before and during the interstellar wars.

The post on the Australian platoon is cool; I think that much in the way between nations today, a different market will set the tone for what size, composition and missions of various merc units. IMTU, I am developing the Fulani sector, which will have call for different merc units, even Zhodani merc units, unlike the Spinward Marches or Solomani Rim.
 
Now for some meat:

Made using CT Book 4.

Yerfrimov's Jagers, a TL12 Imperial average, mercenary light infantry battalion, squad ToE:

Jager Squad (light) TL12

Squad 9 members: 8 troops and 1 medic.
2 Fire Teams of 4.
Ranks: Troops: Private or Lance Corporal.
2nd Fire team Leader: Corporal or Lance Sergeant.
Squad Leader: Sergeant.
Weapons and Armor:
Chameleon Combat Environment Suit (sealable to vacuum).
Combat Helmet with Heads Up Display, Light Amplification/passive Infrared vision enhancement and short range communicator.
6 ACR's, 1 ACR LMG (fires ACR DS or HE ammo, standard is DS ammunition) and 1 4cm RAM Grenade Launcher.
Ammo Load Out: 6 clips DS, 2 clips HE ACR ammo per ACR (36/12 clips total respectively).
1 Bandolier with 3 RAM Rifle Grenades 1 HE/ 1 HEAP/ 1 Flechette for a total of 6 HE/ 6 HEAP/ 6 Flechette grenades, 1 HE and 1 Fragmentation Hand Grenade for a total of 8 HE and 8 Fragmentation grenades.
5 HEAP Clips and 3 HE Clips for Grenade Launcher (3 round clips for 15 and 9 grenades respectively).
1 100 rnd belt for LMG (6 belts), LMG soldier carries 3 100 rnd belts for 9 belts total.
1 Bayonet/Fighting Knife (8 total)
MG/Grenade Launcher trooper may carry pistol.
Medic unarmed, Armor and Helmet as regular soldier, carries med kit.

Transport: Grav Cycles, Medic Grav Cycle extra Heavy Duty to carry two troops in litters.
Ammo Load Out in Cycles:
6 DS/ 2 HE ACR clips (36/ 12 total respectively).
1 Rifle Grenade Bandolier with 1 HE/ 1 HEAP/ 1 Flechette grenade (6 bandoliers total).
2 HE and 2 Frag Hand Grenades (16 HE and 16 Frag grenades total).
1 Belt MG ammo, 5 Belts on Machine Gunner's cycle for 11 belts total.
5 HEAP and 3 HE Clips for Grenade Launcher, 3 rnd clips for 15/ 9 respectively.
 
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>The post on the Australian platoon is cool;

what Hackworth doesnt explain though is the WHY

even though its only a platoon of 30 odd men .... what you are really getting is a "slice" of the entire "brigade" size task force. All the support was waiting back at base for any platoon in trouble. It was quite common for a patrol in trouble to have multiple batteries of artillery switch their fires to support it.

I think that any traveller Merc unit doing more than just a string of gaurd or cadre tickets will have to operate similarly .... lots of and a wide variety of support (compared to the unit size) available on standby.

After all the men (and the top shelf equipment) are the unit's currency
 
>Now for some meat:

Keeping in mind that Mercenary etc was written several doctrinal rethinks back .... I would expect any more modern, higher quality squad at TL9+ to now have integrated support capabilities.

These days its not unusual to see a squad capable of a lot more than that listing suggests. How about something like:-

2 fireteams of
1 Rifleman (marksman)
1 Rifleman (grenadier)
1 Rifleman (missileer - several heat, AP and IR tracker AA like a stinger)
1 LMG/NCO/medic

the 9th guy of the squad serves as EO (mines, demo) / FO (remote support eg air/artillery) / surveillance (data receipt from satellite, uav etc)
 
Ortillary:

One 800 dton class C Mercenary cruiser has 8 - count them - 250 Megawatt lasers for fire support. Add the star-ship missiles and it's not a pretty picture. Add only two 8 ton fighters, and the Mercs have air support, too.

Then you have two AV 40 cutters with a mix of starship weapons to use for deployment.

I used to have the book (Broadsword), and ran a player as a scout for a while :)
 
I did forget to add in that they carry 1-6 AA/AT missiles, fire and forget, teleguided, with a plasma warhead.

It was late, what can I say.

About have 2 LMG's and more per squad, as is, they only have 2000 rounds of ammo, so I am leery of putting another MG or Heavy Weapons in the squad.

Support Weapons would be a Lt MRL, on a pop-up mount on a G-Carrier:

TL 12 Lt. MRL Crew 1, Price .5/30, Wgt 60/5 Range 11 km, ROF 100 per round, Burst Radius 4 m. I would figure it carries multi-role missiles, such as the AT/AA Plasma warhead types as well as conventional HE, TDX, etc..

Fire Support, Ortillery and other wise, would be one trooper working with the grenadier, or the grenadier themselves as the GL has the laser range finder, laser painting device, otherwise, with FS enabled, it's just call for support by toggling a button, place the reticule on the target and FFE. Ship's like the Broadsword, with it's lasers, can also do AA and AT work, Lasers travel at the speed of light, just uplink with the soldier's HUD and sensor package.
 
it's just call for support by toggling a button, place the reticule on the target and FFE.

I would suggest placing the reticle on the target. Placing one's reticule on the target would subject one to enemy fire and dare I say universal ridicule. ;)

As for the Broadsword, the density of troops to support, especially fire support is sweet, until one tries to pay the ship payments on what a merc ticket is going to bring.

The way to fix this is to bring a lot more troops, who come relatively cheap, so the platoon in contact gets lavish fire support. All the rest have to be able to have some organic support, however.

A Broadsword could act as the ortillery support platform for a battalion, with some commercial assets hauling cargo; this requires company- and battalion-level fire support, at a moderate level.

In a technological overmatch, a lot of the what the battalion does can be without constant ortillery support; in some cases (clearing those pesky villages), ortillery is little help, and we have to do it like the Romans did, by putting our boys in the mud. (Apologies to Fehrenbach!)
 
Never dismiss the power of a woman's small handbag, at least not in front of the wife unless you want her to put it on target upside your head! :rofl:

Yes, quite correct. I also believe other ships in support would be lightly armed freighters and the Broadswords represent the landing force to take control of the LZ for further operations. The cost of much of the equipment seems to indicate the establishment of a larger organization, that only smaller elements may be hired and the costs amortized in volume; it takes money to make money.

Cheers. :)
 
Never dismiss the power of a woman's small handbag, at least not in front of the wife unless you want her to put it on target upside your head! :rofl::)
The ad hominen attack is low. One rung lower is using a man's typos against him!

Yes, quite correct. I also believe other ships in support would be lightly armed freighters and the Broadswords represent the landing force to take control of the LZ for further operations. The cost of much of the equipment seems to indicate the establishment of a larger organization, that only smaller elements may be hired and the costs amortized in volume; it takes money to make money.

I tend to agree.

The option I came up with is shipping much in as deck cargo on a warship, basically C-class, but with a very un-Broadsword hull design. The hull lends itself to boxy (uncanonical!) cutter modules, which are designed to hook together. This gives you J-2 with an additional 390 tons of cargo/passenger space. The modules then can then become housing. This will allow a merc cruiser to ship in a small light infantry battalion, or a couple companies of armor, mech, force, at only a fraction more starship cost. The logistics can be handled by commercial resuppply, and the mother hen stays on station for ortillery. The ship payment figures largely into the economics, so a battalion that can get the job done in a couple of weeks is better than a platoon that takes a couple of months.

Only arming merchies can be costly, as you're essentially paying the ship payment to keep them on station. I tend to favor hiring detached duty scouts: probably sufficient fire support for a platoon, and they have low overhead, so anything they're paid is pure profit. Not that I would often hang a platoon on its own with just a scout ship: comes down to the direct support/general support thing. I can plan to have several platoons in contact at once.

My son also designed a 40 dton "yoke" which allows a Type-S to make 2x J-1's with 2 Ship's Boats attached. You don't even need to keep the Scout on station to ship some of your support ships around!
 
Oh Brother, I can keep my weapon clean and to walk through the gates of hell seems a more simple task than to face the fury of a woman. ;)

Thing about the merchants, is that you want them armed so the the enemy doesn't try to clip your force enroute before you get them on dirt. Also, once offloaded, they are then on the milk run hauling supply back and forth, that two week window is a helluva thing, esp if you have effectives in heavy contact with the enemy. One is really going to need overstocked dumps and a large pool of reserves in case of suprise. Calling for reinforcement from the cauldron after the enemy's maskirova has caught you with your pants down will have your men keeping their repatriation bonds close at hand. Then one is really losing money.
 
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