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THE MERCENARY CAMPAIGN

socmeth

SOC-4
Overview
The purpose of this article is to share my experiences with running different types of mercenary campaigns. The various topics include the different range of mercs, how mercs operate in the TRAVELLER universe, TO&E for units, and examples of campigns that I've run. I hope this helps you with your campaigns.

THE MERCENARY IN TRAVELLER
As the handbook states, mercenaries run the gamit of low tech thugs/cannon fodder for hire to high tech, supremely capable military professionals. A merc could be a lone bodyguard or part of larger organization up to and including divisional size units. Where do mercs come from? Some will be retired military, some will be raw recruits from low tech worlds looking for an escape from their homeworld, or some might be from "mercenary worlds." A merc world, though barely touched upon in the OTU, is a common idea in science fiction. The concept of a poor world raising and training military units to fight offworld for others is quite logical. One can imagine a harsh desert world that breeds toughened fighting men who have no prospects at home, but are part of a military culture that gives them the opportunity to gain fame and glory and perhaps a little cash as a mercenary. In this scenario, the world's government would handle the contracts and deployment of the mercenary unit. Further along in the article, i will cover the nature of contracts and mercenary organizations. Another possibility for mercs is to be a member of an established, independent unit. Two examples would be Falkenberg's Mercenary Legion and Hammer's Slammers created in the works of Jerry Pournelle and David Drake respectively. One device that I used in several campaigns was the merc brokering agency. This is a company, Alternative Solutions LIC in my campaigns, that connects mercs with patrons. As a gamemaster, this worked very well as the characters got to operate in small units on realistic missions without the headaches of finding patrons, worrying about the Bonding Authority, and spending all their time on logistics. More on the Agency later. Mercs could also be part of a security force such as those at starports or on corporate payrolls. Other possibilities include the bodyguard, assassin, or gifted amateurs that take on mercenary missions on an ad hoc basis, read the typical TRAVELLER freebooters. This article focusses on the pure military campaign.
THE MERCENARY MARKET IN TRVELLER
Who hires mercs and for what purposes? Historically, mercenaries have been employed to supplement a nations own military by providing expertise, equipment, or perhaps even raw manpower that the contracting party does not possess itself. Examples include the ancient Greeks whose heavy infantry and phalanx warfare was superior to any other miltary of the time. The Romans reinforced their Legions with calvary and archers from around the empire. They also "hired" gallic and germanic tribes to fight against each other and against the various nomadic invasions Rome faced over the centuries. The British Empire used German mercenaries extensively in their colonies. More recently, the use of mercenaries in the 20th century have been seen in the 50's and 60's in Africa and Southeast Asia. There is no reason to believe that the miltary situation in the Third Imperium would differ greatly. Some possibilities for patrons would include governments on balkanized worlds seeking an edge on their neighbors, world governments facing internal conflict, the traditional counterinsurgency, a revolutionary movement needing real expertise and firepower to overthrow the existing government, aka the insurgency, or perhaps the Imperium itself. Why would the Imperium hire mercs? For the same resons that other empires have. The Imperial Army and Marines are lavishly trained and equipped, but limited in manpower. Surrounded by enemies, the Imperium is stretched to the limit to protect its borders. Why not hire a TL 9 mercenary battalion to protect an important starport on a TL5 world undergong a messy revolution? In interventions, Mercenaries are a relatively cheap alternative to the Marines, especially on lower tech worlds. While it is unlikely that mercenaries would be contracted for critical missions, peacekeeping and routine security operations would free up Imperial troops for more important work. In my campaigns in MegaTraveller, the Spinward Marches were hiring every merc unit available to resist the Vargr and Aslan Incursions. In the T20 universe, there isn't a current war, but the Vargr, Aslan, Zhodani, and Sworld Worlds are still threats. The most important consideration for who will contract a mercenary unit, however, is the type of merc unit in question. Large Units, Battalion-sized and greater, will typically be contracted by governments. Though a megacorporation could perhaps afford the MCr100+ that an infantry regiment would command for a short term contract, the need would have to be dire and the corporation would almost have to have Imperial permission to get the approval of the Bonding Authority. Outside of Imperial territory, of course, corporations could and would employ whatever forces they could afford. That is somewhat risky however as the contracts would not be enforceable under Imperial Law. The previous deals with larger, established military units. For small organizations, squad to company level, the market is much broader. A company, 100-200 troops would be more than sufficient to secure a Class A Downport against most non-military threats. Tech level difference between the mercs and potential hostiles is an important factor however. Contracting parties at this level would include corporations looking for special security forces on short term basis or strong arms to resolve labor disputes, corporate "agents" evicting squatters on corporate property, or perhaps even a force to deal with aparticular animal threat on corporate grounds. These are legal missions for "ticketed" merc units operating aboveboard. I will cover possibilities for dirty ops by unlicensed mercs later on. Other than corporations, wealthy individuals could conceivably have need of and afford a small merc unit. Household troops and body guards would most likely be mercs. Other possibilities include universities, worker unions, or groups of private citizens who have particular security needs that require a military capacity. For any concievable mercenary mission, the oppossite mission is viable as well. For example, if a corporation hired a platoon of mercs to strongarm a miners union into sighning a new contract, the union could hire its own mercs to protect itself. Another case would be that of a corporation hiring mercs to clear off farmers from disputed land that the corporation claims with the farmers contracting their own mercs to defend them. Hopefully, you begin to see the possibilities. Once again, however, the capabilities of the mercenary unit will be the greatest determining factor as to the type of mission that the unit could contract for. For example, a platoon of TL15 equipped, highly skilled mercs could not and would not take a contract to overthrow a despotic government on a hipop world, regardless of price.
CONTRACTS AND THE BONDING AUTHORITY
The use of mercs is governed by legally enforceable contracts within the Imperium. The certification, licensing, and hiring of individuals and organizations for military or paramilitary operations is regulated and policed by a department of the Ministry of Defense called the Bonding Authority. The Mercenary Laws of War are also enforced by this agency. Let's begin with the certification and licensing of mercenaries known as the "Ticket." Any retired military personell from Imperial service may apply for a mercenary "ticket" to legally enter contracts for mercenary work. Service records will be checked to verify weapon qualifications and troop leadership experience to determine the nature of the Ticket. There are levels of licenses for different mercenary roles. Here are some examples:
Level 1 Standard(Infantry)
The licensee is qualified to safely operate non energized small arms and self detonating, conventional explosive devices. The licensee is further qualified to function in a nonleadership capacity in a military combat unit.
Translation: A grunt below the rank of corporal who is trained in firearms up to the ACR, grenades, and disposable rockets with some infantry training.
Level 6 Standard(Mechanized Infantry, Grav) with Heavy Weapons,Energized And Demolitions Qualifications
Translation: Senior Non-Commissioned Officer qualified with weapons including everything up to the man portable fusion guns and emplaceable demolitions. Trained in armor and grav vehicles.
Level 18 Special(Field Grade Officer, Armor,Grav;Mech Infantry, Grav;Drop Troop, Unconventional Deployment) with Full Weapons Qualifications, Master, Instructor
Translation: This individual could command up to a brigade of any type of troops inluding spec ops drop troops and is qualified to not just to operate but also instruct others in every weapon in the conventional arsenal( not nucs or starship weapons)
Hopfully, you get the general idea of how the tickets would be organized and classified. For player characters their skills/feats and service ranks would essentially dictate how their tickets would read. Why would tickets be required by the Bonding Authority? There are several plausible reasons. Firstly, the government recognizes the need for mercs but isn't about to trust just anyone with military hardware. The individual ticket gives the Imperium a lever to control a merc from getting out of control. Secondly, the mercenary world is largely populated by retired Imperial Servicemen. This protects, to a large degree, these professionals from incompetence within their own ranks. Thirdly, this provides a measure of "quality control" within the industry, providing assurance to those hiring mercs. Still, why bother regulating mercs? The main motivation of all governments everywhere is to exploit revenue, tax, sources. The Bonding Authority Doesn't do anything with out fees. The cost of the lowest level ticket is Cr10000. The ticket for a divisional general is more than MCr10. As the individuals have licenses, so do the mercenary units. Not quite as detailed as the merc ticket, the Military Organizational License deals with a units TO&E, Table of Organization and Equipment. The more troops, higher tech equipment and weapons, obviously the higher the category and price of the ticket. Unlike individual tickets which are good for life unless upgraded, unit tickets must be renewed every five years. A Bonding Authority inspection team will physically verify a units troops and equipment with every license renewal. Random inspections can occur at any time as well. The price of unit tickets can range anywhere from Cr50000 for a low tech squad to over MCr100 for a large high tech unit. Tickets for retiring military personell will automatically be granted to honorable dischargees at one-half the cost with no special paperwork requirements. For others to obtain merc tickets, they must report to an Imperial Naval Base to fill out reams of paperwork and undergo testing by active duty personell to qualify for only the lowest level of tickets. The entire process can take up to a month. Bribery attempts are Not recommended. For a start up mercenary unit below batalion strength, the services of a specialized lawyer on the subsector capital can get the process completed in less than six months. For new units over batalion strength, the services of a team of lawyers at the the sector capitol can, with luck, complete the process in under a year. As a game master of a mercenary campaign, you can use the ticket as a means of controlling your players. Gently reminding them that hosing down the starport with guass rifles because a customs clerk annoyed them
would likely get their tickets yanked can be useful at times. It also gives you a plot device for adventures. The client tries to make the unit do something illegal and the mercs know that if they do it there will be consequences. This brings us to the Mercenary Laws of War. The Laws of War govern all miltary actions to protect combatants, noncombatants, and the valuable environments and infrastructure of Imperial member worlds. For the most part, use common sense to referee the laws. The laws include areas such as No weapons of mass destruction, ever, period. No orbital bombardments. Tactical air support and ground based artillery are legal. No deliberate targeting of civilians. Civilians bearing arms are legal targets. No indiscriminate destruction of private proprty. No damage or destruction of Imperial Property whatsoever. Surrenders must be honored and POWs must be humanely treated and cared for. Mercenary units will obey the orders of Imperial Military Personell or Government Officials to cease hostilities on command. All of these would of course be codified into volumes of legal texts that a high level skill of K/Interstellar Law, Laws of War would be required to master. This is why most larger units have at least one officer who on the commanders staff who specializes in this area to advise on the legalty of all operations. Optionally, you could require skill levels in k/IL.LOW as a prereq in officers merc tickets. The general point of the laws is to limit collateral damage and prevent wholesale slaughters by mercenaries. For the most part, the more established merc units are scrupulous in their adherence to the Laws and conduct themselves as honorable professionals, especially with other mercs. Read any of the Falkenberg books by Jerry Pournelle to get a feel for the honorable mercenary. The Bonding Authority will investigate complaints of violations of the Laws of War based on the nature of complaints, which laws were allegedly violated, and the reputation of the units involved. For example, complaints from a terrorist group that mercs mistreated some captured terrorists would get the same reaction as a report from a hipop worlds government that some mercs just nuked their capitol from orbit and nerve gassed the survivors. Use common sense to control your players from behaving like monsters but remember that military ops are brutal by nature. For example, leading an enemy force into a killsack and decimating it with artillery, mines, and direct fire is perfectly legal. The Bonding Authority gets its title from another aspect of the mercenary system, The Bond.
While legal contracts detail the responsibilities and obligations of the merc unit and hiring party as to mission, goals, timetables, caveats, et al., it is not the threat of litigation that keeps everyone relatively honest. It is the Bond. The bond is the mercenary units fee plus surcharges that is held by the bonding authority in escrow until the terms of the contract have been determined to be met by the authority. What this boils down to is that the patron can't violate the contract without the mercs potentially pulling out and getting paid even though they quit. It also protects the patrons from getting a merc unit that won't fight if that is what they were contracted for. The Bonding Authority is a "neutral" third party keeps everything kosher. That doesn't prevent, however, one side or the other losing out because of clever legal clauses in the contract. This is especially true for the mercenaries who use the best lawyers to draw up their contracts. Afterall, its their lives on the line not just their paychecks. The usual loopholes prevent the merc unit from being used stupidly or from violating the Laws of War. The goal of the merc is to complete the contracted mission with as few casualties and loss of hardware as possible. Few mercenary units are going to make costly frontal attacks into prepared defenses. In the event of a dispute between parties, the Bonding Authority will always investigate and make a ruling in a timely manner, weeks if not days upon arrival. So how does the system work overall? Is it corrupted at all? For the overwhelming majority, the Bonding Authority is meticulously fair and unbiased. If anyone has successfully bribed a BA official, its never become public. While the system is squeaky clean in the legal sense, their is room for political considerations. Certain merc units are commanded by officers with high level contacts in the Imperial Government and Military. These units work almost exclusively for the Imperium and "irregularities" in their TO&E may be overlooked. Furthermore, if the Imperium feels that their contracted mercs need certain weapons to accomplish their mission, the Laws of War will be bent or broken if necessary. Reputation does carry weight with the Authority. A long standing unit commanded by a noted professional will not face the same scrutiny as a unit with a poor reputation would. As a final note on the legal mercenary system, their is a fair amount of mobility between mercenary units in terms on people. Capable officers and NCOs are always in high demand. It could be compared to the situation with professional athletes today. A captain in the Infantry batalion Farook's Raiders may accept a position as a major in another merc unit when his contract with Farook expires. This is fairly common and rarely are hard feelings involved. Switching sides while under contract, however, is considered treasonous and will be dealt with accordingly.
MORE TO COME....
 
To be honest, I think you have made things overcomplicated. Mercs are contract labour. That's really all you need to know about them.

Alan
 
Just Contract Labor!!?? Sombody getta rope!!!
Sgy Major Mcginty, front and Center...got one for ya!!!
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good post Socmeth! Stars for you!
I have utilized the TL-9 merc idea/ from a Merc world (hi pop, E-class port/ hi law) in a previous post started by Antares Administration/aka paul nemeth on this forum many moons ago..

As for them being mere contract labor...
if CSM Mcginty has a rope, I know this tree thats kinda tall.. :rolleyes:
 
Originally posted by trader jim:
Just Contract Labor!!??
Yeah...you know, like when you're at the mall and a cop hassles you, only it's not a cop, its a RENT-A-COP...
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I've heard they're also known as fodder for hire...
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<sleep or evilness...sleep or evilness...hmmm...>
-MADDog
 
Hey, the contract labour comment is based on the mercs I've known: either retired Army officers from "a country" who have taken contracts with another country's army, or else just plain old helicopter pilots who just happen to be flying green helicopters with machineguns attached.

Yes, of course there is a difference between them and civilian expatriates, but...

Alan
 
I would think that licensure would be done on a unit basis (to a company or an individual "responsible officer"); the license would authorize members of the unit to carry military weaponry legally, state limits on weapons and unit size, perhaps even tech level. I can't imagine grunts bothering to get licenses, and if no-one is complying with a law, it's a useless law.
 
I still can't see the point of the Imperium getting involved. To suggest that they would implies that the Imperium gets to veto what units get raised by planetary armies.

"No, your world is only TL6, so your Foreign Legion can't use Grav Tanks." I don't think so.

Alan
 
Thank you for the comments folks.
To address some of them:
1. This system was one I used in my campaigns as a control measure. I've always found the concept of the full time professional mercenary to be quite interesting. The purpose of a licensing system seemed rational to me as an attempt to manage a system of legalized lethal force for hire. What I mean by that is there really is no historical model for a government regulating free market murder. Though I contrived the system as a means to control my players actions through, in game terms, a rational system of legal consequences for military actions outside acceptable bounds, it did occur to me that there had to be some system of accountability for mercs
or the lowest common demoninator effect would surely prevail. One can imagine what unchecked power mercenary units could bring to bear if the Imperium did not closely regulate and monitor the merc market. As to why would the government would bother regulating individuals, think about airline pilots, doctors, lawyers, etc.. The individual is always licensed. In this case as a practioner of lethal force. IMTU, there were lots of merc units around, some better than others, but all with the same basic esprit d'corps regarding their profession. This was blatantly copied from the universe of Pournelle, but that was the sort of environment that I wanted to create. My players often faced other mercs, and the idea that honorable foes can be trying their best to kill each other this morning and be laughing and drinking together tonight was what I was going for.
2. As to being contract labor, the primary difference between a merc and a rent a cop is that the merc is going to commit premeditated mass murder and destruction of property. Obviously, the rent a cop or even a regular cop is not expected to do the same as a part of their assigned duties. Hence, the problem of how to make it legal but within acceptable bounds?
3. This system was never more than a backdrop for my campaigns to set boundaries for my players and it was in that spirit that I presented it here. I would recommend it or some form of system for GMS trying to run merc adventures. I've always found that having a reasonable explanation for my players beats the hell out of " cause I said so."
4. This was the first installment of my article. I'm going over old campaign material now for the second section which deals with the specific units, players, and merc campaigns that I've run. Perhaps that will help put the first section into proper perspective.
5. The third and final section will be about unlicensed mercs, assassins, and black ops that I've reffed.
Thanks all for the responses and please keep them coming! This is an intersesting topic for me to discuss.
SocMeth
 
Alan,
Thanks for commenting. To reply to your very good point. The Imperium would not care what a planetary army did; however, if that army or combat elements of it were to leave its system to fight somewhere else, I believe that would interest the Imperium greatly. Perhaps I should clarify that IMTU, member worlds do not engage in open warfare with each other. I've always considered it to be analagous, though not precisely so, to the National Guard system the US has. Imperial worlds would not openly attack each other any more than US states would. I'm not a canonite as I've always set up my campaign universe to suit myself and my players, but is there a scenario in the OTU that that has happened? I honestly don't know. I've always been a fan of the game system and setting but haven't really kept up with "official" history.
Again,
thanks for the reply. SocMeth
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Of course the thing to remember in discussions like this is: it's your universe. Other people can run their universes differently, but that has nothing to do with yours.

In your case, you've set up a Pournelle influenced environment, and that's fine. I like Pournelle's books too, (although I dislike his political views, which he scatters around them.)

I prefer a slightly different feel. Fine.

As far as canon goes: at least some "Pournelle" style units clearly exist. On the other hand, with various cadre missions and things like that going on, "contract officers" of the sort I was suggesting exist too! In fact, all I was really suggesting was that they would probably be the dominant type, since apart from anything else they don't need heavy investments in equipment, and have a harder time becoming rogue private armies.

"Interference" between Imperial worlds presumably does occasionally occur, since there are Captive Government worlds. I would suspect that a lot of these relationships would have been established prior to the Imperium absorbing these worlds. Either that, or someone pulled a lot of strings to ensure that nobody interfered. Some may even be voluntary relationships.

There is also a set of sidebars in the GT Star Mercs book, describing a small conflict between Ivendo and Icetina in the Spinward Marches. This seems to have been possible, in part, to one of the governments being seriously off-side with the Imperium, as well as the other government having recognised territorial rights in the system.

None of these cases suggest that the Imperium encourages one world loading up its army into transports and dumping on their neighbours. But that still doesn't deal with the question of less overt forms of intervention.

Way back in the dim and distant past, the Tarsus boxed set (CT) had some details on the Tarsus army. Tarsus was an extra-Imperial world, BTW. One of the battalions of its army operated as mercs, to gain experience, and to offset the expenses involved in maintaining them. I suspect that kind of thing might occur in the Imperium too, subject mainly to the tolerance of the subsector government.

What I think really happens is that whatever you want to happen, happens. The Imperium is big, and whatever is true in one place is probably false in another. The Imperium is, IMTU, a giant mass of factions, each with their own agendas, some of which lead to violence. The only thing that keeps the whole thing from blowing apart is that the violence is generally kept within a maximum acceptable level, mainly by the various Navy/Marine factions - but also by the subsector governments and the military forces directly under their commands...

As for licensing and all of that: my objection is more a case of the Imperium rarely getting involved in its subjects' daily lives. I prefer to have most of the bureaucratic stuff take place at planetary (system) level. An Imperium wide system just seems to go against the grain of a "hands-off" Imperium.

Remember: It's Your TU.

Alan
 
IMTU I have organized my Imperial government differantly. Simply put it a tighter control over the worlds. There are no single world governments on these planets. The planets are divided into city-states and resource areas.
Because taxes are important to the stability of the Empire, I regulate the military actions the city-states can take.
1. To prevent the deaths of tax players no fighting in the cities.
2. To prevent the destruction of resources and valuable equipment the fighting is restricted to certain operational areas.
3. To keep casulties down the tech level and weapons are restricted. My prefence is a 1920 level using US military weapons (limited number of machine guns and artillery).
4. This reduces the cost of the war while leveling out the playing field. It also prevents the organization of high tech military units that could oppose the Empire.
5. The owner of the winning side gets to keep the profits of the resource areas, after taxes.
6. Cities, corporations, or Social Nobles may with the Emperor's permission may form military units. But no matter who forms all military members are considered part of the Imperial military reserve with individual oaths of loyalty to the Emperor. This way the Imperium can assume control of any unit just by issuring some orders.
This is just a simple outline.
I like to keep these units small and with a simple organization so the players can have an influence in the outcome.
This just covers "legal" military actions and not revolts or acts of terrorism.
If the Imperial military had to hire mercs it would be as security units to protect bases and potential targets allowing the better trained regulars to serve in the field.
 
Originally posted by Eamon:
3. To keep casulties down the tech level and weapons are restricted. My prefence is a 1920 level using US military weapons (limited number of machine guns and artillery).
Interesting. Very different from the standard Feudal Confederation model of the Imperium.

I presume the limited tech level of weaponry applies to civilians too? Otherwise you have civilians with higher tech weapons than supposedly military forces.

Are there other interstellar states in your TU? How do they organise their local military forces?

Alan
 
Thanks for your input, Alan.
The way that your universe runs would probably run closer to "reality" which tends towards entropic messiness in my view. My system was to give the mercenary a more "professional" status as a legitimate career, not just as contract labor; but, you hit the nail on the head. Everyone should run their systems as they see fit.
I set up a campaign to run based on a book I read years ago, but never got to play it. Here's how it worked. The Bonding Authority restricted a merc units to&e to match the tech of the world on which they were operating. So for one contract, a unit could be fighting in combat armor and grav belts with guass rifles and all the attendent hi tech support and the next contract they're in chainmail with pikes and their S4's are doing logistics with mules and wagons. Imagine character generation for that! I regret that I never got to run that one.
Thanks for the history though. Are you prior service military?
SocMeth
 
As to why would the government would bother regulating individuals, think about airline pilots, doctors, lawyers, etc.. The individual is always licensed.
Just for the sake of debate, doctors and lawyers are regulated to ensure that a certain level of expertise exists for services provided to a public ignorant of how to distinguish between the skills of various practitioners in an unregulated market. The Imperium has no reason to regulate merc activity based on the idea of protecting planetary governments from being fleeced by low-quality merc scams. On the other hand, the Imperium has a great interest in controlling military scale lethal force, especially that which is not tied to a particular planet. So I think you would see the attention paid to the larger scale operations, not the smaller.

As to licensing the individual, it is true that individuals are more commonly licensed than entities, but it is not at all uncommon for an entity to have a license. But I take your point. However, in MANY cases a corporation is prohibited from certain businesses unless an individual with a license sits in a control position. This is true of many financial licences (small business investment companies, broker/dealers, and mutual funds all have such a regulatory framework). That's the model I would envision. Colonel Falkenburg gets his license to "manage" a regimental-size unit with a particular TL of military weaponry. That would be my example.
 
INSTALLMENT 2 MY MERC CAMPAIGNS
I ran two long term campaigns in the 80's and early 90's that were pure mercenary. The first was at Ft Bragg and the second at Penn State.
For any inexperienced referees out there who may be reading these articles, I believe that there is one cardinal rule to follow: talk to your players to determine what sort of adentures they want to play BEFORE you invest alot of time and energy into designing your universe/campaign. In my case, my players were several privates and spec4s in my platoon. none of them had any gaming experience, but they were agreed that they wanted to play (shock) mercenary paratroopers in the far future. No one was really interested in getting into logistics, serious role playing, or long term character development. What they wanted was to be high speed, hi tech trigger pullers. So the scenario I made for them was to be part of the scout platoon of a tl12 merc infantry regiment based on Falkenbergs Mercenary Legion. Most of them had read one or more of Pournelle's books which were circulating through the barracks.
How their adventures would run wasn't too different from what our company did. The campaign consisted of 5 separate merc "contracts".
We would play several adventures based on missions for the scouts to further the objectives of the regiment until the contract was completed. I found the advantages of this to be several. Other than coming up with the world maps and scenario for the setting, the actual gaming misions were pretty easy too ref. For example, their first contract went like this.
Scenario: The regiment has been contracted by the government of a TL7, nonindustrial, jungle world to defeat a rebel movement. The complications included a merc batalion that had been hired by the rebels and the fact that the guerrilla movement was centered around one charasmatic leader who they had to capture or kill to end the rebellion and fulfill the regiments contract.
Adventures: The first adventure consisted of a mad dash from the starport to the presidential palace to defend it from an attack by the enemy mercs who had beaten their regiment in getting on planet first. No planning on the part of the players, just go here and defend this building, pure combat. I did it this way to introduce new gamers to the combat system and traveller game mechanics. They had a desperate battle in/around the palace until the rest of the regiment arrived.
Most of the opposing merc force and rebels escaped. Adventure one over. The regiment deployed outside of the capitol and started recon efforts to locate the rebel base from which the attack had been launched, surmising that the mercs and rebel commander were likely to be within striking distance. The first complication was introduced here as recon drones that located the base(several hundred klicks away) were promptly destroyed by a high tech SAM battery that the opposing mercs had acquired unbeknownst until then by the regiment. The SAMs outranged the regiments artillery and was capable of destroying the aviation assets as well. Unless that battery was destroyed, the regiment would have to chase the rebels on foot through vicious jungle and without arty or air support. Important mission for the players! Session one consisted of planning. I played the regimental commander and staff who briefed the team. The players planned the mission using the same process that we used in real life. They got a real charge out of this as Op Orders were always given to us and they found the process of planning their own operation to be pretty cool. By the time we got to session two a week later, they had written out a full length OPORD with reams of SOPs and equipment annexes,etc. I used 1:50,000 scale maps(modified with whiteout and magic marker) that we used for land nav training and gave them to the players. The lesson here was that often the players will do most of the work for you if give them the opportunity. The actual execution of the mission was played out in session two. I complicated the situatuion a little bit with a rebel ambush enroute to the objective nd had moved the SAM battery a little further away from where the players thought it would be, but they pulled it off rather well. Out of game, the regiment assaulted the base and took out the merc batalion, but the rebel commander ecaped. The next three adventures consisted of missions to locate and kill him. We followed the same process, however, one session to plan and the next to execute. This became the standard procedure for all my adventures with this group.
Lessons Learned:
1. Give them what they want and they'll do most of the work.
2. By limiting the scale of their missions(KISS), I could just tell them what the rest of the regiment was doing and didn't have to game any of it.
3. I had each player roll up two characters. The scout team would consist of the players and one spare each who were NPCs until someone was killed/wounded. This kept the game moving and allowed me to inflict casualties when they messed up without screwing up the game.
4. I let them invent details themselves about the terrain, NPCs or whatever interested them. It made them more involved and kept it "their" game.
5. I limited myself to the storyline and let the players decide how to execute their missions. If you tell them what, where, why, and by when and let them them decide how, all you need to supply is the scenario, the mission, and the map. This makes refereeing VERY easy.
I hope this info helps someone out there and will post more experiences as time and my typing fingers permit.
As always comment and inqueries are invited.
SocMeth
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Mythmere, Thanks for commenting.
The liscensing sysem I set up was particular to my universe where professional mercenaries and merc units were common. The purpose of the individual licence were severalfold
1. It makes a very useful tool to keep merc player characters in line. I prefer to have a reason for reigning in players rather than just killing their character because they're p***ing me off. The individual ticket let me threaten the offending player with a rational consequense for getting out of hand with their character.
2. IMTU the idea was that merc characters would likely serve in several different merc units throughout their career. Their ticket would be akin to a professional license like a doctor for the officer and a certification of training like an electrician for the NCOs and grunts.
3. IMTU the Imperium is rather pragmatic and self interested. Though it lacks the manpower to be everywhere, it tries to be aware of whats going on and influence or control most INSTELLAR ACTIVITY. While the oficial line is that the Imperium doesn't meddle in a worlds affairs, it damn well watches and regulates what goes on BETWEEN worlds. The individual ticket is just one more method to tax and regulate an Interstellar market. Anyway, thats IMTU.
4. I liked to create the idea in my players minds that while they might not see the Imperium watching them, it might be. Nothing like a little paranoia to keepplayers sharp! ;)
thanks for commenting,
SocMeth
 
IMTU civilian weapons are not allowed to be more advanced than then the Imperium military. They can be the same TL but not as effective, for example they can not be powerful enough to penetrate police or military body armor. They can not be energy weapons they have to be ammo feed weapons so the ammunition supply can be controled.
Possession of a weapon is based on need not as a right. The typical weapons are a bolt-action 5 shot rifle, 6 shot revolver, double barrel shotgun.
When I decided on this system for merc campaigns I did not want firepower to be used as a replacement for tactics. Also a simpler organization let players with no military expericence play the game. Also this lets me bring cavalry units back into combat.
My universe is still in the exploration phase so it hasn't met other races yet. I want my players to get used to the Imperium first.
But I am planing to bring in most of the standard traveller races except I am going to replace the Hiver with a klingon based race. The would no TL or organizational restrictions on their military forces just as there is none for the Imperial military.
 
Originally posted by socmeth:

I set up a campaign to run based on a book I read years ago, but never got to play it. Here's how it worked. The Bonding Authority restricted a merc units to&e to match the tech of the world on which they were operating. So for one contract, a unit could be fighting in combat armor and grav belts with guass rifles and all the attendent hi tech support and the next contract they're in chainmail with pikes and their S4's are doing logistics with mules and wagons. Imagine character generation for that! I regret that I never got to run that one.
Thanks for the history though. Are you prior service military?
The variable tech level game sounds like it would be a lot of fun. A bit silly, perhaps, but a lot of fun.


I'm not entirely sure that a particular unit would necessarily change its techniques quite so drastically between worlds. Or, for that matter, be able to do so. Hmm.

No, I'm not prior service military. I was a civilian expatriate for a while, going to interesting places, meeting interesting people, only just not killing them.


Alan
 
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