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Which is better: Star Mercs or Ground Forces

Richard

SOC-11
Hello!

I'm starting a G:T campaign in a few weeks time, set in the League of Antares, essentially within the Imperium. I've got a lot of GT books already (AR 1-3, Far Trader, Starports, Humaniti, Nobles), and am looking to buy a couple more.

I've ruled out Starships; I'm not that keen on crunching out starships and I understand the book is mostly crunch - I've pretty much decided on Alien Races 4 for the Bwaps and Hhkar, but I want to pick up a 'ground pounders' sourcebook. So, which is better - Star Mercs or Ground Forces, from the standpoint of an Imperial 'free trader' campaign.

Thanks,
Richard
 
Buy them both ;)


You know you want to
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If you're only going for one then go for Star Mercs. It's more useful for the "independent" model you stated.

But Sigg's right - buy both, it's better that way. Not only for you but for all of us!
 
Actually, I have to disagree with Jame on this one, buy Ground Forces. Star Mercs, while good, is not as descriptive as GF in covering the Imperial forces, plus it's got the cool Grav VDS system in it.
 
Originally posted by Richard:
I'm starting a G:T campaign in a few weeks time, set in the League of Antares, essentially within the Imperium. I've got a lot of GT books already (AR 1-3, Far Trader, Starports, Humaniti, Nobles), and am looking to buy a couple more.
<snip>
but I want to pick up a 'ground pounders' sourcebook. So, which is better - Star Mercs or Ground Forces, from the standpoint of an Imperial 'free trader' campaign.
First off if you haven't already done take a look at the page for each book on SJG's website:
Ground Forces
Star Mercs

IMO they complement each other well. I got Ground Forces first as Star Mercs was OOP then. Note I just recently got Star Mercs so I'm not as familiar with it. Also I haven’t played or run GT yet so I’m not as up on the templates or other GT stats included in each book.

Star Mercs - out first; covers the various use of technology over the TLs, types of tickets, and an overview of armed forces. It has some gear and a few vehicles and ships. Good IMO if you're operating a Merc campaign including a mission resolution system. Has some sample units as well. Written mostly by MJD who's gone on to write for QLI/T20.

Ground Forces - covers the 3I's armed forces in detail including tactics, organization, and equipment. Also has that grav vehicle design system. Very good for getting a sense of military (esp. state forces) life, themes, and concerns. The Marines have kilts!
As for the Marines’ battledress(1) issue, well you’re the GM, you can rule it however you like. Written by Doug Berry(2) of TML fame among other things. Buy the book, he enjoys an extra cup of coffee now and then. ;) He also wrote ACQ for BITS/T4. The NPCs in this book are excellent. My favorites are the Vilani tanker Mouse and 2nd Lt. Ardor, aspiring chef.

So if you need more equipment, more 3I detail such as organization, or good bits on military life I'd go with Ground Forces. Star Merc is more general in one way but has detail on merc campaigns including tickets. There’s a little bit of overlap; both books have the Astin Grav APC and the battle rider used by the Marines for example.

(1) Moot-Jester-in-Training Asu: "They’re all baka rockheads anywho!"
(2) aka Penguin Boy (link)

HTH.
 
Based on the question and on the advice given thus far, the following attempts to provide more information that you may or may not want ;)

First:
Get a hold of Thomas Bont's software for the construction of GURPS TRAVELLER STARSHIPS. He produced it before GURPS VEHICLE DESIGNER came out. I don't know if he still offers it, but every single ship on my website was made using that software. I've also made a point of offering people the opportunity to request ships for which I would then include in my shipyards page. See http://users.adelphia.net/~alaconius to see what I mean.

Second:
Star Mercs came out well before much of anything else did in the way of GURPS TRAVELLER products. In it, there is a well thought out "Mass combat" rules like section that is not unlike that which is found in the original MERCENARY book for CT. I find that I like it far more than I do the original GURPS MASS COMBAT rules for anything that is reasonably high tech. In fact, I would consider that STAR MERC mass combat rules are better suited for TL's 5 on up, and GURPS MASS COMBAT rules to be better suited for mass combat rules for TL's 4 and lower.
The one fly in the ointment as far as I am concerned is the battlesuit examples provided for in Star Mercs as opposed to later publications of battlesuits for use with GURPS TRAVELLER.

GURPS GROUND FORCES on the other hand, is very strong in details for military life and for unit organization - from platoon level on up to regimental and battallion level. Much of the information contained in Ground Forces is consistant with the CT material ever printed - including material in the JTAS supplements as well as from FIFTH FRONTIER WAR boardgame.

My suggestion for you is thus:
Get BOTH books if you can. Get Star Mercs first if you intend to play at a "local" level for your players. One nice thing about GROUND FORCES however is that there are templates if you will, for the creation of military vehicles for use with your campaign. It is a modular approach to building tanks and the like. In addition, there are some prebuilt ships such as troop transports and the like - not to mention battlesuits
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(better than those in STAR MERCS I'm sorry to say).

One last comment:
Ground forces gives some fast and loose rules regarding logistics for units. This is information that should have been available for use with STAR MERCS. Knowing how quickly a unit goes through foodstuffs and ammunition is one thing that few "Military roleplaying games" ever bother to explore. This is why I strongly suggest you pick up BOTH books.
 
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