#TravellerRPG Tuesday – Mercy Mercenary Me! – #TravellerRPG Mercenary Book 4 (GDW, 1978)

I started playing the Traveller roleplaying game in 1979 using the original 1977 Little Black Books (LBB). Very quickly I started picking up other expansions, the first of which was Traveller Book 4 Mercenary (GDW, 1978). For a wargamer (of which I was a nascent one at the time) this book was a digest-sized heaven. Here I had both wargame and roleplaying game coming together. Forty years later, my perspectives have changed, but Mercenary still remains an absolutely essential part of my Traveller gaming universe.

“Frank”-ly, A Wargamer’s RPG Expansion

Traveller Book 4 Mercenary was designed by Frank Chadwick. Yes, “designed” is how he is credited in the front matter of the book. It’s important to realize that Traveller is not just a set of core gaming mechanisms, but in many ways a collection of related game systems. Only years later would I come to understand just how lucky we are that Mr. Chadwick was not only a wargame designer, but a major creator in the Traveller RPG product line. Frank brought his wargame design chops to bear in important Traveller game systems, especially in combat. The Traveller Combat System in the LBB was his creation. The Abstract Combat rules in Mercenary are also his.

While some out there may want to deny that roleplaying games evolved from wargames, I hope none of them are ignorant enough not to realize the contributions wargame designers had in multiple products. Mercenary is an excellent example of the immense value-added wargame designers bring into the RPG hobby.

Vietnam in the Stars

Paging through Mercenary, the first real content one encounters is an illustration of a soldier. What always strikes me, as much now as it did then, is just how un-advanced the soldier looks. The soldier is wearing loose-fitting fatigues with a very Vietnam War-era flak jacket and helmet with a visor in front and an antenna-fed commo link on back. The most advanced piece of kit is the carbine attached to a power cord running to a pack on the back. In 1979 this was about as far from Heinlein’s concept of Starship Troopers as you could get, and seemed almost quaint in the years following Star Wars and white armored Storm Troopers.

Five centuries in the future but looking back to 1975…

Shadows of the (Third) Coming

Traveller ’77 is a setting-less set of rules. However, the popularity of Traveller was such that there was a clamor for a default setting. In Mercenary we get the first shadows of what would eventually become the Third Imperium:

Traveller assumes a remote centralized government (referred to in this volume as the Imperium), possessed of great industrial and technological might, but unable, due to the sheer distances and travel times involved, to exert total control at all levels everywhere within its star-spanning realm. On the frontiers, extensive home rule provisions allow planetary populations to choose their own forms of government, raise and maintain armed forces for local security, pass and enforce laws governing local conduct, and regulate (within limits) commerce. Defense of the frontier is mostly provided by local indigenous forces, stiffened by scattered lmperial naval bases manned by small but extremely sophisticated forces. Conflicting local interests often settle their differences by force of arms, with lmperial forces looking quietly the other way, unable to effectively intervene as a police force in any but the most wide-spread of conflicts without jeopardizing their primary mission of the defense of the realm. Only when local conflicts threaten either the security or the economy of the area do lmperial forces take an active hand, and then it is with speed and overwhelming force.

Mercenary, p. 1

Small local conflicts needing trained soldiers was perfect for—mercenaries:

Within this vast Imperium there is a role for mercenary combat units: The combat environment of the frontier, then is one of small, short, limited wars. Both sides must carefully balance the considerations of how much force is required to win a conflict with how much force is likely to trigger lmperial intervention. At the same time, both belligerents will generally be working with relatively small populations, with only a negligible number of combat experienced veterans. In this environment, the professional soldier will find constant employment. Small, poor states faced with invasion or encroachment will hire professional soldiers as cadres to drill and lead their citizen militias. Larger states will be able to afford to hire and equip complete mercenary contingents as strikers, or spearhead troops. Small commando units will be in demand as industrial espionage is waged between mega-corporations virtually nations unto themselves. In addition, the hired soldier will always be in demand as security or bodyguard troops, as force remains the only true protection against force. The Golden Age of the Mercenary will have arrived.

Mercenary, pp. 1-2

Many science fiction fans reading that passage today likely say, “Hammer’s Slammers!” You may not realize it, but in 1978 when Mercenary was published the entire Hammer’s Slammers universe consisted of only a small handful of short stories; the first book was not published until 1979! For myself, I didn’t get a copy of Hammer’s Slammers until after I had Mercenary in hand.

Even without Hammer’s Slammers I found the situation depicted in Mercenary very believable. The late 1970’s was still the Cold War and while the two superpowers didn’t trade blows, there were plenty of proxy wars fought. I could see the role of a Mercenary soldier in the real world which made imagining it in Traveller that much easier. More importantly, this was NOT Star Wars. This was NOT a large Empire chasing a small band of rag-tag rebels. Players were not constrained into a good-bad, light-dark binary conflict. Like the real world, there was plenty of room for ambiguity.

Soldier of Fortune

The character generation system in Mercenary was also my first encounter with the “expanded” character generation rules. Whereas Traveller used simple four-year terms, Mercenary dug a level deeper and followed characters in yearly increments. Looking back on the rules today, I certainly can see some rough edges, like the need to use both Book 1 and Book 4 together to make a character as not all the needed charts and tables were duplicated. That criticism sounds harsher than it really is as there was room in the LBB box to add Book 4 meaning it was easy to carry all you needed.

Ticket to Raid

The next section of Mercenary introduced “tickets.” These were legal contracts to hire mercenaries. To be honest, at first this part of adventuring was hard for me to understand because, once again, only a few example tickets were included. If you wanted more tickets the referee had to create them. I also didn’t understand why a junior officer leaving the Army would take a NCO position.

This is where eventually reading Hammer’s Slammers helped me understand Mercenary. The interludes in Hammer’s Slammers are prime setting background material for Mercenary. As I read one, I played the other. This perfect marriage of fiction and gaming is how Mercenary finally made sense to me.

[In the mid-1980s I finally was able to see the movie The Wild Geese (1978). After that Mercenary really made sense!]

Battle “Mass”-ter

I’ve written previously about the different combat systems in Traveller. As much as I wargamed I actually had lots of fun with the Abstract System in Mercenary. This was a combat game we could play at the lunchroom table throwing dice with one hand and stuffing a PB&J in our mouth with the other. Sure, we could set up a more hex & counter wargame but this was the original fast, fun, and furious Traveller combat game.

Looking at Mercenary 40 years later, I am very impressed how Frank Chadwick designed an absolutely barebones combat system. For a gent that has given us monster games like The Third World War (with a larger edition recently funded on Kickstarter) its amazing to see this very simple, highly abstracted combat model.

Ironmongery

Ironmongery was a word I had never heard before Mercenary; after this it became a part of my life. Starting a few years before finding Traveller I had been taken in by the many Jane’s type of weapons books. The ironmongery section of Mercenary showed me how to “cross-walk” a real-world weapon into my roleplaying games. That skill also enabled me to start creating my own weapons system in wargames. Many years later I finally realized that what was I was doing was creating models for use in a simulation. That skill has served me well over the years; though I was never a wargame designer that skill set has been essential to my career. Yet another influence Traveller had on my life.

You’re in the Army Now

Feeling a bit nostalgic, I decided to go back to Mercenary ’78 and create a character. Let me introduce you to Onche Sm’th (starting UPP: BAA885).

Onche joined the Cavalry Branch of the Army. After completing Basic Training as a Combat Rifleman (ACR-1) and a heavy weapons gunner (Hvy Wpns Autocannon-1), somebody thought this monster of a being would make a good medic as he was sent to Specialist School and picked up Medic-1. Year two saw Sm’th fight in a Counter Insurgency. Year three was a training assignment, but year four was a Police Action in which Onche received both the Meritorious Conduct Under Fire (MCUF) and a Wound Badge. In the last two years Sm’th also moved from gunner to driver, learning the intricacies of driving wheeled combat vehicles (Driver Wheeled Vehicle-2).

While Onche was in the hospital recovering from his wounds he heard about the mercenary life. Deciding that if he was going to get shot he wanted to be much better compensated, he got out after his first term seeking fame and fortune.

Onche Sm’th

  • Resume: BAB885, Army, One Term, Enlisted in Cavalry, Final Rank – Sergeant
  • Special Assignments: Specialist School
  • Awards & Decorations: Meritorious Conduct Under Fire (MCUF), 2x Combat Ribbon, Wound Badge
  • Equipment Qualified On: ACR, Autocannon, Wheeled Ground Vehicle
  • Skills: ACR-1, Autocannon-1, Ground Vehicle -2, Medical-1

Mercenary Ticket

Full of himself, Onche couldn’t wait to get out and immediately tried to get hired on. Alas, he quickly learned that a one-term Sergeant isn’t a high-demand person. In his first three weeks, Onche was rejected for a Security and two Commando tickets. As the month was ending Onche was getting rather worried, but finally he was able to hire onto a small Cadre ticket as a Squad Leader.

[I’m playing these “games” in my B’rron Subsector, the geopolitics of which I laid out in a previous post.]

Background: The Quinto Expanse has a problem. There are rumors that “The Heresy” has plans to expand, and the Quinto Expanse is the nearest star nation to face them and logical first target. The QDF needs to bolster their defense force and it needs experienced cadre.

Mission: The Quinto Defense Force has hired a small cadre force (not to exceed 12 personnel) at double standard salary to train and lead a particular company of the QDF. There are four junior officer commissions and nine NCO positions. The company and all three platoons are led by a mercenary officer with a QDF deputy. NCOs are seeded throughout leadership positions in the platoons. Normal salaries are paid to individual soldiers with additional salaries to the unit for profit and disbursement of shares.

Onche is quite happy to be a squad leader. His squad is carried in a TL-9 armored infantry fighting vehicle with a pintle-mounted autocannon.

Onche is not quite as happy when he finds out that his unit is being lifted—without their vehicles—to the almost-moon desert world of Castaway for “training.” Castaway has only .35g and a trace atmosphere. Onche is not trained in low-grav environments nor vacc suits. He tries to pay attention to the training he is given (Vacc Suit-0, avoid untrained penalty) but he is not so sure that this is better than three-squares a day in the Army…

Got some kick…

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