|You're in the Army now!|
Your players want to run a military or mercenary campaign. Great, What do you do? The abstract battle system in book 4 works, but it is little more than rolling dice and consulting tables. This does not keep players engaged for long. And it's, well, abstract. A commando mission plays out exactly the same as a security contract.
The rules state that the Abstract system is “particularly valuable in resolving a mercenary mission involving large numbers of troops . . .in which player characters are not primary participants.” Even if the PCs are platoon or company leaders, there's not a lot for them to do that will affect the outcome of a battle.
Book 4, Mercenary, was a very popular rules expansion for Traveller. More guns! All those new weapons, though, were just more ways for the PCs to die. Large scale battles run very slowly when done at the PC level (no, Striker does not play quickly) and the chances are good the PCs will be taken out very quickly. This is not good roleplaying fun. What to do?
I recommend that you keep the PCs front and center of the action by diverting action from mass formation slug-outs to actions at the PC's level. Use the standard Traveller combat system while the PCs are performing their part, then resolve the rest with the abstract system.
What part do the PCs play? They're the mission specialists. In addition to all the fancy new guns introduced in book 4, there are several new skills that are directly applied to combat situations.
Specialist PCs can do lots of things to turn the tide of victory besides fight. To do so they must employ these new military skills. Let us consider the following skills:
- Combat Engineering (CE)
- Demolitions (DO)
- Field Artillery (FA)
- Reconnaissance (RA)
- Forward Observer (FO) [from book 1]
which do not have much definition in the Bk4 rules. I thought about them for a while, and here are some expansions to the rules as stated, that can make this group of skills more valuable.