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Economics of a Mercenary Campaign

While I agree that most mercenary units would be small and lightly equipped (for ease of gameplay if no other reason) opportunities exist for larger and heavier units.

Consider Poroszlo. It's not too big a stretch to imagine several battalions being able to find near full-time employment here along side a number of smaller independants.

Worlds like this can offer a steady source of work, easy access to equipment, a ready supply of recruits and can serve as a centralized clearinghouse for clients seeking units.

A steady source of employment creates a situation where large, specialized and/or high tech units can be formed and maintained. Once these units exist they can be operated off-planet profitably.
 
Originally posted by Aramis:
This thread has lead me to rethink pricing... if a unit can draw a 1 year contract every two years (or equivalent), and can charge triple ongoing expenses plus combat expenditures, it can cover salaries to keep the unit together between tickets. If it's 1:3, they need to make about 4x ongoing expenses... but at that point, they had bloody well better be either better than average troops of the same costs, available sooner than training up one's own, or both.
I have no idea how mercenary pricing works, but real world companies generate a total revenue of 3 times salary only. Expenses are subtracted from revenues to generate a final profit in the neighborhood of 10 percent of total revenue. General Motors and runs closer to a 4 percent profit and specialty companies (like carbon fiber frames for racing bicycles) run closer to a 25 percent profit margin.

Obviously, I am painting with a broad brush and applying a thick coat of generalities here, but a Mercenary unit should charge no less than 3 times salaries for a ticket. Total expenses (including salaries) should be no greater than 95 percent of the ticket price for a very large unit with a long-term contract and no greater than 75 percent of the ticket price for a small specialized unit with a short term contract.

A fee of double or triple the total expenses of a ticket would probably represent a short term crisis situation where demand far exceeds supply - like the very early days of personal computers or the cost of transportation at the fall of Saigon.

All of this assumes that a Merc Company is primarily a business, run like any other business - to generate a reasonable profit for the investors.
 
Consider this little snippet from the rumours section of A1:
K. A mercenary captain (age 33, 9A6DA8, former Marine) says that he is en route to Efate (0105) to join a mercenary operation locally organized to put down a minor rebellion.
Some questions that spring to mind:

Is he paying his own passage?

How many months travel is he from Efate?

How far does news of merc. tickets spread?
 
Just because it is too risky for a bank to finance the typical Mercenary Unit, especially a startup, that doesn't mean that others wouldn't want to.

The issue is that whoever is backing the Mercenary Unit and for most reasons, there are of course exceptions, is going to want to see a profit. Rich people don't get rich by throwing money away. Big Corporations don't do things that don't have a positive effect on the bottom line. Because backing a Mercenary Unit is a risky endeavor, financially, the return has to be higher than average, in order to justify the risk. People making risky investments generally prefer to make their initial capital back quickly.

According to LBB4, which of the OTU Mercenary Sources is the only one that really lays out pay and to some extent financing. After expenses are deducted from the ticket, the balance is divided in half. Half goes to the owners of the unit and the other half is broken down as shares to the unit members. So the backers are getting a percentage of the profits, if the unit makes no profits then they get no return.

Many of the tickets are success only. Regardless of how good the unit is, they can't always win, and even if they do win will suffer losses. Most of the Tickets are specified as less than 6 months. Striker missions are generally one campaign, and most are specified as under 6 months. Commando Missions are generally raids with a quick in and out strategy, the longest specified is less than 2 weeks.) Even the majority of the Cadre Missions are specified as under 1 year. In fact of all the tickets only one that doesn't specify appears to have potential to last over a year.

From LBB4 and 76 Patrons they break down as:
LBB4:
Striker: Less than 3 months. Success Only, Battalion (with mobility and Commando element) MCr30.
Commando: Less than a week. (Take and hold for 2 days.), Company, MCr2 up front, MCr3 Success.
Cadre: Unspecified but long term implied. Less than a platoon, double salaries.
Security: Unspecified but implied short duration, and the complimentary ticket is less than 2 weeks. Company, Success Only MCr.5 (Poorly defined as to what Success actually entails.)
The Dream Ticket: Unspecified but likely less than 3 months. (specifying rapid breakthroughs and Blitzkrieg tactics.) MCr50 Success Only, though up to MCr30 can be used for equipping the unit, they don't keep it if they lose. Specifies Heavily Reinforced, Mechanized Battalion.

76 Patrons:
Cadre: 6-9 months Double Salaries, Company.
Cadre: Unspecified but appears to be the same 6-9 months as the previous. Platoon, Double Salaries.
Commando: Less than 2 weeks. Platoon MCr1.5 Success Only. (Success is ill defined here as well.)
Security: 6 months, Battalion MCr10.
Security: Unspecified, implied short term. Double Salaries.
Commando: In and out raid, less than a week. Company, MCr1 with a MCr.25 bonus possible but unlikely.
Striker: Unspecified but short duration and bonus for less than 2 months. Regiment MCr25 with a MCr.5 bonus for less than 2 months.
Cadre: 9 Months, Regiment MCr10
Commando: Platoon, in and out raid, MCr1.
Security: Platoon, 3 weeks KCr100.
Commando: In and out raid, Company, MCr1, Own Starship transport arrangements required.
Security: 6 weeks, Regiment, Triple Salaries and MCr1.
Striker: Unspecified, Company, MCr1 (Success Only, Snowballs chance in hell for success, IMHO.)
Cadre: 3-6 months, Battalion, MCr10 (KCr100 for less than 3 months.)TL12 specified
Striker: Unspecified, though one battle, MCr1 (Success Only)
Striker: 6 months, Battalion, MCr10.

Of these tickets the majority are short fuse. (There are a couple that specify it, the majority of the rest have a definite sense of urgency to them, of course that sense of urgency is my opinion your interpretation may vary.) None of these appear to be, take your time, we'll start the war once you get here. They are hiring units, in an interstellar sense, locally, and they want them in a hurry.

Based on these, having ships acting as Couriers for units plus transport makes sense. Someone else that has integral transport is going to get the contract, if they are available, over someone that needs to put together transport for the mission. A Successful Mercenary Unit is going to have more than one ticket a year. (Commando units, if they can find them can run them once a month, though finding them that close together is a definite issue.) You won't need the transports while on the job, except for resupply, so you can use them to attempt to cover some of their own expenses, and to put your marketing people out there, to get more business.
 
Originally posted by atpollard:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:
This thread has lead me to rethink pricing... if a unit can draw a 1 year contract every two years (or equivalent), and can charge triple ongoing expenses plus combat expenditures, it can cover salaries to keep the unit together between tickets. If it's 1:3, they need to make about 4x ongoing expenses... but at that point, they had bloody well better be either better than average troops of the same costs, available sooner than training up one's own, or both.
I have no idea how mercenary pricing works, but real world companies generate a total revenue of 3 times salary only. Expenses are subtracted from revenues to generate a final profit in the neighborhood of 10 percent of total revenue. General Motors and runs closer to a 4 percent profit and specialty companies (like carbon fiber frames for racing bicycles) run closer to a 25 percent profit margin.

Obviously, I am painting with a broad brush and applying a thick coat of generalities here, but a Mercenary unit should charge no less than 3 times salaries for a ticket. Total expenses (including salaries) should be no greater than 95 percent of the ticket price for a very large unit with a long-term contract and no greater than 75 percent of the ticket price for a small specialized unit with a short term contract.

A fee of double or triple the total expenses of a ticket would probably represent a short term crisis situation where demand far exceeds supply - like the very early days of personal computers or the cost of transportation at the fall of Saigon.

All of this assumes that a Merc Company is primarily a business, run like any other business - to generate a reasonable profit for the investors.
</font>[/QUOTE]The problem is that Mercenary Units are higher risk, so they will need to recapture initial investment sooner than a traditional business. Further for a Mechanized Unit, or even Motorized unit, expenses can quickly exceed 3 times salaries. (Especially when the other side has Mercs as well.)

GM doesn't plan to have their plants shot up. They certainly don't commit their assets to live fire exercises. (What someone else does with their product is another matter and GM is more than happy to have the end user commit them to getting shot up so GM can build replacements.
) So the model that 3 times salaries would be enough to generate sufficient profit and cover expenses, both expendable supplies and durable supplies, may or may not work, depending on the nature of the unit and the nature of the ticket. For a low tech light unit designed to operate on nice earth like planets, or when the Patron is providing the majority of the supplies, sure. For a more seriously equipped units designed to operate in a Vacuum or other hostile environments, or a Heavily Mechanized Unit, probably not so much.

As an example to field a Light Infantry Platoon of 36 equipped to TL12 with Combat Armor, Gauss Rifles, a handful of PGMP-12 and the Gauss Rifle equivalent of the SAW, no heavy weapons, is going to cost, depending on the ruleset, an initial expenditure of MCr1.5+ without including expendables or any transport besides LPCs (Leather Personnel Carriers or boots.
) The salary of that Platoon is typically around Cr15,400 (Plus shares) per month. If you don't replace anything or use any expendables, it would take 4 years just to recover your start up costs.

For a Basic Load of ammo, figure 8 mags and 6 Ram Grenades, (Basic load is designed to last one long firefight.) per soldier, costs more than your typical soldier makes in a month. Give the Unit 12 PGMP-12's and everyone else Gauss Rifles and Basic load for the Platoon is 70% of the Platoon's Monthly Salary. (If everyone has Gauss Rifles then Basic Load for the Platoon is 98% of the Unit's Monthly Salary.) And we haven't lost anything, or bought food. Looking at this if the ticket pays double standard Salaries and the Patron isn't buying ammo, the unit goes in the hole for the ticket.

Depending on the expected OP Tempo of the ticket, you can expect to go through, on average, 2-5 Basic Loads of Ammo per week. (That Company Commando Mission, where it is take and hold, they will likely go through no less than 6 basic loads, in 2 days.) (Lasers are starting to look good again.
)

Based on LBB4 wages, (Which I always thought were low.) Double Standard Salaries, without ammunition supply or a major bonus don't work. In fact ammunition expenditure is likely to be double monthly wages per week.

Going back to what Bill was saying about not keeping more than a Cadre around, with normal wages that low, and the benefit of having a unit that already knows how to work together (for an example of that benefit just look how the Colt's Offense works), there is little incentive to break up the unit between assignments.
 
Originally posted by BetterThanLife:
Based on these, having ships acting as Couriers for units plus transport makes sense.
(snip)
You won't need the transports while on the job, except for resupply, so you can use them to attempt to cover some of their own expenses, and to put your marketing people out there, to get more business.
As a Merchant, any place with enough of a shooting war to recruit mercenaries is probably a red zone (or at least amber). With fewer commercial ships plying the system, it seems ripe for outrageous profits in the speculative cargo market. [I think the official term is profiteering
]

Send in that Batallion with 1 extra Fat Trader and a Broker-4, the right speculative cargo for the target world, and a +4 to the price roll due to the crisis, and he could earn more than the pay for the entire ticket. With a batallion to escort it, the Trader has an above average chance to get through to a red zone.

War is all well and good, but business is business. ;)
 
Originally posted by BetterThanLife:
The problem is that Mercenary Units are higher risk, so they will need to recapture initial investment sooner than a traditional business. Further for a Mechanized Unit, or even Motorized unit, expenses can quickly exceed 3 times salaries. (Especially when the other side has Mercs as well.)
No argument from me on any of your points.

A Ticket of 3 times salary was intended to represent an absolute lower limit - less than that and you can earn more money running a grocery store with far fewer gunfights.

At the other extreme, a ticket where the pay is total expenses plus 50 percent is double what the non-military private sector earns in profit (not at all unreasonable). A ticket of double the total expenses is 4 times what the non-military private sector earns in profit (a return of four times the standard market rate would encourage many investors to start looking at risk vs reward for supporting a mercenary unit - Should I invest in a startup company with a 25% per year return on my money or a mercenary unit that offers a 100% per year return on my money). A ticket of 3 times the total expenses is 6 times what the non-military private sector earns in profit (at this rate of return, you would be turning investors away - Should I invest in a startup company with a 25% per year return on my money or a mercenary unit that offers a 150% per year return on my money).

Obviously losses of men and equipment is the big variable in all of this, but there is probably a normal percent of equipment that will be lost in any action and that figure must be built into the operating expenses.
 
Instellarms is a specialty supplier of all sizes and types of mercenary units. It manufactures, buys, and sells military equipment.
transferring overhead costs doesn't make them go away. in fact it increases them. so this company goes to where the fighting is, obtains used equipment, presumably transports it whatever distance back to some centralized depot, to which mercenaries go to re-obtain it and re-transport it whatever distance back to where its needed. this definitely involves at least as much transportation, and probably a lot more, than a unit keeping its own gear, and it definitely means a lot of middle-men now need to be paid. this could easily double equipment costs.
 
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />Instellarms is a specialty supplier of all sizes and types of mercenary units. It manufactures, buys, and sells military equipment.
transferring overhead costs doesn't make them go away. in fact it increases them. so this company goes to where the fighting is, obtains used equipment, presumably transports it whatever distance back to some centralized depot, to which mercenaries go to re-obtain it and re-transport it whatever distance back to where its needed. this definitely involves at least as much transportation, and probably a lot more, than a unit keeping its own gear, and it definitely means a lot of middle-men now need to be paid. this could easily double equipment costs. </font>[/QUOTE]But they could be a silent partner who takes 50 percent of the total ticket off the top, but loans all of the heavy gear to the unit for the duration of the ticket. The actual cost of a tank to the manufacturer should be about half of the market price. Ditto for repairs. Everybody makes money.
 
Originally posted by atpollard:
But they could be a silent partner who takes 50 percent of the total ticket off the top, but loans all of the heavy gear to the unit for the duration of the ticket. The actual cost of a tank to the manufacturer should be about half of the market price. Ditto for repairs. Everybody makes money.
Unless the tank is destroyed. (Even at 50% that is still going to be MCr7+ for a tank out the airlock, per tank.) A Damaged tank has to be shipped back to the Depot, and then attempt to repair it. Holes in armor, means you will pretty much have to write the tank off, you don't weld or patch armor plating and most armored vehicles, since WWII, you aren't talking about simply replacing a quarter panel but the entire armored body.
 
Originally posted by BetterThanLife:
A Damaged tank has to be shipped back to the Depot, and then attempt to repair it. Holes in armor, means you will pretty much have to write the tank off, you don't weld or patch armor plating and most armored vehicles, since WWII, you aren't talking about simply replacing a quarter panel but the entire armored body.
Not if you're using Striker. Anything short of a total brew-up can be repaired in the field. Cost ranges from nothing to full replacement of individual systems depending on type and extent of damage.
 
Originally posted by BetterThanLife:
</font><blockquote>quote:</font><hr />Originally posted by atpollard:
But they could be a silent partner who takes 50 percent of the total ticket off the top, but loans all of the heavy gear to the unit for the duration of the ticket. The actual cost of a tank to the manufacturer should be about half of the market price. Ditto for repairs. Everybody makes money.
Unless the tank is destroyed. (Even at 50% that is still going to be MCr7+ for a tank out the airlock, per tank.) A Damaged tank has to be shipped back to the Depot, and then attempt to repair it. Holes in armor, means you will pretty much have to write the tank off, you don't weld or patch armor plating and most armored vehicles, since WWII, you aren't talking about simply replacing a quarter panel but the entire armored body. </font>[/QUOTE]There is no concievable model in which a Merc unit can enter a ticket with new MBTs, loose half of them and come out with a profit. With Billion or Trillion Credit Tickets, it would be easier for the client to buy all of the equipment and hire his own soldiers to operate it ... but that is not a mercenary company, is it?

What percentage of the vehicles are lost and damaged in a "typical" (whatever that means) ticket?

The cost to repair or replace the expected losses is what must be added to the expenses of a ticket to determine the Fee for that ticket.

IF 10 percent of vehicles are typically destroyed and 20 percent of vehicles are damaged (average damaged vehicle costs 25 percent of its new price to repair), then the average cost to put a vehicle in harms way is 15 percent of the total cost of that vehicle (plus ammo and gas). This vehicle cost must be included in the EXPENSES collumn to determine what tickets will be profitable.

I selected the above percentages out of thin air. Feel free to post figures which you feel are more accurate.

In defense of my earlier post, the Patron will be better able to afford the loss of a 7 MCr tank than the unit will be able to afford the loss of the exact same tank at 14 MCr. The Patron will select Merc units and set the Patron's share based on the Merc Unit's track record. What the Patron owned MBT allows is for the same battle tank to be loaned out to multiple units to avoid the cost of purchasing a MBT that only sees use for a few months every few years.
 
An alternative would be to allow the Merc Unit to post a bond for the full purchase price of the tank, and then rent it by the month for starship-like payments. When the tank is returned, the cost of repairs is deducted from the bond and the balance returned to the Merc Unit. This would allow the unit to rent exactly the right equipment for as long as needed and in whatever quantities are needed. No need to store a large seldom used inventory of expensive equipment. Keep your start-up funds as cash to fund each ticket one at a time.

Maxwell Industries [my merchant company] would be happy to rent vehicles to any Merc Unit at 1 percent of the purchase price per month delivered to the world of your choice. That MCr 14 tank mentioned earlier would only cost you Cr 140,000 per month to rent (plus a MCr 14 refundable bond).
The vehicle is delivered in battle-ready condition with a full load of fuel and ammo. All costs necessary to return the vehicle to the same condition will be deducted from the bond.
 
The figures I was running earlier assumed for major end items, such as tanks and APC's, on typical tickets to run at around 20% for the year. But OpTempo and combat losses could definitely drive that number up. Remember that Starship Maintenance is only 1/10th of a percent of the cost per year in maintenance. Actual routine maintenance cost is nil, especially when compared to ammunition expenditure and battle damage repairs. I don't expect units to routinely lose large percentages of their armor during combat operations. This way if they lose 1 in 5 over the course of a year and 20% is assumed in annual expenses things should pretty much work out. I think 10% is too low for reasonable expectations.
 
I don't expect units to routinely lose large percentages of their armor during combat operations.
what, are you kidding? if the opposition is unprepared then yes, they're fairly safe, but if the armor runs up against prepared forces then any number of vehicles can be lost in a few minutes.
 
Originally posted by flykiller:
... if the opposition is unprepared then yes, they're fairly safe, but if the armor runs up against prepared forces then any number of vehicles can be lost in a few minutes.
Which is why it's difficult to price tickets without knowing what the opposition is. Even if you're using the abstract system, the relative unit efficiency ratings can make a tremendous difference in the outcome.
 
I didn't say they wouldn't lose large percentages. I said they wouldn't routinely lose large percentages. If they did routinely lose most of their armor then they wouldn't be in business. If they lose 10 tanks in one operation but no tanks in an additional 4 operations then 20% is still right.
I am not trying to find the exceptions I am trying to find the statistical norm. Overall, in general is 20% too low? Would 25% or 33% be more accurate?
 
Gents,

It's interesting how this discussion keeps returning to the exceptions and the extremes; big permanent units with grav tanks, APCs, and lots of heavy equipment.

Does anyone seriously think those units are the norm? That they aren't 1 in 100 or 1 in 500? That Broadsword is a freak?

Does anyone seriously think those types of units work as independents? That they own themselves? That they don't belong to some larger organization like a government or coproration who rents them out for combat experience?

You've all run the numbers. Tanks, APCs, starship transports (score a luagh point), it all adds up to unsupportable costs. The buy-in is too high. The maintenance between tickets is too high. The payroll is too high. Bankers aren't going to loan to mercs. Venture capital types are going to loan for specific operations only and not long term survival. The ticket earnings won't even cover a fraction of the costs associated with your Traveller-ized Hammer's Slammer or Falkenburg's Legion.

Pororzlo is an exception. Large permenent units with hefty TO&Es are the exception. Units with their own starship transports/couriers are so much an exception as to be ludicrous.

Why are you worried about exceptions? Exceptions are by definition exceptional, they don't obey the normal rules. Add enough exceptions and anything is possible. Someone on Porozlo wants to hire a combined arms brigade on a multi-million credit dream ticket? What does that have to do with your PC-led leg infantry platoon? (Unless they join that brigade!)

I'm also still surprised, as Aramis pointed out, that people are still assuming a 21st Century, Blessed West, pace of life and communications in all of this. Remember the jump drive.

You've run the numbers. You know the expenditures and the revenues won't cover them. The books don't balance unless you add other factors. Like units not normally staying at full strength between jobs. Like units not normally owning a lot of heavy equipment. Like units existing at the center of a web of patron-client relationships. Like units being 'subsidized' with information, equipment, or money by those patrons in return for future consideration.

The 'Slammers' and 'Legions' we're busily discussing here are the exception in the merc business. They're wholly owned subsidiaries of large corporations or governments. They have little or nothing to do with your players.

YMMV.


Have fun,
Bill
 
Bill Units not staying at full strength in personnel makes no economic difference. The payroll of a Mercenary unit is by far it's smallest expenditure. Second even if a company only has 2-4 tanks those tanks have to be accounted for in terms of expenses.

Small arms ammunition expenditure costs more than salary. And I am talking about large units, because there are tickets for such units. Normally I would think that player characters are, if they are running a Merc Unit, dealing at the Platoon or Company Level. But the economics has to work at the higher levels as well. This is background material not that the characters are going to deal at that level, except perhaps as members of a Platoon that belongs to a Battalion or Regiment. However they could deal at that level. After all they could be the Battalion command staff and make the decisions at that level and leave the actual combat to a more abstract level. (Makes a decent alternate campaign type.)

Now communication is at the speed of Jump. No doubt. Absolutely. But the tickets are virtually all written we need Mercs now. Taking an additional 4 weeks to recruit and train for the ticket and it is going to someone else. Take three weeks to arrange transportation and someone else will beat you to it. You have to know where the jobs are and get to them. For that in Traveller you need starships. Because you can't pick up a phone and call a fleet of cabs, or get on the Internet and make flight reservations and buy tickets for 150 guys leaving within the week, from some backwater to another backwater. That isn't a large unit, that is a Company. the issue isn't that they can't get the unit there any faster than communication, which is the speed of Jump. However any smart operator is going to want to keep the time from the point that the Patron decides that they want a Merc unit, until the time they get a Merc Unit to an absolute minimum. That means being able to leave right now. that means being able to deploy within 24 hours of getting notified. Once enroute you can do some limited training with simulators, but live fire training is out until you are on the ground. Also remember that the map isn't the ground. the sooner you get there the sooner you can actually assess the situation. With luck you have already had an agent there preparing your intelligence reports and situation reports so you have better information. Following my model of having agents of the Mercenary unit out drumming up business using a Courier (Perhaps have a couple of Surplus Type-S for your agents, (Hire Detached duty Scouts for your Liaison people, it cuts expenses and they generally have the people skills and the Intelligence skills to do the job right.
)


Keeping a Company in bullets, especially if the local TL is too low to produce ammo for your weapons is going to require supply runs to someplace that can produce your ammo. You want to rely on commercial shipping that will deliver to the starport, or worse to orbit? How do you get it to you in the field? If it can be produced locally, how do I get it out to the field site? The most efficient way is to have a Mercenary Cruiser making the supply runs with specially designed small craft dropping off the supplies directly to the unit, even under fire.

The same holds true for a Platoon but on a smaller scale. Though a Platoon typically needs more support than a Company because they typically have less organic assets. A Mercenary Company should probably be the smallest independent unit fielded. A Platoon is too small to have the assets for a combined arms approach. A Company is to small for sustained operations but at least you can, with a company 3 line platoons, a Platoon of tanks and 2-4 artillery pieces and the Headquarters element can be enlarged so you can have essential support elements and you are within normal span of control for a military unit. You can ditch the armor and have 4 infantry platoons and the artillery section and actually maneuver. With one platoon you are seriously limited on how to maneuver. What do you suggest, 3 squads, a tank, a mortar, a medic and a mechanic?
 
We have a catalog (of sorts) of some of the large mercenary units operating in the Marches in the counter mix for Fifth Frontier War.

TL14 mech division
TL12 lift brigade
TL14 lift cav regiment
7 assorted battalions from TL12 to TL15

I realize that FFW is only considered "canon" when it suits people to do so, but in this case, I'm okay with that. ;)

These units are all "exceptions".
I'm okay with that, too. Traveller is about ordinary people in extraordinary situations.

The numbers don't support expensive units.
Change the numbers. As has been mentioned several times in this thread, price=cost+profit. One thing that hasn't been mentioned is the value of the objective to the client. What is control of a nation, continent or planet worth?

Ticket "X" doesn't work.
Review your assumptions. Start by assuming that the ticket is winnable. Does it actually require grav vehicles? Tracks and wheels are cheaper. COACC designed aircraft are cheap and the rules are very liberal about multi environment operation.

Stretch, pull and twist every open angle in the ticket to fit it to your players and your style. It's a challenge, but it's one of the most rewarding parts of refereeing Traveller military campaigns.

"You can't do that" is a phrase that should be used with caution when discussing science fiction.
 
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