These three 40pp Mongoose Traveller adventures (retail price $12 each) require the Mercenary supplement.
1: Verloren Hoop: The war for Medrealm is entering its final stages. As the balance tips toward the Galian Federation, offworld mercenaries and their Medrealmer allies are trapped in the Rammline Pocket. The nearest repatriation haven is hundreds of kilometers away, and Galian interdiction makes evacuation by grav vehicle impossible. The choice is between surrender and a lunge up the Aix Valley to buy time for a desperate enterprise – a Verloren Hoop, or Forlorn Hope.
2: Bug Hunt: The Pokoss are a destructive nuisance on Paradise of El, but no more than that – until now. Their behavior has changed, and security forces are calling for assistance. A mercenary unit goes in to drive back an infestation threatening Aldia City. As enormous numbers of Pokoss march towards the city, devouring everything in their path, the Travellers must coordinate a defense while dealing with inept superiors and unruly militia leaders. And after that, getting out might be just as difficult.
3: Must Travel, Need Guns: The planetary government of Kolan is one of those clients. Prepared to pay a warfighter's fee, they rushed mercenaries to the front and told them to wait for authorization to act. And wait. And wait. Meanwhile, the insurgents grow ever more bold. Now the government wants to terminate the contract and withhold fees for failing to fulfill the mission objectives.
The mercenaries need to demonstrate they would have made a good-faith attempt at the mission objectives, had they not been hamstrung. But rules of engagement preclude offensive operations. However, the mercenaries are allowed to support patrols that come under attack. With a little creativity they may find a pretext to raid the insurgents' home base, defeat their forces, and fulfill the contract despite the client's intentions. And if they happen to seize a shipment of powerful weapons in the process – well, that is mere coincidence.
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