Welcome to Star Reach, where mankind has stretched across the stars in a corporately controlled nightmare from which there is no waking. The colonists exist for one purpose, and one purpose only; serve the corporate masters. The mercenaries, while under a similar directive, at least get paid extraordinarily well for their service. In this game you fill the role of a mercenary commander, a part of the Federation, a union of mercenaries organized to give solidarity to the various mercenary companies and a collective voice to the corporations that hire them.
The goal of the game is pretty much what you make of it. Will you serve faithfully for the Empire, obtain vast wealth, or strive to help the plight of humanity. It's really up to you.
The Setting
The game takes place in the waning years of the 30th century. Mankind is spread across thirteen different star systems and is loosely ruled by the Colonial Empire, based on Earth. The Empire ensures the will of the few powerful corporations that dominate the colonies, exploiting the distant worlds for their resources and the colonists for their labour.
The colonies are kept in line through the vast wealth of the corporations, able to hire the various mercenary companies to put down any uprisings. The Mercenary Federation, a union of mercenaries formed to represent their members and provide overall support, post contracts, news, and logistical information to its members.
Resistance to the corporations and the Empire can be found throughout the colonies, struggling to turn the tide and liberate their respective worlds. Most are affiliated with the Colonial Republic, an organization since driven underground in the last Colonial War.
Currently overwhelming power is in the hands of the corporations.
The Empire
The Colonial Empire can best be described as a quasi-democratic federalist corporatocracy. While the name might conjure images of imperialism, in truth is is the major corporations that hold the power over the Empire and it's chief legislative body, the Colonial Senate. The colonies have their own sub-sovereign governments and elected representatives that serve in the lower legislature, known as the Colonial Consortium. Unlike the Senate, that votes and drafts legislation, the Consortium merely puts forward motions for the Senate to consider. The Consortium creates the illusion of democracy and fair representation from the colonies and is led by the Consul, an elected offical.
Unlike the Consortium, the Senate is appointed by the Emperor, and may serve indefinitely. Senators are typically incredibly wealthy, and head the various corporations that dominate the colonies. They're sole purpose is to maintain the status quo, keeping the corporations in power and pass laws that benefit them and their bottom line.
The Emperor oversees the Executive Branch of government, and is elected from among the Senate for a lifelong term. The Emperor is the figurehead of the Empire, and the face of government, but in truth is position is largely ceremonial and does little else but keep the Senate in line.
The Prime Judicator is a powerful position within the Empire, some might say more powerful then the Emperor himself. The Prime Judicator oversees the Judicial Branch, and carries out the letter of the law as determined by the Senate, but also interprets those laws and able to review and them strike down. The Prime Judicator also directs Imperial Security, or IMPSEC, the Empire's law enforcement agency, and the Imperial Navy.
The Story So Far...
To briefly sum up recent events so you guys can have some context for your bios, we are now thirty years from the Colonial War, a massive conflict that saw the emergence of the Colonial Republic and its attempt to overthrow the Empire. The Republic failed. While it was able to make headway within the colonies, it wasn't able to make any inroads in the Sol System, the Empire's base of power. After six years, the Empire was able to wear down the Republic and drive them underground.
The powers that be recognized the danger posed by ideologies and the Republic's quest for sovereign colonies. Over the years the Empire began to dismantle its burgeoning military, and passing laws to foster private military contractors. While PMCs always existed, they began to gain incredible power, and overshadow the Imperial Navy and colonial militias. The corporations believed that by building self sustaining armies and navies loyal to credits, they would destroy any capability for the Republic to emerge and wage an effective war against them.
The discovery of the insectoids of the Helix Nova System furthered their goal, creating a perpetual enemy to focus the populace and give the support needed to finish converting the Imperial Navy into a prison fleet, a process that had been evolving slowly since the war ended.
With the Imperial Navy converted to a prison for dissidents, and legions of soldiers of fortune to maintain the defense of the corporations, it seemed the colonial order was ensured. However, the plan backfired. Corporations were now able to field their own private armies and exploited this new paradigm to eliminate their competitors. And so the Corporate Wars began. Corporations began employing mercenaries against their competitors, attempting to gain greater control of the colonies.
It began as a shadow war, covert operations of a small scale. Soon it became a proxy war, with terrorist and revolutionary front organizations used to mask the escalating violence. Before lone, the Empire was torn apart in a bloody civil war.
Admiral Mance Murdoch, a powerful mercenary was able to restore peace. He did this by forming the Mercenary Federation, a union of mercenaries with their own code. They became a powerful voice among the mercenaries, and grew stronger every day. The mercenaries laid down their arms as a collective after Bennet IV was decimated in nuclear fire. It had become clear to Murdoch, and most mercenaries, that they were being used as tools of mankind's destruction, and as the bloodshed escalated, so too did corporate control over the mercenaries. The corporations had no choice but to make a truce, and order in the empire was once again restored.
Today the Federation is the only collective of mercenaries in the colonies, and they represent the vast majority of private military firms. Revolutions, corporate sabotage, and general conflict is still prevalent in the colonies, but no longer in such a scale to put the fate of mankind in question, and merely just enough to ensure a cozy profit for the discerning mercenary.
Timeline
~ 2964 . The Colonial War Begins
~ 2970 . The Empire defeats the Republic at the Battle of Azure's Ridge, Victory is declared and the Republic goes underground.
~ 2980 . Insectoids are discovered on Helix Nova, and the Imperal Navy finishes its conversion to a prison fleet.
~ 2983 . The Corporate Wars begin.
~ 2985 . The Mercenary Federation is formed.
~ 2986 . The Corporate Wars end.
~ 2995 . Present year. Profitable conflict is maintained.
The Mercenary Code
~ Give quarter when quarter is asked for.
~ Merc captives are to be ransomed back to their respective company, allowed to work off the ransom, or set free.
~ Civilians are not to be harmed outside of contract parameters, unless they take up arms.
~ A flag of truce, in white, is a sacred agreement for both sides not to harm one another.
~ Failure to comply with any or all of the code will result in presidential review and possible expulsion from the Federation.
On FTL...
Faster Than Light travel is now a reality for mankind. However, the incredible amount of energy required to power FTL engines is currently too massive to make it sustainable. To accommodate the energy needed, FTL nodes are designed to feed ships energy as they enter range. The result is an FTL highway of sorts, known as a shipping lane, which connects colonial star systems.
In order to build such a shipping lane, a deep space vessel is sent out along a projected route to build the nodes. It often takes centuries for a single lane to be built. Deep space crews are frozen in cryogenic chambers, revived by automated systems when needed. FTL nodes are powered through the latest in quantum technology, able to harness solar energy and feed it to receptors in FTL ship drivers. For this reason the entrances and exits to shipping lanes are built nearby system stars.
On Insectoids...
Insectoids are the only other sentient life discovered within colonial space. Exploration probes discovered rich tylium deposits throughout the Helix Nova Star System, but their instruments were poorly designed to detect other signs of life. The first exploration vessels reached Helix Nova in 2789, and dropped out of contact.
Waves of mining vessels were dispatched to the system for deep space mining efforts, as well as establishing FTL nodes to allow for quick travel to the system from the colonies. Of the dozens of mining vessels sent, only two returned to tell the horrific tale of the bugs. In 2980, a mere fifteen years ago, the mining vessels returned and turned on the Helix Nova FTL node.
Sine 2980 there has been an armed effort to extract tylium from the Helix Nova System. The Imperial Navy, supplemented by private contractors, provides security for the various mining installations across the system.
Insectoids greatly resemble earthling insects, hence their name. The species is also greatly varied. It has been observed, in the limited time conducting research, that their evolutionary capabilities occur rapidly, able to adjust to environmental factors within the next generation. To put it simply, insectoids are able to adapt and survive in the harshest of conditions. Their physiology is shaped by their environment and may seem like entirely different species depending on the habitat they are discovered.
Captured security photo aboard the INS Repentance
Insectoids are carnivorous as well, and seem to view humans as a source of food. Though sentient with a crude level of self awareness, there seems to be no source of reason within the creatures, merely driven by their desire for food and procreation. In this sense, insectoids are little more then animals. They live in a caste hive structure, as well. A single queen typically rules the hive, sending out pheromones to communicate with the drones, workers, and soldiers of her hive, much akin to an ant hive.
Over the course of researching insectoids, it was discovered that their cerebral spinal fluid, also known as 'juice', is an intoxicant, which brings about powerful hallucinations when ingested. Very little is known of the substance, yet it is a popular drug across the colonies. Prolonged use has shown to cause erratic behaviour, homicidal tendencies, and insanity. Despite this side effect, its use remains popular in the underground drug culture of the colonies.
The colonies are kept in line through the vast wealth of the corporations, able to hire the various mercenary companies to put down any uprisings. The Mercenary Federation, a union of mercenaries formed to represent their members and provide overall support, post contracts, news, and logistical information to its members.
Resistance to the corporations and the Empire can be found throughout the colonies, struggling to turn the tide and liberate their respective worlds. Most are affiliated with the Colonial Republic, an organization since driven underground in the last Colonial War.
Currently overwhelming power is in the hands of the corporations.
The Empire
The Colonial Empire can best be described as a quasi-democratic federalist corporatocracy. While the name might conjure images of imperialism, in truth is is the major corporations that hold the power over the Empire and it's chief legislative body, the Colonial Senate. The colonies have their own sub-sovereign governments and elected representatives that serve in the lower legislature, known as the Colonial Consortium. Unlike the Senate, that votes and drafts legislation, the Consortium merely puts forward motions for the Senate to consider. The Consortium creates the illusion of democracy and fair representation from the colonies and is led by the Consul, an elected offical.
Unlike the Consortium, the Senate is appointed by the Emperor, and may serve indefinitely. Senators are typically incredibly wealthy, and head the various corporations that dominate the colonies. They're sole purpose is to maintain the status quo, keeping the corporations in power and pass laws that benefit them and their bottom line.
The Emperor oversees the Executive Branch of government, and is elected from among the Senate for a lifelong term. The Emperor is the figurehead of the Empire, and the face of government, but in truth is position is largely ceremonial and does little else but keep the Senate in line.
The Prime Judicator is a powerful position within the Empire, some might say more powerful then the Emperor himself. The Prime Judicator oversees the Judicial Branch, and carries out the letter of the law as determined by the Senate, but also interprets those laws and able to review and them strike down. The Prime Judicator also directs Imperial Security, or IMPSEC, the Empire's law enforcement agency, and the Imperial Navy.
The Story So Far...
To briefly sum up recent events so you guys can have some context for your bios, we are now thirty years from the Colonial War, a massive conflict that saw the emergence of the Colonial Republic and its attempt to overthrow the Empire. The Republic failed. While it was able to make headway within the colonies, it wasn't able to make any inroads in the Sol System, the Empire's base of power. After six years, the Empire was able to wear down the Republic and drive them underground.
The powers that be recognized the danger posed by ideologies and the Republic's quest for sovereign colonies. Over the years the Empire began to dismantle its burgeoning military, and passing laws to foster private military contractors. While PMCs always existed, they began to gain incredible power, and overshadow the Imperial Navy and colonial militias. The corporations believed that by building self sustaining armies and navies loyal to credits, they would destroy any capability for the Republic to emerge and wage an effective war against them.
The discovery of the insectoids of the Helix Nova System furthered their goal, creating a perpetual enemy to focus the populace and give the support needed to finish converting the Imperial Navy into a prison fleet, a process that had been evolving slowly since the war ended.
With the Imperial Navy converted to a prison for dissidents, and legions of soldiers of fortune to maintain the defense of the corporations, it seemed the colonial order was ensured. However, the plan backfired. Corporations were now able to field their own private armies and exploited this new paradigm to eliminate their competitors. And so the Corporate Wars began. Corporations began employing mercenaries against their competitors, attempting to gain greater control of the colonies.
It began as a shadow war, covert operations of a small scale. Soon it became a proxy war, with terrorist and revolutionary front organizations used to mask the escalating violence. Before lone, the Empire was torn apart in a bloody civil war.
Admiral Mance Murdoch, a powerful mercenary was able to restore peace. He did this by forming the Mercenary Federation, a union of mercenaries with their own code. They became a powerful voice among the mercenaries, and grew stronger every day. The mercenaries laid down their arms as a collective after Bennet IV was decimated in nuclear fire. It had become clear to Murdoch, and most mercenaries, that they were being used as tools of mankind's destruction, and as the bloodshed escalated, so too did corporate control over the mercenaries. The corporations had no choice but to make a truce, and order in the empire was once again restored.
Today the Federation is the only collective of mercenaries in the colonies, and they represent the vast majority of private military firms. Revolutions, corporate sabotage, and general conflict is still prevalent in the colonies, but no longer in such a scale to put the fate of mankind in question, and merely just enough to ensure a cozy profit for the discerning mercenary.
Timeline
~ 2964 . The Colonial War Begins
~ 2970 . The Empire defeats the Republic at the Battle of Azure's Ridge, Victory is declared and the Republic goes underground.
~ 2980 . Insectoids are discovered on Helix Nova, and the Imperal Navy finishes its conversion to a prison fleet.
~ 2983 . The Corporate Wars begin.
~ 2985 . The Mercenary Federation is formed.
~ 2986 . The Corporate Wars end.
~ 2995 . Present year. Profitable conflict is maintained.
The Mercenary Code
~ Give quarter when quarter is asked for.
~ Merc captives are to be ransomed back to their respective company, allowed to work off the ransom, or set free.
~ Civilians are not to be harmed outside of contract parameters, unless they take up arms.
~ A flag of truce, in white, is a sacred agreement for both sides not to harm one another.
~ Failure to comply with any or all of the code will result in presidential review and possible expulsion from the Federation.
On FTL...
Faster Than Light travel is now a reality for mankind. However, the incredible amount of energy required to power FTL engines is currently too massive to make it sustainable. To accommodate the energy needed, FTL nodes are designed to feed ships energy as they enter range. The result is an FTL highway of sorts, known as a shipping lane, which connects colonial star systems.
In order to build such a shipping lane, a deep space vessel is sent out along a projected route to build the nodes. It often takes centuries for a single lane to be built. Deep space crews are frozen in cryogenic chambers, revived by automated systems when needed. FTL nodes are powered through the latest in quantum technology, able to harness solar energy and feed it to receptors in FTL ship drivers. For this reason the entrances and exits to shipping lanes are built nearby system stars.
On Insectoids...
Insectoids are the only other sentient life discovered within colonial space. Exploration probes discovered rich tylium deposits throughout the Helix Nova Star System, but their instruments were poorly designed to detect other signs of life. The first exploration vessels reached Helix Nova in 2789, and dropped out of contact.
Waves of mining vessels were dispatched to the system for deep space mining efforts, as well as establishing FTL nodes to allow for quick travel to the system from the colonies. Of the dozens of mining vessels sent, only two returned to tell the horrific tale of the bugs. In 2980, a mere fifteen years ago, the mining vessels returned and turned on the Helix Nova FTL node.
Sine 2980 there has been an armed effort to extract tylium from the Helix Nova System. The Imperial Navy, supplemented by private contractors, provides security for the various mining installations across the system.
Insectoids greatly resemble earthling insects, hence their name. The species is also greatly varied. It has been observed, in the limited time conducting research, that their evolutionary capabilities occur rapidly, able to adjust to environmental factors within the next generation. To put it simply, insectoids are able to adapt and survive in the harshest of conditions. Their physiology is shaped by their environment and may seem like entirely different species depending on the habitat they are discovered.
Captured security photo aboard the INS Repentance
Insectoids are carnivorous as well, and seem to view humans as a source of food. Though sentient with a crude level of self awareness, there seems to be no source of reason within the creatures, merely driven by their desire for food and procreation. In this sense, insectoids are little more then animals. They live in a caste hive structure, as well. A single queen typically rules the hive, sending out pheromones to communicate with the drones, workers, and soldiers of her hive, much akin to an ant hive.
Over the course of researching insectoids, it was discovered that their cerebral spinal fluid, also known as 'juice', is an intoxicant, which brings about powerful hallucinations when ingested. Very little is known of the substance, yet it is a popular drug across the colonies. Prolonged use has shown to cause erratic behaviour, homicidal tendencies, and insanity. Despite this side effect, its use remains popular in the underground drug culture of the colonies.
How to Play
After signing up, more on that later, players sign onto the OP of the IC thread, where they will find the home page of the Mercenary Federation. There they will find links to current contracts, news stories, and a general state of affairs for the Federation and the colonies as a whole. From there players post their bids on any current contracts, communicate freely with potential employers and comrades, then relay their orders to their officers.
To relay orders, post a PM to my inbox, where I will carry out your orders and post the outcomes in the IC thread in the form of news stories. Upon completion of a contract, you will be paid in credits. Spending credits to upgrade your company are all done on the IC thread via comms with the Federation AI, who will take all orders based on the catalog which will be posted in the IC thread.
Run afoul of the Corporations and the Empire then you risk being arrested and put on the front lines of the Imperial Navy - a massive prison fleet dedicated to fighting a perpetual war against the Insectoid aliens of the Helix System.
When posting IC's on the thread, unless you are breaking format for a short story or something else, which I totally encourage, I ask that you follow the forum theme of the IC. Players should post a small pic of their character's forum avatar, like their company logo or portrait for example, their Federation call sign, and a header. Take a look at the example below...
Greetings, Commander. Welcome to the Federation.
The above is an example of what you might see from E.R.I.S. the Federation's AI construct. She will be active on the forum to fill you in on any questions you might have regarding the Federation operations, contracts, or just lend a cold unsympathetic ear. Try and keep your avatar image small, no larger then 250x250 if you can help it.
Simply post an IC message to ERIS for purchasing upgrades for your company. She will handle any purchases and orders for your company. Your stats will be displayed in the character tab for you to view and plan your missions.
To relay orders, post a PM to my inbox, where I will carry out your orders and post the outcomes in the IC thread in the form of news stories. Upon completion of a contract, you will be paid in credits. Spending credits to upgrade your company are all done on the IC thread via comms with the Federation AI, who will take all orders based on the catalog which will be posted in the IC thread.
Run afoul of the Corporations and the Empire then you risk being arrested and put on the front lines of the Imperial Navy - a massive prison fleet dedicated to fighting a perpetual war against the Insectoid aliens of the Helix System.
When posting IC's on the thread, unless you are breaking format for a short story or something else, which I totally encourage, I ask that you follow the forum theme of the IC. Players should post a small pic of their character's forum avatar, like their company logo or portrait for example, their Federation call sign, and a header. Take a look at the example below...
E.R.I.S.
Greetings, Commander. Welcome to the Federation.
The above is an example of what you might see from E.R.I.S. the Federation's AI construct. She will be active on the forum to fill you in on any questions you might have regarding the Federation operations, contracts, or just lend a cold unsympathetic ear. Try and keep your avatar image small, no larger then 250x250 if you can help it.
Simply post an IC message to ERIS for purchasing upgrades for your company. She will handle any purchases and orders for your company. Your stats will be displayed in the character tab for you to view and plan your missions.
Statistics
As commander of a mercenary company you will have access to a wide array of resources, armaments, and upgrades to employ against your enemies. What resources you launch against your enemy, your overall strategy, as well as other variables, are all determining factors in deciding victory or failure on a mission.
Troops - The backbone of your company, equipped with standard rifles, a sidearm, and frag grenades
Triage Suite - Medical drones and equipment necessary to staff medical professionals for establishing a battlefield triage to ensure medical care to your wounded.
Hacking Suite - Hacking drones and equipment necessary to staff technological professionals for hacking into computer systems.
Heavy Support Suite - Equipment for arming troopers with heavy armaments to maximize damage and enemy casualties.
Steath Suite - Tech and equipment for outfitting a squad of troops with the finest in clandestine gear for stealth operations.
Mech - A mechanized assault vehicle that provides light assault capabilities and support to infantry actions.
Tank - A heavy assault vehicle designed for heavy firepower, strong armour, and maneuverability.
Aerofighter - A light assault aircraft able to be deployed in air and space, but designed for short range capabilities.
Frigate - A light assault spacecraft designed for quick and surgical strikes. Capacity: Troop Company, 1 Mech Bay, 1 Tank Bay, 1 Fighter Bay
Destroyer - A medium assault spacecraft and the backbone of any given fleet. Capacity: 3 Troop Companies, 3 Mech Bays, 2 Tank Bays, 3 Fighter Bays
Cruiser - A heavy assault spacecraft and often the flagship to highly decorated mercenary officers. Capacity: 5 troop companies, 5 mech bays, 3 tank bays, 5 fighter bays
Carrier - A large support spacecraft, designed for support and heavy bombardment rather then frontline firefights. Capacity: 10 troop companies, 10 mech bays, 5 tank bays, and 20 fighter bays.
Troops - The backbone of your company, equipped with standard rifles, a sidearm, and frag grenades
Triage Suite - Medical drones and equipment necessary to staff medical professionals for establishing a battlefield triage to ensure medical care to your wounded.
Hacking Suite - Hacking drones and equipment necessary to staff technological professionals for hacking into computer systems.
Heavy Support Suite - Equipment for arming troopers with heavy armaments to maximize damage and enemy casualties.
Steath Suite - Tech and equipment for outfitting a squad of troops with the finest in clandestine gear for stealth operations.
Mech - A mechanized assault vehicle that provides light assault capabilities and support to infantry actions.
Tank - A heavy assault vehicle designed for heavy firepower, strong armour, and maneuverability.
Aerofighter - A light assault aircraft able to be deployed in air and space, but designed for short range capabilities.
Frigate - A light assault spacecraft designed for quick and surgical strikes. Capacity: Troop Company, 1 Mech Bay, 1 Tank Bay, 1 Fighter Bay
Destroyer - A medium assault spacecraft and the backbone of any given fleet. Capacity: 3 Troop Companies, 3 Mech Bays, 2 Tank Bays, 3 Fighter Bays
Cruiser - A heavy assault spacecraft and often the flagship to highly decorated mercenary officers. Capacity: 5 troop companies, 5 mech bays, 3 tank bays, 5 fighter bays
Carrier - A large support spacecraft, designed for support and heavy bombardment rather then frontline firefights. Capacity: 10 troop companies, 10 mech bays, 5 tank bays, and 20 fighter bays.
Sign Ups
I ask that all players post their Character sheets and Faction Sheets in the OOC threat first and await approval, just in case your bio needs to be tweaked to fit the setting.
When we get to the point of writing ICs, try and have a thumbnail picked out for your forum avatar, most likely your commanders portrait or company logo, should be about 130x130 - 200x200.
Image (A portrait of your character, optional)
Name: Pretty self explanatory.
Date of Birth: Date of birth, yo. Our present time is 2995 C.E. (common era)
Rank: Your self appointed rank. As far as the federation is concerned, you begin the game as a commander, and offer promotions as you grow your company.
Bio: Some background information on your character.
Name: Pretty self explanatory.
Date of Birth: Date of birth, yo. Our present time is 2995 C.E. (common era)
Rank: Your self appointed rank. As far as the federation is concerned, you begin the game as a commander, and offer promotions as you grow your company.
Bio: Some background information on your character.
Image (Your company logo, unlike the character portrait, this is mandatory.)
Company Name: Your company name... obviously.
Specialty: Stealth, hacking, ship to ship combat, etc. Basically a summation of your overall play style. This is no way intended to limit how you play but merely to help me determine your starting bonus.
Bio: Background information on your company.
Company Name: Your company name... obviously.
Specialty: Stealth, hacking, ship to ship combat, etc. Basically a summation of your overall play style. This is no way intended to limit how you play but merely to help me determine your starting bonus.
Bio: Background information on your company.
When we get to the point of writing ICs, try and have a thumbnail picked out for your forum avatar, most likely your commanders portrait or company logo, should be about 130x130 - 200x200.