The year is 3570.
Two years since you first signed your contract with the Highlander Confederation as they wage their desperate war against the gigantic Kapell Empire, and the fellow sister-nation the Sol Republic.
Two years of long fighting. The Highlanders used to be the bottom of the barrel, about to be wiped out. Desperate, they used their natural valuable resources, like Gold, and Silver, to purchase as many mercenary units as they can, to research technologies.
And with these new assets, they have been reborn. They now hold a place in the galaxy, all thanks to you, and others like you: Mercenaries.
Currently, the Highlander Confederation has mounted a strong offensive on the Sol Republic, with the Kapell Empire making small advances on both. The Kapell empire still outnumbers both factions in raw manpower, but the Sol Republic has the upper hand in ship and electronic warfare, and the Highlanders are famous for their heavily-armored vehicles and blood-thirsty, if not savage soldiers.
War has changed quite a bit in the past couple years, new technologies having been introduced, new ways of fighting.
There are several types of vehicles:
Tanks: there are two varieties, Hovering, and Tracked. Hovering tanks are usually lighter tanks, made for hit and run.
APCs: Most are tracked or wheeled, and are used to transport personnel across the ground, through areas a Dropship cannot reach.
Hovercraft, (They fill the role of 20th century Attack Helicopters and Jets in the same package, and vary differently.)
Dropships, (They fill the role of 20th century Transport helicopters.)
Artillery, which can be mobile, and non-mobile. Non-mobile artillery are usually much, much larger than their mobile counterparts.
Walker-Craft, which are a new experimental craft used exclusively by the Highlanders, they are essentially Walking Tanks.
There are also OAC, or Out of Atmosphere craft, which carry around everything needed to stage a war on a planet.
There are several types:
Transport Ship: These ships are very varied in size, and usually are the ships transporting goods, men, or materials to the planets or orbital outposts. (50-3000 crew.)
Fighter: Your standard Fighter class ship. Can enter atmosphere and act as CAS. (Close air support.)
Bomber: Standard Bomber class ship. Can enter atmosphere and act as CAS.
Frigate: The smallest ship that is manned by more than five people at a time. Usually makes up a big bulk of a fleet, and can be used for nearly any job. (10-20 crew.)
Destroyer: Ship that is dedicated to being a Frigate/Bomber/Fighter killer, with weapons that are more high-explosive and easier to lead on the faster ships. (6-15 crew.)
Corvette: A step above the Frigate, with about three times the amount of crew. Carries heavier weapons, and bigger armor. (40-60 crew.)
Cruiser: A couple steps above the Corvette, is usually assigned to support Dreadnoughts. They carry very heavy weapons, and large amounts of armor. (100-200 crew.)
Dreadnought: The Kapell empire is the only nation that has these in the "Dozens" category. They are usually the heaviest ships in an engagement, and can stomp on nearly anything. (300-600 crew.)
Carrier: These ships carry Fighters and Bombers, and really do nothing else. They have a similar weapons load out to a Destroyer, however, just a more minimal supply. (300-500 crew.)
Capital/Mothership: If you see one of these, pray to god you are in a fellow Mothership, for you will not live long. These ships are miles long, and carry the heaviest weapons known to man. They are essentially planet-destroyers. (1000-2000 crew.)
There are also different types of weapons, suited to different roles.
Laser/Ion-based Projection Weapons are used for anti-armor roles, mounted on heavier vehicles and Hovercraft.
Gauss/Ballistic weapons are used for anti-infantry and minor anti-armor roles. Used with Hovercraft and most vehicles. Small arms fit under this role.
Missile-based weapon systems, are usually mounted on Hovercraft or long-range artillery. Is great against anything, depending on warhead.
I will add more information to the list as the game goes on, making it easier to touch up on the basics, for newcomers to get involved, and base the game off a solid tactical groundwork.
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Now that I'm done talking out of my ass, to all the old-comers, welcome back to the reboot of YOAIMC, (You own an interstellar mercenary company,) and to newcomers, welcome to the crew.
I abandoned the old thread, because I felt it was not based on any groundwork at all, and it became confusing at times for me. I've decided that while a good story is nice, I can't continue one for long without some groundwork, and since this is a game, with you controlling it, I need to set a few rules for myself to follow.
This takes place two years after the initial installment, and if you are too lazy to read the introduction, Highlanders have survived a mass wave from the Kapell empire. You are a Highlander Mercenary, in charge of a company of Mercenaries, to go kick some ass.
Oorah?
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The Highlanders hold you in high regard, and have allowed you to make a choice on where to deploy your company. They are making a heavy push into Sol territory, but are also making various advances into Kapellan territory.
Attacking Kapellan territory will not be nearly as dangerous, but not nearly as rewarding. Attacking the Sol territory with the invasion fleet will definitely be dangerous, but more rewarding, also.