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Unread 6 Oct 2003, 18:44   #1
No Dachi
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Join Date: Sep 2001
Location: Word
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Mercenaries: Dark Void

Mercenaries: Dark Void
The long-awaited re-make of Marines: Battalion Commander is (finally) here. As I mentioned some point in the distant past, it is not set in the Marines universe, but in a new one. It does, however, revolve around the same idea that M: BC did.

The Setting
The year is 2145. A century has passed since the fall of the nations of Earth in the ill-named Final War. Twenty years before this war began on the 26th of November 2043, the first of mankind left their home planet of Earth to begin life on the new colony of Mars. Just ten years before the war began, the first Lymann's Drive allowed a small, unmanned probe to visit the nearby star system of Alpha Centauri. This Probe heralded the start of mankind's Golden Age of Expansion, which lasted untill the outbreak of the War, and saw countless probes being sent out to map the area of the galaxy surrounding our solar system. Planetary systems were discovered and mapped, and before long planets were found that would be capable, with perhaps a slight alteration to climate or atmosphere, of habitation by human settlers. Plans were made to send colonists to these planets to begin new life beyond Earth, beyond Sol, among the stars. Unfortunatly, the War interrupted these plans.

Two years later and half the population of Earth was dead. Vast areas of the planet had been left barren by nuclear, chemical and biological weaponry. At the Dubai Conference, the leaders of the remnants of the once-superpowers agree to incorporate themselves into a single super-state in an effort to prevent any wars on this catastrophic scale from occurring again. Conversely, this super-state spent the next two decades forcefully annexing the nations that refused to be a part of it. However, by 2065 Earth was under the complete and total control of the Council, an assembly of twenty three elected individuals who governed the world. It became obvious to this Council that, despite the recent decimation of the population, within another few decades Earth would become disastrously overpopulated. The Council turned its eyes to the stars, and to the abandoned projects of the Old Nations. In just a few short years, vast orbital platforms were built, and there old starships were cannabalised and new ones built, ships designed for the purpose of spreading mankind's seed among the heavens.

Years later, and there are hundreds of colonised worlds. Resources gleaned from the first colonies, and a boom in human population, have spawned inhabited planets. All are under the control of the Council of Earth, but as the Outer Colonies move further and further away from the homeworld, it has become increasingly difficult for Earth to maintain control, and, more importantly, law. Piracy, something not seen on a major scale since the 1700s, has become rife among the lawless outer limits of humanity. Numerous planets have attempted to break free from Earth in open revolt, and although several have succeeded, many more have been brutally surpressed. Due to Earth's seeming inability to keep the pirates at bay, many planets now have their own 'Planetary Militia', private armies of colonial citizens to keep the peace and protect their planet. Although no open wars have been fought between colonies, skirmishes between militia have been reported, though hushed up by Earth, and it can only be a matter of time before Planetary Militiaman is pitted against Planetary Militiaman in battle.

Meanwhile, another lost line of work has returned to the forefront of civilisation. Mercenaries. Hired guns who fight for whoever is paying them. With the law of Earth growing weaker by the day, there is no shortage of job oppurtunities. Many of the colonies are experiencing rebellions or even civil war on their own planets, and Earth has not the resources to resolve these conflicts. And so it is that young men and women seeking fame and glory as mercenaries go to fight and die among the dark void of space.

Starting Players
There is no upper limit to the number of troops that you employ in your Company. However, bearing in mind that you will probably want decent equipment for them all, you should probably limit yourself to about 20 to start with.

Players start with 100,000 C. How you came by this money is up to you. You could have stolen it, been given it by a wealthy friend or taken it out on loan. Whatever, it will have little effect on the future events that unfold.

You have to spend this on several things. Firstly, you have to hire individual soldiers. Bear in mind that you don't just want 20 Regulars. A number of Officers and Non-Commisioned Officers are also needed to keep organisation up. You'll also need to equip yourself and all of the soldiers with weaponry. If you plan to travel within the not-so-distant future, you'll also need a Ship. You'll be able to choose from one of three start locations where you'll have ample oppurtunity to fight, so this isn't strictly necesarry.However, it could give you an early advantage over the others in the form of a wider range of missions. Other optional extras include a Quartermaster (who will sometimes be able to get hold of equipment for a lower price and will also lower the cost of your Company's monthly upkeep) and a Medic (who can patch up injuries and suchlike). Your character counts as an Officer of all kinds, and can equip any form of weaponry (but not specialised equipment of the kind fbelonging to Engineers, etc).

The price lists are long and, I should think, bewildering. If you want pointers on how to equip your Company (don't all get ultra-1337 black ops squads, by the way), then ask me. If you really can't be bothered, present me with a few guidelines and I'll assemble a Company for you.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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