The current iteration of this campaign begins with the formation of the Hexare Grenadiers at the conclusion of Operation: Sovereign Justice and the initiation of Operation: Thunderstrike with the Hexare Grenadiers contracting with the Capellan Confederation. The Hexare Grenadiers is actually a mercenary regimental structure comprised of individual mercenary outfits that banded together under one banner to secure favorable contract terms given to larger units over those given to smaller units. The Hexare Grenadiers are comprised of the following merc units:
Warlock Fusiliers
Lord of the Night
Shengli Armed Asset Protection
Piotrowski's Predators
Bethlan's Irregulars
Tako Nu
Sendo Tenshi
Without going into the extreme details of our campaign management system, we are using a homebrewed rule set that streamlines campaign management but aggregating a lot of things together. First off, we use economic points (EP) as our currency. Roughly, 1 EP translates into 1 ton of materiale. This is not always the case, as there are considerations for using lower tech, level 1 units, ICE engine vehicles, etc, but for the most part the EP to ton ratio is a 1 for 1 basis.
Initial unit construction has you starting with 275 EPs. All units have an upkeep that aggregates pilot wage, tech wages, general maintenance and overhead. Each mission is worth ~80 EP, with more intense missions being worth more. Based on our current contract, we typically have first dibs on salvage in which we were the sole source of completing the mission. If the CCAF is involved, they typically get the first pick.
Other interesting things of note, new green pilots (5/6) cost 5 EP and have cheaper upkeep as you build them up. Additionally, you can spend 50 EP and get a randomly determined unit (we seen Commandos and Atlases) with a regular pilot (4/5) but has increased upkeep costs.
Replacements cost their EP in tonnage, typically. Repairs are typically free, you just need to repair the critted items. We use the standard charts in StratOps for this.
Upon becoming house sponsored mercenaries, we get all ammo free of charge and have available CCAF tech, including stealth armor, plasma weaponry, and some of the other typical trappings of the CapCon house troops. They are eager to supply us with expensive tech to get their money back and improve our chances of completing missions for them.
I'm sure, MadCap will probably highlight some of the more specific inquiries, but I think I've summarized the most basic principles by which we are managing the campaign.