Crimson Lancers
The Crimson Lancers are an Inner Sphere-based mercenary unit operated by the 2nd Royal Special Assault Brigade's Intelligence Division in conjunction with the 3rd Dark Horse Regiment. The primary purpose of the unit is to gather intelligence on the various Inner Sphere realms. Their secondary purpose is to support (or perform) intelligence operations as required and to assess the status of any remaining Star League facilities.
The unit has been operational in the Inner Sphere since 2932 and has worked for the Lyran Commonwealth, the Draconis Combine, the Free Worlds League, the Magistracy of Canopus, as well as a large number of local world governments. The unit is currently the majority share-holder (51%) of a boron mine on Novo Tressida, within the Magistracy. The mine is a joint venture between the Canopian government and the unit, who procured the equipment necessary to mine and process the Boron.
The unit also acts as a part-time military consultant for the Magistracy providing advice on how to structure various planetary defenses. The Canopian government sees this relationship as mutually beneficial to both parties. The Lancers and Canopians are both able to share in the mine's profits while the unit benefits from a defensively stronger Canopian military, which in turn provides stability, which itself can increase the mine's profits (or at least decrease any chance of disruption).
The unit's logo is a crimson shield with the silhouette of a charging knight armed with a lance.
Early History
The Crimson Lancers began their existence as a mercenary unit on the planet Galaetea VI on February 22nd, 2932. A seemingly battered Union Dropship detached from a commercial transport at the Galatea system's Zenith Jump Point and began the journey to the planet known as the Mercenary's Star. Once on Galaetea, the unknown unit spread word that they were looking for work as a quick raiding force and advertised themselves as a company-sized unit consisting of mainly medium and heavy Battlemechs as well as a single lance of heavy aerospace fighters.
- First hired by Free Worlds League for raids on Lyran Commonwealth
- Feigned weak negotiations with the League in order to secure contract
- Raids were completely successful
- Returned to Galetea after completion of 24-month contract
- Hired by Lyran Commonwealth for raids on Draconis Combine
- Contract contained "buyout" exit clause
- Contract also contained full salvage rights
- Contracts always contain clauses granting the unit complete operational independence
- Contracts contain "buyout" exit clauses
- Most contracts are for short-term operations
- Contracts contain clauses requiring disclosure of full mission details if unit is being used in a diversionary capacity
- Contracts contain very specific supply and provisioning requirements to stop "company store" syndrome.
Unit Development
- 2nd RSAB command needed "boots on the ground" to surreptitiously search for Start League facilities and equipment, as well as to gain live intelligence
- 2nd RSAB intelligence operations to date had focussed on tapping/intercepting HPG signals and passive SIGINT
- Decision was made to set up a covert but passive intelligence network
- The need for active assets became readily apparent
- Passive intelligence could not accurately gather much of the "soft" information required (morale, personality conflicts, etc...)
- High command also felt the need to actually battle test troops in order to improve training programs
- 2nd RSAB also relied on HGP relays that were unknown to Com Star and were originally set up to capture and mirror all HPG traffic on a shadow network. Automated relay stations were placed in systems that were uninhabitable, usually around gas giants. 2nd RSAB has maintained and enhanced all parts of the shadow network.
- Unit generates revenue through investments aided by information from intelligence network
Unit Composition
2932 to 2997
1 Company (Elite/Fanatical)
- 1 Aerospace Fighter Lance
- 1 Battlemech Company
- 1 Jump Laser Platoon (4 squads)
- 1 Foot Laser Platoon (4 squads)
- 1 Union Dropship
Crimson Lancers Composition from 2932 through to 2297 - Main Page
2997 to 3030
1 Company (Elite Fanatical)
- 6 Aerospace Fighter Lances
- 1 Over-strength Battlemech Company (4 Lances)
- 1 Jump-Laser Platoon (4 squads)
- 1 Foot-Laser Platoon (4 squads)
- 1 Invader Jumpship
- 1 Leopard Dropship
- 1 Leopard CV Dropship
- 1 Union Dropship
Crimson Lancers Composition from 2297 through to 3030 - Main Page
3030 to 3050
1 Battalion (Elite/Fanatical)
- 9 Aerospace Fighter Lances
- 1 over-strength Battlemech Battalion
- 3 Battlemech Companies
- 1 Battlemech Lance
- 1 Jump-Laser Infantry Company
- 3 Platoons with 4 squads apiece
- 1 Foot-Laser Infantry Company
- 3 Platoons with 4 squads apiece
- 1 VTOL Company
- 1 Armour Company
- 2 Invader Jumpships
- 3 Union Dropships
- 1 Leopard Dropship
- 1 Leopard CV Dropship
- 1 Condor Dropship
Crimson Lancers Composition from 3030 through to 3050 - Main Page
3050 to ...
1 Regiment (Elite/Fanatical)
- 23 Aerospace Fighter Lances
- 1 over-strength Battlemech Regiment
- 1 Battlemech Lance
- 2 Battlemech Companies
- 3 Battlemech Battalions
- 1 Battlemech Lance
- 3 Battlemech Companies
- 1 Independent Foot-Laser Company
- 1 Foot-Laser Infantry Company
- 1 over-strength Infantry Battalion
- 2 Jump-Laser Infantry Companies
- 3 Platoons with 4 squads apiece
- 2 Foot-Laser Infantry Companies
- 3 Platoons with 4 squads apiece
- 2 Jump-Laser Infantry Companies
- 1 over-strength VTOL Battalion
- 4 VTOL Companies
- 1 over-strength Armour Battalion
- 4 Armour Companies
- 3 over-strength Armour Companies
- 4 Armour Lances apiece
- 1 Monolith Jumpship
- 1 Star Lord Jumpship
- 3 Invader Jumpships
- 3 Merchant Jumpship
- 3 Scout Jumpship
- 3 Overlord Dropships
- 2 Union Dropships
- 2 Leopard Dropships
- 2 Leopard CV Dropships
- 2 Condor Dropships
- 1 Fortress Dropship
- 3 Avenger Dropships
- 5 Achilles Dropships
- 2 Mule Dropships
- 2 Buccaneer Dropships
Crimson Lancers Composition from 3050 Onwards - Main Page
Miscellaneous
Uniforms
- Duty uniforms are standard combat fatigues (full-length pants, full-length jacket, undershirt), with camouflage and colouring appropriate to the current environment. Duty uniforms have a light neo-kevlar weave meant to stop minor shrapnel and shield from heat. Optional padded flak vests and helmets are available. Boots are laced and mid-calf in height, we substantial support and neo-kevlar reinforcement including a hardened toe cap and shank in the sole.
- Mechwarriors and pilots make use of hybrid neurohelmets and coolant suits that have nearly the capabilities of Star League systems while appearing more like more contemporary designs (greater bulk, less advanced materials).
- Aerospace pilots wear flak suit that is self-sealing for minor punctures.
- For combat, infantry have body armour as well as sneak suits available, all bleeding-edge design within the time period they are operating in
- Dropship/Jumpship crews have day-to-day uniforms much like regular fatigues but tailored more for shipboard operations; during combat situations, crews wear suits that can be sealed against vacuum, using gloves and a helmet. Not ideal for prolonged exposure but useful in case of a hull breach.
- Rank is subtly displayed on the collar
- For non-combat situations, berets or caps are worn that contain a small communications headset that can be hidden away
- Unit has dress uniforms - long-sleeved black knee-length artificial artificial leather coat with an extensive neo-kevlar weave; knee high black artificial leather boots with extensive neo-kevlar weave and strong support; crimson shirt shirt with a standing collar and matt black buttons; black vest with a subtle black unit logo embroidered on the right breast; black pants tucked into the boots; black leather belt with a matt black unit logo buckle. Ornamental rank insignias are worn on the collar of the shirt.
- Day-to-day uniforms prioritize function over form
Colour Scheme
While the unit's colours are crimson and black, the unit does not have a standard livery for any of its units. 'Mechs, fighters, and vehicles are painted in whatever colour scheme is required for the mission at hand. In fact, the unit's insignia is frequently not displayed.
Sub Unit Identification
- Lances are identified by function/purpose, i.e.: Recon Lance, Command Lance, Assault Lance, Strike Lance, etc...
- Companies are identified by function/purpose, i.e.: Command Company, Assault Company, etc...
- Battalions are identified by number, i.e.: 1st Battalion, 2nd Battalion, etc...
- Regiments are identified by number, i.e.: 1st Regiment, 2nd Regiment, etc...
- Squads are identified by number, i.e.: 1st Squad, 2nd Squad, etc...
- Platoons are identified by number and type, i.e.: 1st Jump Platoon, 2nd Motorized Platoon
- Aerospace lances identified by number and function/purpose, i.e.: 1st Recon Aero Lance, 2nd Jumpship Defense Lance
- Aerospace companies (squadrons) are identified by number, i.e.: 1st Squadron, 2nd Squadron
- Focus is on everyone identifying themselves as Crimson Lancers first and foremost rather than a member of a specific sub unit
Contracts
- Unit will generally only accept short-term contracts
- Unit generally refuses defensive duties and any form of garrison duties
- Contracts stipulate that if the unit is to be used in any kind of diversionary action that they be provided full details of the whole mission, even if it is a front-wide operation
- All contracts have a buy-out clause
- Most contracts stipulate that the unit cannot be used to attack a system they were previously stationed in for a period of 24 months
- Contracts with supply provisions stipulate that supplies must be delivered up front prior to unit action
- All contracts state that in joint operations, the unit commander is to be designated as the senior captain/major/colonel in the operation with regards to the employer's other units
Supply Lines
- Unit is kept stocked up by 2nd RSAB using a supply run every 4-6 years from within the Magistracy of Canopus by:
- 3 Merchant Jumpships (the Queen's Side Castle, the King's Side Castle, the En Passant) supported by
- 2 Mammoth Dropships (the Grey King and the Grey Queen)
- 2 Buccaneer Dropships (the Grey Bishop and the Grey Knight)
- 2 Mule Dropships (the Grey Rook and the Grey Pawn)
- 3 Merchant Jumpships (the Queen's Side Castle, the King's Side Castle, the En Passant) supported by
- The use of common and civilian designs was intended to not arouse suspicion or attention and generally leaves from Novo Tressida purporting to be carrying boron from the system.
Checkmate Protocol
- For critical emergencies only
- "Illegal Move" - potential infiltration
- "Resignation" - Recall order from 2nd RSAB
- "Broken Board" - Sneak attack, betrayal by their employer, or other serious emergency
- Calls in the Monolith to help with evacuation
- Immediately triggers the buyout clause of the current contract(s)
- Any non-Lancer must lay down their arms and allow safe passage immediately
- Much like the Wolf's Dragoons emergency protocol, "Condition Feral"