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 Galetea on February 22nd, 2932. A seemingly battered Union Dropship detached from a commercial transport at and began the journey to the planet known as the Mercenary's Star. Once on Galetea, 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 Union Dropship (the Red Knight)
- 1 Air Lance
- 2 Stuka Aerospace Fighters
- 1 Command Lance
- Victor
- Grashopper
- Catapult
- Griffin
- 1 Assault Lance
- Awesome
- Battlemaster
- Marauder
- Grashopper
- 1 Strike Lance
- 2 Griffins
- 2 Phoenix Hawks
- 2 Infantry Platoons
- 4 squads of Jump Laser (Anti-Mech) Infantry
- 4 squads of Foot Laser (Special Forces) Infantry
- Almost all Mechs heavily modified and designed to look in poor repair when in fact, they were in perfect operational condition
- All Mechs used period-specific technology, with the exception of CASE, specially modified to be part of the ammunition feed system. Survivability of the Mechs outweighed the risk of discovery
- Union Dropship is designed to appear to be battered and in poor repair from outside appearances.
- Infantry assigned to Dropship security and/or specific missions. Rarely used as part of general unit combat operations
2997 to 3030
- Became an over-strength Company
- Stukas modified
- "Acquired" an Invader Jumpship (the Red Queen)
- Added a Leopard (the Red Bishop) and Leopard CV (the Black Bishop)
- Added 4 additional air lances of Medium and Heavy fighters
- Added 1 Recon Lance
- 2 Locusts
- 2 Spiders
3030 to 3050
- Became an over-strength Batallion
- 3 Battlemech companies (each with an Aerospace Lance) plus one independent strike lance with an accompanying Aerospace Lance
- 2 Jumpship-Defense Aerospace Lances
- Added 2 Union Dropships
- Added another Invader Jumpship Jumpship
- Added a Condor Dropship
- Increased infantry complement to 6 platoons with associated transport/support vehicles.
3050 to ...
- Up to over-strength regiment
- 3 over-strength battlemech battalions
- 1 over-strength infantry baltallion (9 platoons plus a Security Company) with accompanying transport/support vehicles
- 3 Invader Jumpships
- 3 Overlord Dropships
- 1 Union Dropship
- 1 Leopard Dropship
- 2 Leopard CV Dropships
- 2 Condor Dropships
- Mechs, fighters, infantry, and vehicles use bleeding-edge Star League/3050 technology - all custom designed and manufactured
Miscellaneous
Uniforms
- Uniforms are standard combat fatigues, with camouflage suited to the current environment. Uniforms have a light kevlar weave meant to stop minor shrapnel and shield from heat. Padded flak vest is optional but available
- 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 black (with crimson highlights) artificial leather coat (long sleeved) with extensive kevlar weave; knee high black leather boots (again, with extensive kevlar weave and strong support) - crimson highlights; crimson shirt collared shirt with black vest; ornamental rank insignias on collars. Subtle black embroidered logo on breast of coat and vest. Black pants; Any buttons are matte black. Gloves are also worn. Overall look is sleek and minimalist.
- 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 it's 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 Units
- 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