Crimson Lancers

From Drew's Battletech Wiki
Crimson Lancer's Unit Logo

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 Dropship (the Red Bishop) and Leopard CV Dropship (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 (the Black Knight and the White Knight)
  • Added another Invader Jumpship (the Black Queen)
  • Added a Condor Dropship (the Red Rook)
  • 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 (plus a Security Company) with accompanying transport/support vehicles
  • 1 Monolith Jumpship (the Checkmate)
    • Not involved in operations
    • Held in reserve for severe emergencies (see the Checkmate Protocol)
  • 1 Star Lord Jumpship (name TBD)
  • 1 Scout Jumpship (name TBD)
  • 3 Invader Jumpships (the Red Queen, the White Queen, and the Black Queen)
  • 3 Overlord Dropships (the Red King, the White King, and the Black King)
  • 2 Union Dropships (the Red Knight and the Black Knight)
  • 1 Leopard Dropship (the White Knight)
  • 2 Leopard CV Dropships (the White Bishop and the Red Bishop)
  • 2 Condor Dropships (the Red Rook and the White Rook)
  • 4 Jumpship Defense Lances of fighters
  • 1 Merchant Jumpship (the Black Rook)
  • 1 Fortress Dropship (the Black Bishop)
  • 4 S-7A Buses (1 each per Jumpship)
  • 3 Avenger Dropships (the Ivory Knight, the Ivory Bishop, and the Ivory Rook)
  • 5 Achilles Dropships (the Crimson King, the Crimson Queen, the Crimson Knight, the Crimson Bishop, and the Crimson Rook)
    • 3 Are stationed with the Monolith at all times.
  • Mechs, fighters, infantry, and vehicles use bleeding-edge Star League/3050 technology - all custom designed and manufactured

Unit Breakdown

Battlemechs
  • Unit Command Company
    • Command Lance
    • Strike Lance
    • Support Lance
  • Security Lance
  • 1st Independent Battlemech Company - "The Crimson Raiders"
    • Command Lance
    • Strike Lance
    • Support Lance
  • 1st Independent Armour Company
    • 1st Armour Lance - "Red Armour Lance"
    • 2nd Armour Lance - "Black Armour Lance"
    • 3rd Armour Lance - "White Armour Lance"
  • 1st Battlemech Regiment - "Red Regiment"
    • 1st Battlemech Battalion - "Red Battalion"
      • Command Lance
      • Strike Company
        • Command Lance
        • Strike Lance
        • Support Lance
      • Recon Company
        • Command Lance
        • Recon Lance
        • Support Lance
      • Support Company
        • Command Lance
        • Strike Lance
        • Support Lance
    • 2nd Battlemech Battalion - "Black Battalion"
      • Command Lance
      • Strike Company
        • Command Lance
        • Strike Lance
        • Support Lance
      • Recon Company
        • Command Lance
        • Recon Lance
        • Support Lance
      • Support Company
        • Command Lance
        • Strike Lance
        • Support Lance
    • 3rd Battlemech Battalion - "White Battalion"
      • Command Lance
      • Strike Company
        • Command Lance
        • Strike Lance
        • Support Lance
      • Recon Company
        • Command Lance
        • Recon Lance
        • Support Lance
      • Support Company
        • Command Lance
        • Strike Lance
        • Support Lance
Aerospace Fighters
  • 1st Aero Wing
    • Command Lance
    • 1st Jumpship Defense Squadron
      • 1st Jumpship Defense Lance
      • 2nd Jumpship Defense Lance
      • 3rd Jumpship Defense Lance
      • 4th Jumpship Defense Lance
    • 1st Recon Squadron
      • 1st Recon Lance
      • 2nd Recon Lance
      • 3rd Recon Lance
    • 1st Interceptor Flight
      • 1st Interceptor Squadron
        • 1st Interceptor Lance
        • 2nd Interceptor Lance
        • 3rd Interceptor Lance
      • 2nd Interceptor Squadron
        • 1st Interceptor Lance
        • 2nd Interceptor Lance
        • 3rd Interceptor Lance
      • 3rd Interceptor Squadron
        • 1st Interceptor Lance
        • 2nd Interceptor Lance
        • 3rd Interceptor Lance
    • 1st Support Flight
      • 1st Support Squadron
        • 1st Support Lance
        • 2nd Support Lance
        • 3rd Support Lance
      • 2nd Support Squadron
        • 1st Support Lance
        • 2nd Support Lance
        • 3rd Support Lance
Infantry

(Does Not Include Permanently Assigned Infantry on Dropships and Jumpships)

  • 1st Security Company
    • 1st Platoon
      • Howler Transport Hover Armour
      • Coyote Support Hover Armour
    • 2nd Platoon
      • Howler Transport Hover Armour
      • Coyote Support Hover Armour
    • 3rd Platoon
      • Howler Transport Hover Armour
      • Coyote Support Hover Armour
    • 4th Platoon
      • Howler Transport Hover Armour
      • Coyote Support Hover Armour
  • 1st Infantry Battalion
    • Recon Company
      • 1st Platoon
        • Dragonfly Transport VTOL
        • Dirk Support VTOL
      • 2nd Platoon
        • Dragonfly Transport VTOL
        • Dirk Support VTOL
      • 3rd Platoon
        • Dragonfly Transport VTOL
        • Dirk Support VTOL
    • Strike Company
      • 1st Platoon
        • Howler Transport Hover Armour
        • Coyote Support Hover Armour
      • 2nd Platoon
        • Howler Transport Hover Armour
        • Coyote Support Hover Armour
      • 3rd Platoon
        • Howler Transport Hover Armour
        • Coyote Support Hover Armour
    • Support Company
      • 1st Platoon
        • Howler Transport Hover Armour
        • Coyote Support Hover Armour
      • 2nd Platoon
        • Howler Transport Hover Armour
        • Coyote Support Hover Armour
      • 3rd Platoon
        • Howler Transport Hover Armour
        • Coyote Support Hover Armour
    • Infiltration Company
      • 1st Platoon
        • Dragonfly Transport VTOL
        • Dirk Support VTOL
      • 2nd Platoon
        • Dragonfly Transport VTOL
        • Dirk Support VTOL
      • 3rd Platoon
        • Dragonfly Transport VTOL
        • Dirk Support VTOL
Jumpships
  • 3 Invaders
    • 5 Officers + 2 on planet-side rotation
    • 14 Enlisted + 5 on planet-side rotation
    • 9 Gunners + 3 on planet-side rotation
    • 10 Medical Personnel + 4 on planet-side rotation
    • 3 Kitchen Personnel + 1 on planet-side rotation
    • 1 HPG Communications Specialist + 1 on planet-side rotation
    • 2 Small Craft Pilots + 1 on planet-side rotation
    • 2 Small Craft Technicians + 1 on planet-side rotation
    • 14 Marines + 5 on planet-side rotation
    • Space for 20 Passengers
  • 1 Merchant
    • 4 Officers + 2 on planet-side rotation
    • 12 Enlisted + 4 on planet-side rotation
    • 9 Gunners + 3 on planet-side rotation
    • 10 Medical Personnel + 4 on planet-side rotation
    • 3 Kitchen Personnel + 1 on planet-side rotation
    • 1 HPG Communications Specialist + 1 on planet-side rotation
    • 2 Small Craft Pilots + 1 on planet-side rotation
    • 2 Small Craft Technicians + 1 on planet-side rotation
    • 14 Marines + 5 on planet-side rotation
    • Space for 20 Passengers
Dropships
  • 3 Overlords
    • 3 Officers
    • 7 Enlisted
    • 7 Gunners
    • Space for 2 Passengers
    • Space for 6 Infantry Platoons
  • 2 Unions
    • 3 Officers
    • 5 Enlisted
    • 6 Gunners
    • Space for 2 Passengers
    • Space for 4 Infantry Platoons
  • 1 Leopard
    • 2 Officers
    • 5 Enlisted
    • 4 Gunners
  • 2 Leopard CVs
    • 2 Officers
    • 5 Enlisted
    • 4 Gunners
  • 2 Condors
    • 2 Officers
    • 5 Enlisted
    • 5 Gunners
    • Space for 12 Infantry Platoons
    • Space for 20 Light Vehicles
    • Space for 10 Passengers
  • 1 Fortress
    • 3 Officers
    • 6 Enlisted
    • 8 Gunners
    • 7 Marines
    • Space for 4 Infantry Platoons
    • Space for 12 Heavy Vehicles
    • Space for 4 Passengers
Other Personnel
  • 1034 Techs (1 Tech per Aerospace/Small Craft/Battlemech Bay plus 30 "Platoons" of general techs - does not include permanently assigned techs on Jumpships or Dropships)
  • 56 Medical Personnel (2 "Platoons" - does not include permanently assigned medical personnel on Jumpships or Dropships)
  • 56 Non-Combat Engineering Personnel (2 "Platoons")
    • 8 Construction/Engineering Vehicles
  • 84 Support/Clerical Personnel (3 "Platoons" - does not include any personnel permanently assigned to Jumpships or Dropships)
  • 28 "Other" personnel - Trainees/Spare Pilots/etc... (1 "Platoon" - does not include any personnel permanently assigned to Jumpships or Dropships)
  • 80 Light Vehicle Personnel
  • 48 Heavy Vehicle Personnel

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. Optional padded flak vests are 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

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:
  • 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 while not under contract, 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