Rogue Trader: Pride and Profit
The Black Lancers are a comparatively new mercenary force emerging in the Koronus Expanse. The company was originally founded around one hundred years ago by Colonel Johann Harkness of the Imperial Guard from the scattered remnants of dozens of Guard division survivors returning from dozens of conflicts in the Expanse. These survivors were trapped in the Expanse, either due to limited resources and movements of the Imperial Navy or because of callous local governors and Rogue Traders who simply abandoned the soldiers following failed or costly endeavors. Colonel Harkness gathered the troops and organized them into a fighting force for hire, utilizing Guard doctrine and practices from the Imperialis Tactica as a basis for training and structure.
The Lancers’ numbers have swelled in that last couple decades as operations in the Expanse has increased. Harkness continues to administrate the company, doling out contracts to Rogue Traders, merchant houses, and the Imperial Navy. The Lancers have a reputation for professionalism and loyalty to their employers, provided the employer treats the unit with respect. Having been left behind before, the Black Lancers are not forgiving of employers who treat them like meat for the grinder, to be discarded when the work is done. However, employers who treat the Black Lancers as the professionals they are have a formidable force at their disposal. The Lancers pride themselves on their coolness under fire as well as their versatility. They claim to be able to operate in any environment (though their training focusing on planet-side operations) to accomplish any objective.
The D’Stayn Dynasty has hired a full division of the Black Lancers. These men and women are an experienced and well-trained infantry force with a good range of skills as well as quality equipment. The 6000 man strong division is led by Commander Telemachus Montrose, a rigid, serious man of middle years who considers discipline and routine extremely important. Commander Monstrose reports directly to Eurydice as Master of Arms. (Eurydice in turn reports directly to Tryft as First Officer.)
The Black Lancers tend to organize themselves into 10-man squads, including a sergeant and two support personnel. One support trooper is usually a trained medic and technician carrying the squad’s medi-kit and auspex, plus any mission-specific gear. The second support trooper typically carries a heavy weapon of some sort to handle hard targets or groups of enemies.The Lancers don’t have established heavy weapon or specialist squads, preferring to spread the expertise around to all squads, though they will organize specialist teams on a mission-to-mission basis.
The Black Lancers also have a fleet of durable all-terrain ground vehicles for transporting their troops. Each ground transport can handle 2-3 squads. The division also has a few aerial units for moving troops but generally they depend on their employer to move them to where they are needed.
TYPICAL BLACK LANCER MERCENARY
|WS 35||BS 40||S 40||T 40||Ag 38||Int 30||Per 40||WP 38||Fel 30|
Skills: Awareness (Per), Carouse (T), Ciphers (War Cant) (Int), Climb (S), Common Lore (Imperium, War) (Int), Demolition (Int), Dodge (Ag), Drive (Ground Vehicle) (Ag), Interrogation (WP), Navigation (Surface) (Int), Secret Tongue (Military) (Int), Silent Move (Ag), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S). Support personnel will also be trained in Medicae (Int) and/or Tech-Use (Int). Sergeants and officers will have Command (Fel). Higher officers typically also have Barter (Fel) and Deceive (Fel).
Talents: Basic Weapon Training (Bolt, Flame, Las, Launcher, SP), Disarm, Double Team, Light Sleeper, Melee Weapon Training (Chain, Primitive, Shock), Nerves of Steel, Pistol Weapon Training (Bolt, Las, Launcher, SP), Rapid Reload, Resistance (Fear), Takedown, Thrown Weapon Training (Primitive). Heavy support personnel will also have Heavy Weapon Training (Launcher, SP).
Armour: Enforcer light carapace (AP 5 all locations)
Select one Basic weapon from the following:
- Hellgun with red-dot laser sight (110m; S/3/-; 1d10 +4 E; Pen 7; Clip 40; Reload 2 Full)
- Las Carbine (75m; S/2/-; 1d10+3 E; Pen 0; Clip 60; Reload Half; Reliable)
- Auto Carbine (100m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full)
- Combat Shotgun (30m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Scatter)
Select one Pistol weapon from the following:
- Hellpistol (35m; S/2/-; 1d10+4 E; Pen 7; Clip 30; Reload 2 Full)
- Autopistol (30m; S/-/6; 1d10+2 I; Pen 0; Clip 18; Reload Full)
- Hand Cannon (35m; S/-/-; 1d10+4 I; Pen 2; Clip 5; Reload 2 Full)
Select one Melee weapon from the following:
- Mono-Great-Axe (2d10 R; Pen 2; Unbalanced)
- Mono-Sword (1d10 R; Pen 2; Balanced)
- Chain Sword (1d10+2 R; Pen 2; Tearing, Balanced)
- Shock Maul (1d10 I; Pen 0; Shocking)
Three (3) Grenades from the following:
- Frag (SBx3m; S/-/-; 2d10 X; Pen 0; Blast 3)
- Krak (SBx3m; S/-/-; 2d10+4 X; Pen 6; Concussive 0)
- Blind (SBx3m; S/-/-; Smoke)
One member of each squad is armed with one of the following:
- Assault Stubber (Heavy; 100m;
//8; 1d10+4 I; Pen 3; Clip 75; Reload 2 Full)
- Flamer (Basic; 20m; S/-/-; 1d10+4 E; Pen 2; Clip 6; Reload 2 Full; Flame, Spray)
- Grenade Launcher (Heavy; 60m; S/-/-; damage per grenade; Clip 6; Reload 2 Full)
- Missile Launcher (Heavy; 50-300m; S/-/-; damage per missile; Clip 1; Reload Full)
Gear: Uniform, encrypted micro-bead, respirator, photo-visor, 3 spare clips for Basic weapon, 2 spare clips for Pistol weapon. One member of each squad will also carry a medi-kit and an auspex.