• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Caste of Assassins Mercenary Corp I

Chuck Anumia

SOC-14 1K
Marquis
When it absolutely positively has to be blown up overnight, call in the Merc’s.
Warhammer-13 DDG (TL13). 3000 tons. Armor-8. Jump-4. 4-G. 1240 tons fuel. Twin bridges & Model/7s. 50 double staterooms, 20 single Staterooms, 60 low berths. Two 100-ton missile bays, 10 triple turrets (8 x BBB, 2 x SSS). 200-ton capacity shuttlebay, 67 tons user-definable. Streamlined. 55 crew. In the baseline configuration can carry a 40-man platoon of ship's troops/marines; total life-support capacity is 120.

The ship has two 100-ton bays, ten hardpoints and ten tons allocated for fire control. Two 100-ton heavy missile bays and ten triple turrets are installed, eight with triple beam lasers (BBB) and two with triple sandcasters (SSS); 10 tons of sandcaster magazines holds 18 rounds per sandcaster. A dedicated shuttle bay houses up to 200 tons of ship's vehicles, plus 67 tons is available for cargo; the ship is streamlined.

We are mercenaries for hire. We have a motley crew of misfits, Imperium Navy and Army rejects and others who belong nowhere and have nowhere else to go. It is interesting how many times we have been accused of merely being a space faring Bordello. Just because our crew of 55 women and 40 men does not mean that all our ladies (as well as the men) sell their bodies at every port we dock at. Sure some do to make some bonus cash. Well, maybe more than some but still. That is no reason to slight the entire crew. We are a professional team of soldiers for hire.

Our Motto is: “Friend or Foe, No Merc Gets Left Behind”

Mercenaries are used every day somewhere. We are used to protect the weak, free the oppressed, guard or acquire the valuable, rescue those held against their will and persuade those who disagree with our employer’s views to see things our way; all for a price, of course.
There are hundreds of mercenary units scattered across charted space. Some units have more history than others and there are units more specialized in what they do.

The Caste of Assassins Mercenary Corps is unique in many ways. We have our founding in the Solomani Rim on Terra before the Long Night. Our personnel come from all walks of life and are therefore able to blend in to any society or situation. We have the ability to impersonate any member of any society and their equipment within our areas of operation. We have the ability to negotiate and enforce, as a neutral party, contracts, cease fire agreements, truces and treaties.

All of our units have a unique cohesion due to our high Esprit de Corps; unlike other organizations which are just working for wages; our people have a reputation for success to uphold. Our units are able to adapt to situations faster than other organizations due to our high level of training and standard operating procedures that have been time tested.

Our units are all highly trained and motivated to accomplish our missions. Every member of the Caste of Assassins has been thoroughly screened and extensively trained to operate under the harshest conditions known to mankind. We have the equipment and training to operate in Zero G and toxic atmospheres. We have intelligence capabilities in every system of every sub sector in which we operate.

Because of our extensive resources we are able to provide many benefits to our employers. We have ground units ready to go from a fully equipped fire team size unit (two men and a Non-Commissioned Officer) to fully equipped Armies as large as regiment sized units made up of 3 brigades (5,000 men each) including full ground support with Armor, Cavalry, Artillery, MASH units (Mobile Armored Surgical Hospitals) and Supply companies.

We are also able to deploy completely manned Naval units from 100 ton scout craft to 150,000 ton Battle Tenders complete with Battle Riders equipped with the best weapons systems money can buy to provide the most Bang for your Credit. We have been used by the Imperial Navy when they did not want to be directly involved in a Naval operation. We can even assemble our Navel units into two comprehensive fleets able to perform blockade or assault missions as required. Note :( gathering our ships to perform fleet sized actions will require extra time for notifying all units. Please allow 12 weeks for each 44 ships required for each operation).

Our ground units do the bulk of the work we are given and have been highly successful in guarding nobles, diplomats, corporate executives, and even military leaders (who did not exactly “trust” their own men).

We have toppled dictators, religious fanatics and other speakers of dissention. We have protected high level personnel, their families and shipments of precious cargo across worlds and star systems. We have acquired information and certain items of value from those who were unwilling to sell for the price our employers were offering them. We have helped survey and map out distant planets even under extreme circumstances. We have successfully raised up and put down rebellions on several worlds for members of the Imperial Moot and various corporations. We have been used as “cadre” for training and equipping local militias and armies to defend themselves. We have provided military grade equipment to several worlds, corporations and individuals (for use in their own protection, of course) that they were unable to purchase for themselves. We have provided medical hospitals for those who had none of their own and even provided medical and supply companies during natural disasters. Some of our members have permanent tickets as elite troops for governments and corporations on several worlds. We have successfully operated as impersonators for high public officials and corporate executives wishing to remain anonymous while they performed other actions. We have sought out, infiltrated, sent false information to and destroyed numerous terrorist and insurgent cells while performing counter intelligence operations. We have also been hired to extract payments for protective services from rather unwilling merchants and corporations.

Our naval forces have successfully operated as an interdictory force against Aslans, Vargers, rebels and pirates in several systems over many centuries. We have also successfully delayed the appearance of Imperial navy ships. We have clandestinely sought out and captured pirate ships, bases and stolen cargos. We have provided and broken through blockade operations for several systems. We have disrupted the shipping of our employer’s competitors (while liberating ships and cargo for our employer or ourselves, depending on how our contracts read) as well as providing Logistical support and secure transportation services. We have been engaged in Close Orbital support of other military operations as well as System Defense Boat operations and training.

When you need any of these services or others not mentioned here, consider calling the nearest Caste of Assassins Mercenary Corps station in your sub sector. We will get the job done right the first time.

The awards and bonuses for the Caste of Assassins Mercenary Corp are legendary as well as generous. Many of our members have multiple awards and some (those under mental evaluation due to over eagerness) have sought out the most dangerous contracts to volunteer for with the hopes of getting wounded while performing a heroic act in order to double dip from the bonus pool.

The reason that the HUF award (Heroism Under Fire) is limited to a maximum of 2 during each contract is that if it was only one people would only do daring things to earn the award once then sit back and watch the action for the rest of the ticket. The reason it is not 3 or more is that we do not want people going kill crazy and trying to do the entire job by themselves and get themselves killed in the process. The first award of the HUF is normally acknowledged to those who deserve it by the entire unit in the engagement. Trying to gain the second is harder as either the CO or Senior NCO will rarely agree on the circumstances required by the assassin member to earn it.

The WDC (Wounded During Combat Medal - pronounced “Woo-dick” by assassin members) is easier (if more painful) to earn than the HUF and may be earned multiple times during a contract.

b) HUF. The medal for Heroism Under Fire.
1) This award is given to Caste of Assassins members who risk their lives to save the lives or property of the Caste of Assassins Mercenary Corps while being fired upon during a mission.
2) The member who is to awarded this medal must have demonstrated unselfish and fearless conduct by risking his life while protecting members of the Corps or Corps property during a firefight with opposing forces while on a mission.
3) The member awarded this medal is eligible for a cash bonus of up to 1 months pay and up to 1 months paid leave.
4) The cash bonus and leave award is to be determined by the member’s unit commander and senior Non-Commissioned Officer.
5) This medal may not be awarded more than twice for each action under fire.

c) WDC. The Wounded During Combat medal.
1) This medal is awarded to any Caste of Assassins Member who receives a wound (that is treated by a person with a minimum of medic skill 1) while under fire from opposing forces during a mission.
2) The award of the medal is to be determined by the member’s unit commander and senior Non-Commissioned Officer and medic.
3) This award may only be earned once for each wound received and treated as per c) #1 during a contract.
4) The member receiving this medal is eligible for a cash bonus rated in various amounts based on the severity of the wound (s).
5) The minimum amount will be 10 CR. Up to a maximum of 50,000 CR. (For the loss of a limb, even if the limb is later regenerated) for the accumulation of all awards of this medal during one contract.
 
Mercenary TO & E

Caste of Assassins Mercenary Corps Personnel Ranking
President of the Caste of Assassins Mercenary Corps. Commander In Chief.
Vice President of the Caste of Assassins Mercenary Corps. Commander of Operations.
Secretary of the Caste of Assassins Mercenary Corps. Chief Financial Officer.

Commissioned Officer Ranks (General Grade)
General 5. General of all armed forces of the Caste of Assassins Mercenary Corps.
General 4. General of a Sector.
General 3. General of a Sub Sector.
General 2. General of a System.
General 1. General of a Division.

Commissioned Officer Ranks (Naval Grade)
Admiral 4. Admiral of the Naval forces of the Caste of Assassins Mercenary Corps.
Admiral 3. Admiral of a Sector.
Admiral 2. Admiral of a Sub Sector.
Admiral 1. Admiral of a wing of the Naval Forces of the Caste of Assassins Mercenary Corps.

Commissioned Officer Ranks (Tactical Grade)
06-Colonel, Commander of a Brigade or Wing of the Naval Forces of the Caste of Assassins Mercenary Corps
05-Leutienant Colonel, Commander of a Battalion or Squadron
04-Major, Executive Officer (Battalion, Brigade or Squadron)
03-Captain, Commander of a Company
02-1st Lieutenant, Company Executive Officer
01-2nd Lieutenant, Commander of a Platoon

Warrant Commissioned Officer Ranks (Specialists who Directly Represent the President)
W5-Chief Warrant Officer, Commander of Intelligence, Tactical Air Wing, Maintenance & Logistics.
W4-Chief Warrant Officer, Executive Commander under a W5. (Negotiations team leader)
W3-Chief Warrant Officer, Assistant Commander under a W4.
W2-Chief Warrant Officer, Supply Officer (and other Jobs as assigned) at Battalion level.
W1-Warrant Officer, Assistant Supply Officer (and other Jobs as assigned) at Battalion Level.

Non-Commissioned Officer Ranks
E9-Sergeant Major of the Caste of Assassins Mercenary Corps
E8-Master Sergeant, (Assigned to administrative and tactical leadership duties throughout the Corps from Company level to Sector Headquarters level)
E7-Gunnery Sergeant, (Assigned to tactical leadership and administrative duties from platoon level to Sector Headquarters level)
E6-Staff Sergeant, Leader of a Section or Squad at platoon level.
E5-Sergeant, Leader of a squad or Fire Team at platoon level
E-4 Corporal, Leader of a Fire Team

Enlisted Ranks
E3-Lance Corporal, Leader of a fire team or Heavy weapons specialist.
E2-Private First Class, Fire Team member and or vehicle operator.
E1-Recruit Private, Fire Team member or Ammo Carrier.

Referencing Page 20 of Book 4, Mercenary, which I quoted above, I think it's assumed that the patron does pay "plus expenses" unless otherwise stated in the ticket. In this case, the word "expenses" refers specifically to maintenance costs. I think it would be up to the referee whether or not "maintenance" also covers battle damage. Personally, I would say it does. In any case, we don't even learn what "maintenance costs" are until Striker is published, where it's described on pages 34 and 35 of Book 2.

Note that "expenses" most definitely does not refer to either salaries or initial equipment procurement. These are defined within the tickets themselves. For example, Adventure 7 offers a 2 million dollar ticket with the added bonus of double salaries. Nor does "expenses" cover transport for the mercenaries...again this is defined within the ticket itself, an example being Book 4's Commando Ticket.

Another interesting aspect to the "Remuneration" section on LBB 4 that I quoted is that the 60,000 credit figure is based on the number of platoons...not the number of mercenaries. So one way for a Merc company to pad its bid is to have "understrength" platoons. Book 4 assumes a platoon strength of 50 men. But you can get away with a minimum Platoon strength consisting of three eight-man squads and a senior NCO, 25 men total. Each eight-man squad needs to consist, at minimum, of 6 Privates (300 cr and 1 share each), one Corporal (450 cr and 3 shares each), and one Sergeant (550 cr and 4 shares each). The minimum payroll for a squad, then, is 2800 credits per month. The minimum payroll for a platoon is three times that (8400 credits) plus the salary of the Leading Sergeant (700 credits and 5 shares) for 9,100 credits total salary . Accepting a ticket offering 60,000 credits gives the above unit 50,900 credits in profit per month, half of which is divided into 44 shares and distributed as follows:
1 Share = 578 CR.
Privates: 878/month total
Corporals: 2,185/month total
Sergeants: 2,863/month total
Lead. Sergeant: 3,592/month total

Compared to a more "typical" 39-man platoon, which would consist of three 12-man squads, each squad consisting of 9 privates, 1 Corporal, 1 Lance Sergeant, and 1 Sergeant, and then an HQ Section consisting of a First Lieutenant, Gunner Sergeant, and Lance Corporal. Total salary for this platoon is 8,100 (Privates) plus 800 (Lance Corporals) plus 1,650 (Sergeants) plus 1,650 (Lance Sergeants) plus 600 (Gunnery Sergeant) plus 1200 (First Lieutenant) for a total monthly payroll of 13,700 credits, leaving 46,300 credits in profits. Half of that is divided into 58 shares and distributed as follows:
1 share = 399 CR
Privates: 699/month total salary and bonus
Lance Corporal:1,198
Corporals: 1,647
Lance Sergeants: 2,146
Sergeants: 2,146
Gunnery Sergeant: 2,695
1st Lieutenant:3,594

In all cases, recruits are actually encouraged to accept a lower rank and fill out a smaller platoon because they will make more money in the first scenario than the second. Even a former Marine First Lieutenant will make more per month by taking a position as a Leading Sergeant on a merc ticket instead.

Now, looking at the "small platoon" described above, after salaries and shares the Merc Company has 25,450 Credits to spend on equipment. And it has 25 men to equip. That's roughly 1,000 credits per man, and certainly not enough to purchase anything even remotely high-tech. I'd probably purchase the following:

Standard Troopers (4 per Squad, 12 Total):
Cloth Armor 250 (worn default)
Ablat Armor 75 (worn circumstantially)
Assault Rifle 200
--2 Clips 40
Snub Pistol 150
--2 Clips 20
Total Cost=735Crx12=8,820

Asst Gunner (1 per Squad, 3 Total):
Cloth Armor 250 (worn default)
Ablat Armor 75 (worn circumstantially)
RAM GL 400
--3 HEAP 150
--3 HE 150
Snub Pistol 150
--2 Clips 20
Total Cost=1,195x3=3,585

Heavy Gunner (1 per Squad, 3 Total):
Cloth Armor 250 (worn default)
Ablat Armor 75 (worn circumstantially)
Light Assault Gun 600
--2 Clips DS 40
--2 Clips HE 40
--2 Clips Fl 40
Snub Pistol 150
--2 Clips 20
Total Cost=1,215x3=3,645

Team Leaders (2 per Squad plus Leading Sergeant, 7 Total):
Cloth Armor 250 (worn default)
Ablat Armor 75 (worn circumstantially)
Submachinegun 500
--2 Clips 40
Snub Pistol 150
--2 Clips 20
Total Cost=1,035x7=7,245

Total Cost of Equipment=23,295Cr
Total Profit from 1 Month Ticket=2,155Cr
Tech Level of Platoon=~8

It's not until the second month of the ticket that this Merc Platoon becomes very profitable.

The the following is a tentative TO&E for Solomani Confederation Marines (SCM) in ship-troop assignment; they are characterized by (relatively) small forces dependent on a Navy ship for transportation, long-term logistics and artillery support. Rapid-deployment assault forces (which I'll detail later on) operate in larger units, incorporate vehicles other than Naval small craft, and are dependent on Naval ships for logistics.

This TO&E assumes the following:
1) A uniform TL14 for all SCM forces; unlike the Massed Solomani Armies, the Marines are a unified force of relatively small size operated by the central Confederacy government, and thus equipped based on the central government’s TL which is TL14.
2) No Battledresses are used for most Marine forces (as hinted by the AM6 CharGen tables), probably due to expense; therefore, PGMP-14s are used as squad-level support weapons rather than the Battledress-only FGMP-14s.

A Note to Striker Players: Assume that SCM is a Picked force; aside from Commandoes and SolSec troops, the Marines are the Confederacy's best, and are highly-motivated, well-trained and extremely loyal to the Solomani Cause.

Personal Equipment: Unless otherwise noted, Solomani Marines wear Combat Armor and are armed with Gauss Rifles. The Combat Armor's helmet incorporate switchable IR/LI vision enhancement; the Combat Armor also incorporates a long-range communicator (500gr at TL14). Each Marine carries 5 RAM grenades (launched from the Gauss Rifle's underbarrel launcher) and 5 spare magazines for the Gauss Rifle. A Combat Knife (treat as Blade) is also carried. Heavy Weapon Specialists carry a Gauss Pistol as their sidearm along with their Heavy Weapon.

Rifle Fireteam: 4 Riflemen, one of whom is the Team Leader (Corporal); the rest are Privates.

Plasma Fireteam: 4 Marines: 1 Team Leader (Corporal), 1 Plasma Gunner (Private First Class) and 2 Assistant Plasma Gunners (Privates).

Combat Engineering Team: 4 Marines: 1 Team Leader (Sergeant) and 3 Engineers (Corporals).

Squad: 12 Marines: 2 Rifle Fireteams and 1 Plasma Fireteam; the leader of one of the Rifle Fireteams serves as the Squad Leader.

Section: 25 Marines: 2 Squads plus a Section Leader (Sergeant). A Section is usually carried by a 50-ton Dropship (manned by two Naval personnel).

Platoon: 54 Marines: 2 Sections plus a 4-men Command Team composed of the Platoon Leader (Second Lieutenant), the Platoon Senior NCO (Staff Sergeant), an Intel/Comm Specialist (Sergeant) and a Medic (Sergeant).

Company: 278 men (277 Marines and one Sailor): 5 Platoons, plus a 4-men Combat Engineering Team and a 4-men Command Team composed of a Company CO (Captain), Company Senior NCO (Sergeant First Class), Intelligence Officer (First Lieutenant) and an attached Naval Liaison/Ortillery Coordinator (Ensign).
 
Back
Top