PMC Indentured

Sold to Surikov.

Born anywhere a bad ledger gets a body attached: a Hive stack, a colony outpost, a Rim slum. Press-ganged or contractually transferred into Surikov Dynamics' private army -- the debt they (or their family) couldn't pay written down as a rifle and a tour. They wear Surikov kit, fight House wars, and run the deniable jobs the Legion won't. Surviving a contract might buy down the debt; most don't survive. The leash is Surikov's contract officer; the debt is a number on a Surikov chip under the skin. They leave by contract end, by Deserter's bullet, or by being declared spent.

Rules Reference

FieldValue
Archetype Combinations / AcademicBad fit. Surikov training is operational, not scholarly.
Archetype Combinations / ChaplainBad fit. Chaplaincy is licensed; the indentured don't get licensed.
Archetype Combinations / FaceAwkward fit. PMC politeness is a brief.
Archetype Combinations / OfficerAwkward fit. Indentured don't commission; they get promoted to senior grunt.
Archetype Combinations / OperativeGood fit. PMC dirty work overlaps Operative ground.
Archetype Combinations / PsionBad fit. Surikov sells psions to the Navigator pool, not to the line.
Archetype Combinations / SawbonesWorkable fit. Surikov field-medic training is short, brutal, and effective.
Archetype Combinations / ScoutWorkable fit. Field survival is real, if brutal.
Archetype Combinations / SoldierNatural fit. Indentured soldiery is the Soldier's harshest school.
Background Trait / CauseBecause Surikov buys bodies by the pound and pays in years.
Background Trait / NameSurikov Ledger
Background Trait / TriggerPassive; equipment bonus and one structural debt.
Birthplacecore-rim-border
Pipelinepmc-indentured-surikov
Starting Kadiss Tier1
Starting Rek100
Verse AnchorPMC Indentured

Notes

Background Trait / Effect: +2 bonus to attack rolls and morale saves while serving a Surikov contract (the kit is issued, the squad is real, the muscle-memory holds). The character carries a Surikov contract chip; the GM tracks a Debt Counter (start 0). Each completed mission the GM adds 1; each failed mission the GM adds 2. When the counter reaches 8 the character is free; until then any attempt to leave a Surikov deployment without authorisation is a hostile act and the GM reroutes the plot accordingly. The character is flagged in House ledgers as a known associate of whichever Surikov division last held the contract.

Social Hook: The indentured knows what it is to be booked as capital equipment. They have a number, a contract, and a tour they didn't sign. They can strip a rifle blindfolded, march for three days on paste, and tell which House commissioned the last firefight from the calibre of the dead. They owe Surikov years, and Surikov has a long memory for deserters.

Starting Gear: Surikov-issued rifle (ITEM-PLASMA-CARBINE Corp-marked, no serial, no licence), Combat knife (ITEM-MILITARY-KNIFE), Surikov flak vest (no name; unit-tag), Two reloads, Rek chip with starting balance of 100 (most of it garnished for kit), Surikov contract chip (subdermal, behind the ear; carries the ledger), Field rations (three days, Surikov-brand paste), A single personal item (one heirloom the press-gangers let them keep; -1 Disadvantage to Persuasion if used as collateral)

Trained Skills

SkillRanksNote
Athletics2Surikov basic; harder than Legion, shorter on polish.
Intimidation2PMC work is the threat behind the threat.
Survival2Asset-protection and riot work across biomes.