index
int64 0
56.6k
| thread_id
int64 0
1.54k
| message_id
int64 0
752
| author_id
int64 0
2.81k
| author_num_posts
int64 2
36k
| message
stringlengths 0
134k
| character
stringlengths 0
110k
|
---|---|---|---|---|---|---|
47,502 | 1,291 | 9 | 134 | 1,308 | Inquisitor Icarus was quite aware of her retinues presence, though she had knelt below the large holographic projector in the middle of the room to tamper with its internal wiring. In fact, she was ensuring that it could handle what she was about to make it do. After rising to her feet, she straitened her armor and then introduced herself properly. “Morning everyone, I am Inquisitor Icarus of the Ordo Hetericus, hailing from the Orion system in the north eastern section of the Milky Way. I would like to thank each and every one of you for your attendance on this highly imperative mission. I have faith that working together, we will root out the chaos forces from the system and return it to its former glory in the name of the emperor. Now, everyone relax and wait a moment while I engage the holographic projector.”
Reaching to the side of the projector, that was more of a large table in the middle of the room, Icarus flipped a switch and the room was suddenly filled with a massive interactive, highly detailed hologram of the Erathellian Solar System. “This is the Erathellian Solar System. There are eleven planets within the system, each planet is classified with its own world type ranging from a single command world to a luxurious pleasure world.”
Reaching up with her left hand, Icarus pointed at the large planet that looked a lot like earth, it was the third planet from the sun and was apparently very important. “This is Sovereign, a command planet for the whole system. That means it has a mix of a number of other planet types built upon its surface. These can range from forge, armory, hive and so on. This will be our first stop in the system, and where we will be spending most of our time. There have been reports of chaos cults forming upon the planet. We have reason to believe that such a cult may have infiltrated the planet's infrastructure, which will have grave consequences ranging far beyond the system if they are not rooted out and eliminated immediately.”
As she pointed at the planet, a small window appeared next to it, showing the planet's information and history. “We have little under twenty-four hours before we arrive at Erathell. Once we arrive at our destination, we will take a shuttle from my cruiser and land at my personal docking port within the temple district, by Celestian Andromedai's request. From there, we will be shuttled to a safe house I have requested for all of us. That is all the information I have to give for the moment, you are all dismissed to do as you see fit until our arrival. Feel free to ask any questions you may have and I shall do my best to answer them.” | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,503 | 1,291 | 10 | 1,991 | 4,769 | “Hmhm…” Vala made a sound, turning halfway to face the frankly a lot taller woman. She expected Adrianne to be taller considering the sensations when her back bumped into the psyker, but she was a lot taller than she expected.” I grew up on pirate ships, outlaw ships, merc ships and all manners of illegal stations. Having someone in your blind spot at those places never means good. Growing up there, conditioned me with desire to shoot whenever someone is staying right behind me, it’s nothing personal.” She explained.
“Well in matter of fact I’ve indeed never been at congregation. Once more, on the fridges of Imperium space and at the dark corners of the space where mercs and pirates live, faith isn’t exactly a thing that exist, be it to the god Emperor even. As the inquisitor should be aware, considering the ‘debriefing’ I was given when imperium forces rescued me from my assault boat after the infidel incident.” She stated, making a cringing expression for a moment. Man it still hurt just thinking about the ‘debriefing’. Hell they made her retell her entire life story… multiple times to make sure she wasn’t lying or being a chaos agent in disguise.
After that, Vala turned back to inquisitor Icarus as the woman began to speak. Well it wasn’t anything out of the ordinary really. Chaos cults and infestations, just the usual from what Vala have been hearing stories ever since she was old enough to remember.
“I have a question, inquisitor. Are the locals aware of our imminent arrival or is this still completely a black ops for now?” She asked.” Also before I forget, I’m in need of some more parts for my new project. To whom should I address a requisition order? I've nearly completed it, but it remains unoperational until I get those parts...”
Vala’s newest project was going to be grand once it was completed. A new rifle just for her, it had it’s drawbacks, but the potential her weapon showed so far was outclassing it’s negatives. | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,504 | 1,291 | 11 | 1,990 | 2,102 | Adrianne derived a certain degree of amusement from the reactions of the rest of the room, in particular that of the guardsman.
Although he had raised his weapon against her, even if only for a moment, Adrianne had felt no real danger about the circumstance. None of her powers had warned her about any potential danger, and even if she had been wrong, her Refractor field could have easily dealt with a lucky shot... or two!
"Very well, little Pirate Princess, I won't pry anymore unnecessarily." Adrianne said with a smirk as she tilted her head, looking down at the shorter woman as she gently petted the top of her red hair.
Turning to the rather anxious looking guardsman at last, Adrianne would toss a friendly smile over his way.
"She is right, you know, my fellow psyker. I don't bite people... " She answered with a light tone, leaning her head ever so slightly.
"Provided I don't through some foul fate end up as a many-mouthed-warp-horror."
Adrianne said with a joking tone, letting her violet eyes rest at the guardsman for a moment.
Even though she was standing towards the back of the room, it was easy to see the rest of the retinue present. One benefit of being as tall as she was, she could almost always look over the heads of the rest even when in the crowdiest of crowds.
Her only real enemy were low placed doorframes...
Turning towards the Inquisitor whom had finally finished her little mission briefing, Adrianne remove her hand from Vala before the woman could get the chance to get violent, raising it slightly(though the raise was totally unnecessary given her being the tallest member of the room).
"What do we actually know about these cults, Miss Inquisitor? Are there many sporadic ones, are they unified or only one?" She asked as she looked down towards the Inquisitor.
"And perhaps too, do we know what accursed idol these heretics have thrown their lot in with?" | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,505 | 1,291 | 12 | 729 | 2,152 | It seemed he was the only one to react poorly to the abrupt arrival of the teleporting psyker, and was alerted to the minor fact that there were, indeed, two psykers with them. Ansgar suppressed the urge to sigh, unconsciously reinforcing the mental barriers that had kept him sane on the daemon planet. They were equal parts his own survival necessities and indoctrination by the Inquisitorial forces after the campaign after his purity tests and checks were complete, to ensure no outside force could simply read his mind and learn of things better not known to other people. It made reading him a far more involved process, since the Inquisition had made sure that one couldn't simply glean details of their deepest secrets idly from a Guardsman at some point. It made things fuzzy, at times, especially those last few weeks of the campaign when most of the Death Korp presence was dead or wished they were, and he was more exposed to things that most Guard would never desire or dream for.
Still, having someone a good foot taller than him wielding dangerous, unstable powers from the Warp did not settle terribly well with Ansgar. Even if she jested about perils such as daemonic possession and mutation, which got no overt response. Ever thankful for the mask that so defined his people, the Krieger instead returned the Hellgun to its place on his back, leaning on the wall in the closest thing he could get to a relaxed stance. He did give the freakishly tall psyker a response, looking towards the Inquisitor as he spoke before the brief started. "Well, rest assured, should you become some many mouthed abomination of warp twisted horror, I will be there to put you out of your misery." It was a rather casual response to her joke, and for all appearances, completely serious. If he were a Death Korp Quartermaster, well, it would have been completely literal. Rather, he would merely put her out of her misery should the warp lash back against her.
The brief was short and, unsurprisingly, not terribly informative. Controlling world of the system, chaos cults infesting, all the problems that usually lead to the Guard being sent to put the world down and back into the embrace of the Imperium. So, instead of storming into a figurative or literal hell and putting the enemies of Man to the torch, he was going in before they could rise up. And still putting them to the torch. Well, he could certainly get behind that. Made him miss the heavy flamer from his Engineer days, really, that thing cleaned up messes, daemonic and mortal, right quick. A fond smile formed under the impressionless gasmask, briefly as it existed, before it faded again. Thing was also heavy as hell and made one a target for sharpshooters fancying their chances at a rather explosive shot at a squad. Rather, he only really had one question. "So, how loud are we going? I'm not much one for subtle movements, really." | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,506 | 1,291 | 13 | 1,587 | 2,247 | Maria immediately loosened her posture, going from a rigid salute to almost slouching against the wall of the room, folding her arms in front of her chest and fading into the background as the Inquisitor began speaking.
She didn’t know why the Inquisitor felt the need to explain what a Command World was to her, or a pleasure world for that matter. Did she think they were all a group of inexperienced recruits who’d never been off world before? The Krieger’s jumpiness certainly didn’t help matters. She was sure he had over three hundred confirmed kills of heretics and traitors and graduated near the top of his class in the Schola Progenium in order to become a Grenadier, and so on and so forth, but his jittery reaction to the other Psyker, whose name escaped her at the moment, didn’t bode well.
Perhaps she’d have to burn him before he decided to kill her? It wasn’t a pleasant line of thought, and she turned her attention back to the Inquisitor, and immediately felt a sense of foreboding at the mention of the Adepta Sororitas. She hadn’t met them yet, and in all honesty had no desire to. They were not an organization known for such silly things as “reason” or “not shooting first and then realizing you’re not a heretic until later”, though she took some comfort from the protection of being part of an Inquisitorial retinue.
Sighing internally, she tuned out the banter that erupted from her present company, instead turning her thoughts to just what they would be tasked with exterminating as a part of this retinue. Probably some generic cult or somesuch - she’d seen enough over the years to know what was liable to pop up. Miraculously, the Inquisition hadn’t decided to execute her because of potential corruption or even mind wipe her, and as such she had some inkling of what they would be in for. Probably some Slaaneshi or Tzeentchian cult, if she had to guess. In the latter case, likely deeply entrenched into the command structure of the world, and in the former, probably a gaggle of rich hedonists living with harems of sex slaves.
The Krieger raised a question, with a predictable addendum at the end. It came as no surprise that the drone from Krieg would favor a more direct approach to things - evidently he had little inkling of how to do things that weren’t frontal assaults.
“If I had to guess,” she began, raising an eyebrow at the man, “we shall begin by digging fortifications all around key command points of the planet, with lots of heavy artillery and human wave attacks. All five of us! Then, once we’ve breached the outer walls, I’m sure your bayonet will do very well for that, we shall begin more wave assaults against isolated pockets of resistance. Once every single person who isn’t wearing a gas mask or a fancy hat has been brutally murdered or taken prisoner to be brutally murdered later by an assortment of Hospitaller Sororitas once they’ve coughed up all they know, sorry mercenary” she inclined her head towards Vala in a mock display of apology, “then we can go and dig more fortifications!”
She beamed brightly at him, doffing her hat with grandiose melodrama. “No, I’m sure you’ll get to poke somebody with a pointy object sooner or later, but we’re going there to investigate, which would imply subtlety.” She paused, “Granted, I too am partial to setting things on fire.” Raising a hand, Maria smiled innocently as a ball of warpfire manifested in it before vanishing.
Turning to the Inquisitor, she raised a question of her own. “Lady Inquisitor, if I may ask, would it be too much of me to ask about reading material? Commissars are not generally known for being bookish types, and I’ve been wanting something a bit more engaging to read than the Uplifting Primer for some time now. Does this vessel, or the safehouse we will be living in, have a library I might access? I would like to further my knowledge of the Warp with something other than self-teaching, for obvious reasons.” | Name: Maria Selkirk
Maria stands at about 178 centimeters at full height, sporting a heavily built, strong body that readily shows her years of experience in the field. Much of her body has some sort of scar or nick to show, with some even showing ugly burns. Despite years of war she has seen throughought her life, she has snowy white hair of surprising softness, sharply contrasting the lava red eyes she has inexplicably had since birth.
Age: 29
Sex: Female
Personality: Will mostly be shown IC, but… Maria is intelligent, snarky, and decidedly irreverent behind the backs of authority figures. How she came from the strict world of Praetoria is a true mystery, as her complete indifference to things like uniformity and compliance (when she can get away with it) is completely uncharacteristic of the world. But by the same token, she shows an innate intelligence and awareness of her surroundings. Perhaps she can’t build a plasma gun from spare parts or debate complex arcane specifics with a seasoned scholar, but she can piece together seemingly unrelated pieces of information and find a pattern hidden within, or decipher the mad ravings of a guardsman stricken to lunacy by Chaotic sights.
Former Occupation: Personal bodyguard for a Commissar.
Psyker Powers: Maria boasts incredibly potent pyromantic abilities, having awakened them in the heat of battle. While not the stuff of legends, her skill at the offensive discipline is not to be underestimated, under pain of an excruciating and fiery demise.
Equipment:
Custom Made Bolt Revolver: This potent weapon originally belonged to another - a Commissar. Specifically, the Commissar who she guarded for years on end. A powerful hand cannon of fearsome size, sound, and effect, the weapon was scratch built for the Commissar, firing full sized bolts out of a barrel considerably longer and heavier than a normal bolt pistol’s, mitigating the recoil significantly - despite this, it has a sophisticated system of sliding counterweights that fire at the same time as the gun, adding their own mass to counteract the recoil of the weapon. These, coupled with the muzzle break at the front, make it a surprisingly easy weapon to fire. Upon the Commissar’s death, ownership of the weapon passed to her by virtue of being the closest one to the man to grab it from him. She has continued to use it to this day. Due to being a revolver, the capacity is limited to six rounds, but by the same token the far less complicated mechanism makes the weapon almost preternaturally reliable when coupled with its superior worksmanship.
Customized Mordian Uniform: Beginning its life as her standard issue Mordian Iron Guard uniform, Maria received the set upon her joining of the Guard. It has since then seen many alterations, chiefly the removal of the surrounding fabric, stripping the uniform down to the resilient carapace armor contained within, which she continues to wear to this day, albeit with the occasional addition after a good find on the battlefield. While her alterations to it are primarily cosmetic - covering the edges to prevent anything snagging, she has managed to modify the hat suffiently to meet her personal aesthetic preferences, turning the headgear into a jaunty tricorn with a single white feather stuck in the top.
Coat and hat: Maria’s coat serves little practical purpose save some warmth and as a good covering to keep dust out. Her extended tenure as a Commissar’s personal bodyguard let her feather her nest a little with a few aesthetic frivolities - mainly in the form of the coat she wears at all time. Constructed of an unknown but incredibly sturdy fabric, the coat has lasted her for many years, and will surely last many more.
Notable Deeds:
Hailing from the world of Mordian, Maria was raised amid the same wretched conditions as the other members of the world. The hardship of her early life tempered her against the horrors of the greater galaxy, like all of her fellows hailing from the world. At the age of seventeen she made her way into the Imperial Guard, reasoning that a quick death in service of the Emperor beat a slow and roughly as painful one within the hives. Over the years she saw many engagements, miraculously not dying, even if she’s had more than her share of close calls.
”You’re a Psyker, Maria.”
Maria first awakened her psychic abilities in a routine operation against the gangs that infested every corner of Mordian. While truly keeping them in check or wiping them out was a dream that could only be born of huffing fermented grox manure for a few days, it was important that they keep them from completely overrunning certain parts of the world - such as one of the major military depots.
The standard Mordian tactic of lining up in thick rows and concentrating fire on the enemies certainly had an effect, but the surrounding gangs had joined forces - after all, having military grade gear in their arsenal would dramatically boost their standing. Outnumbered by surprisingly well armed gangs, the Guard soon found their ammunition on hand running dry, their nimble adversaries frustrating their attempts to burn their skulls out by dodging and weaving their ways closer, tossing crude grenades and even some genuine ones into their ranks, even some Kraks landed under the few armored vehicles on hand, knocking them out of commission for the time being. Backup, in the form of the rest of their regiment with accompanying armor in tow, was inbound but would take some time to arrive - this had, after all, originally been a simple policing action.
A grenade had blown open the ranks of men and women right next to her, tearing a bloody hole in their lines that their assailants suddenly rushed for, intending to exploit the sudden breach before the Guard could plug it, leaving only Maria and a machine gunner running low on ammunition and sporting a shattered leg to hold them off.
Maria quickly emptied the power cell on her las rifle, finding the other one empty too. Beside her, perched behind his weapon, the gunner quickly ran out of ammunition as well, scrambling to hurl grenades at the enemy, scavenging as many off the shattered bodies that surrounded them as he could, hurling them into the mass of onrushing bodies - but it wasn’t enough.
She had felt only rage at that point. While normally not a clean and polished yes-woman who delighted at the very thought of obeying orders, indeed she chafed under them for the most part, she still respected them. And the fact that she wouldn’t be able to do her job, was going to die right here, because of something as stupid as running out of ammunition angered her to no end.
Something had risen up in her then, and without even understanding what she was doing, she conjured forth great torrents of flame, dousing the emboldened gangers in a fire fueled by a potent mixture of unchecked rage and primal survival instinct.
When she came to, she found that she had fallen unconscious from the exertion, but the line had held, in no small part due to her sudden ability to conjure flame from nothing.
Waaagh! ‘Urtfist
After her sudden development of psychic abilities, Maria faced the prospect of potential execution, or transport to Terra as Emperor-food, but the Commissariat intervened, pulling her from the rank and file to serve as a bodyguard for the division’s Commissar. This roughly coincided with the decision of the brass to ship her and her division out to the frontline to replenish severely depleted and considerably poorer trained Guard formations defending against a recently emerged threat - a sizeable Ork Waaagh! bearing down on an agricultural system known as Effus. The Waaagh! struck first at the outer site of human inhabitation, a mostly barren world pockmarked by meteor impacts, the planet of Effus IV was soon to become a bloodbath of unimaginable proportions where almost the entire Waaagh! would be halted, at a great cost in lives and resources. One of two planets located within the habitable zone, there had been multiple attempts to convert it into an agricultural world like its sister planet, Effus III, but such efforts had stalled due to lack of resources and hostile local fauna.
The Waaagh! had its origins in the warboss of an originally small clan, who got it into his head to lead his forces against those of other nearby clans, managing to unite them despite his numerical inferiority. The scholars theorized he had an unusually large present in their bastard version of the Warp, drawing other Orks to his cause regardless of his actual physical capabilites - which were, admittedly, fearsome.
The initial forces sent to contain the Waaagh! were tragically underprepared, rapidly overrun by battle hungry Orks looking for a good fight. The Guard regiments had been sent in as more of a “trial by fire”, their commanders not fully comprehending the scale of the Waaagh! bearing down on the system. The forces of the 352nd Mordian Iron Guard were closest at hand and rapidly redeployed to counter the Waaagh!, sending out an urgent request for backup.
By the time they arrived, the Imperial forces were in utter rout, fleeing from the Orks in every which way, oftentimes abandoning their weapons and equipment to move faster.
The commander of the regiment was known as Nadia Parron, a woman stern and unrelenting even by Mordian standards, ordered her forces to deploy in the open in standard battle formation, issuing extra ammunition in anticipation of a protracted battle. To the fleeing Guardsmen she issued a general order: stand and fight, or be executed as traitors to the Imperium.
Most of them kept running right up until precise las fire drilled burning holes through their skulls.
Redeploying her armored units and support troops, Commander Parron advanced slowly, cautiously scouting ahead with aerial units and ground forces, keeping their lone cruiser within bombarding distance, knowing full well her lone force would be insufficient to hold off an entire Ork Waaagh! Her primary goal was to find a fortifiable position to hold off the Orks until reinforcements could arrive.
Eventually they found an ancient asteroid crater, miraculously still fairly intact, and immediately set about digging in. Normal doctrine would have had the Guard face the Orks in the open, but Commander Parron, while stern and unrelenting, was no fool.
The engagement began when a vanguard of greenskins advanced over the horizon, driving their primitive vehicles pell-mell for the Imperial line. Disciplined las fire lanced out from the Mordian troops, heavy armor adding its part too and inflicting grievous casualties on the approaching xenos.
Recon craft had estimated the strength of the advance force at about three thousand strong - no xenos made contact with the Guard’s line, though their crude weaponry had brought down a few comrades.
The real assault began at the planet’s version of high noon - a vertiable tidal wave of greenskins surged over the horizon and almost immediately, the Imperial artillery began to open up, plunging devastating shellfire into the hordes of xenos - but even as they inflicted grievous slaughter, as did the Ork weaponry begin to take its toll. Men and women began dropping left and right.
The enemy force broke upon the raised walls of the meteor crater and Imperial fortifications, greenskins attempting to climb towards the Guard forces only to be beaten back by disciplined las fire, or, in Maria’s case, furious blasts of warpfire. She honed her skill upon the throngs of bloodthirsty xenos, gleefully incinerating them en masse as they threw themselves even more energetically into the fray.
However, the position was untenable in the face of the sheer numbers and ferocity of the attack, and by the third day of the defense their numbers had dwindled severely.
Help came unexpectedly in the form of a strike cruiser bearing a full company of Astartes - Angels Encarmine, to be specific. The arrival of the Space Marines turned the tide momentarily in favor of the Imperial forces, allowing them to beat back the Ork assault long enough to fortify once more and await reinforcements.
Damn the torpedoes! And the Orks!
When reinforcements finally arrived in the form of several hastily assembled formations of Guardsmen from any nearby worlds, and of all walks of life, Commander Parron decided to gamble her forces on a single decisive assault to crush the momentarily stalled Waaagh! to prevent it gaining any further traction from greenskins elsewhere.
The operation was a bloodbath on both sides - the Mordian 352nd and the company of Astartes, as the only remotely experienced or even truly competent forces available, were chosen to form the speartip of this operation. Leading one of the assault companies was Commissar Basir and his bodyguard, Maria Maria Selkirk.
The Commissar was a rather aggressive one, even by their standards, and decided to lead his company, along with several others of the hastily formed recruit formations, in a headlong charge against a mid sized gargant. Maria, not wishing to be shot, said nothing but did her best to keep herself (and the Commissar) alive. She was doomed to failure on the latter however when, miraculously reaching the Gargant, with severely depleted numbers, the man charged headlong at it. At this point, her sense of self preservation overrode her devotion to her duty and she held back, eventually taking shelter behind a massive mound of bodies - greenskin and human alike - to hurl warpfire every which way.
What seemed like days later, but was likely only a couple hours, she came to coated in blood from head to toe and completely exhausted. All around her was utter devastation, the Gargant lay in smoldering ruins, telltale signs of a Leman Russ Annihilator having been in the vicinity, if the recently cooled molten metal was anything to go by.
She had staggered to her feet, incapable of generating another warp bolt if her life depended on it. Scavenging through the field of corpses, taking extra power packs and looking for a lasgun in reasonable condition, she came across the body of the commissar, and by extension, his custom made bolt revolver, which she quickly appropriated for her own personal use before staggering back to friendly lines where she collapsed almost immediately, |
47,507 | 1,291 | 14 | 134 | 1,308 | “We haven’t even begun the mission and the retinue is already giving each other trouble, this can only end flawlessly as the days progress.” Thought Inquisitor Icarus to herself before she raised a hand to silence her retinue. Once everyone had quieted down, she quickly went to work answering their questions in great detail.
“The locals are not currently aware of our imminent arrival, though that will change once they see an Inquisitorial Light Cruiser break orbit and dock at Sovereign. Word travels fast in this system but if you all keep to my orders, our activities upon these worlds will stay well hidden.” The Inquisitor motioned for Vala Sal Felere to stand by her side for a moment. She produced a data pad one a pocket on her armor and handed it to the mercenary. “Enter what supplies you need and I will have them delivered to you within the next half hour.”
Now, Inquisitor Icarus approached Adrianne Valenthin, looking the woman over for a moment before speaking. “The cultists are mostly Slannish but small groups of Nergal lairs have also been seen on more of the outer rim planets. They are all working together for one common goal, but said goal is still very much so unknown. If you joined me to kill the forces of chaos, you will have your fill over the next couple of months.”
“How loud are we going?” asked Inquisitor Icarus, “Well Ansgar Staudinger, it depends on what we find after our first recon assignments. I have no doubt thought that we will end up going plenty loud once the forces of chaos find out about our presence. In the meantime, just follow my orders to the letter and everything will work out fine.”
Inquisitor Icarus turned to face Maria now and addressed her by her full name before beginning to state her surprise. “I was honestly surprised to see you agree to partake in this mission after I informed you that Celestian Andromedai would be joining us. None the less, I am thankful that you decided to be part of my retinue. I am looking forward to seeing your unique Psyker abilities in use. Now to answer your question. Inside of your room next to the work bench that each of you have is a small computer that stores countless resources and information about anything and everything you desire. All of this information can be downloaded in a short amount of time by plugging your PDA into the computer and starting the archive download.”
As soon as Inquisitor Icarus stopped talking, the sound someone knocking upon the door to the meeting room could easily be heard. The door would suddenly open and in would step Ophelian Celestian Andromedai Morgenstern of the Order of the Argent Shroud. Gently but swiftly, she would move Adrianne who was blocking her way, then stepped forward to the Inquisitor. “Inquisitor Icarus…” Andromedai would speak in a heavy German accent. “The Gunship has been fully armed with custom weapons and custom armor as well. It is fully prepared and waiting to be deployed upon the heretics when the chance comes. All armor, weapons, gear, equipment, vehicles are ready for deployment as well.” Andromedai would glance around the room now at each member from behind her air-sealed helmet then back to Icarus. “This is our retinue then? I only know one of them.” She pointed at Adrianne for a moment then lowered her arm. “Psyker Adrainne, it is good to see you again, we keep ending up fighting along side each other these days, it seems. ” | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,508 | 1,291 | 15 | 1,990 | 2,102 | Adrianne visibly raised an eyebrow at the mention of Chaos and Slaaneshi forces working together.
"Really?"
To hear of those two widely different forces suddenly working together came as a surprise to the Psyker. Although she was not an expert of the subject, she having studied mostly the practical application of the warp back at her old academy as opposed to going deep into its lore, she was nonetheless taken aback by the idea that such wildly different elements of chaos could align themselves, even for a brief, temporary goal.
That the decadent, arrogant and extravagant followers of Slaanesh would ever even consider co-existence, let alone collaboration, with the filth-mongering and diseased slaves of Nurgle meant that things were either very desperate for them, or that a supremely powerful persona had taken charge of the chaos forces in the sector.
So lost was she in her inner monologue that she was again surprised when Andromedai suddenly adressed her.
“Psyker Adrainne, it is good to see you again, we keep ending up fighting along side each other these days, it seems. ”
"Well... I'm not sure if that's a good, or a bad sign!" Adrianne remarked, with a slightly joking tone as she smirked. Indeed, one could never be so sure when it came to any elements associated with the Ecclesiarchy. They had long since taken a cue from general politics when it came to veiled threats.
Looking down at the shorter woman as she spoke, Adrianne would eventually turn her head towards Andromedai.
"Inquisitor, if I may come with a suggestion." She remarked, slightly raising a hand - only to lower it was she remembered that the bridge of the cruiser was no schoolroom!
"Rather than wasting our time killing low-ranking chaos mooks, we should focus on the leadership." She said, taking a step forward, naturally pushing Vala out of the way, whilst also remaining careful as to not brush into Andromedai, lest the sister suddenly get a "Justification" for purging the entire ship for supposed heresy.
"The fact that the slaves of Slaanesh and Nurgle forces are working together means that there is a very strong leadertype for the chaos forces in this sector. I believe our chief goal should be to eliminate this figure, whoever... or whatever, it might be. By doing so, we will undo the at-best fragile cooperation between our enemies, and perhaps leave some of the job of killing them to each other."
Adrianne finished, a slight smirk on her lips.
Indeed, at times, Chaos was as much an enemy to itself as the Imperium ever could be. That was the downside of relying on an army of egocentric, overzealous psychopaths. The servants of different chaos gods almost hated each other as much as they did the Imperium, and sometimes, even more. If they could disrupt that cooperation, it meant that at worst, the enemy became much less coherent and effective, and at best, they might actually start killing each other! | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,509 | 1,291 | 16 | 729 | 2,152 | The other, not abruptly warping psyker went off on a considerable spiel about how the sterotypical approach to war, as per a Death Korp commander would see it, including copious amounts of fortifications, human wave assaults, with emphasis on their own lack of numbers for such an approach, mention of bayonets for breaching the fortifications, so on and so on. Ansgar had half a mind to simply tune the woman out, her sarcasm was ill needed really. But, he'd figured out a very simple way to handle this sort during interactions with other Regiments. Guarded by the eternally impassive, grim skulled mask of the Death Korp Grenadier, Ansgar hid a smirk at her reaction to their tactics. Fearlessness in the face of death was oft mistaken for a suicidal death wish. Atoning for the sins of their ancestors through the blood, sweat, and valor of the present was the duty of all men and women of Krieg, regardless of how they served. But, as she winded down, before the Inquisitor started, he offered a comment to indicate he was taking her completely and utterly serious, with a critical failure to notice the sarcasm laced speech.
"Considering the numerical situation, I would recommend sapping. Why bother breaching a wall when you can merely go under it? At worse, a wall with its foundation mined out isn't a wall at all. Besides, even if we we're to be breaching walls, there is always slightly more effective than chipping away at the foundation with bayonets. Entrenching tools are far better in comparison." Whether the shit eating grin was really under the mask, or could be merely imagined, was irrelevant. His attention turned to the Inquisitor as she began her brief, addressing his question with a more serious tone than the warp power show off of a psyker. That made two that flaunted their curse like a blessing. Her comment on following orders to the letter was easy, if something that might bite her in the ass if she wasn't careful. But she did get a response to her answer, brief and clipped as it was. "Understood ma'am."
No need for empty reassurances or false confidence. The arrival of an Adeptus Sororitas was a welcome thing, as far as the Krieger was concerned, despite the past history between the Sister and the warping Psyker. But what kept his attention was the disparity in Chaos cults working together. Typically, the hedonistic extremists and the stagnant followers of decay rarely got along and played nice. Not nearly as overt as the bloodthirsty ones and scheming sorcerers, but still, they were not fast friends by any stretch of the imagination. As much of a hellish nightmare that Thrasis I had been, experience on both it and Thrasis II had made it amply apparent that, true to its name, Chaos was indeed chaotic. Warbands often turned on each other as quickly as on their enemies for the sake of currying favor, as far as the interrogations had revealed. So, finding disparate elements cooperating was peculiar indeed. And, apparently, he was not the only one thinking along that vein of thought.
The warping psyker offered up a suggestion about removing the head and letting the body die, turning on itself in an accelerated process of self destruction. Taking off the head of a threat was smart, but that assumed two key things. One, there was just one leading body. Two, the targets most culpable were able to, indeed, be readily targeted. When hunting down the corrupt ruling council during the Thrasis campaign, many briefs had emphasized that, indeed, there was not any one single leader that would miraculously end the vicious heresy and corruption running rampant. But, it was hardly his business to worry that much about the plans. After all, the best laid plans often went to shit. So he kept his peace, despite the half of a thought to speak up, instead letting the supposed wiser heads and more powerful figures make their points and counter points. He would make note of the information, taking in as much of the brief and information presented as possible. He had preparation to do, considering they were supposed to at least make the attempt at an investigation before kicking in doors. Or whatever the Inquisition decided to do. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,510 | 1,291 | 17 | 1,991 | 4,769 | 'I will bloody kill this wench...' Vala thought, very irritated at Adrianne's attitude towards her. Her little jokes and pokes at the fact she was taller than her, just made her blood boil precisely the right amount. She had ways of dealing with such pests, she had done it in the past and sure enough this was just the next case of it. There was always the option to start the verbal war, but in the presence of an inquisitor, it just didn't seem like the best decision to start one hell of an argument.' It's alright... don't pop a nerve.. don't throw a shot.' She though, closing her eyes for a moment as she took a breath.
“Hmmm?” Vala made an innocent questioning sound as she went by the inquisitor and was given the pad to enter her requisition order. Her eyes opened wide and were basically sparkling like those of a child who just got herself the best present for her birthday. Immediately followed by a rather devilish grin as she started entering the things she needed.” 5 meters of high grade wires, graded for heavy loads... 4 high density lenses for highpower las cannons... ceramic plating... ten empty powercells... 10 charged ones... a box of small servomotors...3 more standard issue lasrifles...” She was just typing and typing, entering more and more items. Once those were in her possession, she'd be able to finish her newest weapon... once she had it... things were going to get interesting!
She didn't even notice when the Ophelian Celestian entered the room. So focused she was in getting all her things ordered. At least she was sure she didn't miss anything.”UGH!” Vala suddenly made a surprised, strained sound as she was pushed rudely away by Adrianne. She only now noticed the new presence in the room, but frankly this was it!
“Alright, you oversized pole dancer, what's your bloody problem? I've not caused you any harm or ill intent, so let's hear what's the problem and get it over with right now.” She called at Adrianne with very annoyed expression on her face. | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,511 | 1,291 | 18 | 1,990 | 2,102 | “Alright, you oversized pole dancer, what's your bloody problem?"
"What?!" Adrianne would turn around at the sudden, angry sound coming from somewhere around - only to realize that she had to lower her head and look down to notice the diminutive, red haired girl that had just called her out!
"I don't have a problem with you, you midget!" Adrianne pointed out, making a show to point a finger right at Vala's face as she leaned forward as to place her own face slightly above eye level with Vala as she stared the shorter woman down.
"Or rather, I didn't have, until now; if you intend to speak like that!"
Then, as if suddenly realizing that her opponent was far below her - both metaphorically and literally, Adrianne suddenly pulled herself back from Vala to her full height, crossed her arms below her chest and turned to look the other way with a clear "I-don't-care-about-you!" look on her face!
"But I won't let you drag me down to your level... " She replied with a more casual tone, her eyes finding whatever object in the room they could find that wasn't Vala.
"I am a very Important Psyker, aiding a very Important Woman, who is on a very Important mission. I expect you to apologize!" | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,512 | 1,291 | 19 | 1,587 | 2,247 | Maria’s face lit up like a Mordian battle line at the mention of the sheer volume of knowledge she had suddenly been given access to. She had been expecting to be lead to some restricted selection of nigh useless tomes, undoubtedly even then heavily censored by the Inquisition.
Instead, she seemed to have suddenly been given as close to carte blanche access to the available knowledge as there existed in the 41st Millenium - outside of whatever lore of the old galaxy the Eldar might have stashed away somewhere. She didn’t even bother to remark on the Inquisitor’s calling her pyromancy an “unusual” skill, so excited she was to get to reading.
But, as always happens, the other members of the group just had to go and start bitching at each other. Somebody seemed to have a bit of insecurity over her height. Apparently, the mercenary had never had to tolerate taller people using her as an arm rest or other undignified purpose. She quirked an eyebrow in amusement at first, though as the confrontation escalated her brow furrowed, and fire began dancing along her eyes.
She could taunt the overzealous Krieg guardsman later, but for now there were some things that needed straightening out. The Inquisitor seemed disinclined to put a stop to things, and so Maria grudgingly stepped up. She was no stranger to physically stopping arguments before they turned violent, but she’d never been able to see just what effect adding a little fire to the mix would have.
Flames, brilliant and blue reaching into white, erupted along her entire body in furious jets. Maria herself didn’t feel the heat, beyond a little extra warmth, but anybody standing next to her, or indeed within the general vicinity, would be immediately blasted with a massive wave of scorching air that would burn the lungs and any other exposed surfaces if lingered in too long.
In this middle of this maelstrom of flame Maria grinned maniacally, calmly striding over to Adrianne and Vala and calling out over the sound of the flame, “How about we…” the flames vanished as suddenly as they had come, save for a seeming ball of plasma sitting in her hand, “cool things down a little?”
She winked at the both of them, before narrowing her eyes. “Kill each other later, for now, you two are going to get along, or I swear upon the Golden Throne I’ll make you wish you were captured by Chaos.” | Name: Maria Selkirk
Maria stands at about 178 centimeters at full height, sporting a heavily built, strong body that readily shows her years of experience in the field. Much of her body has some sort of scar or nick to show, with some even showing ugly burns. Despite years of war she has seen throughought her life, she has snowy white hair of surprising softness, sharply contrasting the lava red eyes she has inexplicably had since birth.
Age: 29
Sex: Female
Personality: Will mostly be shown IC, but… Maria is intelligent, snarky, and decidedly irreverent behind the backs of authority figures. How she came from the strict world of Praetoria is a true mystery, as her complete indifference to things like uniformity and compliance (when she can get away with it) is completely uncharacteristic of the world. But by the same token, she shows an innate intelligence and awareness of her surroundings. Perhaps she can’t build a plasma gun from spare parts or debate complex arcane specifics with a seasoned scholar, but she can piece together seemingly unrelated pieces of information and find a pattern hidden within, or decipher the mad ravings of a guardsman stricken to lunacy by Chaotic sights.
Former Occupation: Personal bodyguard for a Commissar.
Psyker Powers: Maria boasts incredibly potent pyromantic abilities, having awakened them in the heat of battle. While not the stuff of legends, her skill at the offensive discipline is not to be underestimated, under pain of an excruciating and fiery demise.
Equipment:
Custom Made Bolt Revolver: This potent weapon originally belonged to another - a Commissar. Specifically, the Commissar who she guarded for years on end. A powerful hand cannon of fearsome size, sound, and effect, the weapon was scratch built for the Commissar, firing full sized bolts out of a barrel considerably longer and heavier than a normal bolt pistol’s, mitigating the recoil significantly - despite this, it has a sophisticated system of sliding counterweights that fire at the same time as the gun, adding their own mass to counteract the recoil of the weapon. These, coupled with the muzzle break at the front, make it a surprisingly easy weapon to fire. Upon the Commissar’s death, ownership of the weapon passed to her by virtue of being the closest one to the man to grab it from him. She has continued to use it to this day. Due to being a revolver, the capacity is limited to six rounds, but by the same token the far less complicated mechanism makes the weapon almost preternaturally reliable when coupled with its superior worksmanship.
Customized Mordian Uniform: Beginning its life as her standard issue Mordian Iron Guard uniform, Maria received the set upon her joining of the Guard. It has since then seen many alterations, chiefly the removal of the surrounding fabric, stripping the uniform down to the resilient carapace armor contained within, which she continues to wear to this day, albeit with the occasional addition after a good find on the battlefield. While her alterations to it are primarily cosmetic - covering the edges to prevent anything snagging, she has managed to modify the hat suffiently to meet her personal aesthetic preferences, turning the headgear into a jaunty tricorn with a single white feather stuck in the top.
Coat and hat: Maria’s coat serves little practical purpose save some warmth and as a good covering to keep dust out. Her extended tenure as a Commissar’s personal bodyguard let her feather her nest a little with a few aesthetic frivolities - mainly in the form of the coat she wears at all time. Constructed of an unknown but incredibly sturdy fabric, the coat has lasted her for many years, and will surely last many more.
Notable Deeds:
Hailing from the world of Mordian, Maria was raised amid the same wretched conditions as the other members of the world. The hardship of her early life tempered her against the horrors of the greater galaxy, like all of her fellows hailing from the world. At the age of seventeen she made her way into the Imperial Guard, reasoning that a quick death in service of the Emperor beat a slow and roughly as painful one within the hives. Over the years she saw many engagements, miraculously not dying, even if she’s had more than her share of close calls.
”You’re a Psyker, Maria.”
Maria first awakened her psychic abilities in a routine operation against the gangs that infested every corner of Mordian. While truly keeping them in check or wiping them out was a dream that could only be born of huffing fermented grox manure for a few days, it was important that they keep them from completely overrunning certain parts of the world - such as one of the major military depots.
The standard Mordian tactic of lining up in thick rows and concentrating fire on the enemies certainly had an effect, but the surrounding gangs had joined forces - after all, having military grade gear in their arsenal would dramatically boost their standing. Outnumbered by surprisingly well armed gangs, the Guard soon found their ammunition on hand running dry, their nimble adversaries frustrating their attempts to burn their skulls out by dodging and weaving their ways closer, tossing crude grenades and even some genuine ones into their ranks, even some Kraks landed under the few armored vehicles on hand, knocking them out of commission for the time being. Backup, in the form of the rest of their regiment with accompanying armor in tow, was inbound but would take some time to arrive - this had, after all, originally been a simple policing action.
A grenade had blown open the ranks of men and women right next to her, tearing a bloody hole in their lines that their assailants suddenly rushed for, intending to exploit the sudden breach before the Guard could plug it, leaving only Maria and a machine gunner running low on ammunition and sporting a shattered leg to hold them off.
Maria quickly emptied the power cell on her las rifle, finding the other one empty too. Beside her, perched behind his weapon, the gunner quickly ran out of ammunition as well, scrambling to hurl grenades at the enemy, scavenging as many off the shattered bodies that surrounded them as he could, hurling them into the mass of onrushing bodies - but it wasn’t enough.
She had felt only rage at that point. While normally not a clean and polished yes-woman who delighted at the very thought of obeying orders, indeed she chafed under them for the most part, she still respected them. And the fact that she wouldn’t be able to do her job, was going to die right here, because of something as stupid as running out of ammunition angered her to no end.
Something had risen up in her then, and without even understanding what she was doing, she conjured forth great torrents of flame, dousing the emboldened gangers in a fire fueled by a potent mixture of unchecked rage and primal survival instinct.
When she came to, she found that she had fallen unconscious from the exertion, but the line had held, in no small part due to her sudden ability to conjure flame from nothing.
Waaagh! ‘Urtfist
After her sudden development of psychic abilities, Maria faced the prospect of potential execution, or transport to Terra as Emperor-food, but the Commissariat intervened, pulling her from the rank and file to serve as a bodyguard for the division’s Commissar. This roughly coincided with the decision of the brass to ship her and her division out to the frontline to replenish severely depleted and considerably poorer trained Guard formations defending against a recently emerged threat - a sizeable Ork Waaagh! bearing down on an agricultural system known as Effus. The Waaagh! struck first at the outer site of human inhabitation, a mostly barren world pockmarked by meteor impacts, the planet of Effus IV was soon to become a bloodbath of unimaginable proportions where almost the entire Waaagh! would be halted, at a great cost in lives and resources. One of two planets located within the habitable zone, there had been multiple attempts to convert it into an agricultural world like its sister planet, Effus III, but such efforts had stalled due to lack of resources and hostile local fauna.
The Waaagh! had its origins in the warboss of an originally small clan, who got it into his head to lead his forces against those of other nearby clans, managing to unite them despite his numerical inferiority. The scholars theorized he had an unusually large present in their bastard version of the Warp, drawing other Orks to his cause regardless of his actual physical capabilites - which were, admittedly, fearsome.
The initial forces sent to contain the Waaagh! were tragically underprepared, rapidly overrun by battle hungry Orks looking for a good fight. The Guard regiments had been sent in as more of a “trial by fire”, their commanders not fully comprehending the scale of the Waaagh! bearing down on the system. The forces of the 352nd Mordian Iron Guard were closest at hand and rapidly redeployed to counter the Waaagh!, sending out an urgent request for backup.
By the time they arrived, the Imperial forces were in utter rout, fleeing from the Orks in every which way, oftentimes abandoning their weapons and equipment to move faster.
The commander of the regiment was known as Nadia Parron, a woman stern and unrelenting even by Mordian standards, ordered her forces to deploy in the open in standard battle formation, issuing extra ammunition in anticipation of a protracted battle. To the fleeing Guardsmen she issued a general order: stand and fight, or be executed as traitors to the Imperium.
Most of them kept running right up until precise las fire drilled burning holes through their skulls.
Redeploying her armored units and support troops, Commander Parron advanced slowly, cautiously scouting ahead with aerial units and ground forces, keeping their lone cruiser within bombarding distance, knowing full well her lone force would be insufficient to hold off an entire Ork Waaagh! Her primary goal was to find a fortifiable position to hold off the Orks until reinforcements could arrive.
Eventually they found an ancient asteroid crater, miraculously still fairly intact, and immediately set about digging in. Normal doctrine would have had the Guard face the Orks in the open, but Commander Parron, while stern and unrelenting, was no fool.
The engagement began when a vanguard of greenskins advanced over the horizon, driving their primitive vehicles pell-mell for the Imperial line. Disciplined las fire lanced out from the Mordian troops, heavy armor adding its part too and inflicting grievous casualties on the approaching xenos.
Recon craft had estimated the strength of the advance force at about three thousand strong - no xenos made contact with the Guard’s line, though their crude weaponry had brought down a few comrades.
The real assault began at the planet’s version of high noon - a vertiable tidal wave of greenskins surged over the horizon and almost immediately, the Imperial artillery began to open up, plunging devastating shellfire into the hordes of xenos - but even as they inflicted grievous slaughter, as did the Ork weaponry begin to take its toll. Men and women began dropping left and right.
The enemy force broke upon the raised walls of the meteor crater and Imperial fortifications, greenskins attempting to climb towards the Guard forces only to be beaten back by disciplined las fire, or, in Maria’s case, furious blasts of warpfire. She honed her skill upon the throngs of bloodthirsty xenos, gleefully incinerating them en masse as they threw themselves even more energetically into the fray.
However, the position was untenable in the face of the sheer numbers and ferocity of the attack, and by the third day of the defense their numbers had dwindled severely.
Help came unexpectedly in the form of a strike cruiser bearing a full company of Astartes - Angels Encarmine, to be specific. The arrival of the Space Marines turned the tide momentarily in favor of the Imperial forces, allowing them to beat back the Ork assault long enough to fortify once more and await reinforcements.
Damn the torpedoes! And the Orks!
When reinforcements finally arrived in the form of several hastily assembled formations of Guardsmen from any nearby worlds, and of all walks of life, Commander Parron decided to gamble her forces on a single decisive assault to crush the momentarily stalled Waaagh! to prevent it gaining any further traction from greenskins elsewhere.
The operation was a bloodbath on both sides - the Mordian 352nd and the company of Astartes, as the only remotely experienced or even truly competent forces available, were chosen to form the speartip of this operation. Leading one of the assault companies was Commissar Basir and his bodyguard, Maria Maria Selkirk.
The Commissar was a rather aggressive one, even by their standards, and decided to lead his company, along with several others of the hastily formed recruit formations, in a headlong charge against a mid sized gargant. Maria, not wishing to be shot, said nothing but did her best to keep herself (and the Commissar) alive. She was doomed to failure on the latter however when, miraculously reaching the Gargant, with severely depleted numbers, the man charged headlong at it. At this point, her sense of self preservation overrode her devotion to her duty and she held back, eventually taking shelter behind a massive mound of bodies - greenskin and human alike - to hurl warpfire every which way.
What seemed like days later, but was likely only a couple hours, she came to coated in blood from head to toe and completely exhausted. All around her was utter devastation, the Gargant lay in smoldering ruins, telltale signs of a Leman Russ Annihilator having been in the vicinity, if the recently cooled molten metal was anything to go by.
She had staggered to her feet, incapable of generating another warp bolt if her life depended on it. Scavenging through the field of corpses, taking extra power packs and looking for a lasgun in reasonable condition, she came across the body of the commissar, and by extension, his custom made bolt revolver, which she quickly appropriated for her own personal use before staggering back to friendly lines where she collapsed almost immediately, |
47,513 | 1,291 | 20 | 1,991 | 4,769 | “Ohhh… so beside oversized poledancer, you are also master of bad puns?” Vala asked making a sarcastic grunt before tilting her head at the psyker who obviously seemed to demand an apology of all things!
“You obviously have some problem because you’ve been trying to get on my nerve from the start… frankly I have no problem with your height or the fact you make height jokes on my expense. That’s fine… I’m smaller than you and it’s simply how it is, but… I will not stand to be treated like some disposable piece of furniture that you can lean on and then knock it about the place like it’s doesn’t matter…”
“Receive an apology from me? Yeah right… I’d rather storm an infidel again than apologize in this case.” The mercenary stated, not really feeling any fear whatsoever.” Yeah… huh…” Vala was about to say something else when she noticed a bright source of light in the room. She turned her eyes only to make a questioning expression as the other psycker in the room seemed… on fire? She tilted her head, wondering what the other woman was doing right now.
“Seriously? ‘Cool things down…’?” The mecernary said, making a really unimpressed expression, a finger reaching to her temples to rub it.” Please stop... your making my ears bleed... Couldn’t you make the pun any worse? Hey poledancer, we seem to have someone who makes worse puns than you.” She then sighed threw another look at the second psyker who seemed to want them to calm down.
“You’d best remove that small ball of heat before the fire extinguishers kick in and you make everyone in the room wet to the bones…” She said finally cause if that happened, she may indeed shoot someone.” Anyhow… I’m the one who should receive an apology for being knocked down by the very important psycker right there…” | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,514 | 1,291 | 21 | 1,990 | 2,102 | “ ... cool things down a little?”
Adrianne would suddenly become aware of the third party in the conflict, mainly from a blast of heat that had just washed past her as if somebody had dropped an incendiary grenade in the room!
Turning around, she would look down at Vala, then over at Marie, noticing the burning ball of plasma in her hand, the evaporating flames... and the slight tendrils of black smoke that seeped from her person after the little display.
"I don't think you should play around with that thing on the bridge, because... " Adrianne began slowly, raising a cautious finger down towards Marie, before the sound of naked metal and flesh clanking against the floor behind her caught her attention.
"Open fire source detected on bridge. Applying immediate safety measures, in accordance to Dash 502 Stratovious Alpha, stigmatis Echo."
Suddenly sounded the robotic voice of a nearby bridge servitor trundling around behind Adrianne as it turned its pale face towards the trio, before it raised its arm and displayed an underslung emergency fire extinguisher, aimed directly at them...
Adrianne merely stood there, her mouth open as if to say something, when suddenly a stream of white, fire-retardant foam flew in between Vala and Adrianne, aimed directly at the person holding the plasma ball! Namely, Marie, who was immediately covered in a thick layer of foam from the advancing servitor as it diligently went on its duty to save the surrounding consoles and electronics from the potential danger!
"Firefight process complete. Summoning cleanup crew." The servitor continued in its robotic voice, before trundling off to work at one of the nearby consoles.
Adrianne simply remained motionless next to Vala as she stared cautiously at the snow-man that now was Marie in front of them, covered from head to toe in fire retardant foam. After an awkward pause, Adrianne would eventually crack an innocent smile as she looked around at the rest of the crew.
"I can confirm that the anti-fire protocols on this ship are working flawlessly... at least!" | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,515 | 1,291 | 22 | 729 | 2,152 | Ansgar was not quite sure what he was expecting when being informed of his reassignment to an Inquisitorial retinue, there were many things he had in mind at the time. This? No, this was certainly not what he had been expecting when the psykers and mercenary started bickering among each other, over the idea of being used as an armrest. The Krieger got the idea that being short was annoying, at times, hell, everyone in this room was anywhere from slightly to a great deal taller than him, but that did not readily warrant this borderline open brawl between the members of the retinue. Thankfully, he had no intention on relying on them to provide back up to him at this point, or he would be dissapointed in their infighting. Guardsman he might be, a line of work that required teamwork between squadmates to survive and take out things bigger than them, but this would only end in disaster. The flagrant use of warp powers was probably going to attract attention too, especially among those cursed Chaos followers who channeled the warp for their dark Gods.
If the fact he wasn't already aware of the pyromancer's psyker powers from before, the sudden outburst of flames would have gotten her shot. Several times. More like enough times to leave the remains unidentifiable. But he kept his weapon secure and not pointed at anyone, far enough away for the heat to not push him away further. He did eye an actuation lever for the room's fire control system, and had half a mind to pull it. The mercenary complained that she should tone it down before the extinguishers go off and soak them all to the bone. Well, most of them, Death Korp gear was designed for wet, abysmal trench conditions, among others, and can handle a lot before soaking the man wearing it to the bone. Of course, before he could act, a fire suppression Servitor rolled in and blasted the pyrokinetic in fire retardant chemicals, from the looks of it. Probably not something she would want to spend breathing in. Ansgar sighed, muted by his gasmask, and straightened up.
"Well, that happened." No pointed comments, no jokes, out loud at least, as he would not stoop so low, no pun intended, on the given situation. He'd already almost jumped the gun once, which he thinks was fair to do given the situation, and if someone had to be the sane one that wasn't engaging in this madness, then Emperor damn them, he would have to be that serious presence. Or at least the one not engaged in the infighting and arguments that seemed to plague them already. He could only pray that they would get their act together if something went south and a real fight broke out. He didn't expect it, but he could pray. Glancing at the parties involved, he asked a question that had been bothering him, aimed at the psykers especially, but the concern would affect all of them in the grand scheme of things. "How do we intend to hide the presence of multiple psykers? Especially when they are very liberal with their displays and self importance." | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,516 | 1,291 | 23 | 1,587 | 2,247 | Maria raised an eyebrow at the nonchalance of her new companions, feeling more than a small twinge of annoyance at them. She was used to other guardsmen panicking at the slightest sign of any power of the warp, though it seemed that she had only one other counterpart originating from the Guard - even if he was from Krieg.
She had half a mind to smack the two of them instead of continuing her attempt at pyrokinetic intimidation but had a sudden change of heart with the appearance of the firefighting servitor.
With reflexes honed through a lifetime of fighting and survival in the horrific condition of the Underhive, she leaped out of the way of the stream of foam, pulling the closest person nearby in front of it - conveniently the other Psyker, Adrianne. She had some difficulty moving her due to her sheer bulk, but despite the other woman's advantage in size she succeeded in wrestling her into place just in time to receive almost the full blast of foam.
With a cheeky grin, Maria doffed her hat to the servitor and to Adrianne, putting on the airs and accent of a wealthy noble, "Well, now that you have been so thoroughly coated in thick white gunk, milady, you do look the part of overgrown pole dancer, if I may say so!" She stuck her tongue out, dancing out of the way of any potential backlash before looping an arm over Vala's shoulder. "Don't you think so..." she paused, "What was your name again? I'll remember it eventually." | Name: Maria Selkirk
Maria stands at about 178 centimeters at full height, sporting a heavily built, strong body that readily shows her years of experience in the field. Much of her body has some sort of scar or nick to show, with some even showing ugly burns. Despite years of war she has seen throughought her life, she has snowy white hair of surprising softness, sharply contrasting the lava red eyes she has inexplicably had since birth.
Age: 29
Sex: Female
Personality: Will mostly be shown IC, but… Maria is intelligent, snarky, and decidedly irreverent behind the backs of authority figures. How she came from the strict world of Praetoria is a true mystery, as her complete indifference to things like uniformity and compliance (when she can get away with it) is completely uncharacteristic of the world. But by the same token, she shows an innate intelligence and awareness of her surroundings. Perhaps she can’t build a plasma gun from spare parts or debate complex arcane specifics with a seasoned scholar, but she can piece together seemingly unrelated pieces of information and find a pattern hidden within, or decipher the mad ravings of a guardsman stricken to lunacy by Chaotic sights.
Former Occupation: Personal bodyguard for a Commissar.
Psyker Powers: Maria boasts incredibly potent pyromantic abilities, having awakened them in the heat of battle. While not the stuff of legends, her skill at the offensive discipline is not to be underestimated, under pain of an excruciating and fiery demise.
Equipment:
Custom Made Bolt Revolver: This potent weapon originally belonged to another - a Commissar. Specifically, the Commissar who she guarded for years on end. A powerful hand cannon of fearsome size, sound, and effect, the weapon was scratch built for the Commissar, firing full sized bolts out of a barrel considerably longer and heavier than a normal bolt pistol’s, mitigating the recoil significantly - despite this, it has a sophisticated system of sliding counterweights that fire at the same time as the gun, adding their own mass to counteract the recoil of the weapon. These, coupled with the muzzle break at the front, make it a surprisingly easy weapon to fire. Upon the Commissar’s death, ownership of the weapon passed to her by virtue of being the closest one to the man to grab it from him. She has continued to use it to this day. Due to being a revolver, the capacity is limited to six rounds, but by the same token the far less complicated mechanism makes the weapon almost preternaturally reliable when coupled with its superior worksmanship.
Customized Mordian Uniform: Beginning its life as her standard issue Mordian Iron Guard uniform, Maria received the set upon her joining of the Guard. It has since then seen many alterations, chiefly the removal of the surrounding fabric, stripping the uniform down to the resilient carapace armor contained within, which she continues to wear to this day, albeit with the occasional addition after a good find on the battlefield. While her alterations to it are primarily cosmetic - covering the edges to prevent anything snagging, she has managed to modify the hat suffiently to meet her personal aesthetic preferences, turning the headgear into a jaunty tricorn with a single white feather stuck in the top.
Coat and hat: Maria’s coat serves little practical purpose save some warmth and as a good covering to keep dust out. Her extended tenure as a Commissar’s personal bodyguard let her feather her nest a little with a few aesthetic frivolities - mainly in the form of the coat she wears at all time. Constructed of an unknown but incredibly sturdy fabric, the coat has lasted her for many years, and will surely last many more.
Notable Deeds:
Hailing from the world of Mordian, Maria was raised amid the same wretched conditions as the other members of the world. The hardship of her early life tempered her against the horrors of the greater galaxy, like all of her fellows hailing from the world. At the age of seventeen she made her way into the Imperial Guard, reasoning that a quick death in service of the Emperor beat a slow and roughly as painful one within the hives. Over the years she saw many engagements, miraculously not dying, even if she’s had more than her share of close calls.
”You’re a Psyker, Maria.”
Maria first awakened her psychic abilities in a routine operation against the gangs that infested every corner of Mordian. While truly keeping them in check or wiping them out was a dream that could only be born of huffing fermented grox manure for a few days, it was important that they keep them from completely overrunning certain parts of the world - such as one of the major military depots.
The standard Mordian tactic of lining up in thick rows and concentrating fire on the enemies certainly had an effect, but the surrounding gangs had joined forces - after all, having military grade gear in their arsenal would dramatically boost their standing. Outnumbered by surprisingly well armed gangs, the Guard soon found their ammunition on hand running dry, their nimble adversaries frustrating their attempts to burn their skulls out by dodging and weaving their ways closer, tossing crude grenades and even some genuine ones into their ranks, even some Kraks landed under the few armored vehicles on hand, knocking them out of commission for the time being. Backup, in the form of the rest of their regiment with accompanying armor in tow, was inbound but would take some time to arrive - this had, after all, originally been a simple policing action.
A grenade had blown open the ranks of men and women right next to her, tearing a bloody hole in their lines that their assailants suddenly rushed for, intending to exploit the sudden breach before the Guard could plug it, leaving only Maria and a machine gunner running low on ammunition and sporting a shattered leg to hold them off.
Maria quickly emptied the power cell on her las rifle, finding the other one empty too. Beside her, perched behind his weapon, the gunner quickly ran out of ammunition as well, scrambling to hurl grenades at the enemy, scavenging as many off the shattered bodies that surrounded them as he could, hurling them into the mass of onrushing bodies - but it wasn’t enough.
She had felt only rage at that point. While normally not a clean and polished yes-woman who delighted at the very thought of obeying orders, indeed she chafed under them for the most part, she still respected them. And the fact that she wouldn’t be able to do her job, was going to die right here, because of something as stupid as running out of ammunition angered her to no end.
Something had risen up in her then, and without even understanding what she was doing, she conjured forth great torrents of flame, dousing the emboldened gangers in a fire fueled by a potent mixture of unchecked rage and primal survival instinct.
When she came to, she found that she had fallen unconscious from the exertion, but the line had held, in no small part due to her sudden ability to conjure flame from nothing.
Waaagh! ‘Urtfist
After her sudden development of psychic abilities, Maria faced the prospect of potential execution, or transport to Terra as Emperor-food, but the Commissariat intervened, pulling her from the rank and file to serve as a bodyguard for the division’s Commissar. This roughly coincided with the decision of the brass to ship her and her division out to the frontline to replenish severely depleted and considerably poorer trained Guard formations defending against a recently emerged threat - a sizeable Ork Waaagh! bearing down on an agricultural system known as Effus. The Waaagh! struck first at the outer site of human inhabitation, a mostly barren world pockmarked by meteor impacts, the planet of Effus IV was soon to become a bloodbath of unimaginable proportions where almost the entire Waaagh! would be halted, at a great cost in lives and resources. One of two planets located within the habitable zone, there had been multiple attempts to convert it into an agricultural world like its sister planet, Effus III, but such efforts had stalled due to lack of resources and hostile local fauna.
The Waaagh! had its origins in the warboss of an originally small clan, who got it into his head to lead his forces against those of other nearby clans, managing to unite them despite his numerical inferiority. The scholars theorized he had an unusually large present in their bastard version of the Warp, drawing other Orks to his cause regardless of his actual physical capabilites - which were, admittedly, fearsome.
The initial forces sent to contain the Waaagh! were tragically underprepared, rapidly overrun by battle hungry Orks looking for a good fight. The Guard regiments had been sent in as more of a “trial by fire”, their commanders not fully comprehending the scale of the Waaagh! bearing down on the system. The forces of the 352nd Mordian Iron Guard were closest at hand and rapidly redeployed to counter the Waaagh!, sending out an urgent request for backup.
By the time they arrived, the Imperial forces were in utter rout, fleeing from the Orks in every which way, oftentimes abandoning their weapons and equipment to move faster.
The commander of the regiment was known as Nadia Parron, a woman stern and unrelenting even by Mordian standards, ordered her forces to deploy in the open in standard battle formation, issuing extra ammunition in anticipation of a protracted battle. To the fleeing Guardsmen she issued a general order: stand and fight, or be executed as traitors to the Imperium.
Most of them kept running right up until precise las fire drilled burning holes through their skulls.
Redeploying her armored units and support troops, Commander Parron advanced slowly, cautiously scouting ahead with aerial units and ground forces, keeping their lone cruiser within bombarding distance, knowing full well her lone force would be insufficient to hold off an entire Ork Waaagh! Her primary goal was to find a fortifiable position to hold off the Orks until reinforcements could arrive.
Eventually they found an ancient asteroid crater, miraculously still fairly intact, and immediately set about digging in. Normal doctrine would have had the Guard face the Orks in the open, but Commander Parron, while stern and unrelenting, was no fool.
The engagement began when a vanguard of greenskins advanced over the horizon, driving their primitive vehicles pell-mell for the Imperial line. Disciplined las fire lanced out from the Mordian troops, heavy armor adding its part too and inflicting grievous casualties on the approaching xenos.
Recon craft had estimated the strength of the advance force at about three thousand strong - no xenos made contact with the Guard’s line, though their crude weaponry had brought down a few comrades.
The real assault began at the planet’s version of high noon - a vertiable tidal wave of greenskins surged over the horizon and almost immediately, the Imperial artillery began to open up, plunging devastating shellfire into the hordes of xenos - but even as they inflicted grievous slaughter, as did the Ork weaponry begin to take its toll. Men and women began dropping left and right.
The enemy force broke upon the raised walls of the meteor crater and Imperial fortifications, greenskins attempting to climb towards the Guard forces only to be beaten back by disciplined las fire, or, in Maria’s case, furious blasts of warpfire. She honed her skill upon the throngs of bloodthirsty xenos, gleefully incinerating them en masse as they threw themselves even more energetically into the fray.
However, the position was untenable in the face of the sheer numbers and ferocity of the attack, and by the third day of the defense their numbers had dwindled severely.
Help came unexpectedly in the form of a strike cruiser bearing a full company of Astartes - Angels Encarmine, to be specific. The arrival of the Space Marines turned the tide momentarily in favor of the Imperial forces, allowing them to beat back the Ork assault long enough to fortify once more and await reinforcements.
Damn the torpedoes! And the Orks!
When reinforcements finally arrived in the form of several hastily assembled formations of Guardsmen from any nearby worlds, and of all walks of life, Commander Parron decided to gamble her forces on a single decisive assault to crush the momentarily stalled Waaagh! to prevent it gaining any further traction from greenskins elsewhere.
The operation was a bloodbath on both sides - the Mordian 352nd and the company of Astartes, as the only remotely experienced or even truly competent forces available, were chosen to form the speartip of this operation. Leading one of the assault companies was Commissar Basir and his bodyguard, Maria Maria Selkirk.
The Commissar was a rather aggressive one, even by their standards, and decided to lead his company, along with several others of the hastily formed recruit formations, in a headlong charge against a mid sized gargant. Maria, not wishing to be shot, said nothing but did her best to keep herself (and the Commissar) alive. She was doomed to failure on the latter however when, miraculously reaching the Gargant, with severely depleted numbers, the man charged headlong at it. At this point, her sense of self preservation overrode her devotion to her duty and she held back, eventually taking shelter behind a massive mound of bodies - greenskin and human alike - to hurl warpfire every which way.
What seemed like days later, but was likely only a couple hours, she came to coated in blood from head to toe and completely exhausted. All around her was utter devastation, the Gargant lay in smoldering ruins, telltale signs of a Leman Russ Annihilator having been in the vicinity, if the recently cooled molten metal was anything to go by.
She had staggered to her feet, incapable of generating another warp bolt if her life depended on it. Scavenging through the field of corpses, taking extra power packs and looking for a lasgun in reasonable condition, she came across the body of the commissar, and by extension, his custom made bolt revolver, which she quickly appropriated for her own personal use before staggering back to friendly lines where she collapsed almost immediately, |
47,517 | 1,291 | 24 | 134 | 1,308 | “Enough! I am not here to babysit any of you, keep your personal quarrels to yourselves and off of my ship!” Inquisitor Icarus had grown weary of all the drama and stupidity that was rapidly spreading before her. Swiftly jutting a finger at Adrianne, most of her anger was now being directed towards the large Psyker. “You caused this drama to happen in the first place, Adrianne. If you are going to be an issue for my retinue then you can eject yourself from the nearest airlock. I will not waste any resources dropping you off upon a planet.” Inquisitor Icarus folded her arms over her chest and glared at the tall woman with narrowed sapphire blue eyes.
Suddenly, the voice of information specialist Flores came over the ships coms, “This is information specialist Flores. Inquisitor Icarus and Ophelian Celestian Andromedai’s presence is hereby requested at the bridge.” The coms would fall silent as Andromedai glanced over to Inquisitor Icarus, curious about what they were needed on the bridge for.
“We are taking our leave, by the time we return I want all of this internal conflict to have ended, or I will be very disappointed in all of you.” With that, both Icarus and Andromedai left the meeting room.
Once the two of them arrived at the bridge, Flores briefed them on information about what to expect when they touched down upon the command world. All he had to say was already known to the two of them, with the exception of there being Gray Knights in the area. Without warning, a message about a fire from within the meeting room popped up on Flores’s screen. He was quick to point out the message to his superiors, “I have a message here telling me that there is a fire in the meeting room. There is a firefighting servitor on its way right now, let me see if I can tap into its visuals.” After running his hands across the keyboard and entering a line of command, the large screen at the bridge showed that the retinue had chosen to ignore the Inquisitors warning, continuing with their fighting and arguments. “Have a squad follow me to the meeting room Flores, I know how to handle this.” Inquisitor Icarus turned on her left heel and quickly left the bridge, walking in the direction of the meeting room.
Shortly after, Andromedai, a few ship guards and the Inquisitor herself would arrive at the meeting room. Without saying a word, she grabbed onto one of the flash grenades from Andromedais belt and armed it before tossing it into the room and waiting for it to detonate. No one inside of the room would have time to react or teleport away for that matter, from the explosive. Adrianne, Maria and Vala would become disoriented, the explosive bringing them to lose their consciousness after a few seconds. Their vision would be a blur, they would only hear a high pitch ringing and they would have no control over their bodies for the moment being. The only one in the room that was unaffected from the flash grenade was Ansgar, due to his protective armor.
“Imperial Guards, move the affected to their rooms by any means necessary, drag them across the floor if you have to, I do not care. The Death Korp Trooper is to be left alone; he had nothing to do with their stupidity.” The guards nodded their heads at Inquisitor Icarus’s words and did as they were told, carrying each member to their rooms and placing them down upon their beds. It would take two guardsmen to move Adrianne though, and even then they seemed to struggle moving her about.
When they would awake, they would find themselves lying upon their own bed inside of their rooms with a painful headache. | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,518 | 1,291 | 25 | 729 | 2,152 | Ansgar would have, if it were not for the mask, helmet, and other protective gear he wore in the relative safety of the Inquisitor's ship, pinched the brow of his nose or some such similar gesture. Sure, his question was going unanswered and, with it, his only attempt to at least get them to stop bickering for a few moments. The Inquisitor's warning would not be hollow, the lot of them should readily realize that things would not end nicely for them should they keep going. But, they were digging their own graves at this point, and the servitor would likely push things well and truly over the edge. Of course, what the Krieger was not ready for was the unusual flashbang that was thrown into the room. He thanked the Emperor on the Holy Throne of Terra that he was wearing his full combat ensemble and was relatively unphased by the weapon employed to incapacitate the retinue outside of him. Part of him wanted to react like they were under hostile assault, but the sane part of his brain prevailed, informing him this was likely on the orders of the Inquisitor.
Sure enough, ships forces moved in after the others were incapacitated, utterly ignoring the existence of the Death Korp Grenadier as they went about dragging, rather unceremoniously, each of the others out to Emperor knows where. Well, none of his business really, their utter inability to cooperate pretty much brought that onto themselves. He quietly watched the whole action maneuvering the two psykers and mercenary out of the briefing room, quietly waiting for them all to leave before stepping out of the room and pausing, giving the Inquisitor a swift salute, dropping it after its return, glancing in the direction of where the retinue had been drug off to, their quarters by the looks of things. That was certainly one way to handle things, to be frank, he would have honestly expected summary executions for the lot of them for that kind of conduct on board an Inquisitorial vessel. Well, if there had been a formal Commissariat presence on board at least. He supposed the Inquisitor had a reason for merely incapacitating them. A frag would have not downed him either, but would have been messier and more damaging he supposed.
"Ma'am, Celestian. If I recognized that ordinance, they are going to likely have splitting headaches when they come to. Request if there is any new information that would require additional briefing?" Leave it to a Krieger who just witnessed an infighting retinue getting incapacitated and drug off to merely ask about the mission at hand like nothing happened. He stood at ease, formally at ease at any rate, simply waiting for a response to what was going on in the given situation that required the sudden presence of the Inquisitor and Celestian on the bridge. Granted, if it was on a need to know basis, then he would not press. Operational security and all that, Ansgar understood it far better than one might suspect. Tell the wrong person about a tunnel being dug, and counter mining operations will suddenly be frighteningly more effective, as a rather humble example. He had hinted at his past as an Engineer prior to Grenadier, but he suspected the Inquisitor had access to anything that the Grey Knights, by extension the Ordos Malleus unknowningly to Ansgar, hadn't struck from his records already. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,519 | 1,291 | 26 | 1,990 | 2,102 | Adrianne would step out of the entrance to her room, this time wearing her skeletal helmet with its long white ponytail flowing behind it.
Pausing as she stepped out into the corridor, Adrianne would stand there almost like a statue for a long while, studying her surroundings out of the corner of her visors.
"Reminds me to never take off my helmet... "
Adrianne thought to herself. The fact that she had been hit dead center by a concussion grenade powerful enough to knock out even an Ork paled however, in comparison to the fact that it had all been because of the other Psyker, Maria!
"If that little flat-chested bitch hadn't started playing with fire on the bridge of an imperial ship, none of this wouldn't have happened!!!"
The fact that she was wearing her helmet was perhaps fortuitous, not only in that it would help in case of any secondary surprise concussion grenades, but because it hid the EXTREME frown that was currently bolted onto Adrianne's face! So great was her pent up annoyance that a slight purple shimmer appeared in the darkened visors in the sockets of her helmet, causing any bypassing crew member to instinctively shrink as she passed. The ache she still felt from the grenade was barely even felt, drowned out by the intense anger!! If anything, Adrianne carried an almost frightening similarity to that of a towering wraith as she stalked the corridor, surrounded by a cold aura of resentment!
In her mind, Adrianne was systematically going through her list of people that she hated the most!
In the beginning, the impudent red head mercenary Vala had been on top of the list(for the occupants of this ship at least!), but following the recent episodes, Maria had easily conquered the spot atop of the list of people that Adrianne wanted to vent out of the nearest airlock!
As she traversed the ship corridors, Adrianne instinctively kept an eye out for both Marie and Vala, or any of their shenanigans. She made an oath to herself that if they ever tried to get her into trouble again, she would be the one to shove the next concussion grenade down either of their throats! | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,520 | 1,291 | 27 | 1,991 | 4,769 | Holy... Vala managed to say just before the grenade went off and all her senses went into overdrive for a few moments and finally she was out cold on the floor. Luckily for hte guardsmen who had to carry her over, she wasn't overly giant and hard to carry. With her average height, the were going to have a easy time getting her from the meeting room to her quarters.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unspecified time later.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"I'm going to kill that flat as plank bitch..." Vala groaned in pain as she stated to wake up from her forced unconciousness state. Her head was beating like she had a pair of Adeptus Astartes shooting heavy bolters in her head. She looked around painfully to confirm that indeed she was in her room. That...was...good.
With a pained struggle stood up, walking over to the tiny bathroom of her quarter, but not before pulling a small box from one of her pockets. From it she took a few pills that she quickly swallowed with some water from the tiny sink. Those were going to help with her headache, but until then she had no plans to leave her room. Instead swaying left and right she manged to move over to her workbench where she took a seat on her chair and slowly started to work on her new weapons. The parts indeed had been delivered as the Inquisitor said so at least she was able to continue her work of assembling her new prototype heavy artilery sniper lasrifle. This thing was going to be a beast once completed! She actually started making it specifically to take down heavily armored targets like Space Marines and she hoped she'd manage to finish it by the time they land. Sadly with the headache that she was suffering form right now, that probably wasn't going to happen. | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,521 | 1,291 | 28 | 134 | 1,308 | Celestian Andromedai quickly glanced over at Inquisitor Icarus when Ansgar had inquired about any new information that could be shared. There was a moment of silence before Inquisitor Icarus decided to share the information that specialist Flores had briefed them on. “Celestian Andromedai and myself were informed about the presence of Grey Knights in the system. I have no doubt we will be meeting with them sometime during or after our investigation. Once the rest of our retinue awakens, they will also be informed of the Grey Knight presence. I must take my leave now to prepare for our arrival, you are dismissed.” With that, Inquisitor Icarus turned after left both Ansgar and Andromedai to themselves, quickly vanishing around a corner.
Turning to face Ansgar, Andromedai quickly glanced over the Death Korp Trooper then motioned for him to walk alongside her. “The fact that Inquisitor Icarus handpicked you to join her retinue says quite a bit about your talents and skills as a Death Korp Trooper. I managed to get a good view at your profile before you arrived on ship and I will admit that you have proven yourself to be more than the common fodder that we toss upon the enemies of man. Have you considered being more than a Death Korp Trooper? Your skills, talents and past achievements have opened many new paths for you to serve the emperor in.”
The voice of Inquisitor Icarus came over the ships coms once more, this time ordering her retinue to report to shuttle bay immediately for departure. Andromedai was the first member to show at the shuttle bay, unsure why the Inquisitor had ordered them to her side while they still had another eleven hours of travel. When the Celestian brought up this question, Icarus was quick to inform her that the computer had made an incorrect calculation, that did not sit well with Andromedai. "An error of that size should bring concern to everyone on this ship. Regardless, I will be in my seat within the Aquila Lander if you need me." Opening the door to the shuttle, Andromedai stepped inside and took her set, buckling herself in before safely securing her equipment. | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,522 | 1,291 | 29 | 729 | 2,152 | Ansgar cocked an eyebrow, surprise on his face which, Emperor be praised, was not visible except slight eye movement if one could pick it out through the eye sockets of his mask. Grey Knights, so soon after encountering them already? As he had been told during his numerous debriefs and purity checks, the Grey Knights were of some of the utmost secrecy, that the vast majority of the Imperium knew not of their existence. Even most of the esteemed Adeptus Astartes, their fellow Space Marines, knew not of their hidden brothers in arms. So to potentially stumble across them twice in such a short time span was bizarre to the Krieger. But, he did the Emperor's work, wherever he saw fit to send the Death Korp Grenadier, so he would not question encountering such figures more than once in his life. But, if the Inquisitor knew of the Grey Knights, then he could speak of them, what little he did know. Which mostly amounted to what he questioned aloud as the Inquisitor went and vanished, but prior to the Sister speaking. "Grey Knights? Are they expecting some sort of daemonic uprising of that degree..."
Ansgar fell in step with Andromedai as she began speaking on the fact that being handpicked for her retinue spoke volumes about his capabilities. Ansgar would normally be quick to counter that, considering all Grenadiers for the Death Korp received equal training and often times deployed into hellish scenarios where only one or two survived. Typically, the Grenadier are the men that lived too long, either dying as a Grenadier or living long enough to see battlefield promotion to more senior positions. If anything, the Krieger might concede he was exceedingly lucky, or blessed. But as she continued onto having gotten a look at his record, her mention of being more than Death Korp Trooper, something he didnt correct since outsiders rarely differentiated between Troopers, Grenadiers, and other ranks within the Korp, he gave it some thought. "Such as, ma'am? The next logical step would be, from my posting of Grenadier, most likely an Inquisitorial Stormtrooper. You have other ideas?"
Ansgar would have been engaging in a very common past time after finishing his conversation with Sister Andromedai to kill time between the call and when their conversation finished. He was fast asleep. The Krieger had propped himself up in a chair within his quarters, resting before all hell potentially broke loose planetside. When spending your life in a trench, huddled in a bunker if you were lucky to escape the miserable conditions that sometimes existed, one learned to be able to sleep just about anywhere at any time. After all, no one knew when a midnight assault might happen or a unspoken sortie would be mustered to catch the enemies off guard. So when the announcment sounded, rather early, Ansgar was up and moving like he had been awake the whole time. Sleep light, for you may not wake up otherwise. But, for many Kriegers, one of the least painful deaths would be in one's own slumber, never having heard the artillery shell coming in that collapsed their bunker before they knew what was happening. But, Ansgar heard not the comment from Sister Andromedai as he boarded the lander, strapping in without a word spoken. Once he stopped moving to get settled, one could forgive someone for mistaking him for asleep, dead, or just a pile of equipment secured in place. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,523 | 1,291 | 30 | 1,991 | 4,769 | Vala was mumbling about things as the inquisitor's voice rang through the comms. The former mercenary just sighed and looked at her handywork. The prototype rifle she was building was not yet complete! Her time really did run out before she can do the finishing touches it seemed. “ Well at least I got it mostly assembled and nearly done for use.” She said with a pleased smile and took the weapon in her hands to test it so far. It's trigger was two staged and pulling it to the first stage put the rifle in armed mode.
The rifle was rather bulky looking for a las weapon, but there was a reason for that. It consisted of 4 separate las barrels. 3 of those were locked around the fourth one, making the weapon easier to carry when not in use. It was also on the longer side as it was modeled to basically be extreme high powered sniper rifle for heavy armored targets. She pulled the trigger to it's armed mode. With a quiet sound of powering machinery, the rifle powered up( mostly) and the servo motors within it quickly opened the barrel of the rifle, turning it into 3 separate barrels in a triangle formation with one other within. The main idea was to use the 3 modified energy emitters to cause a weakening of the armor so when the fourth fires moments later it would pierce easily through armor. In theory it had worked as it was basically a variation of a needler idea of workings. Though in her case with the pure power of four modified laser emitters it would really melt through targets. She fully expected a single shot of this thing to cut a bloodbath through unarmored target mobs.
She sighed once more as she released the trigger and it returned to it's safety state and the barrels quickly closed and the rifle turned dark and silent again. Even through it was almost ready, at this point it was just an overly glorified toy gun. There wasn't much she could do at the moment as she really needed to get going. Instead she just put the gun on a new magnet hook on her back next to her other guns, put the remaining components which were mainly one more lens that needed installing and quite a lot cabling that still needed to be put in place so all of those laser emitters can power up, into her tool case. With her tools and weapons secured, she pulled her custom helmet and then headed towards the shuttle bay they were ordered to.
Reaching the shuttle, she carefully entered and quickly found herself a seat before sitting and strapping in. She then just stretched her arms and neck one last time before putting on her helmet. After the last fail with that concussion grenade, she was not leaving anywhere without either her helmet or a pair of very dark shades( a pair that she had currently put in her tool box as for it to not break by some accident). | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,524 | 1,291 | 31 | 1,990 | 2,102 | As the rest of the Inquisitorial entourage were in the process of strapping themselves down in the passenger compartment of the lander, they might notice an audible, almost unnatural chill that seemed to suddenly have invaded the metal confines of the lander.
By the boarding ramp, the electric lights illuminating the cabin suddenly flickered momentarily, as a set of heavy metal boots walking up the ramp could suddenly be heard coming from outside, just as the unnatural chill in the air seemed to only increase! After a couple of slow, heavy thunks as the person approached the top of the ramp, an armored skull face of a towering figure would suddenly become visible around the corner of the door to the lander - a set of purple, glowing eyes glaring methodically through the rest of the passengers as Adrianne finally stepped into the lander.
She did not mutter a single word during the boarding.
Only the sound of the slow, steady breathing through her metallic mask and the steady, heavy thunks of her boots was audible as Adrianne stalked the rows of seats like a phantom, shrouded in mute quiet. The closer anyone got to her, the colder they could feel the air become, as if the Psyker had become an endless, dark well that seemed to suck up all the heat and energy around her!
Approaching the chair opposite of Vala(and next to Ansgar), Adrianne would stop, turn around, and slump unceremoniously down into the seat on her butt, before performing an almost robotic set of moves as she strapped into the metal harness while constantly glaring forward through her skull mask - directly at none other than Vala sitting on the other end of the lander, piercing the woman's eyes with her own, purple glowing orbs that stared at her from the black depths of the sockets of her mask! | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,525 | 1,291 | 32 | 1,587 | 2,247 | Maria, for her part, had suffered far worse disciplinary action before in her life than some unconsciousness and a scolding - far, far worse. In her stint in the Guard, she came close to deepthroating a Bolt from the commisar’s (and now hers) intimidating piece of personal artillery. By comparison, little more than a slap on the wrist for literally setting herself on fire to intimidate her fellow crewmates made her, if anything, question the resolve of this Inquisitor. Was she new? Did she have much experience at all? Mercy, or kindness, was not a trait that surfaced much among the Inquisition, being no small hindrance to their job of purging heretics, traitors, and xenos as viciously and thoroughly as possible.
All in all, this assignment was not at all turning out how she had expected it.
She double checked all of her gear, limited though it was, as she made her way to the shuttle that was ostensibly to bring them to their destination. Her boltpistolrevolvercontraption was polished and practically gleaming in the harsh, artificially blue light ships always seemed to have. Carapace armor was all in order, buckles were double checked and showed no signs of excess wear, and the padding had been thoroughly washed well ahead of time. Her coat was in good order, showing the hell she’d put it through, but still more than presentable, the ragged edges at the bottom looked kind of swashbuckling, in her opinion.
And last, but perhaps most importantly, her hat doubling as a helmet was properly secured, with its feather at a fittingly jaunty angle, the perfect companion to the smug, self satisfied grin she intended to greet the others with.
As she walked into the shuttle, she gave a greatly melodramatic bow, saluting the Inquisitor smartly before turning to Adrianne, doffing her hat in an elaborate display. “And how, pray tell, do you do my giantess?” She smirked, returning her hat to her head and yawning loudly, “I, for one, had the most wondrous nap! Wouldn’t you say so as well? It was truly refreshing!” After a moment, she added, “However, I’m sure as tired as we all were, the fall must have been hard on you. After all, with your head so high in the clouds all the time, returning to earth must have been…” grinning savagely, she winked at Adrianne, small wisps of flame dancing along her eyelashes, “concussive.” | Name: Maria Selkirk
Maria stands at about 178 centimeters at full height, sporting a heavily built, strong body that readily shows her years of experience in the field. Much of her body has some sort of scar or nick to show, with some even showing ugly burns. Despite years of war she has seen throughought her life, she has snowy white hair of surprising softness, sharply contrasting the lava red eyes she has inexplicably had since birth.
Age: 29
Sex: Female
Personality: Will mostly be shown IC, but… Maria is intelligent, snarky, and decidedly irreverent behind the backs of authority figures. How she came from the strict world of Praetoria is a true mystery, as her complete indifference to things like uniformity and compliance (when she can get away with it) is completely uncharacteristic of the world. But by the same token, she shows an innate intelligence and awareness of her surroundings. Perhaps she can’t build a plasma gun from spare parts or debate complex arcane specifics with a seasoned scholar, but she can piece together seemingly unrelated pieces of information and find a pattern hidden within, or decipher the mad ravings of a guardsman stricken to lunacy by Chaotic sights.
Former Occupation: Personal bodyguard for a Commissar.
Psyker Powers: Maria boasts incredibly potent pyromantic abilities, having awakened them in the heat of battle. While not the stuff of legends, her skill at the offensive discipline is not to be underestimated, under pain of an excruciating and fiery demise.
Equipment:
Custom Made Bolt Revolver: This potent weapon originally belonged to another - a Commissar. Specifically, the Commissar who she guarded for years on end. A powerful hand cannon of fearsome size, sound, and effect, the weapon was scratch built for the Commissar, firing full sized bolts out of a barrel considerably longer and heavier than a normal bolt pistol’s, mitigating the recoil significantly - despite this, it has a sophisticated system of sliding counterweights that fire at the same time as the gun, adding their own mass to counteract the recoil of the weapon. These, coupled with the muzzle break at the front, make it a surprisingly easy weapon to fire. Upon the Commissar’s death, ownership of the weapon passed to her by virtue of being the closest one to the man to grab it from him. She has continued to use it to this day. Due to being a revolver, the capacity is limited to six rounds, but by the same token the far less complicated mechanism makes the weapon almost preternaturally reliable when coupled with its superior worksmanship.
Customized Mordian Uniform: Beginning its life as her standard issue Mordian Iron Guard uniform, Maria received the set upon her joining of the Guard. It has since then seen many alterations, chiefly the removal of the surrounding fabric, stripping the uniform down to the resilient carapace armor contained within, which she continues to wear to this day, albeit with the occasional addition after a good find on the battlefield. While her alterations to it are primarily cosmetic - covering the edges to prevent anything snagging, she has managed to modify the hat suffiently to meet her personal aesthetic preferences, turning the headgear into a jaunty tricorn with a single white feather stuck in the top.
Coat and hat: Maria’s coat serves little practical purpose save some warmth and as a good covering to keep dust out. Her extended tenure as a Commissar’s personal bodyguard let her feather her nest a little with a few aesthetic frivolities - mainly in the form of the coat she wears at all time. Constructed of an unknown but incredibly sturdy fabric, the coat has lasted her for many years, and will surely last many more.
Notable Deeds:
Hailing from the world of Mordian, Maria was raised amid the same wretched conditions as the other members of the world. The hardship of her early life tempered her against the horrors of the greater galaxy, like all of her fellows hailing from the world. At the age of seventeen she made her way into the Imperial Guard, reasoning that a quick death in service of the Emperor beat a slow and roughly as painful one within the hives. Over the years she saw many engagements, miraculously not dying, even if she’s had more than her share of close calls.
”You’re a Psyker, Maria.”
Maria first awakened her psychic abilities in a routine operation against the gangs that infested every corner of Mordian. While truly keeping them in check or wiping them out was a dream that could only be born of huffing fermented grox manure for a few days, it was important that they keep them from completely overrunning certain parts of the world - such as one of the major military depots.
The standard Mordian tactic of lining up in thick rows and concentrating fire on the enemies certainly had an effect, but the surrounding gangs had joined forces - after all, having military grade gear in their arsenal would dramatically boost their standing. Outnumbered by surprisingly well armed gangs, the Guard soon found their ammunition on hand running dry, their nimble adversaries frustrating their attempts to burn their skulls out by dodging and weaving their ways closer, tossing crude grenades and even some genuine ones into their ranks, even some Kraks landed under the few armored vehicles on hand, knocking them out of commission for the time being. Backup, in the form of the rest of their regiment with accompanying armor in tow, was inbound but would take some time to arrive - this had, after all, originally been a simple policing action.
A grenade had blown open the ranks of men and women right next to her, tearing a bloody hole in their lines that their assailants suddenly rushed for, intending to exploit the sudden breach before the Guard could plug it, leaving only Maria and a machine gunner running low on ammunition and sporting a shattered leg to hold them off.
Maria quickly emptied the power cell on her las rifle, finding the other one empty too. Beside her, perched behind his weapon, the gunner quickly ran out of ammunition as well, scrambling to hurl grenades at the enemy, scavenging as many off the shattered bodies that surrounded them as he could, hurling them into the mass of onrushing bodies - but it wasn’t enough.
She had felt only rage at that point. While normally not a clean and polished yes-woman who delighted at the very thought of obeying orders, indeed she chafed under them for the most part, she still respected them. And the fact that she wouldn’t be able to do her job, was going to die right here, because of something as stupid as running out of ammunition angered her to no end.
Something had risen up in her then, and without even understanding what she was doing, she conjured forth great torrents of flame, dousing the emboldened gangers in a fire fueled by a potent mixture of unchecked rage and primal survival instinct.
When she came to, she found that she had fallen unconscious from the exertion, but the line had held, in no small part due to her sudden ability to conjure flame from nothing.
Waaagh! ‘Urtfist
After her sudden development of psychic abilities, Maria faced the prospect of potential execution, or transport to Terra as Emperor-food, but the Commissariat intervened, pulling her from the rank and file to serve as a bodyguard for the division’s Commissar. This roughly coincided with the decision of the brass to ship her and her division out to the frontline to replenish severely depleted and considerably poorer trained Guard formations defending against a recently emerged threat - a sizeable Ork Waaagh! bearing down on an agricultural system known as Effus. The Waaagh! struck first at the outer site of human inhabitation, a mostly barren world pockmarked by meteor impacts, the planet of Effus IV was soon to become a bloodbath of unimaginable proportions where almost the entire Waaagh! would be halted, at a great cost in lives and resources. One of two planets located within the habitable zone, there had been multiple attempts to convert it into an agricultural world like its sister planet, Effus III, but such efforts had stalled due to lack of resources and hostile local fauna.
The Waaagh! had its origins in the warboss of an originally small clan, who got it into his head to lead his forces against those of other nearby clans, managing to unite them despite his numerical inferiority. The scholars theorized he had an unusually large present in their bastard version of the Warp, drawing other Orks to his cause regardless of his actual physical capabilites - which were, admittedly, fearsome.
The initial forces sent to contain the Waaagh! were tragically underprepared, rapidly overrun by battle hungry Orks looking for a good fight. The Guard regiments had been sent in as more of a “trial by fire”, their commanders not fully comprehending the scale of the Waaagh! bearing down on the system. The forces of the 352nd Mordian Iron Guard were closest at hand and rapidly redeployed to counter the Waaagh!, sending out an urgent request for backup.
By the time they arrived, the Imperial forces were in utter rout, fleeing from the Orks in every which way, oftentimes abandoning their weapons and equipment to move faster.
The commander of the regiment was known as Nadia Parron, a woman stern and unrelenting even by Mordian standards, ordered her forces to deploy in the open in standard battle formation, issuing extra ammunition in anticipation of a protracted battle. To the fleeing Guardsmen she issued a general order: stand and fight, or be executed as traitors to the Imperium.
Most of them kept running right up until precise las fire drilled burning holes through their skulls.
Redeploying her armored units and support troops, Commander Parron advanced slowly, cautiously scouting ahead with aerial units and ground forces, keeping their lone cruiser within bombarding distance, knowing full well her lone force would be insufficient to hold off an entire Ork Waaagh! Her primary goal was to find a fortifiable position to hold off the Orks until reinforcements could arrive.
Eventually they found an ancient asteroid crater, miraculously still fairly intact, and immediately set about digging in. Normal doctrine would have had the Guard face the Orks in the open, but Commander Parron, while stern and unrelenting, was no fool.
The engagement began when a vanguard of greenskins advanced over the horizon, driving their primitive vehicles pell-mell for the Imperial line. Disciplined las fire lanced out from the Mordian troops, heavy armor adding its part too and inflicting grievous casualties on the approaching xenos.
Recon craft had estimated the strength of the advance force at about three thousand strong - no xenos made contact with the Guard’s line, though their crude weaponry had brought down a few comrades.
The real assault began at the planet’s version of high noon - a vertiable tidal wave of greenskins surged over the horizon and almost immediately, the Imperial artillery began to open up, plunging devastating shellfire into the hordes of xenos - but even as they inflicted grievous slaughter, as did the Ork weaponry begin to take its toll. Men and women began dropping left and right.
The enemy force broke upon the raised walls of the meteor crater and Imperial fortifications, greenskins attempting to climb towards the Guard forces only to be beaten back by disciplined las fire, or, in Maria’s case, furious blasts of warpfire. She honed her skill upon the throngs of bloodthirsty xenos, gleefully incinerating them en masse as they threw themselves even more energetically into the fray.
However, the position was untenable in the face of the sheer numbers and ferocity of the attack, and by the third day of the defense their numbers had dwindled severely.
Help came unexpectedly in the form of a strike cruiser bearing a full company of Astartes - Angels Encarmine, to be specific. The arrival of the Space Marines turned the tide momentarily in favor of the Imperial forces, allowing them to beat back the Ork assault long enough to fortify once more and await reinforcements.
Damn the torpedoes! And the Orks!
When reinforcements finally arrived in the form of several hastily assembled formations of Guardsmen from any nearby worlds, and of all walks of life, Commander Parron decided to gamble her forces on a single decisive assault to crush the momentarily stalled Waaagh! to prevent it gaining any further traction from greenskins elsewhere.
The operation was a bloodbath on both sides - the Mordian 352nd and the company of Astartes, as the only remotely experienced or even truly competent forces available, were chosen to form the speartip of this operation. Leading one of the assault companies was Commissar Basir and his bodyguard, Maria Maria Selkirk.
The Commissar was a rather aggressive one, even by their standards, and decided to lead his company, along with several others of the hastily formed recruit formations, in a headlong charge against a mid sized gargant. Maria, not wishing to be shot, said nothing but did her best to keep herself (and the Commissar) alive. She was doomed to failure on the latter however when, miraculously reaching the Gargant, with severely depleted numbers, the man charged headlong at it. At this point, her sense of self preservation overrode her devotion to her duty and she held back, eventually taking shelter behind a massive mound of bodies - greenskin and human alike - to hurl warpfire every which way.
What seemed like days later, but was likely only a couple hours, she came to coated in blood from head to toe and completely exhausted. All around her was utter devastation, the Gargant lay in smoldering ruins, telltale signs of a Leman Russ Annihilator having been in the vicinity, if the recently cooled molten metal was anything to go by.
She had staggered to her feet, incapable of generating another warp bolt if her life depended on it. Scavenging through the field of corpses, taking extra power packs and looking for a lasgun in reasonable condition, she came across the body of the commissar, and by extension, his custom made bolt revolver, which she quickly appropriated for her own personal use before staggering back to friendly lines where she collapsed almost immediately, |
47,526 | 1,291 | 33 | 1,990 | 2,102 | Behind her mask, Adrianne's eyes narrowed to slits as she glared up(or rather; at; even from a sitting position) the impertinent Psyker, Maria!
Her already sour mood became even acidic - a change in temperament the other occupants in the shuttle might even feel as the air around Adrianne suddenly grew thick and heavy, an almost invisible static charge present in the room that threatened to explode at any moment!
"Ohhh, do not worry, my little midget. I am quite fine, thank you." Adrianne replied with a toxic tone, cocking her head a little bit to the side as she glanced back at her.
"I understand I am blessed with a natural padding to soften my fall. At least more so than you."
She commented, and proceeded to make no attempt to hide how she was staring directly at Maria's chest hidden beneath her ragged coat. After a moment of pause, Adrianne would let out a slight chuckle, staring back up at Maria.
"Unfortunately, if you are looking for alms, I am afraid I do not have any." She commented with a wicked grin behind her mask as she motioned towards Maria's ragged looking coat and hat.
"Maybe you should go to the Ecclesiarchy and ask for some there. I am sure they can give you something better than... whatever it is that you are wearing."
...
" ... tramp." | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,527 | 1,291 | 34 | 134 | 1,308 | “Psyker Adrianne and Maria, was I not clear enough when I ordered the two of you to cease all of this idiotic and childlike drama? The two of you will drop this drama immediately and keep it out of my sight or you will both experience what happens to those heretics who are caught by the Inquisition, firsthand. Your poor choices and actions not only reflect poorly upon myself but also the rest of the squad, I will not stand by idly while my reputation or those that give a damn about the Imperium are dragged down into the warp. My words, are they clear enough this time around? Or should I have my forces upon Sovereign prepare for your arrival?” Inquisitor Icarus had reached the end of her patients and understanding, the only thing those foolish trouble makers would find now would be a merciless Inquisitor willing to show her cruelty upfront.
During the whole time Inquisitor Icarus gave her lecture and warning, Celestian Andromedai listened closely with a smirk spread across her face, hidden under her airsealed helmet. Once Icarus had stopped, Andromedai hoped that her warning had actually gotten through this time to the Psykers, but something told her that it hadent. "I will do whatever is asked of me in the name of the Emperor, but their presence is still greatly needed in the squad. Sending them to my troops could have serious backlash if anyone higher up would find out." thought Andromedai to herself, she was going to have to have a word with Icarus later. For now though, the Celestian merely watched as the lander broke the planet's atmosphere and quickly made it's way into the massive city.
From above, it was clear that the command world of Sovereign was very unique when compared to other colonized planets in the Imperium. In fact, the world was one of a kind and many resources had been poured into it for a large number of logically sound reasons. "The city is a little bit to clean and wealthy looking for my personal taste." said Andromedai as the shuttle quickly navigated its way towards the far edge of the city where the Inqusitors personal safe house was waiting for them. As soon as the lander touched down upon the landing pad outside, Inquisitor Icarus made sure she was the first one off the shuttle, eyeing her squad closely with fierce judgement. "This is our base of command in the system for the time being, pick an empty room of your choice, unpack your gear and equipment, then meet me in the living room for further orders." | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,528 | 1,291 | 35 | 729 | 2,152 | Ansgar didn't even move as the Inquisitor went off, scolding the pair of psykers as they continued to agitate and aim to cause each other grief. Not a helpful trait to witness in comrades in arms, seeing them at each other constantly already, hell, it was dawning on him that he was slightly outnumbered, and if the Commissars of the regiment's stories of other, less disciplined regiments was anything to go by, that many females in one place was going to create some very unique problems. Unlike most Guard, Ansgar feared not the Commissar, for they were, in the Krieger's eyes, there to liaison between other regiments and the Death Korp, vice keep the order and purity of the regiment out of question. Krieger's in this day and age had no issue with loyalty and willingness to die for the Emperor, indeed, their zeal often had to be tempered to match the goals of the planetary or system Campaign. But, Ansgar focused on the here and now as the shuttle swooped over the, frankly, clean city of the command world that they would be working in. Bizarre, he had never seen or heard of such a world existing anywhere else. Then again, his experience was often in the ruins of such places, rather than before war touched them, so many places could be like this place.
The sister's comment resonated with a similar sentiment that the Death Korp Grenadier held, making a comment similar to hers. "Too clean, and too unprepared. The city could fall to a half dozen different assault plans, and that would be on a whim alone." Taking into account the Sister presence, alongside any sort of PDF or native Guard regiments awaiting deployment, would still be hard pressed to hold such a city. It lacked the vital qualities of a fortress, indeed, hives were such meatgrinders due to their natural design. This actual city? Not so much. After touching down and being given their dispatch, the Krieger chose a room closest to the door, where he could keep a careful eye on it whenever he was not resting. Never trust that a place was secure, no matter how well established or how well fortified. Commandos, snipers, men who fancied their odds with a rifle, anything could inflict sudden death onto an inattentive or incautious trooper.
Setting his meager belongings in the room, thankful for it seeming to be more suited to a servants quarters and, as such, lacked the niceties and frills of the other rooms no doubt furnishings. Ansgar, after securing his belongings, reported back to the living room. Notably, about the only thing missing from him was the backpack full of supplies. The Type XIV (Heavy), its powerpack, and various implements of destruction were still present, as was the ever present skull faced gasmask of the Death Korp Grenadier, plus his armor and uniform. Whether he was too distrustful to remove any of it, or just lacked anything else to wear, was up for debate. Both were likely correct, however, he came to attention as he reported to the Inquisitor. "Reporting for additional orders, ma'am." | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,529 | 1,291 | 36 | 1,991 | 4,769 | “As your order.” Vala replied to their leader as the order to settle in the HQ was given. This place was… nice! Vala rarely had been planet side in the past. Usually trips to planets meant ground combat because they were unregistered mercs and frankly no world within the legal bounds of the Imperium was going to allow their ship to land there. That’s why they were forced to stick to illegal stations and simply uninhabited worlds.
In the end she found herself a room on the second floor, one that overlooked the backyards of the safe house. Vala didn’t like rooms in the front for the main reason of it haven’t worse view than the one in the back she chose on.
Once the room was ‘claimed’ she placed her tool case on the bed, next to it her new and incomplete yet weapon. Next to it on the bed she carefully laid her other arms until on herself she only had her modified las pistol. She was by no way moving anywhere, be it even the safe house, without any weapon. Though with it being a safehouse she took a little bit of time to take off all the armor she had, finally leaving only the suit on before heading to the Living room to see what their orders were.
Frankly she hoped the meeting was going to be quickly done and they given up more than enough freetime to spare. She found her room had an actual bathtub! She had never had the chance to take a bath like that. Ships tended to go with the shower for simple efficiency if nothing else. | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,530 | 1,291 | 37 | 1,990 | 2,102 | After having listened to the Inquisitior, Adrianne was giving Maria an angry glare from behind her own mask, all the while answering the Inquisitor.
"I'll play nice... " Adrianne answered offhandly, whilst continuing the glare at Maria; a glare that continued all the way down to the planet.
"I can't give any promises with regards to her though... "
She privately thought, but did not speak openly. Adrianne would not be the one to throw the first stone, that was for sure. Although with their experience so far considered, that stone had already been cast a long time ago!
In her mind, it was no doubt that the obstinate prankster Maria would invariable cause some great shenanigans upon arriving planetside! By all the arcane laws of the universe and the Emperor's own reason, WHY had an irresponsible little kid like Maria ended up with the powers of pyromancy? It was like giving an Ork an imperial grade plasma weapon and expecting everything to be fine!!!
Suffice to say, Adrianne had a bad feeling about all of this.
When they finally arrived planetside however, Adrianne would find her mood lifting high as she saw the planet! Beneath them was a illustrious planet of fine architecture and clean streets! A planet of true culture and refined taste! Finally a location befitting a psyker of true stature like herself!
As they finally landed, Adrianne had to hold herself back as to avoid running out of the shuttle like a little girl!
Stepping out, she smiled behind her mask. This was FINALLY a planet worth visiting. Not some filthy factory world, decaying hive planet or wasteland backwater planet! No, this was a planet one could actually live on!
It did not take long for Adrianne to requisition a servitor from the house and almost drag it back to the shuttle, whereupon she had it unload her own private cargo, which consisted of a massive bag almost twice the size of the servitor itself; causing its internal gears and cogs to almost wheeze as the luggage's weight pressed down on its mechanical vertebra, which was designed to carry even heavy munition and industrial crates!
As she entered the safe house, Adrianne's first goal was not her room or the living room however. Instead, she tracked towards her last known location of Vala.
Adrianne would encounter the diminutive mercenary walking through one of the corridors towards the living room, arriving from the opposite end herself; with the struggling servitor right behind her.
The psyker's own large size, coupled with the gigantic piece of luggage carried by the servitor behind her; effectively served to block the entire corridor for Vala! As she walked up to the smaller mercenary, Adrianne would raise a hand, looking down at the red haired woman.
"A word if you will, Mercenary." She said through the mechanical crackling of her mask. | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,531 | 1,291 | 38 | 1,991 | 4,769 | 'Great... and it was going just fine so far.' Vala thought noticing that her way was basically blocked. No way through or around the rather big woman and her luggage. This was not what Vala had in mind when she was told she's joining an Inquisitor's retinue... cause well she was TOLD SHE IS JOINING without much choice in the whole matter, but then again she was drafted into the bloody Imperium... and everyone knew that the Imperium is operated by MoRoNs... Out in the shadow stations the running joke was how the Emperor would probably die of a heart attack or something if he was ever to wake up and realize the degree of which his whole handy work was messed up after his placement on the glorified golden chair.
“So... what can I do for you?” The red haired smaller woman asked.” I'm assuming you need something if you are blocking my way like this.” She stated and rose a questioning eyebrow at Adrianne in expectation for the incoming demand/explanation.
Still it did raise her curiosity a little bit, making her wondering what the psyker was actually needing of her. Preferably to rig some explosives.... if not well who knew. | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,532 | 1,291 | 39 | 1,990 | 2,102 | Do not be alarmed, my diminutive friend.
Adrianne would try to assure Vala as she reached up to her mask and decompressed her helmet with a click, before pulling it off and allowing her long, white hair to flow freely as she gazed down at Vala with a mischievous smirk.
Before saying anything, the Psyker's violet eyes would dart from side to side as if scanning the corridor around them. This was however mostly a futile gesture as she could not see much of the corridor behind them due to the oversized luggage curried ferried by the poor servitor behind her.
Feeling confident that they were not being watched, Adrianne would lean down and towards Vala in a conspiratorial manner.
"What... is your opinion of that other Psyker in our retinue, Maria?" She asked, her eyes finally fixing themselves upon the mercenary in front of her in a probing manner fitting a proper Inquisitorial interrogation as the psyker was literally inches away from Vala's with an intense, unflinching stare! | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,533 | 1,291 | 40 | 1,991 | 4,769 | “,,,” Vala chose to not reply at the first sentence that came out the psyker’s mouth. She was not some tiny thing… as far as humans went, Vala had actually quite the decent height for a female. This crazy person in front of her was just saying things to annoy her, but she preferred to not get dragged into another punishment or worse because of the dumb psykers.
“Ahhh… “ Vala finally made a sound of realization. There it was… Maria… so she was the point of this talk. Well fair enough, Vala disliked that pyromaniac fop now with a vengeance too. There was going to come a time when she was going to get her fair punishment for the dumb nonsense she pulled out on a ship. Even not counting the fact she got them punished, the engineer felt innate hatred towards anyone who was stupid enough to create/use plasma weaponry/powers outside of a direct danger conditions where they are boarded or something. She had actually broke arms and legs back when she ran her ship for such acts.
“Also pull away a little… cause I’m getting either the urge to kiss you silly or to poke you eyes out and frankly because of that ‘debriefing’ I was made to do after the imperial inquisitorial forces found me, I’m not sure which of the two it is.” Vala stated with a very emotionless face.
“Well… that overdressed, overconfident, fool of a fop will get her fated punishment eventually.” Vala added with an innocent smile.” Universe works in interesting ways… Besides I have a new gun in need of testing…” | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,534 | 1,291 | 41 | 1,990 | 2,102 | As a Psyker, I can tell you a fair bit about fate and destiny...
Adrianne replied with a smug smirk on her lips as she gazed down at the smaller woman in front of her, before she moved one hand forward to place it down on Vala's shoulder as she lowered her face to be just above eye level with Vala!
"But I don't think we should necessarily leave the responsibility of justice to the universe's meta laws or fortune. Naaaayy... I think we could expedite matters, and you do have a certain competence and specialist skill."
The smirk on Adrianne's face had by now turned into a full blown grin! Whatever suspense the Psyker was trying to build up with the elusive conversation, she clearly could not contain some inner glee as she placed yet another hand on Vala's other shoulder, while gazing directly down into her eyes!
Whatever the engineer might have mentioned about pulling away had clearly been ignored, as if Adrianne merely leaned a little bit further forward, she might very well risk falling ontop of Vala!
"Are you... familiar with pranks?!" | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,535 | 1,291 | 42 | 1,587 | 2,247 | Maria grinned internally - she’d finally managed to draw the Inquisitor’s ire it seemed. Certainly took her long enough, her little hypothesis about this Inquisitor being new to the game seemed increasingly likely. She would play nice for now, but the towering bimbo would find she was not so easily deterred, it would simply take a little more subtlety. Setting herself on fire earlier had not been the brightest idea, she had to admit - but it had been fun, so it was a net win as far as she was concerned.
The mention of a Sororitas themed reception did serve to temper her scheming somewhat. She didn’t fear death, at least not death itself. But she had no desire to slowly be picked apart with hot tools as an angry Sister sang aggressive scripture at her. Though, if she was to be executed, she could at least taunt them without too many extra repercussions.
As they broke the barrier of the planet’s atmosphere, Maria quirked an eyebrow at its pristine grandeur. Immediately her eyes darted around, picking out any parts that looked like they might host a gang or slum, and she was not disappointed. It didn’t matter how much gold filigree the bureaucrats added to their pretty towers, there would still be those unlucky enough not to be born with a golden spoon in their mouths.
Unlike some members of their team, all of her personal belongings fit on her person. A couple spare changes of clothes, a few books, her dataslate - currently loaded down with several books downloaded off the ship’s computer, her dog tags, and a few other miscellaneous odds and ends.
It struck her suddenly that this was the first time since she left home all those years ago that she was setting foot on a planet where the first order of business wasn’t digging fortifications for squad heavy bolters. It was an odd sensation.
As the shuttle touched down upon the surface, Maria took a moment to breathe in air untainted by the ionization of las fire or the acrid stench of high explosive. There was still the odor of civilization, but still - fresh, unrecycled air.
Making her way into the building ahead, she walked slowly through its vacant hallways, eventually turning into an empty room in the far corner where she dumped the small satchel that held all of her worldly possessions on a small table in the corner and wheeled around, marching for the central room of the building.
Much like the Krieger, she still had her armor and weapons on her. Her coat was not fully buttoned however, and the well worn carapace armor underneath gleamed through, alongside the meaty bulk of the bolt pistol and the bandoliers of ammunition she wore on her person for it. It gave her quite the swashbuckling look, if she had to say. Acknowledging the man with a small nod, she stood in the corner, snapping off a salute to the Inquisitor. | Name: Maria Selkirk
Maria stands at about 178 centimeters at full height, sporting a heavily built, strong body that readily shows her years of experience in the field. Much of her body has some sort of scar or nick to show, with some even showing ugly burns. Despite years of war she has seen throughought her life, she has snowy white hair of surprising softness, sharply contrasting the lava red eyes she has inexplicably had since birth.
Age: 29
Sex: Female
Personality: Will mostly be shown IC, but… Maria is intelligent, snarky, and decidedly irreverent behind the backs of authority figures. How she came from the strict world of Praetoria is a true mystery, as her complete indifference to things like uniformity and compliance (when she can get away with it) is completely uncharacteristic of the world. But by the same token, she shows an innate intelligence and awareness of her surroundings. Perhaps she can’t build a plasma gun from spare parts or debate complex arcane specifics with a seasoned scholar, but she can piece together seemingly unrelated pieces of information and find a pattern hidden within, or decipher the mad ravings of a guardsman stricken to lunacy by Chaotic sights.
Former Occupation: Personal bodyguard for a Commissar.
Psyker Powers: Maria boasts incredibly potent pyromantic abilities, having awakened them in the heat of battle. While not the stuff of legends, her skill at the offensive discipline is not to be underestimated, under pain of an excruciating and fiery demise.
Equipment:
Custom Made Bolt Revolver: This potent weapon originally belonged to another - a Commissar. Specifically, the Commissar who she guarded for years on end. A powerful hand cannon of fearsome size, sound, and effect, the weapon was scratch built for the Commissar, firing full sized bolts out of a barrel considerably longer and heavier than a normal bolt pistol’s, mitigating the recoil significantly - despite this, it has a sophisticated system of sliding counterweights that fire at the same time as the gun, adding their own mass to counteract the recoil of the weapon. These, coupled with the muzzle break at the front, make it a surprisingly easy weapon to fire. Upon the Commissar’s death, ownership of the weapon passed to her by virtue of being the closest one to the man to grab it from him. She has continued to use it to this day. Due to being a revolver, the capacity is limited to six rounds, but by the same token the far less complicated mechanism makes the weapon almost preternaturally reliable when coupled with its superior worksmanship.
Customized Mordian Uniform: Beginning its life as her standard issue Mordian Iron Guard uniform, Maria received the set upon her joining of the Guard. It has since then seen many alterations, chiefly the removal of the surrounding fabric, stripping the uniform down to the resilient carapace armor contained within, which she continues to wear to this day, albeit with the occasional addition after a good find on the battlefield. While her alterations to it are primarily cosmetic - covering the edges to prevent anything snagging, she has managed to modify the hat suffiently to meet her personal aesthetic preferences, turning the headgear into a jaunty tricorn with a single white feather stuck in the top.
Coat and hat: Maria’s coat serves little practical purpose save some warmth and as a good covering to keep dust out. Her extended tenure as a Commissar’s personal bodyguard let her feather her nest a little with a few aesthetic frivolities - mainly in the form of the coat she wears at all time. Constructed of an unknown but incredibly sturdy fabric, the coat has lasted her for many years, and will surely last many more.
Notable Deeds:
Hailing from the world of Mordian, Maria was raised amid the same wretched conditions as the other members of the world. The hardship of her early life tempered her against the horrors of the greater galaxy, like all of her fellows hailing from the world. At the age of seventeen she made her way into the Imperial Guard, reasoning that a quick death in service of the Emperor beat a slow and roughly as painful one within the hives. Over the years she saw many engagements, miraculously not dying, even if she’s had more than her share of close calls.
”You’re a Psyker, Maria.”
Maria first awakened her psychic abilities in a routine operation against the gangs that infested every corner of Mordian. While truly keeping them in check or wiping them out was a dream that could only be born of huffing fermented grox manure for a few days, it was important that they keep them from completely overrunning certain parts of the world - such as one of the major military depots.
The standard Mordian tactic of lining up in thick rows and concentrating fire on the enemies certainly had an effect, but the surrounding gangs had joined forces - after all, having military grade gear in their arsenal would dramatically boost their standing. Outnumbered by surprisingly well armed gangs, the Guard soon found their ammunition on hand running dry, their nimble adversaries frustrating their attempts to burn their skulls out by dodging and weaving their ways closer, tossing crude grenades and even some genuine ones into their ranks, even some Kraks landed under the few armored vehicles on hand, knocking them out of commission for the time being. Backup, in the form of the rest of their regiment with accompanying armor in tow, was inbound but would take some time to arrive - this had, after all, originally been a simple policing action.
A grenade had blown open the ranks of men and women right next to her, tearing a bloody hole in their lines that their assailants suddenly rushed for, intending to exploit the sudden breach before the Guard could plug it, leaving only Maria and a machine gunner running low on ammunition and sporting a shattered leg to hold them off.
Maria quickly emptied the power cell on her las rifle, finding the other one empty too. Beside her, perched behind his weapon, the gunner quickly ran out of ammunition as well, scrambling to hurl grenades at the enemy, scavenging as many off the shattered bodies that surrounded them as he could, hurling them into the mass of onrushing bodies - but it wasn’t enough.
She had felt only rage at that point. While normally not a clean and polished yes-woman who delighted at the very thought of obeying orders, indeed she chafed under them for the most part, she still respected them. And the fact that she wouldn’t be able to do her job, was going to die right here, because of something as stupid as running out of ammunition angered her to no end.
Something had risen up in her then, and without even understanding what she was doing, she conjured forth great torrents of flame, dousing the emboldened gangers in a fire fueled by a potent mixture of unchecked rage and primal survival instinct.
When she came to, she found that she had fallen unconscious from the exertion, but the line had held, in no small part due to her sudden ability to conjure flame from nothing.
Waaagh! ‘Urtfist
After her sudden development of psychic abilities, Maria faced the prospect of potential execution, or transport to Terra as Emperor-food, but the Commissariat intervened, pulling her from the rank and file to serve as a bodyguard for the division’s Commissar. This roughly coincided with the decision of the brass to ship her and her division out to the frontline to replenish severely depleted and considerably poorer trained Guard formations defending against a recently emerged threat - a sizeable Ork Waaagh! bearing down on an agricultural system known as Effus. The Waaagh! struck first at the outer site of human inhabitation, a mostly barren world pockmarked by meteor impacts, the planet of Effus IV was soon to become a bloodbath of unimaginable proportions where almost the entire Waaagh! would be halted, at a great cost in lives and resources. One of two planets located within the habitable zone, there had been multiple attempts to convert it into an agricultural world like its sister planet, Effus III, but such efforts had stalled due to lack of resources and hostile local fauna.
The Waaagh! had its origins in the warboss of an originally small clan, who got it into his head to lead his forces against those of other nearby clans, managing to unite them despite his numerical inferiority. The scholars theorized he had an unusually large present in their bastard version of the Warp, drawing other Orks to his cause regardless of his actual physical capabilites - which were, admittedly, fearsome.
The initial forces sent to contain the Waaagh! were tragically underprepared, rapidly overrun by battle hungry Orks looking for a good fight. The Guard regiments had been sent in as more of a “trial by fire”, their commanders not fully comprehending the scale of the Waaagh! bearing down on the system. The forces of the 352nd Mordian Iron Guard were closest at hand and rapidly redeployed to counter the Waaagh!, sending out an urgent request for backup.
By the time they arrived, the Imperial forces were in utter rout, fleeing from the Orks in every which way, oftentimes abandoning their weapons and equipment to move faster.
The commander of the regiment was known as Nadia Parron, a woman stern and unrelenting even by Mordian standards, ordered her forces to deploy in the open in standard battle formation, issuing extra ammunition in anticipation of a protracted battle. To the fleeing Guardsmen she issued a general order: stand and fight, or be executed as traitors to the Imperium.
Most of them kept running right up until precise las fire drilled burning holes through their skulls.
Redeploying her armored units and support troops, Commander Parron advanced slowly, cautiously scouting ahead with aerial units and ground forces, keeping their lone cruiser within bombarding distance, knowing full well her lone force would be insufficient to hold off an entire Ork Waaagh! Her primary goal was to find a fortifiable position to hold off the Orks until reinforcements could arrive.
Eventually they found an ancient asteroid crater, miraculously still fairly intact, and immediately set about digging in. Normal doctrine would have had the Guard face the Orks in the open, but Commander Parron, while stern and unrelenting, was no fool.
The engagement began when a vanguard of greenskins advanced over the horizon, driving their primitive vehicles pell-mell for the Imperial line. Disciplined las fire lanced out from the Mordian troops, heavy armor adding its part too and inflicting grievous casualties on the approaching xenos.
Recon craft had estimated the strength of the advance force at about three thousand strong - no xenos made contact with the Guard’s line, though their crude weaponry had brought down a few comrades.
The real assault began at the planet’s version of high noon - a vertiable tidal wave of greenskins surged over the horizon and almost immediately, the Imperial artillery began to open up, plunging devastating shellfire into the hordes of xenos - but even as they inflicted grievous slaughter, as did the Ork weaponry begin to take its toll. Men and women began dropping left and right.
The enemy force broke upon the raised walls of the meteor crater and Imperial fortifications, greenskins attempting to climb towards the Guard forces only to be beaten back by disciplined las fire, or, in Maria’s case, furious blasts of warpfire. She honed her skill upon the throngs of bloodthirsty xenos, gleefully incinerating them en masse as they threw themselves even more energetically into the fray.
However, the position was untenable in the face of the sheer numbers and ferocity of the attack, and by the third day of the defense their numbers had dwindled severely.
Help came unexpectedly in the form of a strike cruiser bearing a full company of Astartes - Angels Encarmine, to be specific. The arrival of the Space Marines turned the tide momentarily in favor of the Imperial forces, allowing them to beat back the Ork assault long enough to fortify once more and await reinforcements.
Damn the torpedoes! And the Orks!
When reinforcements finally arrived in the form of several hastily assembled formations of Guardsmen from any nearby worlds, and of all walks of life, Commander Parron decided to gamble her forces on a single decisive assault to crush the momentarily stalled Waaagh! to prevent it gaining any further traction from greenskins elsewhere.
The operation was a bloodbath on both sides - the Mordian 352nd and the company of Astartes, as the only remotely experienced or even truly competent forces available, were chosen to form the speartip of this operation. Leading one of the assault companies was Commissar Basir and his bodyguard, Maria Maria Selkirk.
The Commissar was a rather aggressive one, even by their standards, and decided to lead his company, along with several others of the hastily formed recruit formations, in a headlong charge against a mid sized gargant. Maria, not wishing to be shot, said nothing but did her best to keep herself (and the Commissar) alive. She was doomed to failure on the latter however when, miraculously reaching the Gargant, with severely depleted numbers, the man charged headlong at it. At this point, her sense of self preservation overrode her devotion to her duty and she held back, eventually taking shelter behind a massive mound of bodies - greenskin and human alike - to hurl warpfire every which way.
What seemed like days later, but was likely only a couple hours, she came to coated in blood from head to toe and completely exhausted. All around her was utter devastation, the Gargant lay in smoldering ruins, telltale signs of a Leman Russ Annihilator having been in the vicinity, if the recently cooled molten metal was anything to go by.
She had staggered to her feet, incapable of generating another warp bolt if her life depended on it. Scavenging through the field of corpses, taking extra power packs and looking for a lasgun in reasonable condition, she came across the body of the commissar, and by extension, his custom made bolt revolver, which she quickly appropriated for her own personal use before staggering back to friendly lines where she collapsed almost immediately, |
47,536 | 1,291 | 43 | 134 | 1,308 | Suddenly, the sound of the large safe house door being shut and locked into place could easily be heard coming from behind both Engineer Vala and Psyker Adrianne. Celestian Andromedai had would place a hand on each of their shoulders before speaking. “Word of advice for you Vala, if you do decide to kiss Adrianne silly, be sure to do it away from everyone else, I am unsure what the rest of the retinue would think if they saw you, even more so the Inquisitor.” Andromedai paused, smirking ever so softly, “Then again, our Death Korp Trooper may like that, better to not take any chances though. Now, let us head for the living room.” With a soft push, Celestian Andromedai would help guide the two trouble makers in the right direction.
Once they arrived, Inquisitor Icarus would shoot them a glare before beginning her mission briefing. “Tomorrow morning we will be heading directly for the systems Adepta Sororitas headquarters to recruit our last retinue member. Once she joins our ranks, we will head to the last know location for cultist activity and gather all the information we can from the area. I have no doubt that our arrival will shake the hornets’ nest so be prepared for close quarters combat. You are free to do as you see fit until that time but I would like to advise getting at least some rest before we begin. The only rule I have about the safe house is that you treat it as if it were your own. As of now, no one is allowed to leave the safe house and visit the city unless accompanied by Celestian Andromedai. I have important information to look over and order to finish filling before tomorrow morning, so I will now be taking my leave. If I am needed, I can be found within my personal quarters on the third floor of the safe house. I will not be taking any questions for the next three hours though, you are all dismissed.” With that, Inquisitor Icarus turned and left, heading out the stairs to her own personal room.
This now left the whole retinue under the command of Celestian Andromedai, who was looking at the datapad that she held in her left hand. “Since Inquisitor Icarus has retired for the night, that now puts me in command.” There was a moment of silence while she placed her helmet back onto her head and locked it into place. “I have a couple tasks to complete in the city then I will be stopping by some place to get a late dinner, would any of you be interested in joining me?” With her left hand, she motioned outside of the safe house at the landing pad that had a modified drop ship parked upon it. The shuttles colors matched that of the Inquisitors own armor and even had her crest upon each door.
What the safe-house looks like. | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,537 | 1,291 | 44 | 1,841 | 5,726 | Before the gateway that led to the landing pad, a crude engine could be heard roaring in the distance coming ever closer. If the reports were true, the Inquisitor would be at this location. If not, Herold would keep looking, but if there was a reason behind a member of the Inquisition being present upon this humble planet, he'd be damned if he didn't find out first hand his reasonings. This Adeptus Arbites had been working in this system for years now, and needed to learn what new threats now loomed.
With a spray of snow, the Combat Bike was launched into the air a meter or so, before he took control and skidded it across the front gateway. Upon the Bike was Judge, his face concealed and his powerful frame fitted with equally powerful Carapace armor. Methodically, he placed the Combat Bike up, keeping his pack within but hefting his Hydraphur Pattern Suppression Shield and Shock Maul. Most people thought it was him making a show of force, but honestly he merely always wanted to be prepared.
He could see figures inside as he approached through the various windows of this quaint and leisurely home. Most of them seemed feminine of sorts, he noted. His strides were strong and inexorable, as if the very thought of keeping him from moving where he intended was folly. Yet there was a predatory tautness about his gait too, seemingly ready to pounce or roll at any given moment. His fists striking the door in a 'knock' was ominous to say the least. | Name: Herold Altega
Appearance: Herold is broad shouldered and thickly muscled, though his body is more trim and wiry than what one might expect from the term "musclebound." His statuesque and powerful form belie his tactical knowledge and quick mind. He walks and thinks like an apex predator when on the move, striding powerfully but taut, as if he could pounce at any moment. He rarely removes his helmet in front of others, but when he does most would think him not unhandsome. Perhaps a bit rugged and rough with the short, tousled brown hair and storm blue eyes. When out of combat gear, he still tends to wear his military grade loose fitting pants and utility belt, albeit with a plain shirt.
Age: 32
Sex: M
Class: Arbitrator
Equipment: (Guns, armor, grenades/etc-If you are not sure or if it's questionable, please send me a PM.)
Carapace Armor
Shock Maul
Combat Shotgun
Hydraphur Pattern Suppression Shield
Autopistol
Rebreather
Utility belt
Frag grenade
Notable Deeds:
Cartel Bust: Was apart of an Arbitrator Squad that busted down an illegal smuggling operation in the Forge World Ilios, dispatching multiple assailants and capturing the leader's second personally after fighting him in close combat.
Crime of Abstraction: Was promoted to Sergeant, and sent after one of his comrades who had committed the crime of Abstraction and extortion on the world of Dalheim. Sorkal Nielson, the Arbitrator in question, saw fit to go after innocents who he had perceived as gang members, extorting them of their money to get information from them. Herold found, fought, and defeated Sorkal, taking him in to be tried by the true court of law.
Xenos Threat: Helped defend Dalheim from a small Ork incursion that had been manipulated into attacking by the Eldar. Received a large scar along the left side of the face and nearly losing an eye after one particular struggle with an greenskinned Xeno. He was tasked with keeping Order with the citizenry as the PDF forces went to fight the Xenos, but some made it into the city and was confronted by Herold. He slew four. He witnessed an Eldar in the slums of the city and reported it, helping the Governor's administration to find information that put two and two together to show the threat was devised by the ancient Xenos.
Heretic Slaying: Assigned to the planet Sovereign due to reports of cultists. Herold has 17 confirmed cultist kills and 6 confirmed arrests since his time arriving planetside. Half of them occurring during his investigations when he found a cultist meeting place below a Warehouse for Imperial armor parts, surprising them with a grenade, proceeding to two to death, before making a tactical retreat and gunning multiple cultists down as they attempted to escape through the only unblocked exit. |
47,538 | 1,291 | 45 | 729 | 2,152 | Ansgar was quietly grateful for the briefing to start proper, after all, that reduced the amount of time the psykers would be actively bickering and scheming against each other. These things, of course, being things he would not lightly be indulging in. They were expecting another retinue member, one to be joining them at the Sister HQ, and beyond that, they would be deploying straight into the Cultist suspected held areas. Good, he was worried they would be spending too much time mingling and having to rub shoulders with the nobility. Not strong suits of his, that much was certain. Being restricted to the building was hardly of concern to the Krieger, having lived durations in bunkers and trenches that, if one tried to venture out of would have led to expedited death, so the worst of his concerns was the fact that, well, he would likely be trapped here with the others of the retinue. What was curious was the specific lack of questioning for the next three hours. Either receiving communications that were not to be overheard, or something truly beyond them. Regardless, these were wishes he would respect.
Once the Inquisitor departed, normally, Ansgar would have retired to his quarters for the regular maintenance that he felt was necessary for his hellgun. However, Sister Andromedai spoke about being in charge, which yes, that was a nice reiteration of what the Inquisitor stated, and about running errands out in town coupled by a late dinner. "I'll leave that offer to those better suited to civilities in the town. Best to have someone keeping watch here." Besides that, dinner would require removal of his mask, and that was hardly something he had interest in doing right now, in the presence of the others at any rate. Saved him answering questions, really, besides, he hardly put any trust in the majority of this group yet. After all, barring the Sister, he had seen nothing more than infighting and petty, casual use of the warp that invited the kind of chaos and trouble that had no doubt doomed the worlds he had waged wars across already.
What interrupted his train of thought was the pounding on the door, an attempt to be intimidating no doubt, and of course the trooper's first response was to level his weapon at the door, the hum of the weapon charging and coming off its safe state making it clear to the group that the Krieger was expecting trouble. Then again, it was a rare thing indeed for a native of Krieg to not be expecting trouble, so that should hardly be surprising. With the Krieger facing the door, weapon charged, he was once more unmoving, waiting for orders. After all, opening the door could, technically, be considered a violation of the direction that the Inquisitor gave, if one was to be overly technical. "Anyone make a requisition delivery request while no one was looking, or is otherwise expecting company?" | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,539 | 1,291 | 46 | 1,991 | 4,769 | “Call me again later, then we will talk.” Vala mentioned to Adrianne when they were both dragged by the celestian. It certainly wasn’t the most comfortable way of movement, but the fact they didn’t exactly get into trouble for scheming was quite good. The former merc supposed that scheming things wasn’t bad by it’s nature. After all everything in this bloody galaxy was scheming for one thing or another, the inquisition especially. They were after all, all about their schemes and plans. Then there were the sisters of battle whom… Vala stopped that train of thought, she had never heard anything about any grand plans of the sororitas. They mostly seemed to single mindedly do their tasks of purging heresy and xenos and anything they deemed worthy of purging.
Hmm this was… quite the tempting offer actually. Vala had never been planetside on any decent planets within the Imperium. After all she was a former unsanctioned merc. In the past she would have been killed on sight for just attempting to get anywhere near planets such as this one, not to mention land her ship. She also lacked frankly any normal clothing suitable for this. All she had were her suits and armor. This felt like a good chance to get some normal clothing that was not the standard uniform procured within the military ranks she could have requested usually.
“I will actually take up on that offer.” She stated to Andromedai and quickly walked after the celestian. There was also the opportunity to try normal food for once!" I've wanted the chance to get planetside on any decent planet for a while now~" | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,540 | 1,291 | 47 | 1,990 | 2,102 | Adrianne quirked a visible eyebrow at the Celestian.
The idea of seeing a sister soritas going out into the city, even for a dinner actually outside of any monastery or temple, was something that was definitely unique enough to pick up the Psyker's interest!
"I will!"
Adrianne did not wait long before she commented, raising a hand and stepping forward towards the Celestian, falling into step next to the much more diminutive Vala.
Before they could reach the Celestian however, Adrianne would take the chance to lean in down towards Vala, holding up a hand as she whispered into her ear in a hushed tone.
"Notice the emblems and full battle armor? I don't think this will be any 'normal' night out!" The Psyker would whisper into Vala's ear, an act that was made somewhat awkward by the height difference between the two women.
Flying into the city with the inquisitorial emblem and a sister of battle in full battle armor was bound to be >anything< but mundane!
"I wonder if it's a raid, or a witch hunt, or a mutant purge."
Adrianne's big purple eyes moved frantically from the Celestian to the ship lying in wait at the pad, as her mind filled with ideas!
"Secundus Dumbuscus, come along!" Adrainne called out, as soon a familiar sound of heavy metal steps could be heard as the braindead servitor that had earlier carried Adrianne's luggage suddenly came into view in the room, carrying her skull helmet and a pair of empty boxes! Staring with empty eyes towards the group, but mainly towards Adrianne, it spoke through its static voice box with a monotone voice.
"Ready to serve, mistress."
"Oh, don't mind him; Dumbuscus will carry anything we might need! He also comes with a Quiet Mode." Adrianne said with a reassuring smile towards the other two as she gestured with a hand towards the servitor. | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,541 | 1,291 | 48 | 134 | 1,308 | “There is no need for you to watch over the safe house or the Inquisitor, Trooper Ansgar. Both the safe house and the lands surrounding it are fully monitored and protected from a security system that Inquisitor Icarus can fully control from her room or from her data-pad while elsewhere." Celestian Andromedai was about to give an order to the Death Korp Trooper until she also heard the loud and sudden knocking upon the outside of the main door. "I did not make any requisitions and all other members of the retinue will be picked up tomorrow. Whoever it is was allowed to approach the house by the security system, strange." Picking up her modified bolter, the Celestian moved to the door while motioning for the rest of her retinue to take positions behind her. Reaching for the metal door, she unlocked it and quickly opened it to find a veteran looking Adeptus Arbites standing before her.
"You are standing upon Inquisitorial grounds, Adeptus Arbites, speak your reason to be upon private grounds or you will be eliminated." The Celestian held her weapon a few inches away from the man's face, her finger upon the hairpin trigger. Suddenly, the voice of Inquisitor Icarus came from behind all them, she stood at the top of the stairs in full gear. "I requested that Judge meet us at the safe house shortly after we arrive, he will be joining us on our assignment." Celestian Andromedai quickly brought her weapon down and motioned for the man to come inside. Once he had stepped inside and out of the snow storm outside, Celestian Andromedai shut the door behind him and locked it.
"Alright then Judge, I am currently in charge of the retinue until tomorrow morning, Inquisitor Icarus will take over from there. As for now, she is not to be bothered with anything unless it is extremely important, you may not leave the safe house without my permission until the morning and all orders I give are to be followed swiftly and to the letter. You caught us just as we were about to head out and make our way to the city to gather supplies and grab a late dinner, which remindes me..." Celestian Andromedai paused then moved to the back door that lead to the landing platform for the Inquisitors own shuttle. "You are all hereby ordered to join me on my visit to the city, that means you as well Death Korp Trooper. Judge, drop of your gear in the room of your choice then meet us outside in the shuttle, we will be leaving very shortly."
With that, Celestian Andromedai opened the back door and stepped outside onto the landing platform where their shuttle was waiting. "Psyker Adrianne, join me as my co-pilot, all others take your seat in the back. Also Adrianne, have that sentinal come with us, we may need him for what I have in mind." The side doors to the shuttle opened and Celestian Andromedai was the first to enter the well taken care of and oddly comfortable shuttle. Taking her seat in the pilots seat, she quickly buckled herself in and prepped the shuttle's engines which quickly came to life with a low hum. | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,542 | 1,291 | 49 | 1,990 | 2,102 | Right behind you! Adrianne would respond with a cheerful smile as she suddenly threw her servitor a quick look.
"And you behind me, Dumbuscus!"
"As you order, mistress. Shall I be bringing refreshments as well?"
" ... neehh, or maybe!"
As she was about take her first step towards the shuttle, Adrianne would swing around in a quick half spin as she glanced towards the Krieger with a coy smile.
"You know there's no point in arguing... debating the sisterhood is never a good idea!"
She said with an amused tone as she walked backwards towards the shuttle, before spinning back around and following the celestial into the shuttle! Walking inside with the trundling servitor following ever so loyally behind her, Adrianne found she had to deftly lower her head on multiple occasions to avoid walking headfirst into any low hanging pipes or metal plates as she made her way to the cockpit to find the celestian.
"You know, Celestian!" Adrianne said as the door to the cockpit slid open behind Celestian Andromedai as the tall Psyker walked in, spinning the co-pilot seat around before she slouched impromptu down into it with her butt and smirked at the celestian.
"As I'm sure you already know from having read my resume, I have plenty of hours in flight sims both zero-g and not! I could take this flight to our destination no problem whilst you merely relaxed!" | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,543 | 1,291 | 50 | 729 | 2,152 | Once it was confirmed the Judge was indeed supposed to be here, and only then, did Ansgar lower his hellgun from being centered on the Arbites male. While most wouldn't have expected much when firing on carapace without things like the space marine Bolter or weapons dedicated to punching through armor, the Krieger had personally put such men down, carapace clad and even in power armor, with well placed shots and a bit of blessing from the Emperor. The latter targets, though, usually required sheer volume or well placed shots against the weaker points in the armor, something that was studied and briefed extensively by the survivors of the Krieg born regiment as they continued pressing forward. Every encounter costed men, but rewarded in knowledge in how to fight against such targets. Of course, with the Sister chiming in about how the defenses and Inquisitor herself were adequate in defending themselves and this place, the Krieger started getting this feeling that he wasn't going to get to avoid whatever social or pleasantries that were going to try and be foisted off upon them in the city. Sure enough, he was given a direct order to head into the city with the rest of the group, which was met with the stoicism and utter lack of reaction that the Death Korps so oft displayed.
"Ma'am."
The one word spoke of obediance to the order, as the trooper always would do. Orders were to be given and obeyed, given by the superiors, obeyed by the rank and file. It was a simple equation that somehow was mucked up and ruined by less disciplined forces. The Krieger had been rather quietly hoping that he would not have to attend to this departure for the city, not with the way the group had been interacting already. Considering events on board the main vessel? One should not have blamed him for hoping to avoid further potential for such things. Of course, one of the two main instigators, the one psyker that wasn't quite as overt a pyromancer, rather seemed to manipulate the warp in more irritating and less predictable manners, mentioned arguing with the Sisterhood to be futile. Like he intended to argue with the orders of a superior, and he grabbed his satchel of explosives, slinging it under the power pack for his hellgun and walking out, shooting off a comment towards the psyker as he boarded.
"I don't argue orders, ma'am. I follow them, without need for concussive separation."
Leaving that comment in the air for anyone to remark on, Ansgar strapped into the transport, securing himself and his kit just in case that they would hit turbulent weather. The fact they were flying into a city for a few errands, not into a warzone, meant nothing to the Krieger. Warzones could break out without warning, they tended to, it was rather rude of them really. But such was the realities of war, one was never ready for it. They could merely be as close as possible to being ready, and improvise the rest. Once again, if not for anyone watching him strap him, he might as well be still and unliving, or perhaps a pile of equipment. He hated flying, too little control. Chimeras and other ground transport was better, usually, since they could use vehicle mounted weapons to fight back. Air transport? Typically not so much. Which meant hang on for dear life and pray to the Emperor that, if you didn't make it, you didn't realize you didn't until you were before the Emperor himself for judgement. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,544 | 1,291 | 51 | 1,991 | 4,769 | Eventually Vala let out a sigh as she dashed off back to her room to quickly put on her battle armor. With that nimbly done, she hastily attached all the weapons to their magnetic buckles and returned to the shuttle where they were preparing to fly off. She didn't really like the idea of going full battle state for a dinner out, but she doubted that there was much choice. There was no way problems weren't going to happen and also the sisters tended to attract trouble everywhere they went...
She didn't like the crazy psyker being their co-pilot or pilot. For some reason the mechanic suspected she was very unpleasant to take a ride with. Call it her gut feeling, but she didn't want Adrianne to fly the shuttle. Still she had decided to keep shut for now and simply checked the locking mechanisms of her armor one more time just in case. You could never be too careful with those things... wait on second thought...
“So just because you have sim flights time you think you're suitable to ride a transport shuttle with real people inside it?” Vala asked with a sigh.” I'd prefer to not get killed or injured during the ride... To fly a real transport shuttle takes a lot of practice and time to not fly it as a drunken one armed ork...” | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,545 | 1,291 | 52 | 1,990 | 2,102 | To fly a real transport shuttle takes a lot of practice and time to not fly it as a drunken one armed ork...”
There was a visible darkening on Adrianne's face as she heard the annoying voice of the impertinent merc sitting in the passenger compartment.
That little heretical midget!"
Baring her teeth in an angry frown, Adrianne would lean out of her seat in the cockpit to look back at the passenger compartment to identify the source of the unpleasant commentary, before she moved to point an armored finger back at Vala.
"I'll have you know that in my test records, I had a way higher than acceptable rate of failures and crashes!" Adrianne remarked, wiggling her finger towards Vala as if tutoring a child. This movement was suddenly interrupted as she shifted her hand to stretch her arm towards the side of the doors connecting the cockpit to the passenger compartment.
"Besides, NOBODY asked for your opinion... tramp!"
*SWOOOSH!*
And with that, the doors to the cockpit suddenly swished shut as Adrianne pressed the door control, before returning to her seat and giving Andromeda a look of confidence.
"Besides, today's weather report won't include any flak. At least excluding the passenger compartment." She said with a reassuring smile as she motioned towards the dashboard. | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,546 | 1,291 | 53 | 1,841 | 5,726 | Herold's eyes couldn't be seen within his tinted visor, but there was no mistaking that grim expression he gave to the trooper when his gun was leveled his way. He was about to raise his shield in a swift movement, but realized that the man had a few reasons to be on edge. This was no normal outfit afterall, but a group formed by the Inquisition itself. He regarded the Celestian next after giving the others a once over. Odd group, he noted. Mostly female and a bit too bubbly for what he expected.
"Soveriegn has been...quiet as of late," he told her when she mentioned they would go out for a dinner. "But there is still a risk. However if I am ordered, then very well. I'll be here to give guidance if ordered."
He moved passed her, searching the house at a steady, albeit unhurried pace. He inspected every room he found, making sure it all checked out. "One could never be too careful," he muttered to himself as he left the last room before his own that he would claim. It was a smaller room, but it suited his needs just fine. He grunted in acknowledgement, and set his pack down, making sure to lock the door behind him.
He kept his weapons with him, however. He was still an Arbites, no matter the Inquisition or their affiliates would say. Making his way downstairs, his footsteps becoming audible stomps on the light stairway, he made his way outside and onto the transport. He gave a nod to those in the back, and set his shield beside him. Judging from his company, this night would be one he might take note of in the future. | Name: Herold Altega
Appearance: Herold is broad shouldered and thickly muscled, though his body is more trim and wiry than what one might expect from the term "musclebound." His statuesque and powerful form belie his tactical knowledge and quick mind. He walks and thinks like an apex predator when on the move, striding powerfully but taut, as if he could pounce at any moment. He rarely removes his helmet in front of others, but when he does most would think him not unhandsome. Perhaps a bit rugged and rough with the short, tousled brown hair and storm blue eyes. When out of combat gear, he still tends to wear his military grade loose fitting pants and utility belt, albeit with a plain shirt.
Age: 32
Sex: M
Class: Arbitrator
Equipment: (Guns, armor, grenades/etc-If you are not sure or if it's questionable, please send me a PM.)
Carapace Armor
Shock Maul
Combat Shotgun
Hydraphur Pattern Suppression Shield
Autopistol
Rebreather
Utility belt
Frag grenade
Notable Deeds:
Cartel Bust: Was apart of an Arbitrator Squad that busted down an illegal smuggling operation in the Forge World Ilios, dispatching multiple assailants and capturing the leader's second personally after fighting him in close combat.
Crime of Abstraction: Was promoted to Sergeant, and sent after one of his comrades who had committed the crime of Abstraction and extortion on the world of Dalheim. Sorkal Nielson, the Arbitrator in question, saw fit to go after innocents who he had perceived as gang members, extorting them of their money to get information from them. Herold found, fought, and defeated Sorkal, taking him in to be tried by the true court of law.
Xenos Threat: Helped defend Dalheim from a small Ork incursion that had been manipulated into attacking by the Eldar. Received a large scar along the left side of the face and nearly losing an eye after one particular struggle with an greenskinned Xeno. He was tasked with keeping Order with the citizenry as the PDF forces went to fight the Xenos, but some made it into the city and was confronted by Herold. He slew four. He witnessed an Eldar in the slums of the city and reported it, helping the Governor's administration to find information that put two and two together to show the threat was devised by the ancient Xenos.
Heretic Slaying: Assigned to the planet Sovereign due to reports of cultists. Herold has 17 confirmed cultist kills and 6 confirmed arrests since his time arriving planetside. Half of them occurring during his investigations when he found a cultist meeting place below a Warehouse for Imperial armor parts, surprising them with a grenade, proceeding to two to death, before making a tactical retreat and gunning multiple cultists down as they attempted to escape through the only unblocked exit. |
47,547 | 1,291 | 54 | 1,991 | 4,769 | Great... someone's sounds quite unsecure about their skills... You sure that you haven't just finished the academy or whatever it was? Vala asked with a smirk at Adrainne's hissing comments. She sounded and looked about as intimidating as a ten year old. It made the mercenary just smile all the more, but not really enjoy the situation of having an inexperienced person requesting the reigns of the shuttle. Vala herself was on ships all her life and knew how to fly them, but then again she grew up around and on space vessels. This Adrianne woman knew nothing of it... academy... bah... just a few successful landings on a sim didn't make you a pilot no matter your fail to succes ration." Careful! Those door controls weren't covered in the sims!" Vala chirped as the psyker went ahead and closed hte door towards the cockpit.
"Well... time for a nap." The merc suddenly said, pulling her helmet and putting it on, before relaxing her hand on the gun on her hip as her breathing calmed and slowed down, turnign more rythmic than before. She was used to ships so the sounds of the engines or idle chatter wouldn't really wake her up. | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,548 | 1,291 | 55 | 134 | 1,308 | The shuttles cockpit lit up with soft azure lights as Celestian Andromedai’s hands traveled across its numerous controls and interfaces, preparing it for immediate departure. The doors to the shuttle quickly shut themselves and with in a moment’s notice, they were airborne.
Peering through her visors HUD that had now connected itself to the shuttle, Celestian Andromedai responded to Adrianne’s request to fly with a simple but stern sounding “No.” followed by her flipping a switch next to her that opened the door that lead from the cockpit into the passenger compartment. “Don’t cause me any trouble Adrianne, just stay seated and do your job as the co-pilot.” By now, the shuttle was heading towards the large city in the distance.
“Attention retinue, once we arrive at Valencia, your orders are to depart from the shuttle immediately and follow behind me. Keep your conversations and the volume of your voice at a bare minimum, I won’t suffer fools or stupidity while at the chapel.”
Suddenly, the voice of yet another Sister of Battle came over the shuttles coms inside of the cockpit. “Inquisitorial shuttle number three eighty three, you are clear to land at pad (C-21) Crews are standing by for your arrival.” Celestian Andromedai spoke into the microphone that was built into her helmet and responded, acknowledging the information that she had just been given. “Affirmative, will arrive in thirty seconds at designated docking pad.”
The shuttle would drive sharply into the city before leveling itself out and coming to an abrupt but gentle stop upon pad (C-21) The doors to the shuttle would open with a soft hissing sound as Celestian Andromedai unbuckled herself from her seat and quickly made her way out of the shuttle and onto the metal floor.
Around them was the massive, lavishly decorated Sister of Battle structure known as the chapel. From where they had landed, the retinue could see a large number of other aircraft parked around them in the hanger, as well as an incredible amount of personnel going about their own business.
As Celestian Andromeai departed from the shuttle, another high ranking Adepta Sororitas swiftly made her way to Andromedai, giving her a crisp salute. The first thing the retinue would notice about this newcomer would be that her armors shading and coloring matched Andromedais but the armor itself was quite different. “Sister Seraphim Superior Solares, it is good to see you again. I am glad you will be joining us on our assignment.” Solares nodded her head and motioned for all of them to follow her with three words, “Same, follow me.”
As the group walked, Celestian Andromedai noticed they were heading towards a large elevator that would bring them down to where ground vehicles were stored. The large glowing sign that hanged above the entrance to the elevator gave that away. “I have acquired a Rhino for us that we can use in the city, it’s not a rare sight to see them driving through the streets at times so we should be able to move about with little suspicion.” Said Solares as she stepped onto the elevator and waited for the rest of the group to join her. Once they had, the elevator quickly descended to the designated floor where their transport was waiting for them. “Alright, everyone get in, someone take the armored turret position on top while Solares and myself handle its controls.” | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,549 | 1,291 | 56 | 729 | 2,152 | Ansgar had little to say as the shuttle went about its trip, continuing to maintain his silence whilst considering what was going on thus far. The Arbites trooper had given him a rather dirty look when they first met, but Ansgar was justified, as far as he reckoned. Inquisition demanded higher alertness and security considerations, so he would not be found wanting in those regards. As such, an armed and armored individual, even wearing the trappings of an Arbites, was to be treated with due suspicion. Besides, things had been far too quiet for the Krieger's liking, he had expected more out of the Inquisition. Then again, his only dealings with them had been on a planet plunging headlong into Daemon planet status, so he really did not have the entire picture in that regard. As they touched down and orders were given out, Ansgar had no qualms with following through with them. As he had mused before, orders were orders, and that was that in that regard.
The Grenadier, unsurprisingly, had little to say as he marched forward with the rest of the retinue, the Sister's orders clear in that regard. Also, considering how lacking he had been in the vocal, communication department, so it was hardly surprising that he was likely the most silent of the group, literally saying nothing as a new Sister reported and they were informed of a Rhino on standby. He preferred a Chimera, really, but he wouldn't turn his nose up at a Rhino. It was leaps and bounds better than any sort of aircraft, after all. If he had to choose a vehicle he'd be most comfortable with? Hades Breaching Drill, those things were his pride and joy whenever he got his hands on one as an Engineer. But, not the most suitable for transport, so he would content himself with the fact that the Rhino would be rather good of an option to take over any sort of air travel. Still, he missed the Guard vehicles of choice, and that would not likely change. He was more likely to be able to drive a Guard vehicle than any other.
The first thing Ansgar noted upon reaching and boarding the Rhino was that the cargo hold area for troops was clearly designed for power armor in mind. It was spacious and large, for an unarmored human, so it was not as cramped as a Chimera. Then again, Chimeras also did not carry Space Marines, Sisters of Battle, so on and so forth, into battle. However, when the order was given to take up position in the turret, Ansgar was ahead of everyone else, moving forward towards the hatch that did not have all the mechanical crap in the way, and had one of the Storm Bolters, having spotted it when approaching the vehicle. Perhaps the other was controlled from within? Regardless, Ansgar worked the hatch open and hauled himself up into position, checking over the Storm Bolter. Not his usual choice of heavy weapon, understanding that they often were not heavy weapons for Space Marines or Sisters, but the amount of bolter rounds he'd seen the things spit out was impressive, to say the least. He kept his report clipped and precise, already scanning their surroundings for anything awry, regardless of the situation dictating it or not.
"Turret Manned, ma'am. Scanning for potential threats, active and passive. Will report as necessary." | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,550 | 1,291 | 57 | 1,990 | 2,102 | “No.”
There was a visible frown on Adrianne's face as she crossed her arms and sat back in the co pilot seat, clearly not pleased with the situation as she added.
"If you ever need me to save the ship, I'll be available." She added with a deceptively casual tone whilst staring straight ahead and simply waiting out the journey, as if she had just been personally offended!
"Cursed yes-sayer of the Adeptus Ministorum! She clearly has no faith in me just because of my supernatural abilities! I could have flown this thing no problem! I almost wish a missile would hit anytime soon just so I could step in... "
As they arrived later and were shown to the Rhino, Adrianne couldn't help but frown yet again as she saw another vehicle whom - of course - she did not get to drive, as she had to be the passenger... yet again.
At this point, she was not sure what was worse; the heresy on this planet, or the brain-killing boredom of just sitting on her butt as they went traveling.
As she stepped into the heavily armored Rhino, followed by her ever-vigilant servitor whom came trundling along behind her, Adrianne cast a glance around at the vehicle as she commented to Vala.
"I wonder who's party we are ruining today." She added with a mischievous smirk as she motioned towards the heavily armored vehicle with her eyes. Stepping inside, she found to no surprise that the Krieger had already found the Storm Bolter gunnery seat.
"Talk about living up to stereotypes."
"It's good we have a Krieger behind a Mark XI Hellrain Storm Bolter." Adrianne commented approvingly as she found one of the seats and started working with the belt buckle. Turning to Vala, she gave her a funny smile.
"If the Arbites had gotten behind that thing, I fear we'd end up exterminating every lower middle class or below from here all the way along the path to our destination." | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,551 | 1,291 | 58 | 1,841 | 5,726 | Herold kept himself quiet for the most part. A grim faced sentinel with weapons at the ready. He admitted he was surprised at how casual everyone was acting, save the Sororitas up front. His question to her was that why they would invite him here if he was not to speak and guide them? He gave a shrug to himself, and a quiet grunt. It was not his place to question the Inquisition or the Inquisition's choices. He would simply be along for the ride.
The hissing of the vehicle was a signal for them to get out, and he stepped out onto pad C-21. He surveyed the area, realizing at once where they were. He should have suspected they would be using one of the Sororitas vehicles, and his suspicions were confirmed when they stepped onto the Elevator that led downwards to the land vehicle bay.
Adrianne's servitor nearly bumped into him, but he didn't flinch or make way. He simply stepped as he would, making his way in. "If the Arbites had gotten behind that thing, I fear we'd end up exterminating every lower middle class or below from here all the way along the path to our destination." That made him turn to look at the unnaturally tall and pale woman.
He felt something off about her. He had not survived this long without a certain sixth sense. He could have given a witty retort back, but he decided now was not the time. "This world's citizens are relatively civil and uncorrupted," he replied, settling himself down once more in the Rhino. He'd ridden in one before on Dalheim. "Then again, that means about half of them are questionable in their duties to the Imperium." | Name: Herold Altega
Appearance: Herold is broad shouldered and thickly muscled, though his body is more trim and wiry than what one might expect from the term "musclebound." His statuesque and powerful form belie his tactical knowledge and quick mind. He walks and thinks like an apex predator when on the move, striding powerfully but taut, as if he could pounce at any moment. He rarely removes his helmet in front of others, but when he does most would think him not unhandsome. Perhaps a bit rugged and rough with the short, tousled brown hair and storm blue eyes. When out of combat gear, he still tends to wear his military grade loose fitting pants and utility belt, albeit with a plain shirt.
Age: 32
Sex: M
Class: Arbitrator
Equipment: (Guns, armor, grenades/etc-If you are not sure or if it's questionable, please send me a PM.)
Carapace Armor
Shock Maul
Combat Shotgun
Hydraphur Pattern Suppression Shield
Autopistol
Rebreather
Utility belt
Frag grenade
Notable Deeds:
Cartel Bust: Was apart of an Arbitrator Squad that busted down an illegal smuggling operation in the Forge World Ilios, dispatching multiple assailants and capturing the leader's second personally after fighting him in close combat.
Crime of Abstraction: Was promoted to Sergeant, and sent after one of his comrades who had committed the crime of Abstraction and extortion on the world of Dalheim. Sorkal Nielson, the Arbitrator in question, saw fit to go after innocents who he had perceived as gang members, extorting them of their money to get information from them. Herold found, fought, and defeated Sorkal, taking him in to be tried by the true court of law.
Xenos Threat: Helped defend Dalheim from a small Ork incursion that had been manipulated into attacking by the Eldar. Received a large scar along the left side of the face and nearly losing an eye after one particular struggle with an greenskinned Xeno. He was tasked with keeping Order with the citizenry as the PDF forces went to fight the Xenos, but some made it into the city and was confronted by Herold. He slew four. He witnessed an Eldar in the slums of the city and reported it, helping the Governor's administration to find information that put two and two together to show the threat was devised by the ancient Xenos.
Heretic Slaying: Assigned to the planet Sovereign due to reports of cultists. Herold has 17 confirmed cultist kills and 6 confirmed arrests since his time arriving planetside. Half of them occurring during his investigations when he found a cultist meeting place below a Warehouse for Imperial armor parts, surprising them with a grenade, proceeding to two to death, before making a tactical retreat and gunning multiple cultists down as they attempted to escape through the only unblocked exit. |
47,552 | 1,291 | 59 | 729 | 2,152 | Ansgar was going over the storm bolter when he caught the comment by the one psyker that it was good to have a Krieger behind the weapon. She rattled off the model as well, which was a bonus point for her regard. Ansgar, being a former Engineer, had to know most weapon platforms he might come across, at least well enough to operate them, and while the storm bolter was not a normal weapon for Guard to encounter, he knew of them well enough to operate it. However, Siege Regiments like his own preferred heavy stubbers, cheaper and more plentiful, as well as more easily replaced and reliable in most conditions, than a storm bolter. He commented idly on the matter, a rare thing, but talking weapons was a natural thing for the Krieger. "Prefer the heavy stubber personally, ma'am. Storm Bolters are nice when available, but jamming and rarity, both of parts and ammo, gives them their issues. Most folk tend to turn the nose at a heavy stubber, but short of Terminators, even a Marine can be put down with a well placed round to a weak point in the power armor." It was a common thing that people not familiar with Death Korp tactics, or most Guard tactics in general, might be unaware of, but there was standard methods of handling Power Armored forces, which came to mind as he considered the storm bolter in his hands.
Typically, anti tank weapons were authorized for Marine targets, should they not be otherwise engaged with actual vehicles. He'd seen Traitors take a krak missile to the chest, which had blown them open rather neatly. Of course, landing a krak missile on a mobile target like that wasn't the easiest thing in the world, so secondary methods included ordinance, both vehicular and man portable, alongside sheer volume of fire. Lasguns took a great deal of time to burn through the power armor, while heavy stubbers took a lucky, or well placed, shot to pierce the weak points on the armor. But, Emperor be praised, volume of fire was often available to the Krieg born Death Korp regiments. Specialists with plasma guns, various launchers, even heavy flamers seemed to slow Marine targets at times, doubly so if they had gaps opened in their armor from previous attacks. Pouring burning promethium into one of those suits tended to cause the wearer some modicum of panic. Casualties were, however, always high when engaging traitor Marines. But even a dozen, or more, guardsmen were more than worth the cost to bring down a traitor Marine.
Ansgar had gone into a sort of auto pilot sweep of the surroundings when the Arbites opening his mouth again brought his focus back, the man commenting on the relatively civil, uncorrupt nature of the world's citizens. Ansgar was forcefully reminded of Krieg and her past, and he made a comment, one that carried a fair deal of weight behind it, aimed at the Arbites trooper more so than any of the others in the vehicle. "The most unassuming of worlds can burst into bitter civil war without warning. Any man or woman of Krieg knows this, and we continue to pay for the sins of our fathers to this day." There was not a single Krieger that did not know the great sin that was committed by many of their ancestors, when they rebelled against the Emperor. The loyalty of one hive, one hive that rained nuclear fire down upon the world, and the following purge of the traitors, was tales taught to each Krieger growing up, before they marched to war. As such, while many might look down upon the Arbites, they had a very clear purpose, so long as they remain true to said purpose. Whether that was indeed the case for this one, or not, well, that remained to be seen. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,553 | 1,291 | 60 | 1,990 | 2,102 | I think you just need to appreciate the luxury of life, Ansgar.
Adrianne replied with a slight chuckle.
"With stormbolter, it doesn't matter much whether the target is a naked little gretchin or a hulking space marine. The result is a target thorn to shreds before you can even sing the first verse of the emperor's litany!"
...
"Come to think of it, you can decimate a small building in the blink of an eye with that thing... "
The Psyker paused as she thought of the awesome destructive potential of the Stormbolter. A normal bolter was already comparable to a fully automatic grenade launcher with great penetrative force. A stormbolter was often just a bunch of bolters smashed together, for even more destructive powers!
She had seen a line of heavily armored Ork nobz turned into red paste by a stormbolter years ago, before the front part of the bunker behind them had then caved out from the missed bolter rounds.
To her, the Stormbolter was amongst the epitome of the Astarte's fetish for anything overkill!
And she didn't mind...
"Just bear in mind that; just as the star that burns twice as bright, it will only burn half as long. Once you press the trigger, the fun is over as soon as it starts." Adrianne commented with a toyful tone as she cast a sly smirk over at the arbites at the end of her sentence.
"Stars go supernova when they burn out, mistress." Suddenly sounded the stoic, robotic voice of her servitor.
"Such may be a poor analogy, unless you expect the weapon to explode in the guardman's face."
...
There was a pause, before Adrianne turned around to look at the servitor with one glaring, purple eye. | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,554 | 1,291 | 61 | 729 | 2,152 | Ansgar patiently heard out the psyker as she drooled, figuratively he assumed, over the Storm Bolter and its impressive capacity for destruction. Yes, the weapon could rip anything caught in its burst to shreds, but as she pointed out, the weapon chewed through ammo at an alarmingly fast pace. Ansgar's opinion on the storm bolter, as such, was rather mixed, knowing how much of a nightmare the things tended to be from a logistics stand point. Space Marines tended to not care for such things, they had rarer issues with supplies due to being as favored as they were. A Guardsman could ill afford to be wasteful with supplies, even the routine mishaps in supply shipping. He had seen a Trooper, upon receiving barrels of industrial strength acid instead of promethium, modify his heavy flamer to accept the acid and utilized it to alarming efficiency against the Tyranid forces. Emperor provided providence, or a happy accident, Ansgar cared little in regards to that acid thrower that had been cobbled together. The fact it worked better than Promethium was good enough for the Krieger.
The comment of stars going supernova brought a quiet snort from the Krieger. What, did the servitor mix up plasma weapons for bolter weapons? Guardsmen issued plasma weapons had the dubious honor of maintaining and firing the damned things, and if Grenadiers thought their Hellguns were unreliable, than Emperor help the poor special weapon bastards carrying plasma weapons. Even properly maintained, he'd seen the things overheat and damn near kill the trooper holding it. Then again, a trick that most didn't think about was that lasguns could indeed take out armor, not in the way one might expect. Overloading the power cell into the lasgun without giving it a discharge path turned the rifle into a bomb, though the obvious problems were a lack of consistent timing, the loss of said weapon, the fact it was barely as strong as a krak grenade, and so on and so on. Truly a desperation move indeed. "If this storm bolter has had so little maintenance it resembles a plasma weapon, I believe our concerns are greater than a storm bolter detonating..."
However, he highly doubted the Sisters would leave one of their transports so ill maintained. Still though, his Engineer habits had him constantly checking and rechecking the equipment. Ansgar knew that things only would break in a significant manner when it mattered that they did not, if one left the possibility to chance. He had no intention of letting it go to chance. Beyond this, however, Ansgar was simply keeping his mind from wandering, something that was an eternal battle for a sentry. Remaining focused and alert was far more difficult, in ways that one might not think. Sure, sleep deprivation or a wandering mind might be a problem, but a lack of attention to subtle details and subtler changes to a familiar environment could be the only warnings one would get. And considering the lack of familiarity with this environment? He had a difficult task indeed, considering he could not risk missing a cue that might save or damn the lot of them. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,555 | 1,291 | 62 | 1,991 | 4,769 | “Doesn't matter...” Vala replied to Adrianne with displeased expression.” I got tricked, should have stayed back at base. I hoped for nice dinner out and it turns out we are simply going on a raid.” The former merc stated with sad voice, regretting her decision. She could have stayed at base and tinker her newest invention... weapon. A weapon perfect for dealing with specific high armored targets. Targets like power armor or warp shielding.” I just want now to get this over with and return back...”
She heard one of the new face say something and then looked up at him. Just the usual poor sod roped into inquisition duties. Vala herself was not given much of a choice in the matter so she at least tried to make the best of it by tinkering like mad on invention she before had not the resources to make. She now wondered what was his story... was he forced.. did he volunteer or something or was he requested specifically...
“As long as the ammunition isn't defective and the bolter doesn't heat up to a point it causes the bullets to ignite before fired, you should be fine.” Vala stated to Ansgar and threw a look at Adrianne.
“I'm personally fan of heavier hitting weapons... Shotguns... cannons... the higher impact and damage ones that take are focused on high range, velocity and damage instead of speed.” She said with a sigh.” In fact I'm in the middle of finishing a laser cannon that should be powerful enough to pierce through space marine power armor in a single shot. Granted it's very slow rate of fire, but in return it should be good to go from mile and something. Basically it's an sniper cannon... You'll like the results it gives.“ | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,556 | 1,291 | 63 | 1,990 | 2,102 | The Servitor's vox box would automatically crackle into life, using its same, monotone voice to answer the Krieger's comment.
"Clarification: I was suggesting that the analogy used by my mistress may,-"
"Mute!"
Suddenly sounded Adrianne's voice as the Psyker had leaned over to stretch out one arm to press a hidden button on the servitor's back, as its vox box suddenly grew silent. It moved about, shuffling slightly, but not a single sound came from it aside from the occasional whirring sound of gizmos and hydraulics from its body.
Leaning back into her chair, now with a much more satisfied look on her face, Adrianne would turn to look back over at Vala with a smile.
"Heavy hitting? Shotguns? Sweetie, you do realize what a bolter is?!" Adrianne quipped with a mischievous smile!
"It is essentially a direct grenade launcher. And a stormbolter is just two bolters latched together. If you like heavy hitting options, you'd fall in love with it if you tried!"
The Psyker commented with a sly grin.
"And don't you worry about food. House raids are actually quite lucrative on a rich world. Even the heretics around here are bound to be well off! Imagine the foodstuffs we'll be able to find in their larder!" Adrianne said with a glint in her eye! For it had been a thought that had just struck her too!
It had taken a while for her to realize that the average citizen on this planet was actually quite well off compared to other areas of the Imperium. Which meant that when they invariable kicked in the door and the Sister of Battle did her thing and burnt the owner on charges of heresy, that meant they retained the right to confiscate all their stuff! Foodstuff included!
While Adrianne did not consider herself a burglar, it was technically alright in her mind if she confiscated the stuff under imperial or inquisitorial decree! It would technically not be stealing then!
... in theory. | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,557 | 1,291 | 64 | 729 | 2,152 | I would not be so quick to dismiss a shotgun as not heavy hitting, ma'am. I've seen ammo that the Arbites should know, such as rounds designed to home in on targets. Coupled with slug, various explosive rounds, gas rounds, and stranger that I've seen used, a shotgun can hit well above its weight. Ansgar was rather fond of shotguns, specifically the Krieger favored Lucius Pattern Mark 22c semi-automatic shotgun. Engineers were fond of the revolver style magazine the weapon employed, one could very much treat the things with impromptu grenade launchers, just lower velocity than the common method of likening bolters to high velocity grenade launchers. Engineers loved the Mark 22c, the thing could sweep trenches and tunnels clear in a few blasts, the weapon's lack of range and ferocious kick mattered little to the Kriegers born with a natural talent for combat engineering. And Ansgar was no exception to this, he still missed his shotgun over the hellgun he lugged about still.
Ansgar patiently listened to the merc woman talk to great length about her current project, an amalgamation of las tech that would probably get her strung up by the cogboys if they caught her with the thing. But, thankfully for her, they had no cogboys with them. "That sounds like an attempt to make a single man portable las cannon. Just more unreliable and jury rigged. Why not strip down a lascannon and bulk up a bit, or use a suspender rig to aid in carrying it?" Ansgar was seriously questioning how useful this sniper cannon would be, considering it really sounded like a jury rigged las cannon. The Krieger had seem some strange combinations by desperate soldiers, but this hardly seemed to be a situation fitting for such a jury rigging. Not when, as he pointed out, either stripping down a las cannon, bulking up, or using mechanical assistance could accomplish the same with a far more tried and true method of armor hunting than some amalgamation of parts and circuits.
Ansgar wouldn't be so crass as to go I told you so, when the thing blew up on her, but he would certainly not be within the blast radius when it went critical. He had to admit, it seemed the group had a fetish for heavy firepower, something that, while he could respect and find it useful, he did not share. Each weapon and piece of equipment was a tool, nothing more. If a knife could get job done as serviceably as a heavy bolter, why waste the time, resources, and manpower to use a heavy bolter when the knife would suffice? Perhaps he was being unreasonable, sticking too closely to the common supply problems of siege warfare, and never having the luxury of getting to have such a fetish for heavy firepower. Then again, perhaps it was unhealthy for their focus on such things. But then again, this was a psyker and mercenary he was dealing with, there was never any promises they would be reasonable, sensible, or otherwise sane! With that though, Ansgar maintained his silence, despite the plethora of further commentary he could make on the situaiton. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,558 | 1,291 | 65 | 1,841 | 5,726 | As the Krieger spoke of Shotguns, the Arbites was just cleaning his own. Herold did it more out of habit and for something to do than boredom. All of this talk of heavy firepower made him have the...suspicion that it would be needed at some point. He had to agree with the Death Korp Trooper that if you didn't have the strength to hold a bolter (or the money) a Combat Shotgun in close quarters would solve whatever problem you had very quickly.
He had not realized that the Inquisition had gathered so many weapon enthusiasts. A sniper lascanon? He'd used a 'Longlas' in training, but never imagined why something such as that would be needed in a much bigger variant. Perhaps if some Xenos or Rebel had a particularly large organic unit far away, or he supposed a mechanical one that could have it's cockpit/power supply damaged. Herold let out a grunt, what he considered a small snort of laughter, at the fact had forgotten what it was like to be surrounded by anyone other than citizens begging for mercy or innocence.
He finished cleaning his Combat Shotgun, and began reloading it. "Are we expecting a house raid?" he asked grimly. He wasn't one to question an Inquisitor, but so far he had not seen evidence of this Inquisitor and he would like to know the reason they were to break down someone's door. Not that he had any qualms about it, but he was here to uphold the law, not abuse it, unless needed to uphold a higher Imperial truth. He finished reloaded and closed the chamber of his Combat Shotgun with an audible and intimidating 'snap.' | Name: Herold Altega
Appearance: Herold is broad shouldered and thickly muscled, though his body is more trim and wiry than what one might expect from the term "musclebound." His statuesque and powerful form belie his tactical knowledge and quick mind. He walks and thinks like an apex predator when on the move, striding powerfully but taut, as if he could pounce at any moment. He rarely removes his helmet in front of others, but when he does most would think him not unhandsome. Perhaps a bit rugged and rough with the short, tousled brown hair and storm blue eyes. When out of combat gear, he still tends to wear his military grade loose fitting pants and utility belt, albeit with a plain shirt.
Age: 32
Sex: M
Class: Arbitrator
Equipment: (Guns, armor, grenades/etc-If you are not sure or if it's questionable, please send me a PM.)
Carapace Armor
Shock Maul
Combat Shotgun
Hydraphur Pattern Suppression Shield
Autopistol
Rebreather
Utility belt
Frag grenade
Notable Deeds:
Cartel Bust: Was apart of an Arbitrator Squad that busted down an illegal smuggling operation in the Forge World Ilios, dispatching multiple assailants and capturing the leader's second personally after fighting him in close combat.
Crime of Abstraction: Was promoted to Sergeant, and sent after one of his comrades who had committed the crime of Abstraction and extortion on the world of Dalheim. Sorkal Nielson, the Arbitrator in question, saw fit to go after innocents who he had perceived as gang members, extorting them of their money to get information from them. Herold found, fought, and defeated Sorkal, taking him in to be tried by the true court of law.
Xenos Threat: Helped defend Dalheim from a small Ork incursion that had been manipulated into attacking by the Eldar. Received a large scar along the left side of the face and nearly losing an eye after one particular struggle with an greenskinned Xeno. He was tasked with keeping Order with the citizenry as the PDF forces went to fight the Xenos, but some made it into the city and was confronted by Herold. He slew four. He witnessed an Eldar in the slums of the city and reported it, helping the Governor's administration to find information that put two and two together to show the threat was devised by the ancient Xenos.
Heretic Slaying: Assigned to the planet Sovereign due to reports of cultists. Herold has 17 confirmed cultist kills and 6 confirmed arrests since his time arriving planetside. Half of them occurring during his investigations when he found a cultist meeting place below a Warehouse for Imperial armor parts, surprising them with a grenade, proceeding to two to death, before making a tactical retreat and gunning multiple cultists down as they attempted to escape through the only unblocked exit. |
47,559 | 1,291 | 66 | 134 | 1,308 | Glancing over her left should at the retinue that sat in the back of the Rhino, Solares listened to their conversation about imperial grade weapons and their effects upon targets. Turning back to facing forward in the Rhino, Solares pulled the data-pad from the small compartment on her armor and quickly turned it on. "Do they always converse so much? You have a...unique retinue, Celestian Andromedai."
Solares glanced at Andromedai for a moment before returning her attention to the road ahead.
"You become use to it and it turns into background noise that can be easily ignored, if you choose to." Andromedai shrugged lightly before the Rhino took a sharp turn. "You are aware of the situation at hand, aren't you Solares?" asked Andromedai as their first destination came up on the Rhinos GPS.
"What kind of question is that, of course I am fully aware of the situation at hand and am fully prepared for whatever may come next." Solares motioned at the GPS and made it known to the whole retinue that they were almost at their first stop. "Listen up, we are almost at our first stop, once we pick up some additional equipment we will head to where food is currently being prepared for our arrival."
Once the Rhino came to a stop in front of the large depot, Andromedai was the first one to leave the vehicle, followed by Solares. "Take what you need from the equipment crates but don't overburden yourself." said Andromedai as she walked through the front doors.
Oddly enough, none of the guards gave the group any trouble or even made eye contact. "They must recognize our rank." thought Solares to herself as she watched them closely.
The interior of the depot was set up like a massive showroom of sorts, everywhere one looked they could find rows of armor, weapons and equipment that ranged from common to extremely rare. "I forgot how much I enjoy being here." said Andromedai in a much more light hearted tone than she usually spoke in.
"Adrianne, follow me and get that machine of yours to do the same, I will need its help carrying equipment. The rest of you follow Solares, we will all meet back up shortly."
Andromedai turned to go down the left isle while Solares went down the right, both of them expecting orders to be followed swiftly and to the letter.
(Andromedai's group.)
Once Adrianne and her machine had broken from the group, Andromedai glanced at her then returned her gaze into the distance. "Notice those Guardsmen and how they avoided us? That's abnormal, usually I get a salute and they offer to help but not this time. Odd, should question them later and find out why." The three of them were nearing the equipment Andromedai was looking for. "My rifle should be here somewhere, a modified Spectre class sniper rifle. Ah I see, up there, section C-32A, the unnamed box with the Sister of Battle crest on it, that's what I want. Would you be so kind to retrieve it for me please?"
(Solares's group.)
"Row A-54F, where are you my wonderful automatic weapons, I require your assistance once more." said Solares under her breath as the group walked. "Ah! There!" Solares exclaimed before rushing forward and grabbing onto a crate in front of her and prying it open. Carefully she pulled out two custom designed auto-pistols and examined them before attaching them to either side of her armor. "Anyone looking for some extra gear or equipment?" she asked.
Suddenly from outside of the warehouse, commotion could be heard in the distance. Gunfire erupted and the sounds of chaos followed in suite. "What is happening out there?" asked Solares followed by Andromedai. Both of them readied their weapons and quickly headed back to the front of the warehouse. | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,560 | 1,291 | 67 | 1,990 | 2,102 | To call it a depot would be a very, very humble way of describing the... thing, that was the bizarre storage-slash-museum-maze that they were in.
As she walked with Andromedai, she could see to every direction stacks upon stacks upon stacks of crates of every design, ranging from heavy metal cases to old, half-rotted through wooden crates that seemed as if they had been lying there for a millennia or two. The gothic structure had the shelves be divided under sections beneath arched roofs that stretched more than two hundred feet up into the air, the topmost shelves being barely visible through the gloom and dim illumination of burning chandeliers and flickering bio lights that had long since been due replacement.
"If just one of these shelves fall, it'll unleash a domino effect resulting in a supply avalanche like never before seen!"
Adrianne thought to herself as she noted some ramshackle wooden plates latched onto a rusted metal stilt supporting a massive shelf filled to the brim with a dazzling array of crates and what could only seem like dust covered junk... or just dust upon dust that now looked like junk!
"My rifle should be here somewhere, a modified Spectre class sniper rifle. Ah I see, up there, section C-32A, the unnamed box with the Sister of Battle crest on it, that's what I want. Would you be so kind to retrieve it for me please?"
"Where?"
...
"Oh... "
Adrianne finally noticed the box that Andromedai had pointed out. One of the newer, non-corroded metal boxes sitting on its shelf some 102ft above the ground floor, dangling precarious halfway off the platform as it was wedged between a large piano and an old imperial guard container.
Her eyes scanned to the left and to the right, spotting a cranky, thin old wooden ladder to her left, and a rusted, mobile lift that seemed it had been abandoned for the last five centuries in the corner to her right.
"Yeeeaaaaahhhh... I think I'll take the easy option." Adrianne muttered, as she raised a plated glove to reach out towards the box. Suddenly, as if being brought by its own will, the box would pull itself out from the dangerous shelf - fortunately without causing any junk avalanches - before slowly but surely drifting down towards where Adrianne and Celestian Andromedai stood, gently manipulated by the psychic powers of the psyker as she guided it down.
"There you gooo,-!"
*BOOM*
*Crack-cack-bang!*
*Trata-tatatatata!*
Suddenly the distant sound of explosions and gunfire could be heard echoing through the forlorn halls of the ancient supply depot, as Adrianne momentarily lost focus on her kinetic control, causing the box to suddenly begin in a freefall 10 ft above them to slam with a heavy thud into the cold, stone floor, shooting dust up into the ground!
"Oooohh shi,-" Adrianne's face suddenly froze in an expression that could only be described as immediate regret, before she glanced up at Andromedai to point at the box.
"That, wasn't me! I mean... " She then pointed at the direction of the sound of gunfire.
"I mean, I didn't start that fight, which I didn't expect and... "
...
"Why is there fighting outside?" | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,561 | 1,291 | 68 | 729 | 2,152 | Ansgar noted the fact they were in a storage facility for munitions and arms, of some sort or another, and that there was a vast stockpile here. Curious, for such a world to have such a stockpile. And so poorly guarded too. However, Ansgar had rather wished someone had stayed to guard the Rhino, since it had two key things that most of the retinue did not. Durability, versus small arms at least, and speed. He highly doubted anyone in the group could outrun a Rhino. And if they could, he had to seriously question what was going on in the galaxy that a perfectly serviceable Rhino was being outpaced by someone on foot. Barring psychic interference, of course. Orders were issued, and Ansgar found himself falling in step with the second Sister that had joined them. Solares, her name was? Regardless, she seemed to be looking for something rather specific, while his gaze swept the cargo containers as they walked by. However, unfortunately for anyone behind him, he stopped hard, staring at the markings on one of the containers. Without a word, he broke out his entrenching tool, a shovel to most people, and used it as an impromptu crow bar just as the Sister Solares asked about needing extra gear. Need? No. It didn't hurt to have though.
Sure enough, he had recognized the markings on the container as originally destined for a siege regiment, maybe Death Korp, maybe one of the countless others. Regardless, considering how much dust was on the thing? It was certainly not going anywhere anytime soon. Sure enough, inside the box was quite a few of a model of grenade launcher that was foreign to the Krieger, who was used to seeing single shot launchers amongst the Krieg rank and file troopers. However, this was a larger launcher that utilized a revolving magazine. Fascinating, he thought to himself, slinging the hellgun onto its sling as he pulled out the grenade launcher, spinning the chamber. Smooth rotation, pump action weapon, lugs for both bayonet and sling. He liked it. And there was plenty of ammo, which he took the time to first load the launcher, using frag of course, and stuffed his explosives satchel with as much extra munitions as would fit. One might be concerned about his ability to carry all of that, but considering he used to carry an entire sapper's kit, on top of weapon and backup? This was light in comparison, doubly so since all unnecessary gear was back in his quarters.
Mentally inventorying the munitions he had for the launcher, he slung the launcher and resumed carrying the hellgun properly, the sounds of conflict causing him to glance in the direction of the noise and commotion. What had he said to the arbites? Right, he smirked under his helmet and gasmask knowingly. He wouldn't go saying that he had told him so, but breaking off into a run to follow the sister Solares in meeting up with Andromedai, most likely, and investigating. He caught the question Solares posed and, in the usual grim tone that Kriegers kept, responded plainly. "Likely an uprising ma'am. Armories are the first thing to be stormed, the munitions can play a key role in following conflict during a revolt. Whether in favor of loyalists or rebels, depends on who wins the contest for the armory. I would recommend using spare munitions here to rig the place, as to deny them the resources if we cannot hold them." History repeated itself indeed, the Krieger considered bitterly, making himself ready to kill anyone that aimed to do the Imperium harm. And, the increasingly familiar weight of the launcher on his back being a reminder of, he need not have line of sight to bring them ruination. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,562 | 1,291 | 69 | 1,841 | 5,726 | His footsteps thudded as he strode into the armory, full face helm still upon his grim visage. Herold was still unused to such talkative companions, but he guessed he was getting more used to it as time went on. At least they had good tastes in weapons, and a knowledge of them from what he heard.
Speaking of weapons...He was very much impressed with the stockpile of munition platforms here, not to mention equipment and sheer ammo this facility held. It unnerved him, to say the least. He'd been on this planet for only a few years, but he had no idea such a place existed. He lifted up what he knew to be a Power Sword, and examined the blade. He was sorely tempted to take it, but in the end he shook his head. He'd keep to his trusty Shock Maul. All he'd need to do would be to turn up the power in it and he could blow off limbs if need be. The Power Sword was simply overkill.
However, his Combat Shotgun was notoriously short ranged. Not as short of a range as many thought, but firing over 30 meters was sometimes needed. He doubted his Autopistol could fire further. His eyes next fell onto a Mark II Ragefire Pattern Plasma Gun, and picked it up. He let out a grunt as he held it in his hands, feeling its weight.
"Not bad..." he breathed. It was at that moment the sound of fire outside reached his ears, just as the tall Psycher and the Guardsmen were walking by him. He eyed the Grenade Launcher on Ansgar's back, then looked to his Plasma gun, and then to the Grenade Launcher... He'd rather hold a weapon he was familiar with, and decided to go with the Guardsmen's choice. He grabbed more than a few Frag and Krak Grenades, loading his own Grenade Launcher as he hustled to catch up.
'Likely an uprising ma'am' he heard Ansgar say as Herold fell in line with them. "It's bad luck for them we're here," he muttered as the Guardsmen continued to speak. To emphasize his point, his weapon 'snapped' as soon as he put all 6 Grenades in place. Frags this time. | Name: Herold Altega
Appearance: Herold is broad shouldered and thickly muscled, though his body is more trim and wiry than what one might expect from the term "musclebound." His statuesque and powerful form belie his tactical knowledge and quick mind. He walks and thinks like an apex predator when on the move, striding powerfully but taut, as if he could pounce at any moment. He rarely removes his helmet in front of others, but when he does most would think him not unhandsome. Perhaps a bit rugged and rough with the short, tousled brown hair and storm blue eyes. When out of combat gear, he still tends to wear his military grade loose fitting pants and utility belt, albeit with a plain shirt.
Age: 32
Sex: M
Class: Arbitrator
Equipment: (Guns, armor, grenades/etc-If you are not sure or if it's questionable, please send me a PM.)
Carapace Armor
Shock Maul
Combat Shotgun
Hydraphur Pattern Suppression Shield
Autopistol
Rebreather
Utility belt
Frag grenade
Notable Deeds:
Cartel Bust: Was apart of an Arbitrator Squad that busted down an illegal smuggling operation in the Forge World Ilios, dispatching multiple assailants and capturing the leader's second personally after fighting him in close combat.
Crime of Abstraction: Was promoted to Sergeant, and sent after one of his comrades who had committed the crime of Abstraction and extortion on the world of Dalheim. Sorkal Nielson, the Arbitrator in question, saw fit to go after innocents who he had perceived as gang members, extorting them of their money to get information from them. Herold found, fought, and defeated Sorkal, taking him in to be tried by the true court of law.
Xenos Threat: Helped defend Dalheim from a small Ork incursion that had been manipulated into attacking by the Eldar. Received a large scar along the left side of the face and nearly losing an eye after one particular struggle with an greenskinned Xeno. He was tasked with keeping Order with the citizenry as the PDF forces went to fight the Xenos, but some made it into the city and was confronted by Herold. He slew four. He witnessed an Eldar in the slums of the city and reported it, helping the Governor's administration to find information that put two and two together to show the threat was devised by the ancient Xenos.
Heretic Slaying: Assigned to the planet Sovereign due to reports of cultists. Herold has 17 confirmed cultist kills and 6 confirmed arrests since his time arriving planetside. Half of them occurring during his investigations when he found a cultist meeting place below a Warehouse for Imperial armor parts, surprising them with a grenade, proceeding to two to death, before making a tactical retreat and gunning multiple cultists down as they attempted to escape through the only unblocked exit. |
47,563 | 1,291 | 70 | 1,991 | 4,769 | Vala's skills as an engeneer seemed to be in question by the Krieger, but she chose to not say anything. 'Unreliable? Jury rigged!? You are a god damned brainwashed moron...' Were her thoughts underneath her helmet though. Her skills at assembly and crafting electronics and machinery were far superior to anything she's seen on the average within the Imperium... especially within the guard where everything was made in huge mass to be easily distributed, but tended to malfunction. Her gear only malfunctioned in case of critical damage! They'd see eventually, for now it was best to not get into annoying stuff.
Finally after some more events they were led by Solaris to a armory of sorts and as luck would have it fighting erupted outside not too long after." Yep... there we go." She mumbled, pulling her rifle and releasing the safety. The rifle came to life with a low hum as a light ammo indicator on the side flashed. Her rifle hit like a truck considering the standard rifles, but it had a low ammo capacity in magazines. Still it was a solid slug projectile weapon that basically ran on energy since it was a gaus rifle more or less. It could fire perfectly underwater, in vacuum and pretty much everywhere without a single spark! Hell she could fire it in a room filled with explosive gasses and it won't go off. She wanted to see some of the imperium jury rigged weapons do that... while retaining the penetrative&raw kinetic power, silence and reliability. Ohh yeah since it worked without any explosions or ignitions of any time, this thing could outlast a whole shipment of Imperium standard rifles combined.... | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,564 | 1,291 | 71 | 134 | 1,308 | (Andromedai's Squad)
Celestian Andromedai motioned with her left hand for Adrianne to continue lowering the large crate from the upper row of the racks they stood next to, and onto the ground. "Be careful Adrianne, that weapon was given to me from a friend who is no longer with us. A weapon of such craftsmanship is very rarely seen these days." Andromedai felt her muscles tense as the box suddenly plummeted to the ground, hitting the ground with a loud thud, followed by a cloud of dust rising into the air around it. With a sudden movement, Andromedai would smack Adrianne on the back of the head. "Get ahold of yourself Adrianne, what if that had been an explosive? This warehouse would have gone up and killed us all."
Andromedai sighed while kneeling down, opening the box. What she pulled out was an advanced sniper rifle that looked like nothing Adrianne had seen before. The rifle could be disassembled and reassembled very quickly for quick use and transport. "Alright, let's get out of here and find out what is causing the civilians to be so rowdy." Quickly, they moved to the front of the warehouse and met up with Solares and the rest of the retinue.
(Solares's Squad)
Solares nodded her head at Ansgar, "These civilians sure are feisty, wonder if they are our cultists or just the common people needing to be taught a lesson." Turning around, Solares gave Ansgar a thumbs up at his new weapon. "Nice find, watch where you use those though, CQC with impact frags could be messy." From behind them, Celestian Andromedai appeared with Adrianne by her side. "Shall we?" asked Andromedai as she walked towards the main door of the warehouse which was open just enough for someone to slip through.
Outside, a large group of civilians had gathered, and they were armed. The guardsmen that had been keeping watch around the warehouse had been killed, their bodies now being trampled by the mob. "I count at least thirty armed civilians, they are trying to get into our Rhino and are clearly armed." About half of the civilians broke off from the main group and were now heading towards the warehouse. "They are heading this way, shall we greet them when they open the doors or flank them from behind?" asked Andromedai. By now, Solares had vanished, climbing up a ladder to the top of the warehouse and exiting through the roof. Clearly she had her own plans and were about to put them into motion, "Ambush it is I guess, take your positions and get ready to fire as soon as the doors open." said Andromedai. | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,565 | 1,291 | 72 | 1,990 | 2,102 | Ambush it is I guess, take your positions and get ready to fire as soon as the doo,-
"I GOT THIS!"
Adrianne would suddenly interrupt as the Psyker came marching past both Solares and Andromedai as she put on her helmet, stopping in front of the old iron door to raise one leg and kick it open with a loud bang!
*Crash*
"STOP RIGHT THERE, CRIMINAL SCUM!"
The tall Psyker would shout out through her voice box as she marched out of the door and onto the large, open pavement area outside of the warehouse. Her metal boots clanked against the cement below her feet, and her ragged cloak flowed out behind her freely as she took ten more steps towards the mob that was gathering outside. High above in the sky, the light of day had grown dim as ominous clouds were gathering above, an unusual quiet felt on the wind as if heralding a coming storm...
Adrianne eyed the situation from behind her mask.
A mob, about thirty or so individuals in civilian attire, most of them wielding a wide variety of weapons, from simple stub guns to las guns in both rifle and pistol variety. Some looked like simple thugs or runaway factory workers, whilst others wore decent but tarnished clothes as if they came from the lower middle class. They were all clustered relatively closer together, around the Rhino vehicle positioned outside. An ideal position... for a Vortex of Doom!
Stopping, and slamming the bottom of her staff into the pavement in front of her as if you make a point, Adrianne would point out towards the mob.
"Hear me you filthy, ignorant masses!" She called out!
"You are trespassing on Sanctified Imperial Property, a heinous crime against the Emperor of Man! Throw down your arms and yield, or be torn apart by the violent powers of the warp itself!"
Adrianne called out through the mechanical crackling of her voice box, forming her left glove to make an arcane, alien gesture as suddenly the air around the loading area outside of the warehouse grew unnatural still, a strange sense of static energy filling it! It was an unnatural sensation that could be sensed by every living creature around, even all the way back to the door to the warehouse where the rest of the group stood, as a mysterious sense of weightlessness temporarily flowed past them, and even made breathing unusual as occasional breaths didn't seem to inhale any air at all! | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,566 | 1,291 | 73 | 729 | 2,152 | Ansgar had not a chance to act on the actual orders that the Sister gave, watching with a rather even expression, hidden as it was beneath the gasmask, as the warping psyker kicked the doors open and stormed out. Considering those had been cargo doors, that was a kind of impressive feat of strength. Watching her march out, he felt that familiar stillness of air that made him scowl. Great, more warp trickery, the Grenadier thought to himself, glancing at the others of the group, and to the ladder that the one Sister, Solares, was taking towards the roof. So be it, it would likely be best to provide explosive support from the roof. Short of using one of the anti armor rounds, he would do little to no damage to the Rhino outside the paint job and decorative bits. He never understood decorative bits, it just made the things bigger targets really. However, he had to act now, since the psyker was sitting out there, yelling and proclaiming doom on the civilians. He frankly was surprised they hadn't already opened fire. They likely had nothing to lose, so why not try their luck? It made digging survivors out of strong points such a high cost operation, they had nothing to lose, and nowhere to run. She might scare them off now, but it would be a problem later.
"Heading for the roof, providing covering fire from there, ma'am." With that, he made a hard sprint for the ladder, hauling himself up several rungs at a time, showing off the conditioning needed to haul all his gear around when on the march. Or when acting as engineering support for his Grenadier comrades. However, as he hauled himself upwards, he had to consider the situation at hand. Raining grenades down on the hostiles would do nicely, but if he weren't with the Inquisition, well, it would be far less pleasant answering to why he had slaughtered civilians. Sure, once it was proven that they were revolting, it wouldn't be a problem, but until then, it would be irritating. Inquisitorial authority might make things easier, sure as sure. Once he hauled himself onto the roof, he scanned briefly to see if he spotted Solares before moving into position and overwatching the courtyard, barely able to see the psyker, and trained the grenade launcher on the mob. They make a hostile move, and several impact frags would make things a rather messy situation for them. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,567 | 1,291 | 74 | 1,991 | 4,769 | 'God damned braindead moron...' Vala thought as Adrianne stormed outside in the loudest and most showly manner possible. That woman was a complete pest... believing herself to be indestructible just cause she wielded parts of the warp. That just made her even more of an annoyance really, besides there was just as good chance she'd make a mistake on day and self destruct, a feat that Vala would actually pay to see.
Without losing any more time, Vala rushed to the 'opened' door and took a look outside only to witness even more of the psyker's nonsense. Now she was sure. SOMEONE HAD TO BEAT THIS MORON SENSLESS TO BRING SOME LOGIC AND THOUGHTS INTO HER BLOODY EMPTY HEAD! For now the mercenary took a position by the door on the inside, making herself easily able to look and shoot outside while using the wall for cover. She knew they'd have support from the above which basically meant they didn't really have to bother with this fight as much, but she didn't want a single mistake to be her end... | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,568 | 1,291 | 75 | 1,841 | 5,726 | Herold ignored the fact Solares gave a thumbs up to Angsar and not him, despite having the same weapon. It was the Trooper's idea after all. Being an Arbites was nothing if not a thankless job, and it seemed he'd need to perform that job again just now. Armed Civilians were the most basic thing he needed to handle on a planet, and he had dealt with such problems many times before.
The Arbites watched as Adrianne kicked the Cargo doors open, and knew she had to have used some of her Psyker abilities to help, which helped him see the use of using such energy. Still, her semi-heretical powers and obvious lunacy had him nearly wanting to aim at her back just as much as the crowd of rioters. He decided against it though, not wishing to harm an ally of the Imperial Inquisition.
Briefly, he overviewed the tactical layout of where they were. The Trooper had gone up top, and the two women were down below with him. With the Grenade Launcher above, and both ground companions having formidable weapons, and one was clearly a competent Psyker, he doubted that there would be many civilian's left if Herold's companions open fired. So he decided to strap the Grenade Launcher to his back and retrieve his Shock Maul and Hydraphur Pattern Suppression Shield. He would take out any rioters that made it close, while simultaneously being near impervious to the wild, panicked shots that would soon follow when this crowd lost control of themselves.
His face grim and hard set, the Arbites planted himself to the right of the Psyker, shield and Maul hefted. "Cease and desist citizens." He said, his gravelly voice as intimidating as his visage. | Name: Herold Altega
Appearance: Herold is broad shouldered and thickly muscled, though his body is more trim and wiry than what one might expect from the term "musclebound." His statuesque and powerful form belie his tactical knowledge and quick mind. He walks and thinks like an apex predator when on the move, striding powerfully but taut, as if he could pounce at any moment. He rarely removes his helmet in front of others, but when he does most would think him not unhandsome. Perhaps a bit rugged and rough with the short, tousled brown hair and storm blue eyes. When out of combat gear, he still tends to wear his military grade loose fitting pants and utility belt, albeit with a plain shirt.
Age: 32
Sex: M
Class: Arbitrator
Equipment: (Guns, armor, grenades/etc-If you are not sure or if it's questionable, please send me a PM.)
Carapace Armor
Shock Maul
Combat Shotgun
Hydraphur Pattern Suppression Shield
Autopistol
Rebreather
Utility belt
Frag grenade
Notable Deeds:
Cartel Bust: Was apart of an Arbitrator Squad that busted down an illegal smuggling operation in the Forge World Ilios, dispatching multiple assailants and capturing the leader's second personally after fighting him in close combat.
Crime of Abstraction: Was promoted to Sergeant, and sent after one of his comrades who had committed the crime of Abstraction and extortion on the world of Dalheim. Sorkal Nielson, the Arbitrator in question, saw fit to go after innocents who he had perceived as gang members, extorting them of their money to get information from them. Herold found, fought, and defeated Sorkal, taking him in to be tried by the true court of law.
Xenos Threat: Helped defend Dalheim from a small Ork incursion that had been manipulated into attacking by the Eldar. Received a large scar along the left side of the face and nearly losing an eye after one particular struggle with an greenskinned Xeno. He was tasked with keeping Order with the citizenry as the PDF forces went to fight the Xenos, but some made it into the city and was confronted by Herold. He slew four. He witnessed an Eldar in the slums of the city and reported it, helping the Governor's administration to find information that put two and two together to show the threat was devised by the ancient Xenos.
Heretic Slaying: Assigned to the planet Sovereign due to reports of cultists. Herold has 17 confirmed cultist kills and 6 confirmed arrests since his time arriving planetside. Half of them occurring during his investigations when he found a cultist meeting place below a Warehouse for Imperial armor parts, surprising them with a grenade, proceeding to two to death, before making a tactical retreat and gunning multiple cultists down as they attempted to escape through the only unblocked exit. |
47,569 | 1,291 | 76 | 134 | 1,308 | The loud crack of the two warehouse doors being kicked open drew the rioter’s attention away from the Rhino they were trying to break into and onto the man and woman that now appeared before them. It was clear that they were quite well armed and one of them even appeared to be a psyker. There was a short moment of discontent among the mob once both Adrianne and Herold had issued their warnings, but men are not easily swayed from a goal they believe in, or what they are told is a righteous cause.
One of the rioters yelled out in defiance to both of them, mocking their foolishness to follow the false emperor. “We have been gifted the strength to fight against the heretics of the false emperor, not even your guardsmen posed a threat to us. You two are the ones that should be laying down your weapons and handing yourself over to us. Our new Emperor will welcome you with open arms, he shall lead us through the stars on a glorious conquest to wipe out all those unworthy. Give in to chaos and be reborn anew!” Something pushed back against Adrainnes own powers, an uncomfortable wave of energy and presence that made all besides the rioters feel disturbed.
On top of the warehouse where both Solares and Ansgar were observing the rioters below, a low rumble could be heard. Solares glanced over at Ansgar and nodded her head at him once, “I’ve heard enough of this heresy.” Stepping forward and off of the top of the warehouse, she used her jump-pack to slam herself into the ground feet first, creating a shockwave and a large cloud of debris that formed around the area. She had aimed to land on top of the most condensed area of the rioters, resulting in a grotesque shower of viscera and a cloud of crimson mist. There was no time to waste, as soon as she hit the ground, Solares had opened fire with both of her heavily modified auto pistols.
If anyone could have seen Solares’s facial expression under her helmet, they would have seen joy mixed with the fury she unleashed upon the heretics around her. Through the clouds of smoke, bright flashes of light could be seen as loud gunfire echoed through the streets.
“Engage at will!” Celestian Andromedai yelled into her microphone over the pandemonium that erupted outside of the warehouse. She quickly made her way into the street and opened fire upon the rioters, it was clear though that these were the cultists they were looking for. Aiming down her sight, the heavily modified bolter that she used fired over and over again, hitting her targets dead center or in a critical area.
“Psyker Adrainne, do not use any area of effect abilities that could put us in danger, be wise with your attacks.” Celestian Andromedai was concerned about a repeat of what happened with Adrianne in a museum upon a pleasure world many years ago. The thoughts of that day had stayed with her, teaching her many valuable lessons. | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,570 | 1,291 | 77 | 1,990 | 2,102 | “Psyker Adrainne, do not use any area of effect abilities that could put us in danger, be wise with your attacks.”
"Ohhh, I WILL CHOOSE MY ATTACKS WISELY ALRIGHT?! ... "
*BANG**BANG**BANG*
*CRACK-A-BOOM*
*BAM*
"Right... "
For a moment, Adrianne had taken a step forward, extending her hand as she prepared to unleash her own powers. However, that was a course of action she had promptly left on pause as she was left to watch the carnage that was unfolding directly in front of her.
As it would turn out, unarmored and 'mere' normal humans clustered together in a tight mob in a completely open area were NOT very resistant to high-powered military grade weapons, bolters and grenades. This was a fact that was made abundantly clear as Adrianne stared forward in front of her and Herold, as the heretics in front of them were torn apart in a sudden flurry of shots coming from the rest of the group.
What had been a mob had been quickly turned into a pile of bodies, the luxurious paintjob of the Rhino covered in blood and dents!
Adrianne merely watched as some of the cultists tried to fire frantically back, before they got gunned down; the only apparent survivors seeming to be the ones who had bolted it immediately, and were running desperately away!
"I don't think you're needed here... " Adrianne whispered to Herold after she leaned sideways in towards the Arbites, all the while making an offhand finger-pistol gesture towards one of the heretical stragglers, just before his head was suddenly vaporized by an off-camera shot from Andromedai's new rifle!
" ... unless you are going to arrest the dead, that is." | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,571 | 1,291 | 78 | 729 | 2,152 | The moment Solares touched down, Ansgar knew where the safe areas to fire were. Mainly, those trying to so rudely steal their vehicle transportation. Hefting the grenade launcher, he used the short pump on the launcher, one more reason the thing was not a model he was used to, and proceeded to send several fragmentation grenades hurtling through the air, slamming in a neat cluster around the Rhino. Frag wouldn't damage the vehicle, but the heretics that just so happened to be surrounding it? The limbs and blood flying about, coupled with the rather potent shock and awe approach that Solares took in jump packing in, and hosing down everyone in front of her with automatic fire, seemed to clean things up rather nicely. But he still arced grenades high to hit the heretics trying to flee, shattering any intent that they might dare have to approach. If there was one thing that a Krieger knew, it was putting effective fire on a target. Just because an enemy started running did not mean they would keep running. However, as he sent the last of the current load of grenades into the enemy forces, the ones that wouldn't subject the others on the ground to undue shrapnel hazard, two things concerned him.
One, despite the psyker not using her powers, there was a strange feel in the air. Something had come with the cultists, and he scowled under his helmet despite the premature comments that Adrianne was no doubt making to the Arbites. Two, it wasn't going away despite the general running away from the sudden alpha strike of munitions, armored Sister, and more munitions. As such, he quietly reloaded his launcher with Krak rounds, scanning for anything out of the ordinary and, most certainly of all, not relaxing at all. "This is not done yet, ma'am. That oppressive air, something is still here, or coming through. Psyker, can you...never mind, it will happen either way..." Ansgar was speaking from years of experience during the campaigns that preceeded his arrival into Inquisitorial service. That feeling in the air always foreshadowed either a direct daemonic incursion or a sudden explosion of raw warp powers. Neither of which were terribly good things. Considering cultists were openly attacking an armory? It could very well be an actual daemon coming through from the Warp just to make their lives difficult. And as such, the krak grenades. Frag tended to not do too much to the warp infused flesh of a daemon, but a round designed to bust tanks? Not perfect, but it sufficed more often than not. He might ask the sisters later about sanctifying some rounds for him. That had worked for the Grey Knights, their fancy equipment, at any rate... | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,572 | 1,291 | 79 | 1,841 | 5,726 | The Abrites' expression went from Grim to Grimdark when the rioters expressed their belief that the emperor was a false one. "Cultists, then," he spat. So angry was he that he hardly backed off when he felt a strange pressure emanating from the crowd. It must have been psychic energy. Somehow, he doubted it was the same energy that this woman could wield. It felt...sourced there. He gritted through his paranoia and stood resolute.
It seemed he was not needed much other than the intimidation factor, which he was used to, granted. Explosions and bullets ripped through most of the rioters, igniting their flesh and sending crimson mist spewing outwards. They screamed and begged for their heathen gods to save them. Of course, there was no answer.
When Adrianne said he wasn't needed, he shrugged. "My job is to enforce the law. When it enforces itself..." His voice trailed off as one of the cultists broke free, flailing wildly as he tried to run. So mad was the cultist that he hardly noticed who he tried to attack next. Unfortunately for him, it was Herold. The Arbites merely shoved his shield forward, not only intercepting a club, but knocking the assailant back. His shockmaul swiped, breaking both of the man's legs before he even hit the ground.
The cultists spasmed, blood pooling around his legs, eyes, and ears. Herold stepped forward, and caved in his skull. There would be no mercy for the enemies of the Imperium. | Name: Herold Altega
Appearance: Herold is broad shouldered and thickly muscled, though his body is more trim and wiry than what one might expect from the term "musclebound." His statuesque and powerful form belie his tactical knowledge and quick mind. He walks and thinks like an apex predator when on the move, striding powerfully but taut, as if he could pounce at any moment. He rarely removes his helmet in front of others, but when he does most would think him not unhandsome. Perhaps a bit rugged and rough with the short, tousled brown hair and storm blue eyes. When out of combat gear, he still tends to wear his military grade loose fitting pants and utility belt, albeit with a plain shirt.
Age: 32
Sex: M
Class: Arbitrator
Equipment: (Guns, armor, grenades/etc-If you are not sure or if it's questionable, please send me a PM.)
Carapace Armor
Shock Maul
Combat Shotgun
Hydraphur Pattern Suppression Shield
Autopistol
Rebreather
Utility belt
Frag grenade
Notable Deeds:
Cartel Bust: Was apart of an Arbitrator Squad that busted down an illegal smuggling operation in the Forge World Ilios, dispatching multiple assailants and capturing the leader's second personally after fighting him in close combat.
Crime of Abstraction: Was promoted to Sergeant, and sent after one of his comrades who had committed the crime of Abstraction and extortion on the world of Dalheim. Sorkal Nielson, the Arbitrator in question, saw fit to go after innocents who he had perceived as gang members, extorting them of their money to get information from them. Herold found, fought, and defeated Sorkal, taking him in to be tried by the true court of law.
Xenos Threat: Helped defend Dalheim from a small Ork incursion that had been manipulated into attacking by the Eldar. Received a large scar along the left side of the face and nearly losing an eye after one particular struggle with an greenskinned Xeno. He was tasked with keeping Order with the citizenry as the PDF forces went to fight the Xenos, but some made it into the city and was confronted by Herold. He slew four. He witnessed an Eldar in the slums of the city and reported it, helping the Governor's administration to find information that put two and two together to show the threat was devised by the ancient Xenos.
Heretic Slaying: Assigned to the planet Sovereign due to reports of cultists. Herold has 17 confirmed cultist kills and 6 confirmed arrests since his time arriving planetside. Half of them occurring during his investigations when he found a cultist meeting place below a Warehouse for Imperial armor parts, surprising them with a grenade, proceeding to two to death, before making a tactical retreat and gunning multiple cultists down as they attempted to escape through the only unblocked exit. |
47,573 | 1,291 | 80 | 1,991 | 4,769 | Well the 'battle' unfolded like it was expected. Mass confusion on hte rioters' side, mass death, it was basically a genocide really. Botler fire and grenades tore through the lightly to no armored heretics and soon everything was tured into a nice paste of bone, flesh and blood everywhere. Vala was impressed actually, she had seen such scenes in the past, but usually in tightly cramped corridors on ships. To see it on the ground in the open was a whole different kind of experience. She salso supposed it was partly because on ships the targets were usually at least armored to some extend... Anyhow it appeared there were some stragglers who tried to run before they were reached by the decimation that unfolded.
One of htose was taken down quickly by Andromedai. That said, another silent shot also happened when Vala also fired at another self proclaimed runner of the carnage. Her solid slug projectile silently tore through the air, impacting at the back of hte head on her target. The effect was instantaneous as his face was basically blow away, leaving a huge hole through his entire head. The second shot she fired was at another one's leg, creating a bloody mess where his knee should have been. He wasn't dead, but probably was going to be if he wasn't treated soon. Still she had anothe reason why she didn't kill him." I secured a target for interogation. Someone can go fetch him... before he bleedouts." She stated with a shrug, firing at another fleeing rebel. | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,574 | 1,291 | 81 | 1,990 | 2,102 | Adrianne surveyed the scene.
Or rather, the total chaos all around. She could see blood splatters, limbs and body parts everywhere. Most of the cultists, either panicked or confused, were running around without a plan, trying to get to cover as they were mercilessly picked off by the supportive fire.
It was a macabre scene, but that was but a small speck of what Adrianne truly felt behind her skeletal mask. Within the carnage and violence of the scene, she could feel the warp all around; the thin veil of fabric separating the materium from the mad realm of the warp weakening in all the bloodshed and chaos. The tear imbued with the primal human emotions for the cultists themselves, and the hatred carried by those whom gunned them down.
Adrianne took a step forward, not concerned by the cultists as they scrambled all around; too busy to pay her any heed.
She raised one hand up, deepening her consciousness as she attempted to touch that which no mortal mind should be able to. Reaching into the immaterium, she began to sense the currents flowing around her, a process that allowed her to feel the raw emotion and sensation of the moment. Though she could not see him, she sensed a terrified man huddled behind a heavy steel container 10ft to her right. Another man who had participated in the uprising was lying another 15ft to the left, shot but not dead; stunned; and though he did not scream, Adrianne could feel the raw terror, confusion and pain all emanating from his still body as his mind tried to make sense of it all. These emotions as well as their hosts meant little however, beyond their purpose as conduits to the warp. They were like flickering torches in a dark cave, burning bright for a moment, illuminating the way, before finally giving away, and dying forever.
Twisting her hand, Adrianne began to tear in the web of power and emotion, suddenly causing a sickening sensation to flow out across the entire yard.
Harold could sense it the most, as if parts of his body suddenly went on to live their own lives, like an arm suddenly feeling icy cold, whilst an ear felt hot like coal. As if his guts were moving, and his perception and balance were occasionally tilted, as if an unnatural presence had invaded his mind! It could be felt by the cultists as well. Adrianne spied in the corner of her eyes one of the cultists, hiding behind cover with a stubgun, looking at her with an expression of utter confusion as she simply walked around the battlefield as if she was in a different world, before he suddenly clutched his forehead as the sensation reached him, leaning to his left as the sickening feeling took hold.
Adrianne, so focused on her scrying, continued to twist her hand, sending out ever more unnatural waves of emotion, before she finally stopped; her eyes widening for a moment behind her mask, before suddenly narrowing on a fortified vehicle bay on the other side of the yard.
"I think I have found our anomaly." She suddenly spoke on her intercom, moving a finger up to touch the side of her helmet.
"I can feel an agent in the warp over at the old Vehicle Bay, an anomaly. I do not know what it is, but it may be feeding on on the nexus of emotions we have created." | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,575 | 1,291 | 82 | 134 | 1,308 | An unnatural silence now fell upon the warehouse and the immediate area surrounding it. The oppressive force that had appeared a few short moments ago now grew in strength, reaching out to each member of the retinue. Disembodied whispers that spoke in an unknown language came through their com’s, an old but still unwelcomed side effect when the walls of the warp were weak around the living.
“Forget the wounded cultist, we have a serious problem on our hands.” said Andromedai through her com, hoping the rest of the retinue could hear her over the foreboding whispers. With her left hand, she motioned for everyone to form a circle around Adrianne and hold their position while staying on guard. “Stand your ground, something is about to show itself to us.” Adjusting her scope to medium to long range target acquisition, Andromedai readied herself for combat.
“Adrianne, you said you can sense an anomaly coming from the old vehicle bay? Can you sense anything else perhaps more hostiles or an unseen threat?” asked Solares.
As if on key, dark colors from the void erupted from the old vehicle bay, forming a tornado of color and energy that overtook the building before ripping it into small pieces of debris that disintegrated around the heart of the vortex. From the warp storm, a blast of physical energy traveled across the ground, violently knocking everyone off their feet and onto their backs.
For a moment, Andromedai laid upon the ground before quickly standing up and grabbing onto her modified bolter, pointing it at the newcomers. “Open fire!” yelled Andromedai before pulling the trigger to her weapon. The rounds flew towards their target but then vanished as soon as they made contact with the agents of chaos, as if they were mere illusions.
The Chaos Space Marines broke formation and formed two blocks, allowing their leader to walk down the middle between them. Once he came to the front of his troops, he froze, making direct eye contact with each member of the retinue before speaking in a low, emotionless tone. “This is the best the Imperium of Man has to offer? They send a small squad of weak individuals to take on the might of Chaos? I will not lower myself to fight such worthless, pathetic foes. Soldiers of Chaos, eliminate these heretics and bring me their corpses, they may still prove useful.”
As soon as the nameless leader turned his back and vanished into the void, heavy automatic bolter-fire erupted from the Chaos Space Marines. The full number of rounds that flew at the retinue were impossible to dodge, but do to quick thinking and taking cover, the retinue was able to seek momentary shelter from the hail of hellfire inside of the warehouse after being hit only a few times.
Moving into a corner away from the entrance of the warehouse, Andromedai quickly gave orders through the helmets com. "This is Celestian Andromedai Morgenstern at Warehouse We have Chaos forces in the area and are under heavy fire, requesting immediate reinforcements at our position." The Celestian yelled into her com over the sound of gunfire before a voice responded back. "This is Sergeant Nickolaus of the Imperial Guard, we are the closest units to your position. Stay where you are, we will be there shortly with heavy armor."
Outside of the warehouse, the Rhino they had driven to the warehouse suddenly lurched forward a couple of feet as a rocket of some sort hit the weak armored rear of the vehicle. "Fall back, the Rhino has taken a rear hit from an anti-armor weapon and could explode any moment." yelled Solares as she dropped her jump-pack and started to flee to the other end of the warehouse. If the explosion was big enough, they had another problem on their hands, all the other explosives and flammables inside of the warehouse going off with a chain-reaction.
What the Chaos leader looks like: | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,576 | 1,291 | 83 | 729 | 2,152 | Ansgar, being braced as he was on the roof, was able to keep his footing and weather the wave of energy that erupted from the vehicle bay. Of course, those Emperor damned Traitor Marines came marching forward, things straight out of his nightmares. Nothing was ever easy for a Krieger, was it? Ansgar watched, from above, as the fire forced the retinue to take cover, smart, the Arbite's shield wouldn't have stopped those rounds. But he had to assume they weren't familiar with anti marine tactics. Usually? Vehicles and artillery, but they had neither right now. They did have some anti tank weapons, and the Marines were no doubt expecting the retinue to have nothing that could put those power armored traitors down. Surprise surprise, then, the Krieger considered, snapping on his vox to the rest of the retinue, the familiar role of squad leader already kicking in. He had to get the group organized, assuming they weren't due to the sudden arrival of Marines, before they casually marched in and slaughtered the lot of them. The closer those bolters got, the worse it would be.
"Assuming command! Psyker, vortex right between them and the Rhino, it'll pull them towards it as well as the Rhino towards them. Everyone cover her with anti tank weapons, if available, then free fire. If possible, aim for the joints, eye pieces, vents, anywhere that isn't plated. If not possible, as stated, anti tank grade weapons. Krak Grenades, that pseudo las cannon of yours, anything. If none of these are viable, aim for the eyes, the joints, anything to slow them down. Ma'am, bolter fire on the closest, working backwards, watch for more rockets." To accentuate his point, he launched a Krak grenade from his launcher straight for the nearest Marine, center mass, ducking down from the retaliatory bolter fire. He'd seen Krak grenades, weapons designed to, well, crack open tanks put down Traitor marines before. Sure, they were tough, but they weren't invincible. Concentrated fire, or enough anti tank rounds, could slow them long enough to get the help. Was it a risk to have the pysker open a Vortex right after the gateway was opened? Certainly, but they had to play that game right now, anything to slow those damn Traitors down.
Currently the odds were not so much against them, as it was they wouldn't last until the Guard reinforcements arrived. Using his old knowledge of Guard vox communications, he tapped into the Guard line that had been used to respond to the Celestian's call for help, firing off another grenade and ducking from the return salvo, the roof looking increasingly dangerous to remain on. They couldn't afford the loss of cover from above though, so he would keep braving the fire for as long as possible. He wasn't communicating with the Guard, rather, he was tracking the city wide situation, so he could be aware of what kind of situation they would be dealing with after this. Until something changed, he would remain on the roof, popping up, firing off a krak grenade at the nearest marine, and ducking down again, praying to the Emperor that the rest of the retinue listened. He couldn't assume they had faced off with Traitor Marines before, so he had dispatched the orders as fast and clearly as possible. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,577 | 1,291 | 84 | 1,990 | 2,102 | Such raw power!
Adrianne thought as she got instinctively back onto her feet, the voices of the situation, their shuffling of her own equipment against the ground, and the ensuing bolter fire all muffled by a choir of voices that now assaulted the back of her mind.
"Kill them. Kill them all!"
"Charr their flesh from their bones! Feed their souls to the warp!"
She could feel a surge of energy flow throughout her entire being, an extreme sensation of being alive! Her eyes were wide open, her limbs were as light as feathers, and it felt as if she was walking in a dream! The warp was open to her, and she felt its empowering presence throughout her entire body!
"Psyker, vortex right between them and the Rhino, it'll pull them towards it as well as the Rhino towards them. Everyone cover her with anti tank weapons, if ava... "
"Kill the lowly guardsman. Devour his pathetic heart!"
She heard Ansgar's voice from off to the side, albeit muffled and distorted by the multitude of voices currently filling the air around her; most of them sounding more like unintelligible mumbling and indecipherable rambling in a forgotten tongue. It was in this moment that her attention fell on the advancing ranks of Chaos Space Marines.
"They are your dear brothers. Show your compassion and skin their hides!"
Normally, she should have been afraid. Very afraid. To witness the fallen promise of mankind in all their debased and spoiled vainglory.
Yet the sight of them didn't phase her, barely recognized by her as she felt the overwhelming sensation of the warp that seemingly threatened to block all of her senses. It was as if her mind was in a different place, her conscience adrift as she experienced every moment as if watched through a screen.
"I see their souls!"
" ... and they shall belong to you... "
Adrianne replied over the radio, as she suddenly threw an arm forward and clenched her fist, tossing it aside! Less than a hundred feet outside of the warehouse, one of the stacked cargo containers lying in the field would suddenly begin to lurch, before being tossed off its pile with a loud metallic screech to land flat in front of the chaos space marines with a heavy metal crash, blocking the Chaos Marine's line of sight to the lower sections of the warehouse!
With the obstruction blocking their immediate sight, Adrianne held out her staff and slammed the butt of it into the ground - resulting in the air all around them suddenly going completely silent, filled with static electricity.
Every muscle fiber in Adrianne's body was threatening to burst with excitement, the raw, uncontained power radiating from the warp rift flowing through her body like a conduit! The eye sockets of her mask were glowing with radiant purple light, like two gems in the darkest of night!
"I will send them back to the warp - in pieces!" Adrianne shouted, her voice distorted and echoing as she begun her ritual!
Out in the loading area in front of the warehouse, in the middle of the containers, trashed Rhino and advancing Chaos Marines, the wind suddenly changed direction as a blue whirl began to form in less than four feet of the ground; starting off as little more than a tiny whirlwind but rapidly picking up its pace as it started to pick up first small pieces of trash and random posters, but soon began to push over heavy fuel barrels and even made some of the containers groan! | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,578 | 1,291 | 85 | 1,841 | 5,726 | The next minute of real time was taxing to Herold's body and soul, doing his best to grit through it without losing his sanity. The Psyker's ability seemed to take a hold of his body's nerves, making him feel as if something was squirming through his system. He grunted, doing his best to back away, as well as doing his best to not shoot the woman. He knew he could end this sorcery with one shell, but he had to keep himself from indulging in such an action.
Thankfully he did, for the Legions of Hell showing next were very much not welcome and they'd need all the help they could get. He'd faced Xenos before, but he'd only heard of the traitor legions. He hoped they'd go down with a well placed shotgun shell, and he did his best to guard his flank with his Combat shield as the others retreated into the bunker. He skidded into the relative cover and holstered his Shock Maul, then realized he had a similar weapon to the Trooper up top.
He too fitted Krak Grenades in his Launcher, fitting six of them into the it and hefted the barrel of the gun toward the Chaos Marines swarming about the recently fallen Rhino. As usual, he gritted his teeth to ignore whatever foul powers the Psyker was enacting, and he sent a volley of Krak grenades, round after round, at the largest mass of Traitor marines. "Enemies of the Emperor deserve the death we shall bring them!" | Name: Herold Altega
Appearance: Herold is broad shouldered and thickly muscled, though his body is more trim and wiry than what one might expect from the term "musclebound." His statuesque and powerful form belie his tactical knowledge and quick mind. He walks and thinks like an apex predator when on the move, striding powerfully but taut, as if he could pounce at any moment. He rarely removes his helmet in front of others, but when he does most would think him not unhandsome. Perhaps a bit rugged and rough with the short, tousled brown hair and storm blue eyes. When out of combat gear, he still tends to wear his military grade loose fitting pants and utility belt, albeit with a plain shirt.
Age: 32
Sex: M
Class: Arbitrator
Equipment: (Guns, armor, grenades/etc-If you are not sure or if it's questionable, please send me a PM.)
Carapace Armor
Shock Maul
Combat Shotgun
Hydraphur Pattern Suppression Shield
Autopistol
Rebreather
Utility belt
Frag grenade
Notable Deeds:
Cartel Bust: Was apart of an Arbitrator Squad that busted down an illegal smuggling operation in the Forge World Ilios, dispatching multiple assailants and capturing the leader's second personally after fighting him in close combat.
Crime of Abstraction: Was promoted to Sergeant, and sent after one of his comrades who had committed the crime of Abstraction and extortion on the world of Dalheim. Sorkal Nielson, the Arbitrator in question, saw fit to go after innocents who he had perceived as gang members, extorting them of their money to get information from them. Herold found, fought, and defeated Sorkal, taking him in to be tried by the true court of law.
Xenos Threat: Helped defend Dalheim from a small Ork incursion that had been manipulated into attacking by the Eldar. Received a large scar along the left side of the face and nearly losing an eye after one particular struggle with an greenskinned Xeno. He was tasked with keeping Order with the citizenry as the PDF forces went to fight the Xenos, but some made it into the city and was confronted by Herold. He slew four. He witnessed an Eldar in the slums of the city and reported it, helping the Governor's administration to find information that put two and two together to show the threat was devised by the ancient Xenos.
Heretic Slaying: Assigned to the planet Sovereign due to reports of cultists. Herold has 17 confirmed cultist kills and 6 confirmed arrests since his time arriving planetside. Half of them occurring during his investigations when he found a cultist meeting place below a Warehouse for Imperial armor parts, surprising them with a grenade, proceeding to two to death, before making a tactical retreat and gunning multiple cultists down as they attempted to escape through the only unblocked exit. |
47,579 | 1,291 | 86 | 1,991 | 4,769 | DAMN! Vala shouted as she got low for additional cover from the rain of bolter fire. In differance from some of the others, she was still using the garage walls as cover so all she really could do to make things better was crouch down and lessen her target area. It worked, she got away with just a few scratches of her armor from flying debry. The garage wall protected her from the blunt of the bolter fire. She quickly aimed around hte corner and started to fire rapidly her rifle at the chaos marines. Power armor was not something ordinary weapons could cope with, but luckily for her, the gauss rifle she used was extremely high powered and the ammo she fired was high density metals. each of these thigns would tear giant holes in unarmored targets, but against space marines it would probably make dents in the armor, but still feel like being hit by a hammer. Unless you fired at the helmets that were the weakest part of the whole armor as always. She aimed and fired her shots with precision, at least until the crazy psyker decided to use her warp shaenanigans. Which sadly rendered her rifle not really useful as the wind distored the trajectory of her fire. Instead she lightningly fast pulled her modified las pistol and started aiming carefully at the guns of the chaos marines. | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,580 | 1,291 | 87 | 1,990 | 2,102 | They think to hide behind metal boxes?!
"Fools! Destroy their petty hideout!"
Sounded the metallic, slightly distorted voices of the chaos space marines as rather than trying to walk around the heavy metal cargo container in their path, they resorted to simply shooting it up instead - a missile fired from one of the chaos space marines carrying a launcher penetrating the container and tearing it apart from the inside as it would a tank, the two warped metal halves throw aside as thousands of chandeliers rained out from inside the cargo container in the loud explosion, barely masking the manic laughter and gunfire from the advancing ranks of Chaos Space Marines.
The path to the warehouse was now clear, the only obstacle blown away, but the container had by now served its purpose, as Adrianne could feel the power coursing through her body was ready to be manifested entirely!
"To oblivion with you all!"
She shouted out from behind her skull mask, suddenly sweeping her staff across in a wide horizontal swipe as the air across the loading area became still for a moment, before finally, a whirling, gaping black hole would suddenly appear a few feet to the right of the chaos space marines, rapidly pulling in everything around it! Two of the nearby metal containers tilted and slid with a metallic screeching noise towards the swirling vortex, before being pulled into it, the massive containers suddenly being crumpled like paper as they were compressed and squeezed together until they were no larger than a pea before disappearing into the consuming vortex, gone entirely!
The chaos space marines were quick to react, quickly reaching down and trying to hunker down as best they could as they within the pull area of the vortex. Whereas any normal human would have been immediately swept off their feet, their supernatural beings and heavy armor allowed them to stay put, for now, although some of them had to relinquish their bolters and weapons to avoid being pulled into the vortex; the weapons in question being pulled in and much like the containers before them, atomized and consumed by the swirling vortex! One of the chaos Space marines wielding a large, heavy bolter found his footing slip, growling furiously as he found his own heavy frame sliding towards the vortex!
Adrianne slumped back, having released the terrifying eldritch might, and now feeling every fiber of her being pulsating with exertion as if she had just finished a brutal marathon!
But the Psyker refused to fall back until she had reached forward, a purple ray of lightning shooting out from her hand and hitting the Havoc marine in his shoulder; failing to penetrate his heavy, cursed armor but pushing him enough for the chaos marine to completely lose his footing and be pulled into the vortex, a hateful cry of fury barely audible before the marine was utterly destroyed and obliterated by the vortex!
As various cries of hate and even laughter escaped from the Chaos Marines as they were trying to pull themselves away from the Vortex and reform their ranks, Adrianne found herself walking backwards in a staggered form, barely keeping herself from tripping over her own feet as she walked back into the warehouse, passing the entrance and slumping against the side of one of the heavy stone walls.
"That was, even more fun than I care to admit." She let out an exhausted chuckle from behind her helmet, her voice hoarse and feeling a trickle of warm blood seep down from her nose inside of her helmet. | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,581 | 1,291 | 88 | 134 | 1,308 | Both Andromedai and Solares hunkered down a safe distance away from the Psykers vortex, observing the powers of the warp betray the Chaos Space Marines and wreck havoc upon anything that was close enough to be affected by its pull. The swirelling vortex reached out with bolts of violet lightning in random succession, filling the air around it with an electrical energy unlike normal thunder and lightning. One of the Chaos Space Marines that carried a large, heavy bolter found himself pulled towards the middle of the vortex and quickly lost his footing upon the ground once Adrianne struck him with a ray of lightning. The Chaos Space Marine struggled against the forces of the vortex was was losing the fight and in a moment, would disintegrate at a molecular level.
Seemingly unaffected by the pull of the vortex, Adrianne staggered back into the warehouse, almost tripping over her own feet before slumping against one of the heavy stone walls where she remained for the time being. Solares quickly dropped her jump-pack and made her way over to the Psyker's side, taking a knee and inquiring if she needed assistance. "Are you alright, Psyker? they did not manage to shoot you, did they?" asked Solares, quickly but closely looking over the woman for any injuries. At this same time, the vortex had faded away, leaving carnage and debris in its wake, though the Chaos Space Marines still remained, in number and force.
Moving into better cover a little bit further into the Warehouse, Andromedai prepped her heavily modified bolter and aimed down its holographic site, ready to fire the moment they Chaos Space Marines showed themselves once more. "Take positions and do not let them take this warehouse, there's more usefull items than weapons in here." said Andromedai. Within a couple seconds, a few Chaos Space Marines turned the corner and entered the warehouse before heavy bolter fire erupted from Andromedai's weapon, striking critical spots upon the hostiles. Then, as if a wave upon the ocean, their forces breached the front of the warehouse and started to rush carelessly into gunfire.
"Hold your ground!" yelled Andromedai as she loaded another clip into her heavily modified bolter, then fired upon the hostiles once more. It seemed that the overwhelming force of the Chaos Space Marines would end their undoing, untill a number of explosions erupted from in front of them, sending gore and debris flying in every direction. Another round of explosions would shake the ground and rain viscera down upon the area. "Hellhammer at the ready, fire." the voice of the Imperial guard came through everyone's coms before the earth beneath their feet shook once more, almost knocking Andromedai and Solares onto their backs. Once the smoke, debris and gore settled around them, no living Chaos Space Marines remained. Large craters outside of the warehouse were now smoldering with glowing embers inside of them.
"There's your fire support Celestian Andromedai, the whole district is being overrun with legions of traitors from the forces of Chaos. We recommend that you board our Hellhammer and ride with us to the main source of the invasion." Andromedai looked around the warehouse and noticed that besides the large amount of bolter fire, the warehouse was in great shape. More importantly, her squad seemed to be the same, at least everyone but the Psyker. "Your assistance is most appreciated, guardsmen." Andromedai would pause for a moment before checking her weapons and thinking about their next move. "Solares, assist Psyker Adrianne in anyway she may need, the rest of you board the Hellhammer immediately." said Andromedai, slowly standing up and ensuring she had not taken any rounds to anywhere important. | Name:
Andromedai Morgenstern
Age:
Thirty
Gender:
Female
Personality:
As a member of the Adepta Sororitas, Andromedai has a will of iron that is matched by her steadfast determination to thoroughly eliminate all hostiles that threaten the Imperium of Man and The God Emperor. Some call her reckless, but in truth she carefully plans out each of her actions before swiftly putting them into motion, there is no room for mistakes upon the battlefield. When serving along her own kind, she is selfless and honorable. She will assist those who are in need the most, if appropriate. At times, she can be unpredictable, using her creativity to overcome whatever challenges that are tossed her way. Very rarely, some of her past life will show through her personality, showing the humanity that still remains buried behind her intense training and brain-washing she endured over many years.
Former Occupation:
Ophelian Celestian for the Order of the Argent Shroud.
Equipment:
Armor: Full suit of Celestian Power Armour with Order of the Argent Shrouds shading and emblem.
Primary Weapon: Astartes Mark Vb Godwyn Pattern Bolter -
Secondary Weapon:
Melee Weapon: Chainsowrd
Accessory 1: Krak Grenades
Accessory 2: Melta-Bomb
Accessory 3: Rosarius
Acessory 4: Librium/Tome.
Medical Equipment.
Has been seen operating with a Mk IV Arkhan Rifle in the past.]
Notable Events:
The Obsidian incursion:
A few months after being assigned to the Order of the Argent Shroud, Andromedai was stationed upon the Shrine world of Erathell to help protect a number of Important Temples and Shrines dedicated to the God-Emperor of Mankind. While she preferred a combat role, guarding such holy sites was also a critical role she was honored to hold. Many months passed in calm before the Slaanesh devoted forces of Chaos invaded, bringing a wave of death and destruction to all that they touched. Due to where they had started their invasion, Andromedai was one of the first to throw herself into Erathells defense. Alongside her fellow Sisters of Battle, they pushed back against the chaos forces over two days of non-stop fighting. The records for the battle indicate that not a single Adepta Sororitas had been lost, through the forces that had invaded the world had been completely irradiated. This was the first world invasion that Andromedai had been part of, from it she had learned many useful skills and had gathered much information about the enemy that would help her through many other battles in the future.
The Assault of Dalenarth:
Andromedai and her fellow Sisters of Battle fought alongside the fabled Space Marines in a war called the Assault of Dalenarth. A large number of Tau forces had been spotted in the Hawkings cluster but vanished from all sight, seemingly to vanish in the depths of the galaxy. When further investigation into the Hawkings cluster was issued, a large base was found to have been established upon an abandoned War world, hiding amongst the rubble. Swiftly and to the letter, the threat was analyzed and considered to be grave, if not completely annihilated. Their numbers were massive and thus both the Sisters of Battle and the Space Marines were sent to deal with the threat. As soon as they arrived, war had broken out and casualties on all sides were counted but never admitted to. Working alongside a Space Marines for the first time, she witnessed the combined strength of their forces. Eventually when Andromedai found herself alongside a single Space marine in the depths of the Tau base, the two of them burned through the hostile forces together, finely eliminating the Tau commander who had organized the whole mission. Both of them were recognized for their acts during the war that lasted two weeks.
The Slaughter at Mobius:
The Slaughter upon the desert world of Mobius is a failed assignment that not many members of the Imperium of man know about. Andromedai had been asked to lead fifteen Sisters of Battle to a small civilized world that had been also called a desert world due to its arid and barren landscapes. Why the Imperium of man had decided to place a colony here was beyond Andromedai she had her orders to investigate a destress signal. When they landed upon the planet, what they found was much more horrific than what was expected. The colony had been completely destroyed, leaving little to no sign of. Further investigation resulted in stirring up something that laid below the sands.
The colony had foolishly built their city on top of a forbidden world, unknown of the dangers that laid below it. They had awoken a small group of hideous xenos known as Tyranids. There had been no way to tell if the distress signal was a trap or not, but what they did know is that all the occupants of the city had died seemingly overnight. The corpses that still remained were fresh, it was very likely the hostiles were still close by. Quickly, Andromdai sent out a message for immediate evacuation and recommended exterminates to quell the threat of the hive. The order would be given to destroy the planetary biosphere and all life upon the world once she had her troops were evacuated.
The pilot informed them that she would be at their location in sixty seconds. Those sixty seconds proved to be the worst she had experienced upon any planet or any battle since she had seen combat. The ground broke apart in the distance and from it came the Xeno horrors that had wiped the colony clean. Almost every round and explosive that the group had was expelled before the drop ship arrived, strafing the area then quickly landing almost on top of the Sisters of Battle. To her surprise, every member of her squad made it onto the drop ship, allowing herself to be the last to board. When she did though, she felt numerous rounds from the Tyranid weapons travel through random parts of her body.
The wounds she sustained were incredibly painful, severe and life threatening but with great will and determination she pushed herself part way into the drop ship. The two medics from her squad helped pull her into the ship just as the doors were closing. Within moments, they were a safe distance away from the planet and were now heading back to the fleet where the wounded would be tended to. As they did though, they witnessed the order for the exterminates being carried out in full, a magnificent but also horrifying spectacle to witness. |
47,582 | 1,291 | 89 | 1,841 | 5,726 | Herold fell back into the Warehouse, taking up a position behind mounds of crates that he made sure were not explosives or ammunition. He'd be damned if a heretic, be they Space Marine or not, would kill him by simply firing at his cover. As he positioned behind that, he hefted his grenade launcher, fully reloaded with six Krak Grenades. He felt more comfortable using them against the Power Armor of the Chaos Marines. His fired round after round, the grenades making their signature 'krak' explosions, akin to their namesake.
By the Emperor, they moved quickly in their bulky armor! Still, four out of his six shots hit their mark, more or less, sending Space Marines back heavily wounded if not dead. He hoped the latter, though it was hard to tell with the smoke and fire going around him. He hastily reloaded his Grenade Launcher, now putting Frags in there. They'd do damage if nothing else, and began to play the role of the team's artillery, dispersing the Marines and wounding them where he could.
It was over before he knew it, and even the hardened Arbites was sweating and shaking by the end of it. The fallen Angels of the Emperor were a hard thing to aim at, much less fight. He thanked the Emperor for that Hellhammer fire. Herold wiped the perspiration at his brow, and formed up as the smoke began to clear. "Arbites at the ready," he replied. He dropped his Grenade Launcher, for the weapon had been damaged in the fight by some measure. Instead he grabbed a Plasma Rifle next as he entered the Hellhammer. | Name: Herold Altega
Appearance: Herold is broad shouldered and thickly muscled, though his body is more trim and wiry than what one might expect from the term "musclebound." His statuesque and powerful form belie his tactical knowledge and quick mind. He walks and thinks like an apex predator when on the move, striding powerfully but taut, as if he could pounce at any moment. He rarely removes his helmet in front of others, but when he does most would think him not unhandsome. Perhaps a bit rugged and rough with the short, tousled brown hair and storm blue eyes. When out of combat gear, he still tends to wear his military grade loose fitting pants and utility belt, albeit with a plain shirt.
Age: 32
Sex: M
Class: Arbitrator
Equipment: (Guns, armor, grenades/etc-If you are not sure or if it's questionable, please send me a PM.)
Carapace Armor
Shock Maul
Combat Shotgun
Hydraphur Pattern Suppression Shield
Autopistol
Rebreather
Utility belt
Frag grenade
Notable Deeds:
Cartel Bust: Was apart of an Arbitrator Squad that busted down an illegal smuggling operation in the Forge World Ilios, dispatching multiple assailants and capturing the leader's second personally after fighting him in close combat.
Crime of Abstraction: Was promoted to Sergeant, and sent after one of his comrades who had committed the crime of Abstraction and extortion on the world of Dalheim. Sorkal Nielson, the Arbitrator in question, saw fit to go after innocents who he had perceived as gang members, extorting them of their money to get information from them. Herold found, fought, and defeated Sorkal, taking him in to be tried by the true court of law.
Xenos Threat: Helped defend Dalheim from a small Ork incursion that had been manipulated into attacking by the Eldar. Received a large scar along the left side of the face and nearly losing an eye after one particular struggle with an greenskinned Xeno. He was tasked with keeping Order with the citizenry as the PDF forces went to fight the Xenos, but some made it into the city and was confronted by Herold. He slew four. He witnessed an Eldar in the slums of the city and reported it, helping the Governor's administration to find information that put two and two together to show the threat was devised by the ancient Xenos.
Heretic Slaying: Assigned to the planet Sovereign due to reports of cultists. Herold has 17 confirmed cultist kills and 6 confirmed arrests since his time arriving planetside. Half of them occurring during his investigations when he found a cultist meeting place below a Warehouse for Imperial armor parts, surprising them with a grenade, proceeding to two to death, before making a tactical retreat and gunning multiple cultists down as they attempted to escape through the only unblocked exit. |
47,583 | 1,291 | 90 | 729 | 2,152 | Ansgar snarled, slam firing grenades from his grenade launcher, in spiteful defiance to the increasing volume of fire from the traitor marines. If the Emperor demanded his life, he would not be found wanting. He would die, spiting the enemies of man, stalling them long enough for the help of his fellow Guard to arrive. He had been braced well against the pull of the warp, having often seen such things open as weapons against him and his allies. As soon as the vortex faded, he was up again, raining grenades down upon the hostile Traitor Marines. Let them come, let them come and see the absolute wrath of the Emperor's hammer. They will find themselves surrounded and drowned in the death they so crave to distribute, swamped in their own faltering and death. Thankful for the mask that hid his visage, even the look in his eyes from such a distance, or that hateful snarl would have been apparent to all who gazed upon his face. What he felt towards the Traitor marines was something beyond hate or fear. It was a loathing, for such beings, those that betrayed their oaths and plunged a unified Imperium into infighting and disorder. Perhaps it was from his experience in war, or perhaps it was from his lineage as a Krieger, but regardless, it was not a healthy level of hate.
The ever so familiar sound of weapons fire from Guard vehicles was a welcome boon indeed, watching the remaining Traitor Marines getting slaughtered by the familiar sound of superior firepower. He always appreciated the arrival of friendly tanks and armor, they brought the kind of firepower that, at best, required the kind of crew served, multiple Guardsmen approaches to manning, that their arrival via vehicle mountings were far better and preferred to crew served weapons, as vital and welcome as they often proved to be. With the smoke clearing, leaving the traitors dead, the Krieger stood up, reloading the grenade launcher, now intimately familiar, before slinging the weapon to make his way down the ladder off the roof. His movements were sure and quick, despite the fact that it was often a harrowing experience facing the traitor Marines. He had been there before, so facing them again was an oddly familiar thing. Hence his experience and surety of his orders when combat was met, and Marines confirmed as traitors, alongside tactics for fighting them.
Reaching the ground floor of the warehouse, Ansgar would unsling his hellgun, making sure it was charged from the backpack unit, started making his way towards the exit of the before stopping by the psyker. As much as he had his life made difficult by the powers of the warp, he didn't overlook how it had played a vital role in their survival here. "Good work out there, ma'am. Kept us alive, long enough for help to arrive. I can handle things here, if it pleases you Sister." They had all played their roles, but it had taken the vortex to slow and disrupt the Marines long enough to keep them from being overrun before help arrived from the local Guard regiments. Though he resisted the urge to, he wanted to point out and claim that he had predicted that this city was not ready for open war. It lacked any sort of serious ability to defend and retaliate against such sudden assault from all directions. He was aware of the fact that tending to psykers was not often a job of the Sisters of Battle, and often fell upon the men of the Guard, while normally Commissars, yet that duty could find itself in the hands of veteran or experienced guardsmen, handlers that could fight as hard as the psyker, often times harder if not for the powers of the warp. The lead sister's orders had sounded like a assignment of handling, so he offered an alternative, someone far more familiar with the dangers of the warp than the Sister assigned. | Name:
Ansgar Staudinger
Death Korp Trooper Number:
Trooper 17431
Appearance:
Height:
5'6"
Age:
27
Sex:
Male
Class:
Death Korp Grenadier
Equipment:
- Type XIV Lasgun (Heavy) -
Also known as a Hellgun or, more rarely, a Hotshot lasgun, the Type XIV (Heavy) is the standard issue weapon for all Grenadiers serving in Death Korp regiments. They are, at least by the Grenadiers themselves, intensely disliked due to perceived unreliability in the field during extended operations and a Krieger's general preference for the default Type XIV Lasgun (More commonly known outside of Krieg as the Lucian Pattern Lasgun). However, with the proper maintence that each Grenadier performs routinely, the weapon performs its intended role as a high power Lasgun, capable of punching through heavier armor and providing, on full auto, a withering rate of fire. The Type XIV (Heavy) utilizes a backpack unit to power it, and a Quick Recharge Generator included in the backpack unit is generally overtaxed, due to the design of the weapon and its power output. Ansgar, like many Grenadiers, would have preferred a Type XIV Lasgun over the Heavy variant, but as a Grenadier, he is required to carry it.
- Grenadier Carapace Armor -
Intended for deployment where the fighting is fiercest, Death Korps Grenadiers are equipped with heavy Carapace Armour that has been integrated into the standard Krieg kit. This comprises the Mark IX helmet, a rebreather facemask, three-piece shoulder guards, a chest plate with additional abdomen plates and shin and knee guards. All are made of Plasteel and reinforced with a layer of Ceramite for additional strength, heat resistance and weight reduction. The armor, coupled with uniform and Type XIV Lasgun (Heavy) makes a very heavy loadout, adding in the miscellaneous equipment they carry as well, however, the protection is vastly appreciated by the Grenadiers in general, due to their role as the leading edge in storming trenches and hostile emplacements, needing the protection to get close enough to do their jobs, not so much concerned with survival.
- Explosives -
As his former squads Demolitions expert, Ansgar carried the standard explosives load out alongside extra tools, for when the Engineers could not keep up with the assault but were preoccupied elsewhere. Besides several Frag and Krak grenades, Ansgar also has several demolition charges, rated for taking out hardened bunkers when put in place. Ansgar modified the charges so that, in a hurry, he can pull a detonation cable and heave the charge at a target, the normally delicate and precise procedure for arming the charges ditched in favor of emergency target removal. And, as a Krieg Engineer before he was assigned as a Grenadier, he has learned to build improvised explosives that served him well in the trenches when supplies on conventional explosives were running short, as well as utilize Chemical weapons safely.
- Melee Gear -
Ansgar carries two weapons for melee combat, one obligatory and the other actually used. The obligatory is his bayonet, which the Type XIV Lasgun (Heavy) lacks a mount for, another reason it remains unpopular among Grenadiers, and typically serves as much as a tool and last resort weapon than anything else. His actual go to is a Entrenching Tool, edges sharpened to allow him to carve through hostiles as well as bludgeon them, and retain the intended purpose of digging trenches and other necessary fighting positions.
Notable Deeds:
- Tyranid Assault on Thresis IV -
Raised from birth to be a Death Korp Engineer, Ansgar Staudinger, or known by his Trooper designation 17431, will never state when he was sent to war, something that tends to bother people who ask that are outsiders to Krieg and their necessary methods of providing the Imperium the soldiers it needs. Assigned fresh to an Engineering Platoon, Ansgar would spend a great deal of time digging trenches and laying mines in the defense of a Shrine World, Thresis IV, directly in the path of a Tyranid Hive Fleet Splinter. The Tyranids, despite being vastly reduced in numbers compared to a true Hive Fleet, descended like mad locusts, slaughtering over 90% of the Death Korp forces deployed on the planet. Of that 10%, Ansgar Staudinger was one of the survivors, the only from his platoon, found near death after turning an entire trench line into a raging biochemical inferno, equal parts fire and chemical weapon that was effective on the Tyranids. Sharing the compound make up with other Death Korp Engineers, the biochemical fire was used to great extent to halt and drive back the Tyranids, making the then rookie Staudinger's trial by fire a literal, and resounding, success.
- Nightmares Beneath Thrasis II -
As part of the Thrasis campaign his regiment was assigned to, and the arrival of Tyranid complicating greatly, Ansgar Staudinger was deployed with a fresh Engineering platoon to assist in the breaking of a siege on Chaos held factories on the system's forge world, Thrasis II. Utilizing conventional tunneling and, when they detected they were almost at the entry point, Hades Breaching Drill, to punch into the Chaos held Foundry, Ansgar and his fellow Guardsmen stumbled into something straight out of the most feverish of a heretic's nightmares. The Warp had bled over into the belly of the foundry, with daemons and mutants in equal measures assaulting the woefully unprepared Krieg Guardsmen. However, they had a job to do, and they were able to hold their ground, keeping a secure tunnel long enough for support to arrive and push deep enough into the Chaos corrupted foundry, to the dark heart and plant enough explosives for the resulting explosion spotted from orbit. Whether it was the sheer amount of explosives put in place, or partially due to Chaos corruption was never decided. However, as one of the only survivors again by virtue of Luck or being Blessed, Ansgar was reassigned by a surviving Commissar to the Death Korp Grenadiers.
- Hellscape of Thrasis I -
Nearing the end of the Thrasis System Campaign, Ansgar found himself a freshly minted Grenadier, no longer an Engineer although he often worked closely with them during breaching actions against enemy defensive lines. However, upon touching down on Thrasis I, the Kriegers found something unlike anything anyone could be prepared for. The Foundry was merely a foretaste of what was to come, as planet spanning rituals had allowed the Warp to taint and corrupt great stretches of the planet, forcing Guard forces to struggle through conventional defenses one day, and make a mad dash through Daemon infested hellscapes that should not be the next. What Ansgar refuses to mention to a soul, due to an oath he was put under at the end of the conflict, was the arrival of Grey Knights, of the Emperor's most holy Ordos Malleus. Alongside Adeptus Sororitas support, which Ansgar learned to have a deep, healthy respect for, the combined arms forces stormed the capital of Thrasis I, a den of pure evil and corruption that made the rest of the planet look like a Shrine World in comparison. Once again, whether by luck or the Emperor's own intervention, Ansgar found himself as one of the only Grenadiers, and Krieger's period, to survive the assaults into the city, arriving at the Hall of Governing as it had been christened during Thrasis I's founding as a colony, only to find horrors so unspeakable even the Krieg born Grenadier refuses to speak of them now. But, between the Grey Knights and Sisters of Battle alongside his own humble contributions at that point, which mostly consisted of survival, Ansgar lived to see the end of the hellish campaign on Thrasis I. With literally no regiment to return to, and having become aware of the most secretive of Space Marine chapters, it was decided to induct him into the Inquisition, sending him to serve where needed most. |
47,584 | 1,291 | 91 | 1,990 | 2,102 | Heh... t´was nothing but the normal exertion that comes with tearing a small hole in the materium.
Adrianne chuckled with a tired tone as she nodded towards Solares, slowly staggering as she stood back up.
However, as she looked at the rest, Adrianne had to admit that she felt genuinely surprised to see what might be interpreted as concern from the Sisters of Battle. Not the usual concern that she; Adrianne herself; might suddenly and violently turn into a rift in the warp and a gateway for deamons, but that she as the person might be injured!
To say the least; it caught Adrianne off guard; causing her to stand still and simply watch them for a moment, the surprise on her face only hidden by her skull mask.
"But... thanks."
For a moment, she felt a little light headed; which she allowed herself to believe that, even for just a moment, perhaps it was because of the new treatment. But in most actuality, it was from her recent physical and mental exertion.
Feared, despised; or both. Those were usually the two attitudes that characterised her interaction with the ´normal´ people of the Imperium. At best, people who knew her powers simply feared her, staying a respectful distance away from her as if she was if she was simply a dangerous natural phenomenon or storm; at at worst, people despised her, but usually feared her too much to do anything about it.
"These are strange times indeed, Adrianne... "
"We all serve to protect the Emperor and his Imperium in our duty, and those who share in that duty will also always warrant our protection.
Nodding towards the guardsman and his comment, Adrianne suddenly noticed the small questions arising between Ansgar and the sisters. As odd; and perhaps even as fun; it was to see others vie for her well-being, Adrianne decided to step in; raising an armored glove to look at them.
"I am fine, but thank you all. I am tired but unharmed; I need but some water and a nutrient bar before our next move." She said with a reassuring and lighter tone(or as light as it could sound through the metallic voice box on her skull helmet), before adding with some dark humour at the end.
"If one of the traitor's bolter weapons had breached my defences, I doubt there would remain much to patch up anyway, heh."
Although her body ached and there was a painful but slowly diminishing throb in her brain, Adrianne knew she was otherwise fine. She had exerted herself physically and mentally, but fortunately; or perhaps because of her exertion; she had remained unharmed in the end! | Name: Adrianne Valenthin
Gender: Female
Age: 24
Class: Sanctioned Psyker
Psyker Power
Divination & Telekinesis are her main fields of psychic talent, but she also possesses two other abilities such as Smite and Storm of Lightning, as well as a rudimentary form of mental communication. Does not possess any noteworthy healing abilities, and she is just as likely to send someone to the warp as she is to heal a minor scratch.
Appearance:
6.6ft tall, pale skin and snow white hair. Sturdy and heavy frame, but still retains her feminine figure despite adhering to a strict physical training regime.
The base of her outfit consist of a simple yet elastic skin tight jumpsuit in dark brown color that is capable of withstanding the vacuum of space as well as provide a decent protection against the elements, though offers little protection versus physical threats. Overlayed on top is a series of armaplas plates that form a chestguard, cuisses, knee-high boots, shoulderpads and gloves stretching back and up to her elbows where they form into a sharp point. They offer good locational protection, especially from the front, but leave her jumpsuit exposed in other places, particularly from her lower back and down to the back of her knees where her boots cover both sides of her ankles. The plates are polished to a light gray color, and almost look like silver. The surface is covered with a series of intricate design and artwork in typical imperial fashion, featuring numerous flutes and ridges across the plates, as well as a couple skull imprints. Above her armor she wears a satin blue silk cloak that hangs down from the back of her left shoulder, as well as a silk loincloth hanging from the front of her belt of similar color. Thrown sideways around her torso is a series of books and scrolls attached by chain.
Running up along the spine of her chestguard is a refractor field generator built into the plate itself, taking form of a small generator emitting a series of horizontal, blue lights up along the back of the chestplate, and shaped much like a human skeletal spine. When activated, a faint, blue and almost invisible barrier appears around her figure.
Her helmet is made out of the same material as that of her armor, and it takes the form of a gothic plated helmet, with a narrow but wide blue glass visor and a longer neck guard extending out behind her helmet. Two plastic tubes are attached to a rebreather device at the bottom mouth piece of her helmet, that stretch out on each side of her neck and down into a small, highly pressurized air tank built into the back of her chestguard.
Her boots are magnetic, and her entire suit when worn enables her to survive in space, and also provides immunity to most chemical and biological attacks. She carries enough oxygen to last for almost an hour.
Equipment:
Main Weapon: Her primary weapon is a two handed power-weapon in the form of an oversized saber with a sleek blade and an extended handle which doubles as a psyker staff, and adorned with sigils, trinkets, technological gadgets and inscriptions. She often uses her weapon in conjunction with her telekinetic powers to amplify its destructive potential.
Calisto. Plasma Pistol.
Ceremonial Dagger. In essence, just a normal albeit flashy dagger with an adorned handle. Typically only carried for show, but is sharp enough to slice through unprotected skin with ease, and small enough to be concealed without much problem.
Refractor Field. Description under Appearance.
2x Servo-Skulls: Familiars. Mostly used to store events, data, recordings and scrolls and provide reconnaissance.
Savior – Saved an influential nobleman by foreseeing his assassination, tossing him out of the way of the sniper’s bullet with her telekinetic powers and into a big wedding cake instead.
Guide – Saved a band of arbiters from the underworld of a hive world during an uprising by using her powers of divination to avoid the roaming mobs and gangs and reached safety without incident. Not a single shot was fired during their escape.
Hates Surprises – Accidentally electrocuted and sent three of the arbiters she had saved above to the infirmary when they tried to surprise her with a party later. Being so used to foresee danger before it happens, she is prone to freaking out over minor surprises that eludes her farsight.
Fireteam – During an Ork incursion, she helped a fireteam of six guardsmen hold off a much larger band of orks after their sergeant was injured through using her powers of divination to guide their fire, turning what had been originally green recruits into seemingly crack shots. Any Ork that left its cover was immediately put down from long range, and when they mounted a frenzied charge together, they didn’t make it more than halfway across the field to the trenches before they were wiped out by precision fire.
Warpstorm over Mordran V - Adrianne was assigned to aid the planetary imperial garrison with culling a lesser greenskin uprising, assisting local Imperial Guard and Sisters of Battle forces with the purging when a warpstorm suddenly appeared over the otherwise peaceful colony world of Mordran V. Trapped on the planet, Adrianne found herself fighting for survival alongside her imperial guard as Chaos Ships appeared in orbit, and unleashed a ferocious invasion of the planet! Though the warpstorm only lasted for two weeks, by the time it had lifted, Mordran V had been transformed from a lush, promising garden world into a lifeless, daemon-infested hellscape, with most of its original population killed except for a few imperial strongholds that managed to weather the storm. Her experience from Mordran V would change Adrianne for ever. What had been a cautious girl that had stepped onto the planet would instead emerge a seemingly reckless with little to no restraint on her powers!
Time With the Inquisitor: W.I.P. |
47,585 | 1,291 | 92 | 1,991 | 4,769 | Haaa... Vala let out a deep breath as she felt a little relieve from the fact heretic forces were dealt with, courtesy to the heavy support that arrived. Things went well, considering they were not sufficiently prepared for this. She for once didn't carry weaponry heavy enough to take down chaos space marines. Her rifle could in theory take down one, but given the amount of enemies present it was not likely only the squad alone had enough firepower to take them down all.
The psyker did well, she had to admit, but that didn't mean she liked her attitude any. Still having someone with such powers was quite the boon. Back in her mercenary days, she only had very few occassions when she fought side by side with psyker of such great powers. Didn't like the personality of that one either. Maybe it was innate thing? She really needed to finish her new weapon in case she was going to fight more chaos space marines.
When the order was given to board the transport, she quickly obliged and got on without sayign much and then reloaded her rifle. | Name: Vala Sal Felere
Appearance:
She's 5.8 ft tall.
Age: 29
Sex: Female
Class: Mercenary Engineer
Psyker Powers: None
Equipment
Armor:
-Reinforced leather jacket, pants.
-Custom Armor plating – Created by using parts of salvaged imperial power armor. Multiple modifications and corrections were made for it to fit its new role. Barely resembles its origin.
-Armored leather boots with inbuilt powerful electromagnets.
-A pair of armored gloves.
Weapons:
-‘White Skull’ Las Pistol – a heavily modified version of the standard issue laspistol, this work of engineering has been created by Vala herself. It has almost triple the power draw of a normal laspistol, making it more useful than it’s original, but it depletes powercells quickly and the wear on the weapon is increased, making the need for replacement parts quite frequent. She has created only 3 of these with the other two now destroyed. It’s kept on a holster on her right hip.
- MAG Autogun MkIV(Shelly) - An autogun that fires hexagonal solid projectiles. The projectiles are about 6 cm in length and 0.7 cm in diameter. She acquired this specific gun or at least what was the remnants of a gun while on one of the many lawless space stations scattered across the fringes of Imperium space. After a lot of tinkering and experimentation she managed to create a workable and actually useful variant of it. It has the same range as a standard autogun. Its flat projectiles/slugs are propelled using a system of incredibly powerful electromagnets. The rifle uses standard powercells. Devastating against lightly armored targets as causes both blunt and puncture damage with each slug. Lacks penetrating power against heavily armored targets, though still hits like a hammer. The rifle has 10 slugs per clip. Held on the right side of her back with a magnetic buckle.
-Modified Assault Shotgun - Has a shorter Barrel and only holds 3 shells. It’s sturdy and does the job it needs to. It kept on the back of her waist with a magnetic buckle.
-Autopistol – Held in a holster on her left hip.
-Short straight sword – She keeps it for when she’s out of all her other weapons. Kept in a sheath across the left side of her back.
-4 small frag grenades.
Other equipment:
-A forearm mounted grappling hook launcher – uses same electromagnetic tech as her rifle.
-Known to also carry portable set of tools during missions.
Notable Deeds:
As a merc Val cannot really boast with deeds such as those of the soldiers of the Imperium, but she has stacked up a small list of accomplishments non the less.
The Kroozer Gambit
Hired by a Rogue Trader, away from the notable trade routes, Vala and her crew were tasked with bringing down a ork Kroozer that was discovered waiting in ambush for an unsuspecting transports. The Trader didn’t want to damage his own vessel so he hired mercs to be his scapegoats while his ship would pass the sector, hoping to escape paying.
Her crew immediately got suspicious of it and forged a plan to both do the job and get paid. Since what they had was a old modified transport ship, they pretended to be a random unsuspecting pray while a Vala and 4 of her crewmates took an assault boat. When the Kroozer moved to intercept their transport along with it’s fighter escort, the assault boat rammed to the engine room. Following a lightning fast gunfight, they set 5 heavy explosives across the engines and left the ship just in time for the bombs to explode and cripple the vessel. During that time, their transport had led the escort wing straight to the Rogue Trader’s vessel. Without support from the Kroozer, the trader managed to deal with the fighter escort. Their transport ship had susptained medium damages, but they got paid non the less. She later heard that an imperial Dauntless stumbled upon the Kroozer and destroyed it. Surely the Rogue Trader had taken all credit for disabling it…
3 days of darkness.
Vala’s crew had been forced to land on an uninhabited world when they came into confrontation with a light corsairs pirate vessel. Luckily for them the elder ship wasn’t heavily armed and after an incredible accurate hit on their part, both vessels were forced to crash land.
Vala’s armed transport had taken a serious beating and given the degree of the damage it would have required at least a week to repair. Without given much choice in the matter they were forced into a fight for their lives. After 3 days of almost constant battling with the corsairs, Vala’s crew managed to repel the enemy and grant her enough time to finish the repairs in a record time of 3 and a half days! They lost 5 people in that event, but finally managed to escape the planet.
Death to the Infidel.
While on a break from missions and traveling towards a nearby lawless space station for refuel and repair, Vala’s transport suddenly shook heavily from the impact wave of an immense explosion. By the time they saw what was going on, the transport was knee deep in a chaos attack of two Infidel class escorts on the pirate station.
The station’s weak shields were quickly down, it’s frankly old weaponry couldn’t match the two escorts. As the transports around it were destroyed, Vala’s ship found itself with no place to run. She and other 5 of her 15 crew members barely managed to get to the assault boat that also doubled as a escape capsule before their transport was blown to bits by 2 torpedos. With the destruction of the station, one of the Infidel class ships left to chase some ships that managed to escape the initial barrage while the other one stayed behind to finish wiping the place from anything that moved. Without place to land anywhere in the assault boat’s range there was only one option left. They used the debris as cover from the batteries, they boarded the Escort’s engine compartment like they had done in the past with the orks.
It was a slaughter against the chaos marines their weapons didn’t really carry much punch. It took Vala mere 2 minutes to set all the explosives and move back to her assault boat, but by the time she pulled the boat away from the chaos ship, she was the only one left. Alone and heavily wounded she watched with a big smile as the explosions took place, rendering it motionless in space… She laughed loudly as Imperial ships started warping about the place, probably having noticed the chaos presence. |
47,586 | 1,292 | 0 | 1,739 | 1,220 | When revolvers ruled the West
"You see, in this world there's two kinds of people, my friend;
those with loaded guns, and those who dig.
You dig."
- The man with no name
The Old West
1881
Ever since the first Europeans set fot on American soil, they've always set their gaze across the land - somewhere far beyond that horizon - wondering what was awaiting them there. Many tried, and failed to venture West in search of so many things; gold, land, lost cities or the long awaitening of Christ Himself. Once they traversed that treacherous land of Indians, desert and wildlife, the white man came to stay.
First the Spanish came, exploring the land and setting up catholic missions. Then came the settlers, though few in numbers. Then finally came the Americans, their goal "Manifest Destiny"; America's right to rule from coast to coast, across the entire continent. And offically that barren land between the West Coast and what could be call civilization was under US law. But who was really in charge, in all those isolated towns and hamlets?
This was the Wild West, the Old West, the Frontier, whatever you would like to call it. Whatever you prefered, one thing never changed; this was "When Revolvers ruled the West".
Haylliesburg
9th Feburary, 1881
The sun rises, casting long yet welcoming shadows from the houses lining Main Street. The overheating sun that would soon high tall up in the sky, overlooking the whole of Haylliesburg and more, was for a moment forgotten about as the townsfolk began their day's work in a somewhat comfortable temperature. Now that's to say there were still a few things to complain about, like for example all the dust dirtening the women's skirts and dresses, or the stealing of cattle that had just began to haunt the normally innocent railroad town.
The biggest complaint however was well-deserved though; the lack of a sheriff in town.
It had not been a week since the last sheriff sadly passed away; Mark Goldberg was his name, a fine gentleman indeed, and a crack of a shot they said. Now you couldn't say he was exactly tough on crime, but few complained of his methods, so things were pretty quiet. Then the Stranger came into town. He, whoever he was - he left no name - quietly rode into town on a morning much like this one, and simply walked into the Sheriff's office without as much as a "Good morning" to the ladies watching him from the saloon. Apparently he walked into his office, produced wanted-poster of the Sheriff, shooting him in cold blood and leaving him with the wanted-posted nailed to his head with a knife.
Of course people were scared of such events, but so far things had gone quiet enough for the calm peoples of Haylliesburg; if you excluded the dust and the cattle-theft of course, and all those small lies that lurked beneath the surface. It was nothing special for this town, all towns across America were the same. But our story doesn't start anywhere, it starts here in Haylliesburg on a quiet February morning, with several unknown figures riding - or walking - into town. Some might even arrive with the morning train, a quite new addition to the growing town.
All that is certain is that those newcomers are in for one hell of a ride, especially if they find one of those wanted-posters hanging around or find themselves at the wrong end of a poker game. But hey, that's just a normal day in the Wild West. | Name: Albert Baldwin White
Nicknames/alias: Called Cato among the crewmen he served with –- not because he possessed any special philosophical wisdom, but ironically, for managing to stab himself (although accidentally) with his own knife while eating on his first day on board when he was 18. No nicknames otherwise.
Age: 30 years old.
Place of birth & ethnicity: Somewhere in Massachusetts country. His mother was traveling when her water broke so she gave birth in an improvised camp; he is an Anglo, worked in Nantucket and across New England mostly, and some menial jobs in various ports in Africa and Asia.
Gender: Male.
Occupation: Ex-crewman on a whaler who rose to a harpooner position after some years; now looking for a job on land.
Character appearance & personality
Appearance: 6'0'' tall, dark green eyes, darker brown hair and facial hair like on the picture provided. He’s averagely built on first sight, but his hands, arms, legs, and torso have the hidden, unseen harpooner's strength resulting from climbing ropes, fixing ships, handling wood, rowing and thrusting the spear at whales and hacking them with knives, and that might go unnoticed until a fight breaks out. He has a stab wound on his abdomen, a small scar on his left eyebrow, and some minor cuts and burns on his shoulders and arms collected here and there as most men do, from reckless childhood play and tools and the like.
Clothing: Black boots, black pants tucked in them, a belt, a dark brown shirt under a dark brown vest, and a black town coat. He has a hat on sometimes, though prefers not to. His clothing is dirtied and battered since he’s been traveling all the way from the northeast.
Personal style: He’s most comfortable in his sailing uniform when at sea, but on land he likes to keep it simple and avoid anything fancy.
Personality: Thanks to his experience on the ship, he’s encountered many different peoples and faiths, from Japanese to Norwegian to Icelandic to African, and has learned to treat people according to their character, not ethnicity or faith, albeit after getting to know them. Life on ship does make man bond with unexpected company, but it also hardens the man, and makes him somewhat alien to those on shore as they often do not understand the actions of those who prefer the endless blue, just how they do not understand the land dwellers. He is ready to work and do most things, nevertheless, if the pay is good. He is cooperative and even more so when the ante is up or when the well being of the community is at stake. In such cases he will not back away from a fight. Although it may seem strange for a poor seaman and a slayer of the mighty whales, Albert is a man interested in the power of the word and more often than not spends his free time entertaining himself with a grammar book of some foreign language, a story, a poem, or phrases he picked up from strangers from far away places. He does keep this interest mostly private and would never sacrifice his work or chores in its favor, although he is always up for a discussion concerning all that when there is time. However, when on duty, the strict work ethic takes over and chases any sensibility aside.
Habits: When nervous he runs his fingers through his hair, that being the thing people usually notice first. He has a strong habit of cracking his knuckles, too, probably a result of witnessing and participating in countless bar and harbour fights that he can’t seem to avoid wherever he goes.
Skills and items
Regular life skills: Albert is a masterful shot with the spear, as his hard earned whalebone pin proves. He can do any physical work on ship, repair minor damages on them, he can fish, and he can go hunting on land as well as he does not fear facing beasts. Anything else he’d be willing to learn or get better at.
Combat skills: Harpoon and cutting knives are his tools of choice, besides fists, and he has a very basic knowledge of how to use firearms; in other words: he can point and shoot.
Items on your person: He bought a used pistol on his way to Arizona and he keeps it on his belt, just in case. He’s got a knife, a gift from a sailor from Liberia. He also has a pocket watch inherited from his father, sometimes a hat, and of course some money in the wallet, and a photograph of his wife, Livia, and their little daughter, Anna.
Additional stuff: As he is on the road west, alone, he carries a satchel and a bag of clothes, with some ale and food to chew on in-between towns. Oh, and he brought his harpoon to use as a decoration.
History
What brings you to Haylliesburg: Work and promised opportunity for anyone who is willing to work. He is looking for work in the west, hoping to find a place to settle down and earn enough money to bring his family to live with him as soon as possible.
Your life before coming to Haylliesburg: Albert was born in the countryside of Massachusetts in an improvised camp to Elizabeth and Walter White, both of English origin although with some German thrown in there. His father was a trader and his mother taught school children. He lived with them and was home schooled by his mother until his later teens when he moved to his uncle Thomas, his mother's brother, to work with him at the shipyard. Eventually, looking to earn a bit more than the scrapes he got at the yard, he signed up as the lowest of the low deck cleaner on a whaler called Emily and eventually, through years of hard work and obedience, rose up slowly and earned the place in the boat, wielding a harpoon next to the more experienced mates. The sea got into his blood and he found himself growing sad and sickly when on land for too long, and one voyage leading to another, he eventually started spending more time on the ship than at home. At the age of 27 he married the daughter of his uncle's neighbor, and soon they had a daughter, although he barely saw either of them since he left for Singapore weeks after the wedding. Strange things happened in a short span of time: he became suddenly ill, the disease not being one of the known sorts; he saw a crew member hang himself from the mast; and he barely survived a pirate attack thank to sheer luck, as they stopped shortly after the first guns were fired and disappeared. He took it all as a bad omen, even though he is not a superstitious man, and had to return home quickly. After his homecoming he decided he would turn to some other type of work, to make sure he stays alive and able to provide for his family. The talk of the west had been going on in the town, and he naturally picked it up and became interested, in the job possibility more so than the gold talk. After some preparation he left, hoping to settle down or at least find some stability in terms of work and housing before inviting his family to join him.
Extra
And where do you think you're going...?
The Last Pale Light in the West
And some metal
San Francisco C*CKSUCKA!
This is the post I made before making this post, which I am posting to show you that I have read the rules!
Favourite western? See the first thing on this list! It's from Shane (1953). I also suggest No Country for Old Men, both the book and the movie, although it is a neo-western or an anti-western, however you wish. Butcher's Crossing is another good novel. And the best for last, check out Blood Meridian for the most epic, violent western story! |
47,587 | 1,292 | 1 | 2,301 | 766 | A February morning had never felt so warm on the skin of Albert White. At first he had thought it was the stale coach air being oppressive and feeling warmer in his claustrophobic throat than it actually was. How strange it was, to be so uneasy in the coach, longing for fresh air and sweating, while having no issues with packed sleeping quarters of ships which had the potential to turn into hellholes more accursed than the dirtiest of diphtheria pest houses. But it turned out he was right: it was warm. Unnaturally warm, he thought alighting in the wide dirty thoroughfare.
It was no New England, that was sure. The winter sun never burned so warm up there in the north, not even in zenith. Here in Arizona it felt more like a pleasant spring. Courtesans seemed to agree, standing on the balcony of some joint, having a smoke and most certainly sipping laudanum as well, or some other substance in those bottles they held. He put the hat on and took the satchel from the coachman holding it for him allowing him to find the rest of his belongings: a long slender thing wrapped in cloth and a bag. He gave the man a coin and tipped the leaf of the hat in thanks as the coach left with neighing of horses.
He saw a fat man sleeping in a wheelbarrow across the thoroughfare in front of a telegraph company headquarters, his head bloodied and muddied. A smaller fellow, a child or the like, walked to him and took from his person a shillelagh and ran off. God damned thief. Lawlessness the first thing I see, even at cock's hour. This is a shithole. He spat. Better move the hell on.
The hotel doors were closed -- a note written in a halfwit's hand nailed to them, informing visitors they wouldn't be opening before noon that day -- but one of the saloons -- the one on the balcony of which prostitutes were hanging around -- wasn't. He walked in, the only person besides a bartender, a younger, slow in the head looking fellow, and another employee leaning plump and shirtless on the bar next to him, eating a piece of canned peach impaled on his knife. Hastily looking around, he caught a glimpse of a monte games table and above it a big hanging sign saying NO PRIESTS: IF YOU PRAY, YOU PAY. They ceased their chatting as he approached.
”Whiskey, please. And coffee.” He put money on the bar, enough money for two rounds of whiskey, looking first at them and then on the well-made quena flute framed in glass among the bottles in front of him, somehow knowing it was made of Christian bone. | Name: Chris Buckwood
Nicknames/alias: Buck
Age:39
Place of birth & ethnicity: Watkinsville, Georgia. White.
Gender: M
Occupation: Gambler, "merchant", conman.
Character appearance & personality
Appearance: Buck sticks out in a crowd, thats for sure. His skin has somehow stayed relatively pale. His build is tall, thin, and gangly. His arms and legs are long and he walks as if he is always about to topple over, even if he is quite coordinated.
His head is shaved bald, and his light blonde hair makes his eyebrows hard to see. He had a beard that starts at the top of his ears and covers his jaw and chin, sticking off and outwards, looking like the bottom of a broom. Is's light color makes it hard to see under certain lighting conditions. His face is his most prominent feature, with deep set, dark green eyes that are almost always overshadowed. His skin is pulled tight over his face, as if there wasn't enough to go around and he had to make do. His cheek bones and jaw are highly pronounced, making it almost cringe-worthy when he swivels and adjusts his jaw. It's almost skull-like, all of this results in a tight-lipped, hungry looking smile.
Clothing: A dark red suit made of cloth with white undershirt, as well as dark red pants and leather boots. Atop his shiny bald dome is a black bowler hat.
Personal style: Anything that looks classy.
Personality: Despite his ghastly appearance, Chris managed to make it work in his favor, his ugliness somehow making him appear more genuine. After all, with a face like that, what could he have to hide? Lots, actually. Buck has a passion for "earning" money. Easy marks, manipulation, and the rare fair deal are what composes his income. He's friendly enough, but it's almost always a front. He's arrogant and clever, with a dark, sometimes mocking, sense of humor.
Habits: There's a silver coin that he deftly flips through his fingers.
Skills and items
Regular life skills: Buck is a conman, through and through. He gets people to trust him just enough to take their money, then he's gone the next morning. His silver tongue is a big part of how he's managed to do what he does for so long. He's also somewhat of a botanist, just as a little hobby.
Combat skills: He's unusually flexible and speedy. Other than that, he's a cruddy shot, but he's good with a kinfe.
Items on your person: Fifty dollars, scattered about his person. He also has a gold-plated pocket watch, a deck of expensive looking playing cards and a boring looking Cattleman revolver. He also has several daggers hidden throughout his apparel, ready to pull out and stab anyone who gets grabby.
Additional stuff: A surprisingly well crafted fold-out cards table, some changes of clothing, extra cards, snake-oil products, and some extra small knives.
History
What brings you to Haylliesburg: These small town shmucks should be some easy marks. He's just passing through, looking to make some extra cash before moving onto a bigger city.
Your life before coming to Haylliesburg: He's lived the life of a nomad, hopping from settlement to settlement scamming hard-working folk of their money along the way with rigged gambling games and snake-oil products. It's not like he doesn't enjoy playing a fair and square poker game, it's just that he likes money more. This all started when he was younger, when his honest merchant father and mother got conned out of a living. After his parent's General Store closed, his father went into the mines and came back physically disabled, and his mother couldn't exactly find work, so it was up to Chris to try and make the family's money as a rare single child.
He was no good at hard labor, and he never had high education, so it seemed like he couldn't find a way of making money. That was until he realized he had a silver tongue and a sleight of hand. At first, he went into the saloons and attempted to get really good at games like Texas Hold 'Em Poker, Blackjack, and Liar's Dice. He got so good he could read people like a book, and while most players attempt to hide all emotions when they play poker, Chris spouts bullshit the whole game. After a few hands he could read his opponents like a book.
Even still, he wasn't making enough cash, so he decided to rig the odds in his favor. Slipping weighted die into cups, needed cards into hands, and sometimes even more creative ways of cheating (or positive outcome security, as Buck sometimes calls it) had him begin raking in the cash.
Soon, it was no longer just about taking care of his aging parents, but about the sport of it all. He loved it. Then he thought he should throw in just a little more variety into his income, and began selling "snake-oil" products. Miracle substances and cures that can apparently solve all of live's problems in a single use. It was tough work at first, but he got the hang of it and began peddling useless goods to common folk who didn't know any better.
First, it was things like "Buckwood's Miracle Cure; Polio be-gone!" but that didn't work because they would go and try it out on a sick individual and find out his fraud right away. Then, it was things like Miracle Bait or Insta-Grow, things that hunters and farmers would have to go out into the fields and try out before they discovered they'd been had, and by then Buckwood would be out of town.
His parents eventually passed away, but Buckwood had found his calling.
Eventually, he ran into some people who were more perceptive than the others, and even worse, people who were perceptive AND angry. That's why he carries around several hidden knives in various useful places on his person. His sleight of hand can have it so a person can be on the floor with a knife in their leg before they even realize Buckwood's got out of his chair.
And so, for the last decade, he's been wandering the developing west, pulling scams and cheating people out of their hard-earned money. Even if he get's shot, he'll die doing what he loves.
Extra |
47,588 | 1,292 | 2 | 328 | 1,799 | Lauren had never been a fan of towns, the smell of horses and their waste in the air, the buildings, faded by the wind and covered in sand. There was never a lack of people, which Lauren didn't mind at all, better for him to avoid notice. The taverns all had an unpleasant, sweaty heat, they all had the same smell, from north to south, that of beer and stale blood, a hint of vomit and desert wind. All of it was bad, there was no spirituality, men looked down from their windows with empty looks on their faces, no one gave any thought as to why they were there, what land they had mauled to make the living wood into dead buildings that stood, filled with husks and false gods, altars used for drinking and not praying. The one thing that towns gave over the many redskin villages dotting the empty land was beer, cards, and the almighty Lady Liberty, half smiling from her half-finished face on a silver slip of dead rock. Her eyes filled with stolen hope.
Almighty Liberty got you warmth, weapon, hell, anything you wanted from anyone, Liberty could get you it. Liberty clinked in every American man's pocket, kissing herself over and over until she was taken and handed to another. Lauren had liberty in his pockets, on the front of his horse, and soon-to-be liberty tied to the back, moaning and shuddering at every trot. Some criminal he had remembered, a murderer who had fast hands and a silver tongue, Lauren hadn't noticed, honestly, he had lassoed the man and pulled his heavy body to a tree, tying him, hanging like a bridge, his feet flat on the ground but his back ramping up towards the tree, held there by a rope around his neck. Lauren had crouched down next to him, comparing poster to man, one yellow and black, the other... a poster.
Lauren had been in the town before, it had been much the same then, he had laid with one of the women of the town and fought with one of the drunks, getting a nasty cut around his eye. It wasn't much to assume much the same would happen, but that was what angered Lauren, he had been doing all of this for years, finishing his bounty, going to town, engaging his carnal desires and then leaving to take another bounty so that he would have the money to take his next one. Would this be his life? What had he first set out to do? Perhaps he needed time, to think, to find himself, but first, he had to complete his bounty. Stopping his horse at the outskirts, near a large willow tree and an old creaky fence, left slightly ajar. The dust from his beast's feet stung his eyes and silhouetted the old tree, just as gnarled and twisted as any in the west.
Lauren grappled with the man's feet, pulling him onto his shoulder with great effort as the man struggled against his binds, his angry yells muffled by a makeshift gag. Now, the sheriff's office. | Name: Lauren Compagnon Cartier
Nicknames/alias: "Matey", Al Revoir, Iiniwa
Age: 34
Place of birth & ethnicity: Red River Colony, Rupert's Land, Canada. Métis.
Gender: Male
Occupation: Bounty hunter, Soldier (Formerly), Huntsman (Formerly).
Character appearance & personality
Apperance: Lauren is lanky and tall, he has an average build. He is long-haired and has short facial hair. He has light skin and almond eyes, his hair is a dark black. Lauren has a large scar on his lower back, and has a rife bullet located somewhere in his lower abdomen. He has long hair, reaching his shoulders. He has a round face and high cheekbones.
Clothing: Lauren often wears a small black jacket with cuffed sleeves over a similarly black waistcoat, a gold pocket watch chain hung over it. He has a brown gun-belt on his waist for his revolver. He wears black trousers and brown boots. He also wears a large black brimmed hat. When in Indian territories, he wears an outfit once worn by his grandfather, a Blackfoot elder. When in this outfit, the only thing that prevents him from appearing fully native is his white skin. It is comprised of a loose-fitting shirt, chaps, and moccasins.
Personal style: Lauren is often sharply dressed, wearing suits and jackets that are in fashion in Europe. When riding or performing a bounty, he trades his fashionable attire for dark brown ponchos with beige trim, or worn dusters, already stained with a plethora of substances.
Personality: Lauren is taciturn and never talks about his past, he dislikes racism towards Indians due to his descent and especially dislikes bandits. Lauren is spiritual and often quick to bond with members of the Indian community. Lauren speaks the language of his people and French, and has little ability with English. He speaks English with a heavy accent and many pauses due to his unfamiliarity with the language's many confusing rules and clauses, as such, he prefers to stay quiet, when he does speak, it is often in monosyllabic words. Lauren is exceptional at hold-em, and is often found at a saloon table when not on a bounty. Lauren has little empathy, caring only on what he is about to do next, and not caring about anyone else his actions might affect.
Habits: When angry, Lauren's already heavy Quebecois accent becomes even heavier, and he rants in both his native tongues so fast not even native speakers understand him. He also has a habit of pushing against his lower back when distressed due to his scar.
Skills and items
Regular life skills: Lauren is a good tracker, and exceptional at riding, able to guide his horse with just his knees when aiming his rifle. He can barter well when he is pushed, and he is quite charismatic, owing to his handsome face and smooth French accent.
Combat skills: Lauren is an incredible marksman, especially when armed with a repeater or other rifle. He has a good quick-draw and is alright in a brawl.
Items on your person: Lauren carries a Cookson repeater and a Colt SAA, he also carries a beaver-fur hat, a gift from his father which he does not wear for risk of damaging it. He often has enough money on his person to afford a good horse. He also carries a hatchet and a hunting knife.
Additional stuff: Lauren has four sets of European style clothing, his bounty hunting duster and poncho, and his grandfather's outfit for visits to native territories.
History
What brings you to Haylliesburg: Lauren arrived at Haylliesburg a few months ago, stopping on his way to a bounty for a meal. Remembering the location, he returned recently to have some downtime before heading back out after bounties.
Your life before coming to Haylliesburg: Lauren Cartier was born in the Red River Indian territory to a native woman and a Voyageur by the name of Laurent. Lauren was raised mostly by his mother as a child, spending his time amongst the other Métis children and sometimes joining with the other Indians when they had ceremonies. Lauren especially idolized his grandfather, an elder among the Blackfoot who still made time to go out buffalo hunting with the young men. During his childhood, his father would periodically come around to check on him and teach him of the European culture, much to his mother's chagrin. At the age of four, his grandfather was shot by a bandit, his body dragged around by his horse so much it was barely recognizable. Soon after, his village was raided and his mother was killed, along with four in five of the village's inhabitants. Lauren was raised for four months by one of the now-homeless young hunters, Tired Condor, until his father, shocked and crying, came upon the two, shooting Condor dead due to a miscommunication. Lauren had already been through so much, and his father wasn't surprised to see the youth become walled-off and hard to talk to. Lauren's father, still a young man, retired to Quebec in order to raise the child. As a young man, Lauren returned to his home in the west, gathering the remaining members of his village together and holding a solemn vigil for the passed. A few years later, the Red River Rebellion broke out. Lauren enlisted into Louis Riel's army, serving on the firing squad of Thomas Scott, though he did not fire a single shot, instead fleeing south on horseback with all his possessions and reinventing himself as "Matey", a corruption of "Métis", for his ethnicity. He began serving as a bounty hunter and patron of the many Indian villages still thriving in the west.
Extra
Anything else you feel needs to be added, but doesn’t fit anywhere else.
Lauren has also been known as Matey Scott and Al Revoir, when in Indian territories, he goes by his native name Iiniwa.
Lauren prefers to not introduce himself by name, instead going as Matey most of the time.
Lauren is a father, though he doesn't care for his children, and with many, isn't even aware they exist. |
47,589 | 1,292 | 3 | 2,599 | 276 | Lily sat high upon the back of a powerful black stallion, its midnight colored mane drifting in the hot Arizona wind; her left hand wrapped around the horses leather reigns looking from side to side as she lead the horse down the main street. On the horses right side there was a long leather sheath containing her Winchester rifle, both her Griswold revolvers sat on her hips tucked away into similar leather sheaths attached to a belt sporting many more rounds of ammunition for the weapons. As she rode down the road Lily reached into the black leather vest she wore over her simple white cotton button up, pulling her flask from a hidden pocket using her thumb she popped the cap up; taking a long drink of the dark liquor which filled the steel container. She was already getting interested looks from the townspeople, not only for being a lone woman so heavily armed and alone; but for the three blue lines tattooed onto her cheek most whom saw it scowled and immediately saw her as unclean sullied by the heathen Indians.
Though she was more than used to such looks and simply ignored the stares, her hard brown eyes peering from beneath the shade of her wide brimmed hat she came up to the saloon and brought her mount to a smooth stop; swinging her body off the beast letting the hard leather of her boot soles thud against the dry ground. Lily wrapped the reign from her horse around a simple wooden post, near a water trough and several other horses; adjusting the fit of her belt as she entered the Saloon pushing the doors open with both hands letting them swing back into the shut position as she entered. Her right hand grasping the brim of her hat, pulling it off of her head walking directly up to an unoccupied stool at the bar; as she sat down Lily set her hat down on the counter her long blonde hair in a tight bun atop her scalp. Raising her voice in order to gain the bartenders attention showing her rather thick Southern accent, reaching into a small pouch and producing two dollars expecting to buy a whole bottle of whiskey; the money was dirty and had a few bloodstains across its surface. Her tone giving no hint of her taking no for an answer, looking directly into the barkeeps eyes with her own hard gaze; her hand setting the bills down on the bartop waiting to be served.
"One bottle an' a glass, if ya' please." | Name:Lily Bell
Nicknames/alias:None
Age:44
Place of birth & ethnicity:Mobile, Alabama Caucasian
Gender:Female
Occupation:Gunslinger/Solider
She ain't no woman to be trifled with.
Appearance: Lily is a average sized woman standing at five feet and ten inches, weighing a hundred and forty five pounds total. Her hair is shoulder length and dark brown with visible waves in it, matching her dark brown eyes and well tanned skin from being outdoors. She has three blue stripes tattooed onto her left cheek, put on her by the Apache indians when she was captured the stripes showing she was traded for two blankets and a horse; a permanent reminder of her capture.
Clothing: Lily typically wears normal long riding pants made of rough cotton, along with a white button up and a leather black sleeveless vest. With a rough trench coat completing the ensemble and of course a black wide brimmed circular hat.
Personal style: See above
Personality: Lily is a quiet and withdrawn person, not sharing personal details about herself very freely. Her tolerance for Yankee soldiers is quite low and she is quick to jump into a gun fight, though her time in the Confederate Army made her far wiser and more skilled of the gun than the average person. That being said when not being judged or tested Lily is a happy person, content to drink and gamble like anyone else; not afraid of base labor or getting bloody. She is quite fond of children.
Habits: Drinker, smoker
Regular life skills: Coach driver, Observation mapper, hunter, explorer
Combat skills
Sharpshooter - From six shooters to long rifles Lily is a proficient combatant
Close combat - Given a sword or knife Lily is fairly skilled in defeating opponents in close combat
Leader - Having seen war first hand makes Lily hardened to combat enabling her to lead in the heat of battle
Items on your person:
Griswold revolver (x2) - Lily wears a Griswold revolver on each hip, the pistols common amongst Southerners
Hunting knife - A foot and a half single edged steel knife sheathed in the boot
Flask - Not for water
Canteen - For water
Additional stuff:
-Brown pants (x2)
-White button ups (x3)
-Extra socks (x4 pairs)
-Winchester 84 lever action rifle
-Union officer's sword
What brings you to Haylliesburg: Seeking a new life, escaping Union controlled reconstruction in the south
Your life before coming to Haylliesburg: Lily was actually a wife and mother before the Civil War, although her career was the same as ever a tracker and hunter mostly at the time; her husband was an accountant and usually cared for their son at home. However a year before the start of the Civil War Lily's son Abel was taken by the flu, so when the conflict erupted husband and wife both set out to join the fray; leading to Lily cutting most of her hair off and disguising herself as a young teen boy. Not that many men cared who fought beside them as long as they were reliable when the heat was on, so naturally she formed a strong bond with those whom she fought with in the Forth Confederate Infantry. Lily lost her husband in a battle in Virginia over a bridge, the outnumbered southerners holding the structure until it could be destroyed, however Lily's husband had volunteered to set the charges and sacrificed himself after being shot to detonate the black powder being used to destroy the wooden structure. So when the war was said and done Lily had no one left, and she ventured to the west; running protection for wagon trains be they merchant or families striking across the vast nation. It was on one of these escorts that the Apache attacked the train overwhelming the defenders and seizing Lily as a prize, she spent only seven months amongst the Apache escaping one night by killing the sentinel left to guard her and the other captives.
Sample:
Lily sat high upon the back of her spotted heavy stallion, the sun's rays plummeting down onto the woman and her charges. A line of four wagons two with supplies and two with families rolling across the open grassy plains; several other guards rode beside the wagons as well each man carrying a firearm if not several along with those riding shotgun on the wagons they numbered twelve fighters. Suddenly an arrow came whirling across the open air, fired from an especially thick batch of grass; followed by loud yelping and screeching sounds Apache bursting from all around the train. Men fell quickly but began to return fire. Lily whipped her horse around and charged down the line, firing her revolver as she passed the warriors wounding some but missing those out of range. Her horse took an arrow to the neck leading Lily to fight on foot, rushing back to the wagons for some form of cover, the remaining survivors numbering only 6. The Apache quickly overtook the travelers, Lily striking down two more with the long officers blade she carried on her left hip; though she found herself knocked unconscious by a blow from behind. All and all killing over twenty four Apache warriors with only twelve fighters, Lily was stripped of her weapons and tattooed to mark her value in the tribe sold from her original captor to the next rather quickly. Lily spent the next seven months as a slave for the tribe, from menial labors to the heat of the Apache warriors before a battle or hunt, planning her escape the entire time; seeing her chance when the majority of the skilled warriors left the tribe. Headed to attempt an attack on the railroad, this left only a young boy guarding the captives teepee; Lily found a long strip of frayed rope upon the floor and crept behind the teen. Strangling him quickly and quietly before escaping, reclaiming her old weapons on the way out in a risky stealth mission into the chieftains tent which left two of his wives dead by the end.
Sample from previous rp
Favorite Western |
47,590 | 1,292 | 4 | 800 | 3,846 | The Sheriff from Hell, An Old Dog of War
Eyes squinted, sweat dripped and his body was hunched slightly forward, a rope slung over his shoulder. It was nice and taut, the rope trailing down to a large blanket that was tied up in what formed an outline of a body. His weary eyes looked forward towards the town ahead. Haylliesburg, it was a chance to start anew, start fresh, for most anyway. Unfortunately, he had already gained quite the reputation in the west. Spoke his mind, did what he needed to and despite what he did, no matter the circumstance, he had a way out of it. Overall, he was a loose cannon. He sighed and followed it up with a raspy cough. It wasn't particularly odd to see someone dragging someone else behind a horse or on horseback. It was considered part of the norm, plus it really was no one's business as to why that person was in the predicament they were. No, this isn't what drew their attention. It was rather the shining star that rested on his open duster and the spurs that announced his arrival. A few gave him a hard look, only to go wide-eyed and look away when they saw how, when he turned, the side of his face looked like a wrinkled and torn leather. He begun to mumble to himself, mostly repeating "sheriff's office" over and over until he felt the rope shake slightly.
"Mmmmmmmmph!!!!" The blanket wriggled a bit.
"Shut it." His hard gravelly voice made its appearance.
"Mmmmmmmph!!!! Phhhhhhhh!" UHHHHHHHH!" Muffled screaming followed.
"Shut it, will ya." Agitation entered the fold as he tightened the grip on the rope.
"Mmmmmm - OOF! OOF! OOF! OOF! OOF! Urrrrrrr...." Whatever the body was screaming about was quickly silenced by swift kicks to the side and a final to the face.
"I - SAID - SHUT - IT - YA - DEADBEAT!" The final kick tired him out. He dropped the rope and took off his hat, running a rough hand through his drenched hair before placing the hat back on his head and hauling the man over to the sheriff's office. He made his way up to the front steps of the place, the bound and bagged man's head bouncing off the steps, and stopped in front of the door. He squinted his eyes as he looked at the door and turned to spit, however, taking quick notice to a well dressed man approaching. He seemed to be an important man. As he approached he held out a hand. The old confederate looked at it for a second before extending out his own.
"Can eye help ya?" His rough voice questioned.
"Are you by chance the new sheriff?" He cocked his head to the side and grit his teeth.
"You mean ta'tell me that ya dun have'a law here'in this town?" He asked taken back by the man's question who simply shook his head in response. The Confederate looked up and grunted. The rugged man took out a nicely made cigar and placed it in his mouth and started to chew on it.
"So are you mister-?"
"Hawthorne...Look've only come out this far cause this jackwagon shot mah horse after I'bin chasin'em from Amarillo and then shot'em and dragged'em a few miles from a town nearbai because apparently this town has a stable that I ca'get a horse from. So I'm gonna collect this man's bounty and then be on mah wa-" this was about the time the well dressed man stepped up.
"Please you need to stay. A lot of us here don't want to deal with anymore crooks and conmen. We'll pay you...Well." He gave the man a nervous smile. The disfigured man stood there for a moment and look down at the wrapped up and back to the man. Reluctantly he gave in.
"$500. I want five hundred dollars. $400 for his bounty and another hundred for the horse and I'll consider it." It seemed the one who brought up the offer now seemed to regret it.
"Th-tha-that's outrageous!"
"That's mah price. Tak'it or leav'it."
"Y-You're nothing but a conman!" The other man stepped forward, his tired eyes suddenly gained a sort of spark that one would if ready to fight.
"I'm the only darn sheriff ta show up in this hellhole of a place and since you came up to me about a lack of law here I feel it fair I get a starting pay and we'll go from there. Think'bout it. If ya need me, I'll be in'da saloon." It was with that he turned back towards the saloon, rope in had and made way to the front doors of the saloon. He approached the swinging doors, his Confederate hat visible from behind them. Hawthorne passed through the door and as he did he took in everyone there.
Many grew silent in the saloon for a second before going back to their usual business. It wasn't until the aging solider fulley entered with blanket-man in tote did they silence again, watching the man pull up to a stool near a young woman and bent down, untying the knot around the shoulders and removed part of the blanket, allowing the figure to take in a heavy, nasally breath. He turned to the other man at the bar and asked to help lift the man onto a stool. Once the captured man was on the stool he released the cloth knot around his mou-
"YOU PIECE OF SHIT! DAMN YOU TO HELL YOU GODDARN SHITSLI- Agh!" It didn't take long for Hawthorne to loose his patience again before slamming the man's head into the side of the bar.
"I was gonna getcha'a drink fer now but ya best watch yer mouth ya blowhard ther' ladies present." He turned to the woman next to him and tipped his hat.
"Ma'am" After tipping his hat he turned back to the bartender and called for to shots a whiskey. When he got them he helped his bagged man with his before taking his own, wiping his mouth from the liquid that escaped the hole in his mouth.
"So what yer gonna do wit'me now?" Hawthorne sucked on his teeth for a moment before turning to the man.
"..."
"Well?"
"Well ya dun robbed a train, killed a Texan ranger, shot mah horse and then tried'ta run. Whadda think is gonna happen?" He put back another shot and placed the glass on the table. | Name: Cpt. Jonah Hawthorne
Nicknames/alias: Jonah, Hawthorne,
Age: 38
Place of birth & ethnicity: Topeka, Kansas & white
Gender: Male
Occupation: Former Confederate solider (Rank Captain), Currently Sheriff
Character appearance & personality
Apperance: Jonah is a bit on the rougher side, wearing a fairly think beard around his his face. Well, mostly around his face. Unfortunately he had crossed path with former Union soliders who brandish his face with a cattle prod before authorities saved him. His hair is of neck length and doesn't particularly care how it sits since most of the time it is hidden under his hat. ANother thing to note is that he has a bit of a nasty limp in his right leg from when he was shot back in the Civil War.
Clothing: Old Confederate officer frock coat open, white sleeve shirt under old confederate vest, leather pants, boots, duster and old and worn confederate hat as shown in picture.
Personal style: As descripted above unless inside which its usually just shirt, pants and boots.
Personality: Heh. Er'y body wants teh know what makes me so special but lemme sey this. I'm not goin about cawlin mahself a Capten, its former Capten, Dun caw me that Nuttin really. I just consier mahself a man of ahnor, n'a man o truth. Shame ah fought for the wron' side but it ehs whaddit ehs. Dun tawk about it much. Nuttin worth taw'kin about. (Jonah is a rather straight forward individual both on and off the job. His lack of sympathy and distain for bullshit has made him a lot of enemies both within the law and among the civilian population. However, he has been known to show curtesy and some generosity but that is once in a blue moon, if he even feels up to it. He also is a bit reckless and has a tendency to put himself in harms way, purposely. His military life has effectively desensitized him to death and murder, so the sight of either has no true effect on his psyche. Thanks to Anderson and Quantill and there horrific acts on the civilian population during a time of war, he now shows little to no sympathy for thieves, rapists, murders and sinners.)
Habits: Jonah usually wipes his mouth often, this is mostly due to the hole in the side of his mouth which allows drool and liquids to flow out. He also chews on cigars when he's bored or clicks his tongue when agitated.
Skills and items
Regular life skills: Tracking, Sharpshooting, hand-to-hand, hunting, fishing, horseback riding and simple guerilla tactics.
Combat skills: Henry Model 1860 lever action rifle: Effective shot at around 160 yards, Excellent shot from 150 yards down.
Smith & Wesson Revolvers: Effective shot at 30 yards, Excellent shot at 20. Moderate firing speed with dual pistols, excellent firing speed with single pistol in hand.
Knife(ives):
-Throwing skills: Effective at 5 yards, excellent 4 and down.
-Combat: Moderate knife combat skill.
Items on your person: Henry Model 1860 lever action rifle lever action with a Henry Golden boy Scope and mount, two Smith & Wesson Top Break revolvers, Large boot knife, Bowie knife under coat and a small derringer pistol kept in the sleeve of his shirt. Sheriffs badge also hidden under coat, Rifle round belt, Tabacoo, tobacco papers and cigars. Small flask, 5 dollars and thirty five cents and a small book containing names of wanted men and their bounties.
Additional stuff: Canteen, spare Longjohns and double of his clothing including boots with spurs. 50ft of rope, extra rounds and cleaning kit. Spare bandannas. riding gloves.
History
What brings you to Haylliesburg:
Jonah had decided to come to Haylliesburg to escape his past mistakes in the hopes of starting anew as law enforcement. Although, as law enforcement he has earned a reputation as sort of a lose cannon.
Your life before coming to Haylliesburg:
Jonah was a solider of the Civil War, siding on the Confederates side with the intention to make his way to captain and help the south defeat the North. Over time however, as he delved into the politics of it, his view on the war started to shift not in favor for the south nor the north. He became rather disgusted of it. His disgust of the war was only concreted into his head when he rode under two notable figures, both at separate times. William C. Quantrill and William T. Anderson, both of which he despised thanks to a few raids done on towns who sympathized for the Union. One he recalls was a horrific raid on a Missouri town causing the death of many with zero discrimination and with extreme prejudice. Towards the end of the war he had reluctantly accepted the promotional rank of Captain and was told to lead a group of men against a Union encampment. However, when he had gotten there, instead of fighting, he simply surrendered and awaited the end of the war in a cell, managing to talk his way out of the hangmen's noose. The war had left horrible scars on him both physically and mentally but nonetheless felt that he needed to make amends and the way he would do that would be to become a sheriff.
There are parts of his passed that he refuses to talk about for specific reasons, thought, most of those reasons simply consist of "None of your business".
"Dons' matter when or where, but someday soon I'm gonn' die, and'da devil gon' take what's his...An' I'm not gonna try an' stop'em."
Extra
Alcoholic.
Smoker
Also has the developing symptoms of Tuberculosis
Favorite Western(s): Tombstone, True Grit (both old and remake), Quick and the Dead, The Good, The Bad and The Ugly and finally more of a comedy, Mel Brooks' Blazing Saddles. |
47,591 | 1,292 | 5 | 2,599 | 276 | Lily turned her head as she lifted the glass she had poured from the bottle she purchased, tipping the light cup backwards allowing the bitter whiskey to slide down her throat; not even so much as a wince coming over her face. Watching as the man with the scarred face and his less than enthusiastic companion came through the saloon, losing interest rather quickly however as the two sat beside her; pouring a second shot into her glass from the tall plainly labeled green bottle. Chuckling lightly as Hawthorne took concern over the others vocabulary in the presence of a 'lady', little did the man know she was a veteran herself; as was he evident by the hat and coat he wore two items she had lost in her own experience though the Griswolds on her hips usually made it clear she was no normal woman. As she downed the second shot of whiskey she set the glass down on the thick bar top with a solid thunk, her left hand wrapping around the neck of the whole bottle of whiskey leaning into the counter a bit as she turned her gaze towards the newcomers.
"Shit fire, you ain't gotta worry bout offendin me none."
Lily chuckled as she finished her sentence, most men not giving her that common courtesy that other women oft received be it because of her markings or her general stature but this one seemed to be a special case just by looking at him.
"You a Johnny Reb then? What division you serve in?" | Name:Lily Bell
Nicknames/alias:None
Age:44
Place of birth & ethnicity:Mobile, Alabama Caucasian
Gender:Female
Occupation:Gunslinger/Solider
She ain't no woman to be trifled with.
Appearance: Lily is a average sized woman standing at five feet and ten inches, weighing a hundred and forty five pounds total. Her hair is shoulder length and dark brown with visible waves in it, matching her dark brown eyes and well tanned skin from being outdoors. She has three blue stripes tattooed onto her left cheek, put on her by the Apache indians when she was captured the stripes showing she was traded for two blankets and a horse; a permanent reminder of her capture.
Clothing: Lily typically wears normal long riding pants made of rough cotton, along with a white button up and a leather black sleeveless vest. With a rough trench coat completing the ensemble and of course a black wide brimmed circular hat.
Personal style: See above
Personality: Lily is a quiet and withdrawn person, not sharing personal details about herself very freely. Her tolerance for Yankee soldiers is quite low and she is quick to jump into a gun fight, though her time in the Confederate Army made her far wiser and more skilled of the gun than the average person. That being said when not being judged or tested Lily is a happy person, content to drink and gamble like anyone else; not afraid of base labor or getting bloody. She is quite fond of children.
Habits: Drinker, smoker
Regular life skills: Coach driver, Observation mapper, hunter, explorer
Combat skills
Sharpshooter - From six shooters to long rifles Lily is a proficient combatant
Close combat - Given a sword or knife Lily is fairly skilled in defeating opponents in close combat
Leader - Having seen war first hand makes Lily hardened to combat enabling her to lead in the heat of battle
Items on your person:
Griswold revolver (x2) - Lily wears a Griswold revolver on each hip, the pistols common amongst Southerners
Hunting knife - A foot and a half single edged steel knife sheathed in the boot
Flask - Not for water
Canteen - For water
Additional stuff:
-Brown pants (x2)
-White button ups (x3)
-Extra socks (x4 pairs)
-Winchester 84 lever action rifle
-Union officer's sword
What brings you to Haylliesburg: Seeking a new life, escaping Union controlled reconstruction in the south
Your life before coming to Haylliesburg: Lily was actually a wife and mother before the Civil War, although her career was the same as ever a tracker and hunter mostly at the time; her husband was an accountant and usually cared for their son at home. However a year before the start of the Civil War Lily's son Abel was taken by the flu, so when the conflict erupted husband and wife both set out to join the fray; leading to Lily cutting most of her hair off and disguising herself as a young teen boy. Not that many men cared who fought beside them as long as they were reliable when the heat was on, so naturally she formed a strong bond with those whom she fought with in the Forth Confederate Infantry. Lily lost her husband in a battle in Virginia over a bridge, the outnumbered southerners holding the structure until it could be destroyed, however Lily's husband had volunteered to set the charges and sacrificed himself after being shot to detonate the black powder being used to destroy the wooden structure. So when the war was said and done Lily had no one left, and she ventured to the west; running protection for wagon trains be they merchant or families striking across the vast nation. It was on one of these escorts that the Apache attacked the train overwhelming the defenders and seizing Lily as a prize, she spent only seven months amongst the Apache escaping one night by killing the sentinel left to guard her and the other captives.
Sample:
Lily sat high upon the back of her spotted heavy stallion, the sun's rays plummeting down onto the woman and her charges. A line of four wagons two with supplies and two with families rolling across the open grassy plains; several other guards rode beside the wagons as well each man carrying a firearm if not several along with those riding shotgun on the wagons they numbered twelve fighters. Suddenly an arrow came whirling across the open air, fired from an especially thick batch of grass; followed by loud yelping and screeching sounds Apache bursting from all around the train. Men fell quickly but began to return fire. Lily whipped her horse around and charged down the line, firing her revolver as she passed the warriors wounding some but missing those out of range. Her horse took an arrow to the neck leading Lily to fight on foot, rushing back to the wagons for some form of cover, the remaining survivors numbering only 6. The Apache quickly overtook the travelers, Lily striking down two more with the long officers blade she carried on her left hip; though she found herself knocked unconscious by a blow from behind. All and all killing over twenty four Apache warriors with only twelve fighters, Lily was stripped of her weapons and tattooed to mark her value in the tribe sold from her original captor to the next rather quickly. Lily spent the next seven months as a slave for the tribe, from menial labors to the heat of the Apache warriors before a battle or hunt, planning her escape the entire time; seeing her chance when the majority of the skilled warriors left the tribe. Headed to attempt an attack on the railroad, this left only a young boy guarding the captives teepee; Lily found a long strip of frayed rope upon the floor and crept behind the teen. Strangling him quickly and quietly before escaping, reclaiming her old weapons on the way out in a risky stealth mission into the chieftains tent which left two of his wives dead by the end.
Sample from previous rp
Favorite Western |
47,592 | 1,292 | 6 | 328 | 1,799 | Bureau... bureau... tabernac... BUREAU?... Ah va te faire enculer... Lauren tossed the man to the ground like a sack of potatoes. Every building looked the same, not one of the buildings had any identification, except for maybe the saloon, of course, no place of law, but there's a place to fucking play cards! Yipee-fucking-ki-yay.
Spinning in place, trying to find someone, anyone who could happen to know where the sheriff was hiding, Lauren called out to anyone who passed.
"Ah! Tu! Oyoyoyoy!..." Biting his lip, Lauren took off his hat and ran a hand through his hair. Everyone in this town was either drunk or hungover. Either that or so utterly insipid that the sight of what looked Indian caused them to vomit in their mouth. Throwing his hat back on, Lauren unclasped his poncho and threw it over his shoulder. It landed on top of the poor man, who groaned and fought his hogties in an attempt to throw off the oppressive poncho. Lauren's eyes settled back onto the saloon, maybe there was someone with the authority to take the bounty in there.
Lazily picking the man off the ground, Lauren strode towards the saloon. Flicking open his pocket watch, he gave one look at the time, not even seeing it to be honest, before flicking it closed and stuffing it into a coat pocket. The tavern, of course, smelled just as he imagined, like piss and beer, just like every other tavern. A group of men sat in the corner playing cards, one looked up a moment, recognizing Lauren. The two stared a moment, a kind of stare only one you know can give, the same kind one might give a lover after a spat, the kind Lauren knew too well, or the stare a child would give a father he hated. Again, a stare Lauren knew too well. The man's turn came and he slowly lowered his head, his eyes not leaving Lauren's own until finally their souls parted and Lauren was free.
The bar was alive, the kind of life a lame ass maintains, ambling slowly and hobbling along, waiting for the almighty bullet to free it from the land of the living. There was no sheriff though, unfortunately, no matter that, Lauren was in a saloon, he had no choice but to play cards, it was his duty to himself.
Lauren's arm was getting very tired, he was nowhere near strong enough to hold up a man for as long as he had. Tossing the outlaw to the floor of the tavern with a thump, he kicked him over to a corner. Pulling off the wanted man's gag, he didn't even let the man have a groan before he had stuffed the now balled up gag into his mouth. He had no reason to, the man was just as unable to talk as before, but now he looked like a cooked pig with an apple in it's mouth, and that was amusing to Lauren on a level that little else managed to be.
Wandering over to the hold-em table, he took a seat and handed the dealer a few dollars. The man from before looked up from his cards, again they danced with their eyes. Lauren couldn't help but chuckle.
"Avec moi, sil-vous-plait." He said, turning to the dealer and crossing his legs. Talk had halted, and now everyone was staring at the magical injun, wearing a white-man's clothes and sitting at a white-man's table, speaking a white-man's language and having a white-man's skin. It was almost as if he were white, but no, that couldn't be correct, men couldn't just show up pretending to be something they weren't.
He turned in his seat a moment, catching a glimpse of a man who had half a face. That was something Lauren hadn't expected, surprising that the Indian got all the attention with that sitting at the bar. That didn't matter though.
There wasn't much that mattered in Lauren's mind currently, he was looking for something in his mind that he was having trouble finding. His elders back in Manitoba had talked about a man's quest, one that every man goes through at one point in his life. Lauren was getting older, he already had too many children, and yet he hadn't found his quest, perhaps it was time to stop waiting for it to find him, and time for him to actively search for it. | Name: Lauren Compagnon Cartier
Nicknames/alias: "Matey", Al Revoir, Iiniwa
Age: 34
Place of birth & ethnicity: Red River Colony, Rupert's Land, Canada. Métis.
Gender: Male
Occupation: Bounty hunter, Soldier (Formerly), Huntsman (Formerly).
Character appearance & personality
Apperance: Lauren is lanky and tall, he has an average build. He is long-haired and has short facial hair. He has light skin and almond eyes, his hair is a dark black. Lauren has a large scar on his lower back, and has a rife bullet located somewhere in his lower abdomen. He has long hair, reaching his shoulders. He has a round face and high cheekbones.
Clothing: Lauren often wears a small black jacket with cuffed sleeves over a similarly black waistcoat, a gold pocket watch chain hung over it. He has a brown gun-belt on his waist for his revolver. He wears black trousers and brown boots. He also wears a large black brimmed hat. When in Indian territories, he wears an outfit once worn by his grandfather, a Blackfoot elder. When in this outfit, the only thing that prevents him from appearing fully native is his white skin. It is comprised of a loose-fitting shirt, chaps, and moccasins.
Personal style: Lauren is often sharply dressed, wearing suits and jackets that are in fashion in Europe. When riding or performing a bounty, he trades his fashionable attire for dark brown ponchos with beige trim, or worn dusters, already stained with a plethora of substances.
Personality: Lauren is taciturn and never talks about his past, he dislikes racism towards Indians due to his descent and especially dislikes bandits. Lauren is spiritual and often quick to bond with members of the Indian community. Lauren speaks the language of his people and French, and has little ability with English. He speaks English with a heavy accent and many pauses due to his unfamiliarity with the language's many confusing rules and clauses, as such, he prefers to stay quiet, when he does speak, it is often in monosyllabic words. Lauren is exceptional at hold-em, and is often found at a saloon table when not on a bounty. Lauren has little empathy, caring only on what he is about to do next, and not caring about anyone else his actions might affect.
Habits: When angry, Lauren's already heavy Quebecois accent becomes even heavier, and he rants in both his native tongues so fast not even native speakers understand him. He also has a habit of pushing against his lower back when distressed due to his scar.
Skills and items
Regular life skills: Lauren is a good tracker, and exceptional at riding, able to guide his horse with just his knees when aiming his rifle. He can barter well when he is pushed, and he is quite charismatic, owing to his handsome face and smooth French accent.
Combat skills: Lauren is an incredible marksman, especially when armed with a repeater or other rifle. He has a good quick-draw and is alright in a brawl.
Items on your person: Lauren carries a Cookson repeater and a Colt SAA, he also carries a beaver-fur hat, a gift from his father which he does not wear for risk of damaging it. He often has enough money on his person to afford a good horse. He also carries a hatchet and a hunting knife.
Additional stuff: Lauren has four sets of European style clothing, his bounty hunting duster and poncho, and his grandfather's outfit for visits to native territories.
History
What brings you to Haylliesburg: Lauren arrived at Haylliesburg a few months ago, stopping on his way to a bounty for a meal. Remembering the location, he returned recently to have some downtime before heading back out after bounties.
Your life before coming to Haylliesburg: Lauren Cartier was born in the Red River Indian territory to a native woman and a Voyageur by the name of Laurent. Lauren was raised mostly by his mother as a child, spending his time amongst the other Métis children and sometimes joining with the other Indians when they had ceremonies. Lauren especially idolized his grandfather, an elder among the Blackfoot who still made time to go out buffalo hunting with the young men. During his childhood, his father would periodically come around to check on him and teach him of the European culture, much to his mother's chagrin. At the age of four, his grandfather was shot by a bandit, his body dragged around by his horse so much it was barely recognizable. Soon after, his village was raided and his mother was killed, along with four in five of the village's inhabitants. Lauren was raised for four months by one of the now-homeless young hunters, Tired Condor, until his father, shocked and crying, came upon the two, shooting Condor dead due to a miscommunication. Lauren had already been through so much, and his father wasn't surprised to see the youth become walled-off and hard to talk to. Lauren's father, still a young man, retired to Quebec in order to raise the child. As a young man, Lauren returned to his home in the west, gathering the remaining members of his village together and holding a solemn vigil for the passed. A few years later, the Red River Rebellion broke out. Lauren enlisted into Louis Riel's army, serving on the firing squad of Thomas Scott, though he did not fire a single shot, instead fleeing south on horseback with all his possessions and reinventing himself as "Matey", a corruption of "Métis", for his ethnicity. He began serving as a bounty hunter and patron of the many Indian villages still thriving in the west.
Extra
Anything else you feel needs to be added, but doesn’t fit anywhere else.
Lauren has also been known as Matey Scott and Al Revoir, when in Indian territories, he goes by his native name Iiniwa.
Lauren prefers to not introduce himself by name, instead going as Matey most of the time.
Lauren is a father, though he doesn't care for his children, and with many, isn't even aware they exist. |
47,593 | 1,292 | 7 | 622 | 669 | Josiah Solomon Murphy
Camp Northeast of Haylliesburg, 3 days prior
Josiah sat next to a small fire, and three other men, on the road leading to the small town of Haylliesburg. The four men had been riding together for the past five days, with Josiah having joined them as part of a bounty hunt on the way to the next town, and decided to stick with them for the company. Josiah passed a stout bottle of whiskey between him and the men, talking with them as stew cooked over the fire. The night was still and quiet, only broken when a voice called out "Mind if I join you four?" The men from the camp looked up, and waved the rider over, who dismounted and walked with his horse to the fire. "So what brings ye to our camp, stranger?" Josiah asked the man, passing him the whiskey bottle. The man took a large swig and said "Well, I'm riding out from Haylliesburg, on my way to the other towns near here. Supposed to be postin' notes for our new job openin'." He handed the men a flier, which they each read, passing it around. Josiah looked over it, nodding to himself, and mouthing the words as he read them. "So they be needin' a new sheriff? Well, I'll hafta look inta that. Been meanin' ta settle down, might just be tha right place ta do it." On those words, the stew began to steam and boil, signifying it was done...
Arrival in Haylliesburg, 9th February
Josiah Solomon Murphy was a simple man, with rather simple taste. He liked good whiskey, good work, good cards, and not much else. So when he rode into Haylliesburg that fateful day, he knew exactly which buildings to look for. He'd come here because of word about the town needing a new sheriff, which he'd heard from a couple camps over the past three days. He'd also come because he needed a good, stiff drink. So when a man in the center of town asked him why he had come here and what he was looking for, Josiah simply said "Saloon, lad. I'm lookin' fer a drink." The man pointed out to him which was the saloon, Josiah gave him a silent thanks, dismounted, tied his white Mustang stallion to the post, and walked inside.
Stepping into the saloon, Josiah stopped to take it all in. The bar had the same smell of alcohol, drunks, and animals that he had long since grown accustomed to. Stepping up to the bar, he placed a small order. "Shot o' whiskey, if ye would." Taking his drink from the barkeep, he quickly downed it in one gulp, taking a second shot, and then a third, before paying. He noted the folks at the bar, finding the sight of a woman interesting, but not all that strange. It happens, after all. Then he noted the poker game. Most of the patrons were no different than the tens of other bar flies Josiah had seen in his travels, except one. The Native. Obviously a foreigner to these parts, Josiah felt an odd feeling, almost that of kinship with the man. So maybe that's why Josiah did what he did, stepping up to the table and asking Ye got room fer one more in yer game, there? It's been a few days since me last game." | Name: Josiah Solomon Murphy
Nicknames/alias: "Sarge" for those aware of his military history, "Mick" generally for when people learn of his Irish heritage.
Age: 38
Place of birth & ethnicity: Dublin, Ireland, Irish
Gender: Male
Occupation: Bounty Hunter, occasional deputy.
Character appearance & personality
Appearance: Josiah is an average-sized man, not much taller than most, and a relatively normal build. His brown hair is beginning to grey with age, and his face is wrinkling with the same. His green eyes are losing their youthful shine, dulling to a more mottled color. His muscular, but aged body bares several scars from knives and gunshot wounds, and he walks with a slight limp in his left leg.
Clothing: He wears a brown leather duster in most occasions, with a dirty bandana around his neck, an old US Army uniform shirt underneath. He wears long khaki pants tucked into black riding boots. He has a pistol holster at his belt, and a rifle sheath slung over his back.
Personal style: He generally sticks to long shirts and pants, with his usual riding boots and leather duster. In winter and cold weather he swaps the duster for a thick US Army double-breasted cavalry overcoat from the days of the Civil War.
Personality: A gruff, stern man, he hates lawbreakers and other criminals, often wanting them dead as soon as he hears of them. He's a notorious drinker, and a damn-good cards player.
Habits: When he's nervous or cautious, he'll often light up a cigar to calm his nerves. He makes a sure note to get at least one drink from the bar in every town he visits, as an odd sign of respect.
Skills and items
Regular life skills: He's strong, a good rider, great at giving orders and directing others, a good tracker, a fine cook, and a decent marksman
Combat skills: He's trained in use of cavlary sabers, revolver pistols, and repeater rifles.
Items on your person: His normal outfit, up to $10, a few cigars, a hip flask for alcohol, his Colt Dragoon revolver, and often a repeater rifle in his back sheath.
Additional stuff: A week's worth of spare clothing, his winter coat, spare ammunition for his rifle and pistol, his cavalry saber, a small framed photo of himself when he made Sergeant in the army, his horse, and a Catholic Bible.
History
What brings you to Haylliesburg: He's mainly looking for solid work as a deputy or other lawman, maybe a place to settle down. He's grown a bit tired of hopping from town to town looking for bounties, and would like a full-time job somewhere.
Your life before coming to Haylliesburg: Josiah was born in Dublin, Ireland, and lived there until he was about 4 years old. His parents had heard about the wonders of the United States, and decided to migrate there. With him, his parents, and his older brother, they lived in a small, dilapidated apartment in New York, with his father as a dockworker, and his mother schooling him and his brother to the best of her ability. When his brother grew old enough, he left their home and looked for work out west, occasionally sending back letters to tell the family how he was doing. This inspired young Josiah to want to make a life for himself out west as well, where the biggest opportunities presented themselves. However, when Josiah came of age, the American civil war had begun, and he was one of those chosen to serve. Having been one of the few inducted to serve in the US Cavalry, he took to it well for someone raised in the city. He would go on to reach the rank of Sergeant by the end of the war, and would leave the Army once the war had ended. With only his government stipend and the skills of a fighter, Josiah decided to set out west, taking up work as a roaming bounty hunter and lawman, helping towns fend off bandits, but never staying in one place for too long.
Extra
Anything else you feel needs to be added, but doesn’t fit anywhere else.
Do the Red Dead games count...? I kid. I really enjoy most of Clint Eastwood's movies. |
47,594 | 1,292 | 8 | 1,739 | 1,220 | Erik Torvald Viken
Words couldn't describe the feeling Erik felt inside him as he saw the tree houses of Haylliesburg rise up before him, there where he rode towards the town on his trusted stead. No wait, words could describe it; "Finally! Trodde jeg skulle dø der ute i ødemarka...". The man on his horse, speaking in that foreign tounge, had been riding for days now, following the rail for quite a while and almost giving up on reaching civilization; at least what little civilization one could find out there. He had been close to turning around, not wishing to take the risk of running out of water, when he had been startled by a train passing him. After exchanging a few words, he now knew that Haylliesburg wasn't too far away.
It still sure as hell felt that way.
The town looked friendly enough, except everything one could expect from towns like these. The ladies smiled at him at least as he rode in, the others giving him either scared or condemming eyes. "Morning." he said to a man passing by him, not receiving an answer from him. "Okay then..." Of course they didn't want to talk.
But then another man came up to him, seemingly eager to speak with the new stranger in town. A finely dressed gentleman, clear from the lack of dust on his clothes. Erik got off his stead, holding the reigns in his hand as the man approached.
"Morning mister. Can I help you?" Erik's accent was easily heard through his English, a clear sign of his heritage and alienness. The man in the fine clothes didn't seem too concerned, however, as he walked up.
"Yes, yes. Are you the new Sheriff? Please tell me that you are!"
"Ehm...I'm sorry?
"...God damnit. Pardon my French, mister, but you see Haylliesburg is a bad spot; we badly need a sheriff, but so far we've only gotten fiends, con-men and...and..."
"Banditter?"
"Yes, bandits! But you look like none of them! You seem like a man honorable and civilized! Tell me, do you have any qualifications to be sheriff?"
"I...eh...I was in the War and...I've herded cattle all my life.
"Great, great! That's just the kind of man we need! As a matter of fact, we've had trouble with someone stealing our cattle, so you can most certainly take care of that!"
Erik gave the man a questioning look, taking off his hat and rubbing his head as he tried to let it all sink it. "I guess I could help with that, if..."
"Thank you, mister! Fix that for us, and then you gave hand these in and forget that you ever was sheriff of Haylliesburg! But we'll be forever indebted to you! Thank you so much, and good luck with those thieves!"
And before Erik could muster any form of response, reaction, anything, he had been handed a key and a sheriff's star, before the man took off, jumping in joy as all their troubles were presumably fixed. Erik didn't see it that way, and just stood there with the key and star in one hand, the reigns in his other while his horse looked dumb-like at him.
"...Jeg kan vel værra lensmann for èn dag, eller hva Brynhild?" Erik said to his horse, waiting a few seconds as if to hear a reply from the stead. A neigh came from its mouth, something Erik took as an satisfactory answer and pulling towards the place he most needed to visit now; the saloon.
The saloon was already quite the populated arena for social interactions, with people drinking and playing games already. As soon as Erik stepped through the swing-doors, he was met with a wall of a thousand eyes - at least it felt like that -, a good five seconds of silence as he just stood there taking it all in. Soon enough the people went back to their normal business, and Erik followed their eyes inside the saloon. The two people all tied up he didn't pay too much attention to; his responsibility as sheriff was to find the cattle and bring them back, not bother with affairs in the saloon. Sitting down a chair away from a group of people already drinking and talking, he gestured for the bartender.
"Just a glass of water, please." | Name: Albert Baldwin White
Nicknames/alias: Called Cato among the crewmen he served with –- not because he possessed any special philosophical wisdom, but ironically, for managing to stab himself (although accidentally) with his own knife while eating on his first day on board when he was 18. No nicknames otherwise.
Age: 30 years old.
Place of birth & ethnicity: Somewhere in Massachusetts country. His mother was traveling when her water broke so she gave birth in an improvised camp; he is an Anglo, worked in Nantucket and across New England mostly, and some menial jobs in various ports in Africa and Asia.
Gender: Male.
Occupation: Ex-crewman on a whaler who rose to a harpooner position after some years; now looking for a job on land.
Character appearance & personality
Appearance: 6'0'' tall, dark green eyes, darker brown hair and facial hair like on the picture provided. He’s averagely built on first sight, but his hands, arms, legs, and torso have the hidden, unseen harpooner's strength resulting from climbing ropes, fixing ships, handling wood, rowing and thrusting the spear at whales and hacking them with knives, and that might go unnoticed until a fight breaks out. He has a stab wound on his abdomen, a small scar on his left eyebrow, and some minor cuts and burns on his shoulders and arms collected here and there as most men do, from reckless childhood play and tools and the like.
Clothing: Black boots, black pants tucked in them, a belt, a dark brown shirt under a dark brown vest, and a black town coat. He has a hat on sometimes, though prefers not to. His clothing is dirtied and battered since he’s been traveling all the way from the northeast.
Personal style: He’s most comfortable in his sailing uniform when at sea, but on land he likes to keep it simple and avoid anything fancy.
Personality: Thanks to his experience on the ship, he’s encountered many different peoples and faiths, from Japanese to Norwegian to Icelandic to African, and has learned to treat people according to their character, not ethnicity or faith, albeit after getting to know them. Life on ship does make man bond with unexpected company, but it also hardens the man, and makes him somewhat alien to those on shore as they often do not understand the actions of those who prefer the endless blue, just how they do not understand the land dwellers. He is ready to work and do most things, nevertheless, if the pay is good. He is cooperative and even more so when the ante is up or when the well being of the community is at stake. In such cases he will not back away from a fight. Although it may seem strange for a poor seaman and a slayer of the mighty whales, Albert is a man interested in the power of the word and more often than not spends his free time entertaining himself with a grammar book of some foreign language, a story, a poem, or phrases he picked up from strangers from far away places. He does keep this interest mostly private and would never sacrifice his work or chores in its favor, although he is always up for a discussion concerning all that when there is time. However, when on duty, the strict work ethic takes over and chases any sensibility aside.
Habits: When nervous he runs his fingers through his hair, that being the thing people usually notice first. He has a strong habit of cracking his knuckles, too, probably a result of witnessing and participating in countless bar and harbour fights that he can’t seem to avoid wherever he goes.
Skills and items
Regular life skills: Albert is a masterful shot with the spear, as his hard earned whalebone pin proves. He can do any physical work on ship, repair minor damages on them, he can fish, and he can go hunting on land as well as he does not fear facing beasts. Anything else he’d be willing to learn or get better at.
Combat skills: Harpoon and cutting knives are his tools of choice, besides fists, and he has a very basic knowledge of how to use firearms; in other words: he can point and shoot.
Items on your person: He bought a used pistol on his way to Arizona and he keeps it on his belt, just in case. He’s got a knife, a gift from a sailor from Liberia. He also has a pocket watch inherited from his father, sometimes a hat, and of course some money in the wallet, and a photograph of his wife, Livia, and their little daughter, Anna.
Additional stuff: As he is on the road west, alone, he carries a satchel and a bag of clothes, with some ale and food to chew on in-between towns. Oh, and he brought his harpoon to use as a decoration.
History
What brings you to Haylliesburg: Work and promised opportunity for anyone who is willing to work. He is looking for work in the west, hoping to find a place to settle down and earn enough money to bring his family to live with him as soon as possible.
Your life before coming to Haylliesburg: Albert was born in the countryside of Massachusetts in an improvised camp to Elizabeth and Walter White, both of English origin although with some German thrown in there. His father was a trader and his mother taught school children. He lived with them and was home schooled by his mother until his later teens when he moved to his uncle Thomas, his mother's brother, to work with him at the shipyard. Eventually, looking to earn a bit more than the scrapes he got at the yard, he signed up as the lowest of the low deck cleaner on a whaler called Emily and eventually, through years of hard work and obedience, rose up slowly and earned the place in the boat, wielding a harpoon next to the more experienced mates. The sea got into his blood and he found himself growing sad and sickly when on land for too long, and one voyage leading to another, he eventually started spending more time on the ship than at home. At the age of 27 he married the daughter of his uncle's neighbor, and soon they had a daughter, although he barely saw either of them since he left for Singapore weeks after the wedding. Strange things happened in a short span of time: he became suddenly ill, the disease not being one of the known sorts; he saw a crew member hang himself from the mast; and he barely survived a pirate attack thank to sheer luck, as they stopped shortly after the first guns were fired and disappeared. He took it all as a bad omen, even though he is not a superstitious man, and had to return home quickly. After his homecoming he decided he would turn to some other type of work, to make sure he stays alive and able to provide for his family. The talk of the west had been going on in the town, and he naturally picked it up and became interested, in the job possibility more so than the gold talk. After some preparation he left, hoping to settle down or at least find some stability in terms of work and housing before inviting his family to join him.
Extra
And where do you think you're going...?
The Last Pale Light in the West
And some metal
San Francisco C*CKSUCKA!
This is the post I made before making this post, which I am posting to show you that I have read the rules!
Favourite western? See the first thing on this list! It's from Shane (1953). I also suggest No Country for Old Men, both the book and the movie, although it is a neo-western or an anti-western, however you wish. Butcher's Crossing is another good novel. And the best for last, check out Blood Meridian for the most epic, violent western story! |
47,595 | 1,292 | 9 | 800 | 3,846 | The Sheriff from Hell, An Old Dog of War
Location: Oakley Saloon
Interacting with:; Possibly , or
"Well I do.." he spoke up to answer her comment about offense. Hawthorne put back another shot before glancing back at the doors of the place, watching as some new people entered. His eyes squinted at the first one. A native who seemed to be dressed fairly well compared for being a injun. Soon enough a second who he didn't pay much mind to, despite the brogue in his voice and finally -
"Guess they found a sheriff. I better still get paid for this."
"Horsepiss you ain't getting shi- sonova - urgghhh" A second slam of the head on the counter by Hawthorne. He went to take another swig but stopped and looked at the wrapped up man.
"Ya just dun know when to shut it, do ya?" Hawthorne turned to face the woman again. Johnny Reb...Haven't heard that in a while.
"Yes I was and I didn't serve no division." He clicked his tongue and glanced over at her, his voice a bit more stern than before. Having an idea of what was to follow he continued.
"I rode under Quantrill and Anderson and his fellas. The lot'o them got sand, but they were always on the shoot and they always found it....They always found it." He bit the inside of mouth as his voice muffled a bit as he put back his final shot for now.
"After Lawrence I decided I was done with the war." The man he captured looked wide-eyed before speaking up. Sadly, his words would come too loud and most of the saloon stopped and turned to face him.
"Wait...I know you...Now I remember you! You're the Bloodhound of Quantrill's Raiders! Jonah Hawthorne, right? I watched you-" Hawthorne shot a glare at Jesse, his capture, and drew his revolver from under his duster and with a click he cocked back the hammer. The S&W stayed underneath the duster to remain discreet but that famous revolver click was still as audible as ever.
"I reckon you shut yer pie-hole before I put a bullet through, got it?" His cold steely eyes spoke more than the steady hand the gun held did. After the man swallowed hard he placed the hammer back to its original place and slipped it back in its holster and turned back to the lady.
"Some damn bullshit ..." Hawthorne mumbled as he wiped the hole in his mouth clean before lighting the cigar that rested in his mouth. There goes a new start. | Name: Cpt. Jonah Hawthorne
Nicknames/alias: Jonah, Hawthorne,
Age: 38
Place of birth & ethnicity: Topeka, Kansas & white
Gender: Male
Occupation: Former Confederate solider (Rank Captain), Currently Sheriff
Character appearance & personality
Apperance: Jonah is a bit on the rougher side, wearing a fairly think beard around his his face. Well, mostly around his face. Unfortunately he had crossed path with former Union soliders who brandish his face with a cattle prod before authorities saved him. His hair is of neck length and doesn't particularly care how it sits since most of the time it is hidden under his hat. ANother thing to note is that he has a bit of a nasty limp in his right leg from when he was shot back in the Civil War.
Clothing: Old Confederate officer frock coat open, white sleeve shirt under old confederate vest, leather pants, boots, duster and old and worn confederate hat as shown in picture.
Personal style: As descripted above unless inside which its usually just shirt, pants and boots.
Personality: Heh. Er'y body wants teh know what makes me so special but lemme sey this. I'm not goin about cawlin mahself a Capten, its former Capten, Dun caw me that Nuttin really. I just consier mahself a man of ahnor, n'a man o truth. Shame ah fought for the wron' side but it ehs whaddit ehs. Dun tawk about it much. Nuttin worth taw'kin about. (Jonah is a rather straight forward individual both on and off the job. His lack of sympathy and distain for bullshit has made him a lot of enemies both within the law and among the civilian population. However, he has been known to show curtesy and some generosity but that is once in a blue moon, if he even feels up to it. He also is a bit reckless and has a tendency to put himself in harms way, purposely. His military life has effectively desensitized him to death and murder, so the sight of either has no true effect on his psyche. Thanks to Anderson and Quantill and there horrific acts on the civilian population during a time of war, he now shows little to no sympathy for thieves, rapists, murders and sinners.)
Habits: Jonah usually wipes his mouth often, this is mostly due to the hole in the side of his mouth which allows drool and liquids to flow out. He also chews on cigars when he's bored or clicks his tongue when agitated.
Skills and items
Regular life skills: Tracking, Sharpshooting, hand-to-hand, hunting, fishing, horseback riding and simple guerilla tactics.
Combat skills: Henry Model 1860 lever action rifle: Effective shot at around 160 yards, Excellent shot from 150 yards down.
Smith & Wesson Revolvers: Effective shot at 30 yards, Excellent shot at 20. Moderate firing speed with dual pistols, excellent firing speed with single pistol in hand.
Knife(ives):
-Throwing skills: Effective at 5 yards, excellent 4 and down.
-Combat: Moderate knife combat skill.
Items on your person: Henry Model 1860 lever action rifle lever action with a Henry Golden boy Scope and mount, two Smith & Wesson Top Break revolvers, Large boot knife, Bowie knife under coat and a small derringer pistol kept in the sleeve of his shirt. Sheriffs badge also hidden under coat, Rifle round belt, Tabacoo, tobacco papers and cigars. Small flask, 5 dollars and thirty five cents and a small book containing names of wanted men and their bounties.
Additional stuff: Canteen, spare Longjohns and double of his clothing including boots with spurs. 50ft of rope, extra rounds and cleaning kit. Spare bandannas. riding gloves.
History
What brings you to Haylliesburg:
Jonah had decided to come to Haylliesburg to escape his past mistakes in the hopes of starting anew as law enforcement. Although, as law enforcement he has earned a reputation as sort of a lose cannon.
Your life before coming to Haylliesburg:
Jonah was a solider of the Civil War, siding on the Confederates side with the intention to make his way to captain and help the south defeat the North. Over time however, as he delved into the politics of it, his view on the war started to shift not in favor for the south nor the north. He became rather disgusted of it. His disgust of the war was only concreted into his head when he rode under two notable figures, both at separate times. William C. Quantrill and William T. Anderson, both of which he despised thanks to a few raids done on towns who sympathized for the Union. One he recalls was a horrific raid on a Missouri town causing the death of many with zero discrimination and with extreme prejudice. Towards the end of the war he had reluctantly accepted the promotional rank of Captain and was told to lead a group of men against a Union encampment. However, when he had gotten there, instead of fighting, he simply surrendered and awaited the end of the war in a cell, managing to talk his way out of the hangmen's noose. The war had left horrible scars on him both physically and mentally but nonetheless felt that he needed to make amends and the way he would do that would be to become a sheriff.
There are parts of his passed that he refuses to talk about for specific reasons, thought, most of those reasons simply consist of "None of your business".
"Dons' matter when or where, but someday soon I'm gonn' die, and'da devil gon' take what's his...An' I'm not gonna try an' stop'em."
Extra
Alcoholic.
Smoker
Also has the developing symptoms of Tuberculosis
Favorite Western(s): Tombstone, True Grit (both old and remake), Quick and the Dead, The Good, The Bad and The Ugly and finally more of a comedy, Mel Brooks' Blazing Saddles. |
47,596 | 1,292 | 10 | 328 | 1,799 | Grabbing his cards, Lauren held his mouth slightly ajar as he looked at them. A good hand, king of clubs and a ten of diamonds, lady luck was with him so far. The new player was sharp faced, the kind of look that marked one as experienced in whatever craft he had taken. In that, Lauren felt kinship, a strange kinship, but a kinship none the less.
Lauren tipped his hat and offered a "Salut" before tossing out a few chips. He had a good hand, he could afford to bet. His old friend shook his head, jiggling his jowls, before calling. Lauren spotted the half-faced man draw his gun at the bar, everything going silent a moment as he did. Lauren placed a hand on his own revolver reflexively, thankfully the man put his own gun back before Lauren drew.
"Tu es completement débile." He muttered under his breath towards the man, just loud enough to hear himself over the saloon's renewed murmuring.
He looked over at his bounty, who remained struggling in the corner, groaning through the rag. Lauren really needed to find that sheriff, but he didn't feel like looking right now, he was going to win himself a card game. | Name: Lauren Compagnon Cartier
Nicknames/alias: "Matey", Al Revoir, Iiniwa
Age: 34
Place of birth & ethnicity: Red River Colony, Rupert's Land, Canada. Métis.
Gender: Male
Occupation: Bounty hunter, Soldier (Formerly), Huntsman (Formerly).
Character appearance & personality
Apperance: Lauren is lanky and tall, he has an average build. He is long-haired and has short facial hair. He has light skin and almond eyes, his hair is a dark black. Lauren has a large scar on his lower back, and has a rife bullet located somewhere in his lower abdomen. He has long hair, reaching his shoulders. He has a round face and high cheekbones.
Clothing: Lauren often wears a small black jacket with cuffed sleeves over a similarly black waistcoat, a gold pocket watch chain hung over it. He has a brown gun-belt on his waist for his revolver. He wears black trousers and brown boots. He also wears a large black brimmed hat. When in Indian territories, he wears an outfit once worn by his grandfather, a Blackfoot elder. When in this outfit, the only thing that prevents him from appearing fully native is his white skin. It is comprised of a loose-fitting shirt, chaps, and moccasins.
Personal style: Lauren is often sharply dressed, wearing suits and jackets that are in fashion in Europe. When riding or performing a bounty, he trades his fashionable attire for dark brown ponchos with beige trim, or worn dusters, already stained with a plethora of substances.
Personality: Lauren is taciturn and never talks about his past, he dislikes racism towards Indians due to his descent and especially dislikes bandits. Lauren is spiritual and often quick to bond with members of the Indian community. Lauren speaks the language of his people and French, and has little ability with English. He speaks English with a heavy accent and many pauses due to his unfamiliarity with the language's many confusing rules and clauses, as such, he prefers to stay quiet, when he does speak, it is often in monosyllabic words. Lauren is exceptional at hold-em, and is often found at a saloon table when not on a bounty. Lauren has little empathy, caring only on what he is about to do next, and not caring about anyone else his actions might affect.
Habits: When angry, Lauren's already heavy Quebecois accent becomes even heavier, and he rants in both his native tongues so fast not even native speakers understand him. He also has a habit of pushing against his lower back when distressed due to his scar.
Skills and items
Regular life skills: Lauren is a good tracker, and exceptional at riding, able to guide his horse with just his knees when aiming his rifle. He can barter well when he is pushed, and he is quite charismatic, owing to his handsome face and smooth French accent.
Combat skills: Lauren is an incredible marksman, especially when armed with a repeater or other rifle. He has a good quick-draw and is alright in a brawl.
Items on your person: Lauren carries a Cookson repeater and a Colt SAA, he also carries a beaver-fur hat, a gift from his father which he does not wear for risk of damaging it. He often has enough money on his person to afford a good horse. He also carries a hatchet and a hunting knife.
Additional stuff: Lauren has four sets of European style clothing, his bounty hunting duster and poncho, and his grandfather's outfit for visits to native territories.
History
What brings you to Haylliesburg: Lauren arrived at Haylliesburg a few months ago, stopping on his way to a bounty for a meal. Remembering the location, he returned recently to have some downtime before heading back out after bounties.
Your life before coming to Haylliesburg: Lauren Cartier was born in the Red River Indian territory to a native woman and a Voyageur by the name of Laurent. Lauren was raised mostly by his mother as a child, spending his time amongst the other Métis children and sometimes joining with the other Indians when they had ceremonies. Lauren especially idolized his grandfather, an elder among the Blackfoot who still made time to go out buffalo hunting with the young men. During his childhood, his father would periodically come around to check on him and teach him of the European culture, much to his mother's chagrin. At the age of four, his grandfather was shot by a bandit, his body dragged around by his horse so much it was barely recognizable. Soon after, his village was raided and his mother was killed, along with four in five of the village's inhabitants. Lauren was raised for four months by one of the now-homeless young hunters, Tired Condor, until his father, shocked and crying, came upon the two, shooting Condor dead due to a miscommunication. Lauren had already been through so much, and his father wasn't surprised to see the youth become walled-off and hard to talk to. Lauren's father, still a young man, retired to Quebec in order to raise the child. As a young man, Lauren returned to his home in the west, gathering the remaining members of his village together and holding a solemn vigil for the passed. A few years later, the Red River Rebellion broke out. Lauren enlisted into Louis Riel's army, serving on the firing squad of Thomas Scott, though he did not fire a single shot, instead fleeing south on horseback with all his possessions and reinventing himself as "Matey", a corruption of "Métis", for his ethnicity. He began serving as a bounty hunter and patron of the many Indian villages still thriving in the west.
Extra
Anything else you feel needs to be added, but doesn’t fit anywhere else.
Lauren has also been known as Matey Scott and Al Revoir, when in Indian territories, he goes by his native name Iiniwa.
Lauren prefers to not introduce himself by name, instead going as Matey most of the time.
Lauren is a father, though he doesn't care for his children, and with many, isn't even aware they exist. |
47,597 | 1,292 | 11 | 2,599 | 276 | Lily chuckled again as he stated that he had to watch himself, a smirk coming over her face for a brief moment as she tipped the bottle in her hand upwards taking a long draught of the dark liquor before setting it back down. Clearing her throat as she also glanced back catching sight of the Indian putting her on edge her left had dropping down to the corresponding pistol; a clear look of hate glazing over her eyes as she turned completely around on her stool. Dropping her conversation with Hawthorne completely as she slid off the tall seat, her boots thumping audibly against the wooden floor; walking at an above average pace towards the native and the dealers table. Her hand completely gripping the pistol grip now with the thumb already pulling the hammer backwards clicking it into place to slam down on a round and fire, stopping at the table and neglecting anyone else she stared straight at the native man spitting onto the table in-front of him.
"Tha fuck is a heathen injun doin here?"
As she spoke to the man her left hand drew upwards, pulling the hard iron forged pistol from its home; setting it heavy handed upon the wooden table on its side the men sitting around the table clearing away rather quickly from the gesture. All eyes shifting onto the woman whom was by all societal standards far from acting as expected, and the Indian whom was also shockingly present in a white man's town; the tension radiating off her strong her eyes seething with rage teeth pressed together. | Name:Lily Bell
Nicknames/alias:None
Age:44
Place of birth & ethnicity:Mobile, Alabama Caucasian
Gender:Female
Occupation:Gunslinger/Solider
She ain't no woman to be trifled with.
Appearance: Lily is a average sized woman standing at five feet and ten inches, weighing a hundred and forty five pounds total. Her hair is shoulder length and dark brown with visible waves in it, matching her dark brown eyes and well tanned skin from being outdoors. She has three blue stripes tattooed onto her left cheek, put on her by the Apache indians when she was captured the stripes showing she was traded for two blankets and a horse; a permanent reminder of her capture.
Clothing: Lily typically wears normal long riding pants made of rough cotton, along with a white button up and a leather black sleeveless vest. With a rough trench coat completing the ensemble and of course a black wide brimmed circular hat.
Personal style: See above
Personality: Lily is a quiet and withdrawn person, not sharing personal details about herself very freely. Her tolerance for Yankee soldiers is quite low and she is quick to jump into a gun fight, though her time in the Confederate Army made her far wiser and more skilled of the gun than the average person. That being said when not being judged or tested Lily is a happy person, content to drink and gamble like anyone else; not afraid of base labor or getting bloody. She is quite fond of children.
Habits: Drinker, smoker
Regular life skills: Coach driver, Observation mapper, hunter, explorer
Combat skills
Sharpshooter - From six shooters to long rifles Lily is a proficient combatant
Close combat - Given a sword or knife Lily is fairly skilled in defeating opponents in close combat
Leader - Having seen war first hand makes Lily hardened to combat enabling her to lead in the heat of battle
Items on your person:
Griswold revolver (x2) - Lily wears a Griswold revolver on each hip, the pistols common amongst Southerners
Hunting knife - A foot and a half single edged steel knife sheathed in the boot
Flask - Not for water
Canteen - For water
Additional stuff:
-Brown pants (x2)
-White button ups (x3)
-Extra socks (x4 pairs)
-Winchester 84 lever action rifle
-Union officer's sword
What brings you to Haylliesburg: Seeking a new life, escaping Union controlled reconstruction in the south
Your life before coming to Haylliesburg: Lily was actually a wife and mother before the Civil War, although her career was the same as ever a tracker and hunter mostly at the time; her husband was an accountant and usually cared for their son at home. However a year before the start of the Civil War Lily's son Abel was taken by the flu, so when the conflict erupted husband and wife both set out to join the fray; leading to Lily cutting most of her hair off and disguising herself as a young teen boy. Not that many men cared who fought beside them as long as they were reliable when the heat was on, so naturally she formed a strong bond with those whom she fought with in the Forth Confederate Infantry. Lily lost her husband in a battle in Virginia over a bridge, the outnumbered southerners holding the structure until it could be destroyed, however Lily's husband had volunteered to set the charges and sacrificed himself after being shot to detonate the black powder being used to destroy the wooden structure. So when the war was said and done Lily had no one left, and she ventured to the west; running protection for wagon trains be they merchant or families striking across the vast nation. It was on one of these escorts that the Apache attacked the train overwhelming the defenders and seizing Lily as a prize, she spent only seven months amongst the Apache escaping one night by killing the sentinel left to guard her and the other captives.
Sample:
Lily sat high upon the back of her spotted heavy stallion, the sun's rays plummeting down onto the woman and her charges. A line of four wagons two with supplies and two with families rolling across the open grassy plains; several other guards rode beside the wagons as well each man carrying a firearm if not several along with those riding shotgun on the wagons they numbered twelve fighters. Suddenly an arrow came whirling across the open air, fired from an especially thick batch of grass; followed by loud yelping and screeching sounds Apache bursting from all around the train. Men fell quickly but began to return fire. Lily whipped her horse around and charged down the line, firing her revolver as she passed the warriors wounding some but missing those out of range. Her horse took an arrow to the neck leading Lily to fight on foot, rushing back to the wagons for some form of cover, the remaining survivors numbering only 6. The Apache quickly overtook the travelers, Lily striking down two more with the long officers blade she carried on her left hip; though she found herself knocked unconscious by a blow from behind. All and all killing over twenty four Apache warriors with only twelve fighters, Lily was stripped of her weapons and tattooed to mark her value in the tribe sold from her original captor to the next rather quickly. Lily spent the next seven months as a slave for the tribe, from menial labors to the heat of the Apache warriors before a battle or hunt, planning her escape the entire time; seeing her chance when the majority of the skilled warriors left the tribe. Headed to attempt an attack on the railroad, this left only a young boy guarding the captives teepee; Lily found a long strip of frayed rope upon the floor and crept behind the teen. Strangling him quickly and quietly before escaping, reclaiming her old weapons on the way out in a risky stealth mission into the chieftains tent which left two of his wives dead by the end.
Sample from previous rp
Favorite Western |
47,598 | 1,292 | 12 | 1,739 | 1,220 | Erik Torvald Viken
Erik did his outmost not to pay attention to what was going on around him, instead focusing on the cold glass of water he was given. Except that it wasn't cold, it was room-temperature and a little smelly. When he thought about it, the glass of water tasted of whiskey or bourbon, or even moonshine. Combine that with the brown-ish colouring of the water, and Erik was pretty sure he had been given a glass of trough water, in a glass used normally for booze. But why did he care about details such as these, when things were escalating quicker than a speeding train down a slope?
Wait, was that woman...pulling her gun on that Indian?
Okay, Erik was perhaps only sheriff for a day and perhaps only for finding the stolen cattle, but he was not about to a murder on his hands within the first minutes of his career. Especially not one by a former Confederate female soldier. Did that matter though? No, too much thinking, too little taking action.
"The same as everyone in this saloon is, exercising their freedom." Erik said as he stood up from the barstool and walked towards the woman now with her back to him. He wasn't expecting - or hoping - for it to turn any worse, but he still found himself resting his hand on the revolver at his side, just in case. "Frøken, there is no need to unneeded shooting today. I think you should go back to your friend at the counter and drink on." | Name: Albert Baldwin White
Nicknames/alias: Called Cato among the crewmen he served with –- not because he possessed any special philosophical wisdom, but ironically, for managing to stab himself (although accidentally) with his own knife while eating on his first day on board when he was 18. No nicknames otherwise.
Age: 30 years old.
Place of birth & ethnicity: Somewhere in Massachusetts country. His mother was traveling when her water broke so she gave birth in an improvised camp; he is an Anglo, worked in Nantucket and across New England mostly, and some menial jobs in various ports in Africa and Asia.
Gender: Male.
Occupation: Ex-crewman on a whaler who rose to a harpooner position after some years; now looking for a job on land.
Character appearance & personality
Appearance: 6'0'' tall, dark green eyes, darker brown hair and facial hair like on the picture provided. He’s averagely built on first sight, but his hands, arms, legs, and torso have the hidden, unseen harpooner's strength resulting from climbing ropes, fixing ships, handling wood, rowing and thrusting the spear at whales and hacking them with knives, and that might go unnoticed until a fight breaks out. He has a stab wound on his abdomen, a small scar on his left eyebrow, and some minor cuts and burns on his shoulders and arms collected here and there as most men do, from reckless childhood play and tools and the like.
Clothing: Black boots, black pants tucked in them, a belt, a dark brown shirt under a dark brown vest, and a black town coat. He has a hat on sometimes, though prefers not to. His clothing is dirtied and battered since he’s been traveling all the way from the northeast.
Personal style: He’s most comfortable in his sailing uniform when at sea, but on land he likes to keep it simple and avoid anything fancy.
Personality: Thanks to his experience on the ship, he’s encountered many different peoples and faiths, from Japanese to Norwegian to Icelandic to African, and has learned to treat people according to their character, not ethnicity or faith, albeit after getting to know them. Life on ship does make man bond with unexpected company, but it also hardens the man, and makes him somewhat alien to those on shore as they often do not understand the actions of those who prefer the endless blue, just how they do not understand the land dwellers. He is ready to work and do most things, nevertheless, if the pay is good. He is cooperative and even more so when the ante is up or when the well being of the community is at stake. In such cases he will not back away from a fight. Although it may seem strange for a poor seaman and a slayer of the mighty whales, Albert is a man interested in the power of the word and more often than not spends his free time entertaining himself with a grammar book of some foreign language, a story, a poem, or phrases he picked up from strangers from far away places. He does keep this interest mostly private and would never sacrifice his work or chores in its favor, although he is always up for a discussion concerning all that when there is time. However, when on duty, the strict work ethic takes over and chases any sensibility aside.
Habits: When nervous he runs his fingers through his hair, that being the thing people usually notice first. He has a strong habit of cracking his knuckles, too, probably a result of witnessing and participating in countless bar and harbour fights that he can’t seem to avoid wherever he goes.
Skills and items
Regular life skills: Albert is a masterful shot with the spear, as his hard earned whalebone pin proves. He can do any physical work on ship, repair minor damages on them, he can fish, and he can go hunting on land as well as he does not fear facing beasts. Anything else he’d be willing to learn or get better at.
Combat skills: Harpoon and cutting knives are his tools of choice, besides fists, and he has a very basic knowledge of how to use firearms; in other words: he can point and shoot.
Items on your person: He bought a used pistol on his way to Arizona and he keeps it on his belt, just in case. He’s got a knife, a gift from a sailor from Liberia. He also has a pocket watch inherited from his father, sometimes a hat, and of course some money in the wallet, and a photograph of his wife, Livia, and their little daughter, Anna.
Additional stuff: As he is on the road west, alone, he carries a satchel and a bag of clothes, with some ale and food to chew on in-between towns. Oh, and he brought his harpoon to use as a decoration.
History
What brings you to Haylliesburg: Work and promised opportunity for anyone who is willing to work. He is looking for work in the west, hoping to find a place to settle down and earn enough money to bring his family to live with him as soon as possible.
Your life before coming to Haylliesburg: Albert was born in the countryside of Massachusetts in an improvised camp to Elizabeth and Walter White, both of English origin although with some German thrown in there. His father was a trader and his mother taught school children. He lived with them and was home schooled by his mother until his later teens when he moved to his uncle Thomas, his mother's brother, to work with him at the shipyard. Eventually, looking to earn a bit more than the scrapes he got at the yard, he signed up as the lowest of the low deck cleaner on a whaler called Emily and eventually, through years of hard work and obedience, rose up slowly and earned the place in the boat, wielding a harpoon next to the more experienced mates. The sea got into his blood and he found himself growing sad and sickly when on land for too long, and one voyage leading to another, he eventually started spending more time on the ship than at home. At the age of 27 he married the daughter of his uncle's neighbor, and soon they had a daughter, although he barely saw either of them since he left for Singapore weeks after the wedding. Strange things happened in a short span of time: he became suddenly ill, the disease not being one of the known sorts; he saw a crew member hang himself from the mast; and he barely survived a pirate attack thank to sheer luck, as they stopped shortly after the first guns were fired and disappeared. He took it all as a bad omen, even though he is not a superstitious man, and had to return home quickly. After his homecoming he decided he would turn to some other type of work, to make sure he stays alive and able to provide for his family. The talk of the west had been going on in the town, and he naturally picked it up and became interested, in the job possibility more so than the gold talk. After some preparation he left, hoping to settle down or at least find some stability in terms of work and housing before inviting his family to join him.
Extra
And where do you think you're going...?
The Last Pale Light in the West
And some metal
San Francisco C*CKSUCKA!
This is the post I made before making this post, which I am posting to show you that I have read the rules!
Favourite western? See the first thing on this list! It's from Shane (1953). I also suggest No Country for Old Men, both the book and the movie, although it is a neo-western or an anti-western, however you wish. Butcher's Crossing is another good novel. And the best for last, check out Blood Meridian for the most epic, violent western story! |
47,599 | 1,292 | 13 | 328 | 1,799 | No, monsieur. Lauren said as he stood, lifting his hat slightly.
"La mademoiselle ne comprende pas." Lauren rolled his body downwards, taking his hat in his hand.
"Salut, mademoiselle, I am... Matey... englais est... not my... st-strong point." He struggled out, barring his teeth as he tried to recall what little English his father had taught him.
"Could-could tu... explain la word 'heathen' s'il-vous-plait?" He said, raising an eyebrow.
"Tu est tres belle, j'aime le chapeau, c'est tres mignonne." He relaxed his pose, approaching her slowly, holding his hands far out to his sides. Turning up a corner of his mouth, he leaned against the table, throwing his hat back on his head.
"Je suis vraimont desolee si je offensee tu, mais, je ne comprend pas le colere." He spoke very quickly, his voice deepened and his smirk widened. Lauren noticed the tattoo on her face, though he didn't recognize the purpose, he assumed it was native in origin.
His mother's tribe never tattooed prisoners, in fact they rarely tried to kill or even knock unconscious their foes, instead carrying a coup stick. Counting coup was tapping an enemy and retreating back before being caught oneself, if a Blackfoot's coup was counted they would be forced to leave the field. To think of it, Blackfoot wars were more like games, it made sense that they got easily defeated in battles with trained armies.
Whatever the case, if this woman had been tattooed as a result of captivity, there was little chance of him managing to seduce her like he had been attempting. Unfortunately he realized too late, and probably wouldn't have any time to apologize for his transgressions. | Name: Lauren Compagnon Cartier
Nicknames/alias: "Matey", Al Revoir, Iiniwa
Age: 34
Place of birth & ethnicity: Red River Colony, Rupert's Land, Canada. Métis.
Gender: Male
Occupation: Bounty hunter, Soldier (Formerly), Huntsman (Formerly).
Character appearance & personality
Apperance: Lauren is lanky and tall, he has an average build. He is long-haired and has short facial hair. He has light skin and almond eyes, his hair is a dark black. Lauren has a large scar on his lower back, and has a rife bullet located somewhere in his lower abdomen. He has long hair, reaching his shoulders. He has a round face and high cheekbones.
Clothing: Lauren often wears a small black jacket with cuffed sleeves over a similarly black waistcoat, a gold pocket watch chain hung over it. He has a brown gun-belt on his waist for his revolver. He wears black trousers and brown boots. He also wears a large black brimmed hat. When in Indian territories, he wears an outfit once worn by his grandfather, a Blackfoot elder. When in this outfit, the only thing that prevents him from appearing fully native is his white skin. It is comprised of a loose-fitting shirt, chaps, and moccasins.
Personal style: Lauren is often sharply dressed, wearing suits and jackets that are in fashion in Europe. When riding or performing a bounty, he trades his fashionable attire for dark brown ponchos with beige trim, or worn dusters, already stained with a plethora of substances.
Personality: Lauren is taciturn and never talks about his past, he dislikes racism towards Indians due to his descent and especially dislikes bandits. Lauren is spiritual and often quick to bond with members of the Indian community. Lauren speaks the language of his people and French, and has little ability with English. He speaks English with a heavy accent and many pauses due to his unfamiliarity with the language's many confusing rules and clauses, as such, he prefers to stay quiet, when he does speak, it is often in monosyllabic words. Lauren is exceptional at hold-em, and is often found at a saloon table when not on a bounty. Lauren has little empathy, caring only on what he is about to do next, and not caring about anyone else his actions might affect.
Habits: When angry, Lauren's already heavy Quebecois accent becomes even heavier, and he rants in both his native tongues so fast not even native speakers understand him. He also has a habit of pushing against his lower back when distressed due to his scar.
Skills and items
Regular life skills: Lauren is a good tracker, and exceptional at riding, able to guide his horse with just his knees when aiming his rifle. He can barter well when he is pushed, and he is quite charismatic, owing to his handsome face and smooth French accent.
Combat skills: Lauren is an incredible marksman, especially when armed with a repeater or other rifle. He has a good quick-draw and is alright in a brawl.
Items on your person: Lauren carries a Cookson repeater and a Colt SAA, he also carries a beaver-fur hat, a gift from his father which he does not wear for risk of damaging it. He often has enough money on his person to afford a good horse. He also carries a hatchet and a hunting knife.
Additional stuff: Lauren has four sets of European style clothing, his bounty hunting duster and poncho, and his grandfather's outfit for visits to native territories.
History
What brings you to Haylliesburg: Lauren arrived at Haylliesburg a few months ago, stopping on his way to a bounty for a meal. Remembering the location, he returned recently to have some downtime before heading back out after bounties.
Your life before coming to Haylliesburg: Lauren Cartier was born in the Red River Indian territory to a native woman and a Voyageur by the name of Laurent. Lauren was raised mostly by his mother as a child, spending his time amongst the other Métis children and sometimes joining with the other Indians when they had ceremonies. Lauren especially idolized his grandfather, an elder among the Blackfoot who still made time to go out buffalo hunting with the young men. During his childhood, his father would periodically come around to check on him and teach him of the European culture, much to his mother's chagrin. At the age of four, his grandfather was shot by a bandit, his body dragged around by his horse so much it was barely recognizable. Soon after, his village was raided and his mother was killed, along with four in five of the village's inhabitants. Lauren was raised for four months by one of the now-homeless young hunters, Tired Condor, until his father, shocked and crying, came upon the two, shooting Condor dead due to a miscommunication. Lauren had already been through so much, and his father wasn't surprised to see the youth become walled-off and hard to talk to. Lauren's father, still a young man, retired to Quebec in order to raise the child. As a young man, Lauren returned to his home in the west, gathering the remaining members of his village together and holding a solemn vigil for the passed. A few years later, the Red River Rebellion broke out. Lauren enlisted into Louis Riel's army, serving on the firing squad of Thomas Scott, though he did not fire a single shot, instead fleeing south on horseback with all his possessions and reinventing himself as "Matey", a corruption of "Métis", for his ethnicity. He began serving as a bounty hunter and patron of the many Indian villages still thriving in the west.
Extra
Anything else you feel needs to be added, but doesn’t fit anywhere else.
Lauren has also been known as Matey Scott and Al Revoir, when in Indian territories, he goes by his native name Iiniwa.
Lauren prefers to not introduce himself by name, instead going as Matey most of the time.
Lauren is a father, though he doesn't care for his children, and with many, isn't even aware they exist. |
47,600 | 1,292 | 14 | 2,599 | 276 | Lily stared confused by the mans strange tongue, lifting her revolver up off the table top as he stood up; pointing it directly at his chest a center mass shot was always a better idea than the fabled and often missed headshot. Stepping back a bit as the Norwegian spoke up keeping him inside of her peripheral vision, spitting short on the ground she kept her main focus on the Native; speaking up addressing Erik in a short annoyed tone.
"This ain't your concern, its me an' the fuckin' savage!"
Her index finger laid gently on the curved trigger of her revolver, her free hand already grasping at the other holstered pistol in the event she ended up needing it; all eyes in the saloon set upon the woman, indian and now the Norwegian attempting to defend him. All her thoughts resting on the injustice she suffered at the hands of similar Natives, despite the fact that an Apache dog solider wouldn't ever peacefully walk into such a town and his clothing wasn't that of the Apache; her opinion on the Indians being that they were all primitive killers. Which was a rather popular opinion in town as many had lost friends and loved ones to them, Lily glanced quickly to the side standing five feet from Lauren; and several more from Erik.
"Ain't no good come outta' his ilk, not never." | Name:Lily Bell
Nicknames/alias:None
Age:44
Place of birth & ethnicity:Mobile, Alabama Caucasian
Gender:Female
Occupation:Gunslinger/Solider
She ain't no woman to be trifled with.
Appearance: Lily is a average sized woman standing at five feet and ten inches, weighing a hundred and forty five pounds total. Her hair is shoulder length and dark brown with visible waves in it, matching her dark brown eyes and well tanned skin from being outdoors. She has three blue stripes tattooed onto her left cheek, put on her by the Apache indians when she was captured the stripes showing she was traded for two blankets and a horse; a permanent reminder of her capture.
Clothing: Lily typically wears normal long riding pants made of rough cotton, along with a white button up and a leather black sleeveless vest. With a rough trench coat completing the ensemble and of course a black wide brimmed circular hat.
Personal style: See above
Personality: Lily is a quiet and withdrawn person, not sharing personal details about herself very freely. Her tolerance for Yankee soldiers is quite low and she is quick to jump into a gun fight, though her time in the Confederate Army made her far wiser and more skilled of the gun than the average person. That being said when not being judged or tested Lily is a happy person, content to drink and gamble like anyone else; not afraid of base labor or getting bloody. She is quite fond of children.
Habits: Drinker, smoker
Regular life skills: Coach driver, Observation mapper, hunter, explorer
Combat skills
Sharpshooter - From six shooters to long rifles Lily is a proficient combatant
Close combat - Given a sword or knife Lily is fairly skilled in defeating opponents in close combat
Leader - Having seen war first hand makes Lily hardened to combat enabling her to lead in the heat of battle
Items on your person:
Griswold revolver (x2) - Lily wears a Griswold revolver on each hip, the pistols common amongst Southerners
Hunting knife - A foot and a half single edged steel knife sheathed in the boot
Flask - Not for water
Canteen - For water
Additional stuff:
-Brown pants (x2)
-White button ups (x3)
-Extra socks (x4 pairs)
-Winchester 84 lever action rifle
-Union officer's sword
What brings you to Haylliesburg: Seeking a new life, escaping Union controlled reconstruction in the south
Your life before coming to Haylliesburg: Lily was actually a wife and mother before the Civil War, although her career was the same as ever a tracker and hunter mostly at the time; her husband was an accountant and usually cared for their son at home. However a year before the start of the Civil War Lily's son Abel was taken by the flu, so when the conflict erupted husband and wife both set out to join the fray; leading to Lily cutting most of her hair off and disguising herself as a young teen boy. Not that many men cared who fought beside them as long as they were reliable when the heat was on, so naturally she formed a strong bond with those whom she fought with in the Forth Confederate Infantry. Lily lost her husband in a battle in Virginia over a bridge, the outnumbered southerners holding the structure until it could be destroyed, however Lily's husband had volunteered to set the charges and sacrificed himself after being shot to detonate the black powder being used to destroy the wooden structure. So when the war was said and done Lily had no one left, and she ventured to the west; running protection for wagon trains be they merchant or families striking across the vast nation. It was on one of these escorts that the Apache attacked the train overwhelming the defenders and seizing Lily as a prize, she spent only seven months amongst the Apache escaping one night by killing the sentinel left to guard her and the other captives.
Sample:
Lily sat high upon the back of her spotted heavy stallion, the sun's rays plummeting down onto the woman and her charges. A line of four wagons two with supplies and two with families rolling across the open grassy plains; several other guards rode beside the wagons as well each man carrying a firearm if not several along with those riding shotgun on the wagons they numbered twelve fighters. Suddenly an arrow came whirling across the open air, fired from an especially thick batch of grass; followed by loud yelping and screeching sounds Apache bursting from all around the train. Men fell quickly but began to return fire. Lily whipped her horse around and charged down the line, firing her revolver as she passed the warriors wounding some but missing those out of range. Her horse took an arrow to the neck leading Lily to fight on foot, rushing back to the wagons for some form of cover, the remaining survivors numbering only 6. The Apache quickly overtook the travelers, Lily striking down two more with the long officers blade she carried on her left hip; though she found herself knocked unconscious by a blow from behind. All and all killing over twenty four Apache warriors with only twelve fighters, Lily was stripped of her weapons and tattooed to mark her value in the tribe sold from her original captor to the next rather quickly. Lily spent the next seven months as a slave for the tribe, from menial labors to the heat of the Apache warriors before a battle or hunt, planning her escape the entire time; seeing her chance when the majority of the skilled warriors left the tribe. Headed to attempt an attack on the railroad, this left only a young boy guarding the captives teepee; Lily found a long strip of frayed rope upon the floor and crept behind the teen. Strangling him quickly and quietly before escaping, reclaiming her old weapons on the way out in a risky stealth mission into the chieftains tent which left two of his wives dead by the end.
Sample from previous rp
Favorite Western |
47,601 | 1,292 | 15 | 2,301 | 766 | Chris had watched the events in interest, and a smile crept over his tight features. He wondered, inwardly, what he would do. As much as he would like to annoy the woman with a keen interest on shooting somebody, he wasn't ready to cause trouble just yet. He'd been on the road long enough to learn not to shut out "clients" based on their skin color, or face, or whatever. Everyone was fair game, according to him. Still, he had no interest in seeing someone get shot. It was bad for business, got everyone on edge, no matter how hardened.
From his travels, he'd picked up some different bits and pieces of different languages. He had no idea what the Native man was saying,, but he had enough sense to know it was French.
"Elle... es...est....partiale." He said aloud, slyly eyeing the woman with the gun. He thought that was the word for prejudice. He hoped. It was one of the only specific words he knew, and he knew it completely by chance. He could say jail. Gun. Uh...bathroom.
He flicked his silver coin up into the air and caught it again. He reckoned it'd be the wrong time to ask anyone for a game of blackjack. | Name: Chris Buckwood
Nicknames/alias: Buck
Age:39
Place of birth & ethnicity: Watkinsville, Georgia. White.
Gender: M
Occupation: Gambler, "merchant", conman.
Character appearance & personality
Appearance: Buck sticks out in a crowd, thats for sure. His skin has somehow stayed relatively pale. His build is tall, thin, and gangly. His arms and legs are long and he walks as if he is always about to topple over, even if he is quite coordinated.
His head is shaved bald, and his light blonde hair makes his eyebrows hard to see. He had a beard that starts at the top of his ears and covers his jaw and chin, sticking off and outwards, looking like the bottom of a broom. Is's light color makes it hard to see under certain lighting conditions. His face is his most prominent feature, with deep set, dark green eyes that are almost always overshadowed. His skin is pulled tight over his face, as if there wasn't enough to go around and he had to make do. His cheek bones and jaw are highly pronounced, making it almost cringe-worthy when he swivels and adjusts his jaw. It's almost skull-like, all of this results in a tight-lipped, hungry looking smile.
Clothing: A dark red suit made of cloth with white undershirt, as well as dark red pants and leather boots. Atop his shiny bald dome is a black bowler hat.
Personal style: Anything that looks classy.
Personality: Despite his ghastly appearance, Chris managed to make it work in his favor, his ugliness somehow making him appear more genuine. After all, with a face like that, what could he have to hide? Lots, actually. Buck has a passion for "earning" money. Easy marks, manipulation, and the rare fair deal are what composes his income. He's friendly enough, but it's almost always a front. He's arrogant and clever, with a dark, sometimes mocking, sense of humor.
Habits: There's a silver coin that he deftly flips through his fingers.
Skills and items
Regular life skills: Buck is a conman, through and through. He gets people to trust him just enough to take their money, then he's gone the next morning. His silver tongue is a big part of how he's managed to do what he does for so long. He's also somewhat of a botanist, just as a little hobby.
Combat skills: He's unusually flexible and speedy. Other than that, he's a cruddy shot, but he's good with a kinfe.
Items on your person: Fifty dollars, scattered about his person. He also has a gold-plated pocket watch, a deck of expensive looking playing cards and a boring looking Cattleman revolver. He also has several daggers hidden throughout his apparel, ready to pull out and stab anyone who gets grabby.
Additional stuff: A surprisingly well crafted fold-out cards table, some changes of clothing, extra cards, snake-oil products, and some extra small knives.
History
What brings you to Haylliesburg: These small town shmucks should be some easy marks. He's just passing through, looking to make some extra cash before moving onto a bigger city.
Your life before coming to Haylliesburg: He's lived the life of a nomad, hopping from settlement to settlement scamming hard-working folk of their money along the way with rigged gambling games and snake-oil products. It's not like he doesn't enjoy playing a fair and square poker game, it's just that he likes money more. This all started when he was younger, when his honest merchant father and mother got conned out of a living. After his parent's General Store closed, his father went into the mines and came back physically disabled, and his mother couldn't exactly find work, so it was up to Chris to try and make the family's money as a rare single child.
He was no good at hard labor, and he never had high education, so it seemed like he couldn't find a way of making money. That was until he realized he had a silver tongue and a sleight of hand. At first, he went into the saloons and attempted to get really good at games like Texas Hold 'Em Poker, Blackjack, and Liar's Dice. He got so good he could read people like a book, and while most players attempt to hide all emotions when they play poker, Chris spouts bullshit the whole game. After a few hands he could read his opponents like a book.
Even still, he wasn't making enough cash, so he decided to rig the odds in his favor. Slipping weighted die into cups, needed cards into hands, and sometimes even more creative ways of cheating (or positive outcome security, as Buck sometimes calls it) had him begin raking in the cash.
Soon, it was no longer just about taking care of his aging parents, but about the sport of it all. He loved it. Then he thought he should throw in just a little more variety into his income, and began selling "snake-oil" products. Miracle substances and cures that can apparently solve all of live's problems in a single use. It was tough work at first, but he got the hang of it and began peddling useless goods to common folk who didn't know any better.
First, it was things like "Buckwood's Miracle Cure; Polio be-gone!" but that didn't work because they would go and try it out on a sick individual and find out his fraud right away. Then, it was things like Miracle Bait or Insta-Grow, things that hunters and farmers would have to go out into the fields and try out before they discovered they'd been had, and by then Buckwood would be out of town.
His parents eventually passed away, but Buckwood had found his calling.
Eventually, he ran into some people who were more perceptive than the others, and even worse, people who were perceptive AND angry. That's why he carries around several hidden knives in various useful places on his person. His sleight of hand can have it so a person can be on the floor with a knife in their leg before they even realize Buckwood's got out of his chair.
And so, for the last decade, he's been wandering the developing west, pulling scams and cheating people out of their hard-earned money. Even if he get's shot, he'll die doing what he loves.
Extra |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.