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Now I need a theme song for ol' Ansgar...
@Andromedai Done and done.
Name:
Ansgar Staudinger

Death Korp Trooper Number:
Trooper 17431

Appearance:


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.
I know what we need, we need a Krieger. I am making it so.
@The Kid Lantern I completely missed the titanpad it seems, haha.
It has begun, I do suppose its time to draw someone up for this, yes?
Would definitely like to be running with the Master of Arms, sure as sure.
Most excellent, most excellent indeed.
Quote: "There are things that we cannot fathom, yet we still fight like children with parents absent?"

Theme Song

Name:
Isaac Vaughn

Alias:
Lovecraft

Age:
44

Powers and Skills:
His mind has warped from exposure to the, best forgetten, places between dimensions, causing him to snap and become a shell of the man he used to be. His mind wavers between this reality and the "truth of things", seeing what people and his surroundings are when plunged into the madness of the inbetween, and allows him to channel the cold void between spaces when in this mindset. Isaac retains his SAS combat training, both in melee and at range with various weapons, making him dangerous even when his mind is stable. When unstable, his skill with weapons varies chaotically, although often times they are unnecessary due to manifesting things that should not be from between planes, commonly shielding himself and lashing out with tendrils of frigid, nearing absolute zero, darkness for a lack of better terms.

Weaknesses:
Despite his training and powers, he is still just a man beyond that compared to metahumans and superhumans in general. Subject has a warped sense of reality, slipping into a state of mind that could be best described as sheer madness, claiming to see everything around him for what it really is, making him dangerous to be around to allies as well as enemies. Even when stable, he shows a lack of teamwork that once defined his life, perhaps a side effect of his condition, and often times shows fatalistic pessimism, and a general devil may care attitude about how life turns out, convinced that his own well being is irrelevant compared to the happenings of the cosmos and in between them, showing a lack of concern for his life.

Personality:
Isaac is a quiet man when he retains control of his faculties, preferring to speak little and act greatly rather than speak boldly and not act. This comes from his military time, and even before then, as he always had an introverted streak that would make him an odd leader, preferring to let a team speak and hear them all out before offering a comment or disagreement that often was pinpointed on how it would unravel an entire plan or idea. Polite and amiable beyond his quiet tendency, one would be forgiven as to wonder why Isaac would be kept by himself, in a room reinforced with several inches of steel and often provided food only when he could prove his sanity long enough for someone to slip a tray in past the door. His alter ego is a jarring shift that might as well not be related to Isaac at all.

When his mind warps, Isaac becomes something completely different. Laughing and crying in equal measures, he throws himself into situations with wild abandon, often speaking things that are utter madness to others that might not, and usually do not, make any sort of sense what so ever. His interpersonal interactions while warped are nonsensical, often times lashing out verbally or physically at anyone who dares engage him during his mind breaks. This mindset often bleeds over into his normal self, often times twitching or making comments that are out of place, such as on how people appear outside themselves or otherwise things that only make sense to someone who has seen things that should have completely blasted his mind out of his head.

Appearance:
Isaac stands at about 5'10" tall, with a fairly thin build that, other than muscle that he retains, is remarkably thin and almost, to the untrained eye, malnourished at the best of times.


Biggest Claim(s) to Fame:
Was tasked with leading a British black op investigating superhuman activities involving Stonehedge. Isaac would chase the cult of superhumans across the globe, from London to Cairo to Tokyo even, storming hideouts and fighting raving madmen powered by their own abilities and something else, usually manifesting in corruption that caused men to go mad when coming into contact and often, for their own good, being put down. Isaac was haunted by having to put his own men down during his pursuit of this cult, as he chased them closer and closer to Stonehenge, expecting their leader and some lunacy of a ritual, at worst, and vengeance for those who had fallen during the pursuit.

Isaac could only wish that the reality was that innocent.

Isaac would find Stonehenge quarantined off by the British Royal Army, surrounded by a creeping, unnatural corruption that was barely contained by the Royal Army, and was spreading. Isaac and his men donned full CBRN attire, which seemed to work against the black, tarry substance as the squad advanced into the infested area. Isaac refuses to discuss what transpired at the core of Stonehenge, but he lost his entire team and was corrupted by whatever the cult was attempting to summon. Isaac had reached the center circle of Stonehenge, apprehending their leader before he could finish the rights, but the man killed himself and tried to use his life force to finish the ritual.

Isaac would be incarcerated after an outbreak, several months after the events at Stonehenge that were covered up by the British government, the incident ending up slaughtering a platoon of Royal Marines prior to being subdued. He was tossed into a maximum security facility, remaining in solitary confinement with nothing but his thoughts, and other beings thoughts, for four years after the event, where he continues to remain alone and isolated.

How Long Have You Been in Prison: 4 Years of Solitary Confinement

Notes:
Prefers not to sleep if he can help it, haunted by nightmares of things in between realities at the best if times.
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