Ansgar watched the servo skulls pass by his position, watching them fade into invisibility, his position didn't change beyond bringing the scope up to his eyes, checking to see if he could detect them as they departed through the scope. No luck, which was unfortunate, he would have to rely on other means for detecting the servo skulls whenever they deployed whatever was making them invisible. Of course, he put that to the back of his mind, focusing on the task at hand while the Psyker decided to run her mouth off about beginning to withdraw, ever so certain in her modified tools that had not been tested in this kind of situation yet, not with their new modifications. No, that would be both arrogant and foolish to just withdraw under the assumption that they would complete their job before completing it.
"Ma'am, beginning extraction movements before the mission is completed based on the assumption that equipment, untested with its current modifications, will complete the objective is reckless and foolhardy. Should they fail, that places us even farther away from the target, with the Orks alerted to the fact their other position is targeted already. Which means a fight, which they will swarm, to my understanding." Leave it to be that, for the Krieger, the most he had spoken in a given period of time was admonishing another for what he saw as a foolish suggestion. He still remained opposed to the idea of having relied on modified mechanical tools to do their job, but the Celestian had decided to go through with it, so that was that and he would not be saying anything further on the matter in that regard.
Glancing back to meet the Psyker's violet gaze, Ansgar narrowed his eyes slightly at the fact she had gone and removed her helmet already, like this was some training expedition on a pleasure world instead of in an abandoned storage building in the rain. Though the fact that he had insulted both the handiwork of their resident Tech Expert, for lack of better terms, and the Psyker meant little to him. He said what he saw was necessary, and left it at that. Turning back to his scanning of the approach to the main door, he would do several checks with his eyes, before bringing the scope up and using its low light settings to amplify the shadows that he could not readily make out with his own natural vision. The only noise that could be heard now from the Krieger was the slight wheeze that was tell tale of the Krieg issued rebreather, not loud enough to alert their surroundings however, as they would have not been issued then.
Don't rely on the person playing a Krieger, who is likely to just continue his watch of the door, to post first. My post would, at the moment speaking realistically, be at best a paragraph long.
"Greasing palms, extorting sources, and the odd assassination. All ends to a mean, even if my compatriots find it incredibly...distasteful."
Age: 104
Gender: Male
Race: Non Enhanced Hume
Former Allegiance: The Iron Jackals
Role: Scout
Personality: Unlike quite a few members of the Iron Jackals, Ansgar is often compared to a more vicious Snowstone in belief, seeing the only path to peace being to force the complete and unconditional surrender of the Skullfire Fangs and Kujat. Far as he is concerned, the only way that will happen is through the Iron Jackal approach of total warfare against them. He is not concerned with retaking any lost home, having been part of a minority of unenhanced humes that have been on the run for far too long to have any real home. He does see the wild war dances and chants as barbaric, however, and rarely participates in such things, preferring a more practical, civilized approach to his job, often times finding himself at odds with the more zealous natured of his fellow Jackals. However, his belief in that Sansavi is the only God Child actually doing something for securing the peace of the world thus far, even if it is only in the short term, by curbing the actions of the Skullfire and Kujat in open warfare.
Outside of his beliefs, Ansgar is a quiet man, operating on secrets and misdirection, never overtly making threats or speaking to others, enjoying his obfuscating ways and general deceptions. Even close allies cannot reliably expect to be given a straight answer, the scout taking pleasure in giving away as little information as possible. While he can be trusted to complete a tasking or job, how he chooses to do it, he maintains, remains his decision alone, meaning that while he might not do something the way others want, he will get a job done or die trying. He holds an extremely deep seated hatred for the Skullfire Fangs Enhanced Humes, more so than is typically healthy even for an Iron Jackal, willing to engage in activities against a Skullfire target that would disgust the more frontal warriors of the Jackals. But, far as he is concerned, what they don't know won't hurt them.
Physical Description: Standing at 5'8" and weighing barely over 140lbs, Ansgar blends in well with most Humes (That are either non enhanced or do not bear their enhancements openly). His hair has greyed prematurely, for a Hume, and his silver eyes seem to always be monitoring his surroundings for the slightest thing out of place. When out in the field, especially in sandstorms, he keeps a pair of tinted goggles and outfit matching shemagh scarf on his person to protect his exposed head from the elements.
History: Ansgar was originally born in one of the Anti- God Child groups that lived out in the fringes of settled territory, his family able to directly trace back their lineage to the first of the Humes to flee the Skullfire mandate to engage in cybernetic enhancement, or be brutally executed. However, as he grew up, he found himself disagreeing with the complete anti God Child sentiment the group leader had, seeing them as beings capable of fighting other God Childs, even if he didn't think them worthy of worship. This created tension between Ansgar and his family, eventually culminating in an ultimatum. Stop the nonsense of working with God Children to fight other Gold Children, or leave.
Packing his bags, Ansgar left, his family on the edges of the Iron Jackal territory at the time of his departure at the young age of twenty years old. He would spend quite a few years wandering the desert, before finally approaching the smallest of the Grand Mastiffs, seeking to join the Iron Jackals properly at the age of twenty three. Though he was scrutinized for being raised as an anti God Child rebel, he was accepted all the same, though he was wise to keep his views on the God Children to himself and toe the line when necessary. To the credit of his superiors, they also didn't probe too intently into his beliefs and past as long as he overtly toed the line, but kept a very close eye on his personal communications in case he was infiltrating the Jackals to lash out against Sansavi from within her own faction.
Over the next eighty years, however, Ansgar would prove himself as an exceptional scout, ranging out easily into the sands and ruins of the world, whenever tasked with finding out enemies and ideal ambush locations against them once found. With stealth and growing experience he would serve with distinction, vanquishing any doubts that he was still an anti God Child sympathizer in time, though he never was advanced high in the ranks of the Iron Jackals because of it, even as he proved his loyalty time and time again. He was always seeking out trouble, and the ways to quell it, even if his orders were technically written otherwise, it was the truth of the matter.
Ansgar was on his way back from a mission when the Sixth Awakening occurred, a knot in his gut forming in response, and upon his reporting back to the commanders, he promptly requested to know what had happened. Upon being informed of the Sixth God Child's awakening, he promptly informed them he would be departing for the Lotus Mirage to assist in whatever capacity they needed of him. While attempts to talk him out of it were made, no one could stop him from vanishing into the sands, much like how he arrived, heart and mind intent on reaching the Lotus Mirage and serving their cause as faithfully as he had the Jackals.
Skills:
Close Quarters Combat - Covering a mixture of vicious brawling tactics and martial prowess with pistols makes Ansgar a dangerous, unpredictable foe in close range combat.
Coercion - Whether it be gathering information from dissadents and refugees, or extracting intelligence from captured enemies, forcing someone to cooperate tends to be right up Ansgar's alley.
Infiltration - Even by Scout standards, Ansgar is a slippery sort, fading past alert sentries and security systems with practiced ease, having spent most of his life doing just that.
Absolver Tech:
Slot 1 - Primary Armament - Paired Revolvers- While appearing archaic in nature, as intended by Ansgar, the paired revolvers are just as dangerous as any contemporary, more practical appearing firearms. Drawing directly from his Absolver Suit to reload the weapon as he fires via its manufacturing capabilities, salvaging the spent casings to restore some of the Zyphan battery power lost, he negates needing to reload while still utilizing solid rounds. Utilizing a specific design, the cylinders shift forward when the hammer is drawn back, forming a gas seal and allowing for, coupled with sub sonic rounds and the barrels being integral suppressors, a weapon suitable for stealth operations. Ansgar also has access to several other rounds, manufactured as needed, when stealth is not a concern. This includes Armor Piercing rounds, the aforementioned sub sonic rounds, and hollow points for softer targets. For special need, he can always load up schematics for other ammunition, though this is a case by case basis and not at all standard operating procedure for Ansgar.
Slot 2 - Secondary Armament - Patrol Shotgun - While not Ansgar's go to weapon when working, sometimes he just needs the loud, intimidating value of a close range blast of buckshot. Unlike his primary weapons, he has to hand load the shotgun whenever he materializes it through his Absolver Suit, 10 Gauge equivalent shells being manufactured and kept supplied on the side of the shotgun receiver. This makes it a loud, hard kicking weapon that compliments his close range preferences, when his pistols won't cut it at any rate. He only has two ammunition schematics loaded for his shotgun, that being a classic buckshot and slug shot, though much like his revolvers, he can have further schematics loaded up for a case by case basis, as needed for specific missions.
Slot 3 - Special Ability - Sand and Stone Manipulation - Unlike other recon elements that rely on stealth systems in their Absolver Suit, Ansgar has no need for such things when he practices and maintains his own practice in remaining unseen and undetected without such things. As such, he prefers to maintain a system that allows him to control and direct sand, and stone to a lesser extent, to his will. A trick he is fond of is to whip up a small sandstorm, engulfing an enemy patrol and attacking under cover of blinding sand, protecting himself with goggles and shemagh scarf, Absolver HUD projected onto his retinas to allow him to see fine and gain the advantage of surprise.
Equipment & Accessories: - Combat Knife: At a glance, Ansgar's backup combat knife is nothing too fancy. However, upon closer inspection, one can understand why he bothers to carry it when his paired revolvers have bayonets, to put it bluntly. Firstly, for silent elimination of targets and in general, its a more dexterous and precise option than the slash and shoot methods that define the revolver combat. Secondly, the tip of the knife forms a triangular point, complicating attempts to treat stab wounds from the weapon. As an aside, Ansgar enjoys using the combat knife more than might be healthy, though he knows full well against most foes he's better off with his main weapons.
- Field Survival Kit: For extended operations away from resupply and friendly locations, Ansgar carries a small satchel with, among other things, a filtered straw, fire starters, crude navigational devices, and basic first aid tools to stitch himself or others back together long enough to get proper medical attention. Useful, considering Ansgar's lack of armor, favoring mobility and discretion over the, albeit valid, advantages even light body armor might provide. Also packed into the kit is a pair of goggles, to protect his eyes from the element, and a shemagh scarf to cover his face and head against identification and elements.
- Moon Pendant: Part of two heirloom Pendants, Ansgar cherishes the heirloom he directly received more than anything else in his possession, refusing to part ways with it at any time and always wearing it under his clothing.
Miscellaneous:
The Sixth Child's Gift:
One of two pendants handed down from father and mother to son and daughter, respectively. Ansgar refuses to discuss how he came to possess both pendants, though the significance of the pendant's sentimental value should not be underestimated.
Finally got my fellow knocked out, apologies for the delay though, sure as sure.
ANSGAR STAUDINGER
"Greasing palms, extorting sources, and the odd assassination. All ends to a mean, even if my compatriots find it incredibly...distasteful."
Age: 104
Gender: Male
Race: Non Enhanced Hume
Former Allegiance: The Iron Jackals
Role: Scout
Personality: Unlike quite a few members of the Iron Jackals, Ansgar is often compared to a more vicious Snowstone in belief, seeing the only path to peace being to force the complete and unconditional surrender of the Skullfire Fangs and Kujat. Far as he is concerned, the only way that will happen is through the Iron Jackal approach of total warfare against them. He is not concerned with retaking any lost home, having been part of a minority of unenhanced humes that have been on the run for far too long to have any real home. He does see the wild war dances and chants as barbaric, however, and rarely participates in such things, preferring a more practical, civilized approach to his job, often times finding himself at odds with the more zealous natured of his fellow Jackals. However, his belief in that Sansavi is the only God Child actually doing something for securing the peace of the world thus far, even if it is only in the short term, by curbing the actions of the Skullfire and Kujat in open warfare.
Outside of his beliefs, Ansgar is a quiet man, operating on secrets and misdirection, never overtly making threats or speaking to others, enjoying his obfuscating ways and general deceptions. Even close allies cannot reliably expect to be given a straight answer, the scout taking pleasure in giving away as little information as possible. While he can be trusted to complete a tasking or job, how he chooses to do it, he maintains, remains his decision alone, meaning that while he might not do something the way others want, he will get a job done or die trying. He holds an extremely deep seated hatred for the Skullfire Fangs Enhanced Humes, more so than is typically healthy even for an Iron Jackal, willing to engage in activities against a Skullfire target that would disgust the more frontal warriors of the Jackals. But, far as he is concerned, what they don't know won't hurt them.
Physical Description: Standing at 5'8" and weighing barely over 140lbs, Ansgar blends in well with most Humes (That are either non enhanced or do not bear their enhancements openly). His hair has greyed prematurely, for a Hume, and his silver eyes seem to always be monitoring his surroundings for the slightest thing out of place. When out in the field, especially in sandstorms, he keeps a pair of tinted goggles and outfit matching shemagh scarf on his person to protect his exposed head from the elements.
History: Ansgar was originally born in one of the Anti- God Child groups that lived out in the fringes of settled territory, his family able to directly trace back their lineage to the first of the Humes to flee the Skullfire mandate to engage in cybernetic enhancement, or be brutally executed. However, as he grew up, he found himself disagreeing with the complete anti God Child sentiment the group leader had, seeing them as beings capable of fighting other God Childs, even if he didn't think them worthy of worship. This created tension between Ansgar and his family, eventually culminating in an ultimatum. Stop the nonsense of working with God Children to fight other Gold Children, or leave.
Packing his bags, Ansgar left, his family on the edges of the Iron Jackal territory at the time of his departure at the young age of twenty years old. He would spend quite a few years wandering the desert, before finally approaching the smallest of the Grand Mastiffs, seeking to join the Iron Jackals properly at the age of twenty three. Though he was scrutinized for being raised as an anti God Child rebel, he was accepted all the same, though he was wise to keep his views on the God Children to himself and toe the line when necessary. To the credit of his superiors, they also didn't probe too intently into his beliefs and past as long as he overtly toed the line, but kept a very close eye on his personal communications in case he was infiltrating the Jackals to lash out against Sansavi from within her own faction.
Over the next eighty years, however, Ansgar would prove himself as an exceptional scout, ranging out easily into the sands and ruins of the world, whenever tasked with finding out enemies and ideal ambush locations against them once found. With stealth and growing experience he would serve with distinction, vanquishing any doubts that he was still an anti God Child sympathizer in time, though he never was advanced high in the ranks of the Iron Jackals because of it, even as he proved his loyalty time and time again. He was always seeking out trouble, and the ways to quell it, even if his orders were technically written otherwise, it was the truth of the matter.
Ansgar was on his way back from a mission when the Sixth Awakening occurred, a knot in his gut forming in response, and upon his reporting back to the commanders, he promptly requested to know what had happened. Upon being informed of the Sixth God Child's awakening, he promptly informed them he would be departing for the Lotus Mirage to assist in whatever capacity they needed of him. While attempts to talk him out of it were made, no one could stop him from vanishing into the sands, much like how he arrived, heart and mind intent on reaching the Lotus Mirage and serving their cause as faithfully as he had the Jackals.
Skills:
Close Quarters Combat - Covering a mixture of vicious brawling tactics and martial prowess with pistols makes Ansgar a dangerous, unpredictable foe in close range combat.
Coercion - Whether it be gathering information from dissadents and refugees, or extracting intelligence from captured enemies, forcing someone to cooperate tends to be right up Ansgar's alley.
Infiltration - Even by Scout standards, Ansgar is a slippery sort, fading past alert sentries and security systems with practiced ease, having spent most of his life doing just that.
Absolver Tech:
Slot 1 - Primary Armament - Paired Revolvers- While appearing archaic in nature, as intended by Ansgar, the paired revolvers are just as dangerous as any contemporary, more practical appearing firearms. Drawing directly from his Absolver Suit to reload the weapon as he fires via its manufacturing capabilities, salvaging the spent casings to restore some of the Zyphan battery power lost, he negates needing to reload while still utilizing solid rounds. Utilizing a specific design, the cylinders shift forward when the hammer is drawn back, forming a gas seal and allowing for, coupled with sub sonic rounds and the barrels being integral suppressors, a weapon suitable for stealth operations. Ansgar also has access to several other rounds, manufactured as needed, when stealth is not a concern. This includes Armor Piercing rounds, the aforementioned sub sonic rounds, and hollow points for softer targets. For special need, he can always load up schematics for other ammunition, though this is a case by case basis and not at all standard operating procedure for Ansgar.
Slot 2 - Secondary Armament - Patrol Shotgun - While not Ansgar's go to weapon when working, sometimes he just needs the loud, intimidating value of a close range blast of buckshot. Unlike his primary weapons, he has to hand load the shotgun whenever he materializes it through his Absolver Suit, 10 Gauge equivalent shells being manufactured and kept supplied on the side of the shotgun receiver. This makes it a loud, hard kicking weapon that compliments his close range preferences, when his pistols won't cut it at any rate. He only has two ammunition schematics loaded for his shotgun, that being a classic buckshot and slug shot, though much like his revolvers, he can have further schematics loaded up for a case by case basis, as needed for specific missions.
Slot 3 - Special Ability - Sand and Stone Manipulation - Unlike other recon elements that rely on stealth systems in their Absolver Suit, Ansgar has no need for such things when he practices and maintains his own practice in remaining unseen and undetected without such things. As such, he prefers to maintain a system that allows him to control and direct sand, and stone to a lesser extent, to his will. A trick he is fond of is to whip up a small sandstorm, engulfing an enemy patrol and attacking under cover of blinding sand, protecting himself with goggles and shemagh scarf, Absolver HUD projected onto his retinas to allow him to see fine and gain the advantage of surprise.
Equipment & Accessories: - Combat Knife: At a glance, Ansgar's backup combat knife is nothing too fancy. However, upon closer inspection, one can understand why he bothers to carry it when his paired revolvers have bayonets, to put it bluntly. Firstly, for silent elimination of targets and in general, its a more dexterous and precise option than the slash and shoot methods that define the revolver combat. Secondly, the tip of the knife forms a triangular point, complicating attempts to treat stab wounds from the weapon. As an aside, Ansgar enjoys using the combat knife more than might be healthy, though he knows full well against most foes he's better off with his main weapons.
- Field Survival Kit: For extended operations away from resupply and friendly locations, Ansgar carries a small satchel with, among other things, a filtered straw, fire starters, crude navigational devices, and basic first aid tools to stitch himself or others back together long enough to get proper medical attention. Useful, considering Ansgar's lack of armor, favoring mobility and discretion over the, albeit valid, advantages even light body armor might provide. Also packed into the kit is a pair of goggles, to protect his eyes from the element, and a shemagh scarf to cover his face and head against identification and elements.
- Moon Pendant: Part of two heirloom Pendants, Ansgar cherishes the heirloom he directly received more than anything else in his possession, refusing to part ways with it at any time and always wearing it under his clothing.
Miscellaneous:
The Sixth Child's Gift:
One of two pendants handed down from father and mother to son and daughter, respectively. Ansgar refuses to discuss how he came to possess both pendants, though the significance of the pendant's sentimental value should not be underestimated.
Having a worst part does not men there's a good part. Only that there's a part worse than the others
Oh I wouldn't be so sure, there could be a good part of the warp and Chaos is just holding out on us. Some warpside resort maybe, ride the waves of the Immaterium, or just relax on a beach made up of fragments of conscious thought.
Production Model: Cromhill Industries Mk.IV Male Variant
Mech Nickname: Cú Chulainn
SAC-C Nickname: Scáthach
Owner: Ansgar Staudinger
- Technical Details - The Cromhill Industries Mk. IV is a discontinued line of Mechs, Cromhill Industries now out of business, and was built early on in the production years of combat mechs once the initial problems were solved. Envisioned as a vanguard model, leading Lances and drawing fire, clearly influenced its construction and choices that departed from where Mech units would eventually find themselves, role wise. The Mk. IV is, even by contemporary standards, extremely armored to the point it affected an unmodified Mk. IV's mobility, something that contributed to its inevitable downfall from mainline use as more agile foes would make themselves known. Another problem that plagued pilots was the heat generation, the cockpit being uncontrolled atmosphere wise, forcing pilots to don specially designed coolant and void sealed suits when operating in atmosphere's that did not, or would not, support normal life operations. Critics quickly pointed out these countless flaws, ignoring what the few remaining Mk. IV owners would point out as strong points, and they remain a mostly forgotten point in history.
William Staudinger (Ansgar's Father) picked up a Mk. IV when he was in his mid teens, needing a cheap Mech and was willing to take risks with something seen as a failed experiment in Mech development. Dubbing the Mk. IV 'Cú Chulainn', William set about retrofitting a great deal throughout his life. Firstly was the installation of a SACC module, due to its original being stripped and installed elsewhere when mothballed. The SAC-C would develop into quite the matronly figure, with underlying viciousness and cold application of logic, though William would die before giving her a proper name. Next was the repairing and updating of the power plant, woefully underpowered for the weight class the Mk. IV fell into, utilizing the fact its power generator space was overly large for modern power plants, giving it a power plant that blew the Mk. IV's power problems out of the water and maintained an almost unreasonable surplus of energy. 'Cú Chulainn' was still slower than standard mechs, but it didn't risk overtaxing the system and burning out or shutting down the mech, and did improve its speed somewhat, but that would be like saying it went from a crawl to a walk.
Next on William's checklist was the control system, which currently uses a, albeit still outdated, manual control system that was more intuitive and easier on the pilot to use than its original, highly complex input systems. Entry to the cockpit still was through the back of the torso, pilot crawling past internal munitions racks and loaders along a claustrophobic path, narrow enough to prevent being able to turn around in, to haul themselves up into a, at a glance, cramped head cockpit. However, once settled in, everything was within extremely easy reach, making it rather easy to operate once actually online and moving. Other internals, including replaced servos, electronic suite upgrades, munitions and other systems required for effective operations meant that, outside of the externals, very little of the original Mk. IV existed by the time Ansgar Staudinger inherited the Mk. IV, which has seen most of his overhauls done in the weapons department instead as his father had kept the internals where they needed to be.
The Primary Armament on 'Cú Chulainn' is the prototype rail cannon, code named Gáe Bolg, on the right arm at the elbow joint. The weapon utilizes a variant ammo system that uses an internal magazine that slightly protrudes from the bottom of the weapon, and loads caseless ammo from loaders in the right side of the Mk. IV's body, eliminating the need for a means of ejecting spent casings. Second, as it is a rail weapon, it generates very little recoil though the spike in power draw does give it away. Being smoothbore, the weapon can and does maintain a small surplus of specialist rounds. The majority of its on board rounds are APDS, Armor Piercing Discarding Sabot, rounds that are designed for hunting other Mechs, Tanks, and typically anything with heavy armor. Also on board are several AP Incendiary shells, designed for follow up attacks against either softer targets, such as troop transports, or strikes against weak points in armor. Upon piercing armor, the shell ignites on board fuel and maximizes the spray of burning substance across anything that is within reach internally. Oddly, these shells are ineffective against ground targets due to the AP nature of the shells causing them to bury into the ground before deploying incendiary second stage, due to not being designed to deploy until impact.
Secondary armaments include its torso mounted missile rack, cover swinging open on hydraulics to expose five missiles at a time. Curiously, the original Mk. IV carried Surface to Air missiles in this rack, designed to fire upon incoming aircraft before they could engage the lance. However, once field tests concluded that the fact the missile rack was poorly located for anti air munitions (requiring the torso to be squared away with the incoming aircraft) most remaining Mk.IV units in service have replaced the missiles used. 'Cú Chulainn' utilizes missiles that are designed to cripple and disable hard targets at range, setting up shots from the Gáe Bolg by crippling motor functions (such as treads and leg motors), sensors, and other external modules that allow a hostile unit to function.
Tertiary weapons reside on its left arm, the manipulator arm being reinforced and capable of engaging in close combat, grappling or striking against opponents should the need arise. More notable is the CQB module mounted on the external part of the 'forearm' of the left arm, which in fact use heat generated by the Mk. IV to provide an ignition source for the twin nozzled flamethrower housed in the forearm. While this is, obviously, intended as an anti infantry weapon, it can be used against emplacements and other hostile targets that have poor heat management.
Outside of weapons, the Mk. IV has a crude ECM suite, capable of protecting itself from external attacks. However, it lacked reliable means of disrupting missile attacks using electronic counter attacks against target locks, instead utilizing an older method. Deploying countermeasures such as Chaff (against any directed missiles via methods such as radar) and flares (against heat seeking weapons) give the Mk. IV a surprisingly flashy and distracting method of defense against guided weapons. Besides viewing ports in the head, the Mk. IV uses cameras spaced about the head, with backups elsewhere, providing a simulated 360 degree view that is designed to project directly onto screens inside the cockpit of the Mk. IV, allowing the pilot to look around and spot targets, with SAC-C assistance.
Personality: Ansgar is a fairly relaxed soul, unflappable in the face of even the strictest or most hard headed of commanders, and finds it entertaining watching them needlessly freak out or lose their cool over the slightest thing going wrong. He is open to a fault, being blunt with anything that he says and having zero qualms saying it to their face as well. Having been around the block a couple times now, he lets experience and hard learned lessons show, never acting rashly since he rarely has anything to prove as far as he is concerned. Ansgar definitely enjoys a good fight, hunting down targets with a frightening amount of efficiency that isn't betrayed by his off duty nature of staying laid back and just relaxing. When it comes down to a fight, be it in his Mech, a bar brawl, or otherwise, he's a proponent of finishing things as fast as possible, meaning striking someone down in one blow and moving on. He also has no qualms facing death, making sure that he is at peace with his God every day he wakes up, in case its his last, and always has his affairs in order, simple as they are, just in case.
Background: The Staudinger family used to be of some note several generations ago, a noble family in the Republics, but by the time of even Ansgar's father, William, this was a wistful dream at best for the more generously minded of those who still remembered their name at all. His father had already sold off pretty much anything remaining to the family name to buy one last Mech, a Mk. IV, and spent his waning years preparing it for his son, Ansgar. Ansgar was raised as a soldier, a pilot, to be fighting tooth and nail to survive to see the following day, and for his credit, he kept a pretty good humor about it. Ansgar would, and never will, speak ill of his father, who had equipped him for just that, to survive a lifetime of conflict. Ansgar would leave his father behind, per his wishes, vanishing to the stars and abandoning the Republics space completely, at the time a barely eighteen year old rookie taking his chances in the stars.
That was thirty years ago for the now aging man, a man who had seen warfare across enough planets that he has lost count and see fights on both sides of most any faction in conflict now. This has only tempered Ansgar, who continues arriving at one hotspot from the last, using a fair amount of his income to keep his ancient Mk. IV up and running, his oldest partner being his SAC-C, whom some associates jokingly refer to as Mrs. Staudinger, though he doesn't speak her name outside of when he is in the Mk. IV itself. Somewhat surprisingly is his continued lack of loyalty to any single cause, being sworn to no Liege or faction. This isn't because of anything like being unwelcome, he just has yet to find anyone he finds interesting enough to follow into warfare, the young princes and princesses of the current generation boring him a bit. So he wanders from fight to fight, keeping himself afloat, drifting with his Mech, his SAC-C, and living life as it approached him.
Motivation(s): Ansgar is, in the short term, looking for a good fight, whether by following a lord or lady or by freelancing, and to keep himself afloat. Preferably doing both at the same time, if at all possible. He expects to follow in his family steps and find himself in a no win situation, where he goes down swinging and takes as many of the poor fools facing him along as possible, and that suits him just fine, far as he is concerned. He ain't interested in getting old and fat on some farm, and passing away on his ass.