PDA

View Full Version : Departmento Munitorum Archives



Jarms48
01-02-2014, 04:06 AM
[*Ordos Xenos; Imperial Inquisition:*]
[*Personnel Request:*]
[*Storm Trooper:*]
[*Remus, Julianus*]

http://img835.imageshack.us/img835/5024/stormtroopersquad2.jpg

The Remus family is best described as an old tree, containing hundreds of branches and thousands of leaves. Withering and yet sprouting new life over the course of millennia. Each child of a successive generation has the ability to sprout another branch, but like most gardens it must be pruned. If one of its daughters marries out, their first born must be of the Remus name. Those exhibiting mutant traits are expunged or bastardized. Luckily for my eldest sister, the Remus family accepts those with psychic traits, however, any children she may foster will also be bastardized. Remus will only accept pure stock.

And I've always hated it...

Name: Julianus Remus
Age: 48 Terran Years
Gender: Male
Race: Human
Position: Inquisitorial Storm Trooper


Active* Siblings:
- Inquisitor Chrysanta Remus, deployed on Inquisitorial runs across outlying Imperial Sectors.
- Sororitas Hospitalar Roxanna Remus, deployed on Gravio II. Tending to victims of recent viral outbreak, under the banner of the Sisters of the Sacred Watch.
- Commissar Aeton Remus, allocated to 156th Corilithian Infantry Regiment.
- Colonel Balios Remus, commanding officer of 627th Corilithian Armoured Regiment.

* Note these reports detail latest generation of family Remus, for retired personnel or extended family of similar generation please search out a Scribe of the Ordos:
- (Deceased) Kephas Remus, former commander of 156th Corilithian Infantry Regiment.
- (Infant) Solon Remus, currently undergoing Schola Progenium conditioning.

Personality:
- Gruff
- Stern
- Loyal
- Questioning

Weapons:
- Hotshot lasrifle; these high-energy weapons are more potent and destructive than common Lasguns, drawing on external energy sources for a more penetrative shot, but also more complex, requiring reinforced barrels, thermal-cooling cells and gyro-stabilized power packs.

- Hotshot pistol; is a pistol version of the hotshot lasrifle.

- Combat knife; primarily designed for utility use, clearing foliage, chopping branches for cover, opening ammunition crates, etc, in addition to their role of close-quarter combat weapons.

- 2 Fragment grenades; are very simple in design and effect, consisting of a central explosive core with a fuse inserted, wrapped by iron or ceramic bands, and further covered by a sheathing. Upon detonation, irregular chunks of the casing and bands are propelled at high velocity into the nearby surrounding area.

- 2 Bright grenades; the flash produced momentarily activates all photoreceptor cells in the eye, making vision impossible for approximately five seconds, until the eye restores itself to its normal, unstimulated state. The loud blast is meant to cause temporary loss of hearing, and also disturbs the fluid in the ear, causing loss of balance. The concussive blast of the detonation can still injure, and the heat created can ignite flammable materials such as fuel.

- 1 Melta bomb; are heat-based weapons which work by sub-atomic agitation of the air. Targets on the receiving end are heated to the point of being vaporised. The effect on flesh is fearsome to say the least, while vehicles can be reduced to molten slag. Most melta weapons use highly pressurized pyrum-petrol gases with a two part injection system which forces the gases into a molecular state, which will vaporise just about anything. Unfortunately, due to the high power consumption and range dissipation, the weapon is only effective over very short distances, but anything caught in the blast is likely to be destroyed.

Equipment:
- Carapace armour: Typical armour kit, forged from plates of armaplas fashioned into a complete suit. Forge world stamp of the Seventh planted on the middle of back neck ring, Inquisitorial -I- displayed on right shoulder guard and upper left chest;

- Matching helmet: Armaplas ballistic helmet, with attached targeter and secondary helmet lamp powered by an independent battery or miniature motor. An Imperial eagle is stamped upon the front, along with a manufactorum stamp of the Seventh imprinted underneath at the top of the dome.

- Rebreather mask: Polymer visor is capable of several visual modes including, night vision and thermal. Visor is capable of tinting in the event of blinding lights , it is powered by an independent battery or motor mounted at the back of the helmet;

- Auspex: Electronically accessed in Remus' visor optics, this simple device displays a forward 90 degree cone which detects movement up to varying increments. These being 10, 20 or as far as 40 metres;

- Microbead: A small ear mounted communication device for short range communication between Inquisitorial team members or if required external sources - those being elements of local PDF, stationed Guard Regiments or militia forces. Upon the ear pieces mounting plate is the Manufactorum stamp of the Seventh.

- Tan fatigues: Typical operating uniform for the Inquisitorial militant, though camouflage patterns and standard kit are changed during assignment and operating theaters. Remus routinely swaps between standard uniform worn on base to that of white fatigues during assignment on planet Venatora

Background:
Julianus of the family Remus. A family of some renown its sons and daughters having a long standing tradition of attending the Schola Progenium becoming members of the Inquisition, the Commissariat, Adepta Sororitas or the Imperial Guard. For Julianus however he was destined to a life of duty to protect and provide security in the halls of the fortresses of the Inquisition. He has been allocated to several Inquisitors for numerous assignments, tasks which have led him to believe the result of all things falls to the cursed gods and leaving him suspect of rooting out cult activity wherever it be found.

He was born the sixth child of his generation, his older siblings often left him envious by their own successes or current positions of notably higher standard. His sisters, a Soroitas Hospitalar and a Ordo Xeno Inquisitor, the latter personally requesting his services to merely rub it in. Something that left him wondering if she ever truly grew up or how she even became an Inquisitor in the first place. His brothers two officers of the Guard and a Commissar; the oldest son a man who Julianus no longer considered his brother, having led to the death of another one of his older male siblings.

His home world, routinely called the First that being it is the capital of the Sector and coincidentally the first to be colonized by man. A high tech system at the back end of the universe, now at war with the Tau Empire as those young xenos continually attempt to expand their sphere. Julianus would have rather signed himself up to the Guard, fighting and dieing for his home, not here, not for family tradition on some far flung backwater he hadn't even heard of.

Abilities:
Did I ever tell you about my sister? (Passive) There are somethings Julianus may never admit about his sister, her so called 'pranks and jokes'. Her immature nature during his time at the Schola Progenium, and even the odd occasion during his time in the Ends. This has left him with a slight resistance against telepathic abilities. One might naturally develop a defense against the famed 'stop hitting yourself'.

Aim for the optics: (action for one turn, one turn cooldown) Remus trains his weapon to helmet visors and the like, in the hopes of dispatching or throwing off the targets aim. Leading to enemy disorientation, blinding, or missing skulls.

Target the limbs: (action for one turn, one turn cooldown) Some targets can only be disabled by crippling limbs, the trooper seeks these weak points by targeting arms and legs, or other appendages it may have. Such sudden force can cause enemies cascading into the ground.

Suppression! (action for one turn, one turn cooldown) He hears the call for his peers to advance, peaking out from refuge he hammers in his weapons trigger. In every attempt to keep his enemies heads down.

Fire weapon: Sometimes there's no need for finesse, or perhaps, rifle drill is unfavorable. If such is the case, Remus will move to engage traditionally, snapping las-fire with each pull of the trigger. This ability is effectively basic, used if others are not available or ineffective.

Throw grenade: Remus has numerous grenades in his kit, each having their own role and purpose. He reaches into his webbing, primes the explosive and tosses the grenade towards his enemy.

Go to Ground: (defensive, action for one turn, one turn cool down) He comes into a sprint, moving to avoid fire, and seek the nearest cover available. Causing his enemy to flush him out with other means. This can be combined with either Aim for the optics, Target the limbs or Suppression!

Dodge: (defensive, action for one turn, one turn cool down) He throws his entire form to a side, and out of the line of an opponents attacks or fire. Carapace armour can be an encumbrance, and if he isn't prepared can cause his roll to end half-handed. Landing on his side, sprawled on the floor and forcing him to recover.

Parry: (defensive, action for one turn, one turn cool down) Firearms make excellent blocking devices, sturdy, large, robust. If an enemy makes a melee attack against him, he can use his weapon to defect the blow, and counter with a smack of his rifles stock, or slash of his combat knife.

Attributes:
Human condition: Remus is only an ordinary man, thus suffering from all weakness given to the human body. Long engagements can tire him out, weapon impacts that manage to penetrate will cause body trauma, and chance shock or in some cases heightened adrenaline.

Stubborn: Little seems to phase the aging Storm Trooper, he is strong of mind and quite capable of dealing with the sight of war.


Report Ends