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Sir Mikhail

Anselm Tartare's page

25 posts. Alias of Deiros.







About Anselm Tartare


Having been born on the hive world of Merov, Anselm grew up around the inherent violence of street gangs and faction wars. He was practically born with a gun in hand as he struggled to escape the confines of a world who’s only purpose was to produce soldiers for the meat grinder of endless war.

Figuring he’d die on the streets of the hab domes or die for certain in the Imperial Guard, he chose the lesser of two evils and enlisted. His assumption was to die with dignity rather than namelessly. He did fairly well for himself, surviving by piloting many different vehicles, 14 to 16 year old recruits fresh to battle. He rose quickly in the ranks for his innate survivability and after a long roster of successful campaigns against the Emperor’s foes, he was given the rank of Vehicle Specialist.

During a particularly dangerous campaign against the Tyranid's, Anselm's squad was assigned a local Commissar by the name of Parish von Trask. The Commissar was actually a member of a local Gene Stealer cult that had infiltrated much of the planet and was routing the Imperial forces. He led Anselm's squad to a trap, a feeding pit for ripper swarms. He watched in horror as all of his squad was devoured before his eyes. In a matter of moments, the men, along with all of their gear were reduced to an edible bio sludge. Anselm held on for dear life on the edge of the pit as the Commissar made his escape. Luckily the Adeptus Sororitas has landed to deal out the Emperor’s judgment on the local populace, which had been deemed unclean and tainted. There he met Captain Bricoso the "Iron Prickoso" of the Oremor 4th Penal Regiment, who saved his life and brought him aboard with his crew.

It is here Anselm is nursing his personal vendetta against the Commissar which is presumed dead (KIA), but Anselm won't belive it until he can spit on his corpse. Anselm has lost all connection to the Imperium he once served and he is hellbent on carving out his vengeance for his lost men out of the Commissar’s Xeno hide. He is, however, torn between his personal revenge and serving the captain who saved his life and gave him a second chance.

His personality is serious but he is not above sarcastic wise cracks to lighten the mood around the squad. He has a dark stare that can reduce lesser men to muttering fools. He seems to have an aura of earned respect and handles responsibility well. Anselm is not without his vices, however. He’s rarely seen without a cup of recaff or tabac to help him get past the long shifts.

Anselm also has a fear of warp travel and he doesn’t work well alone in open spaces. He feels there’s too much room for a foe to get the drop on him. He’s most at home in the confines of a vehicle or twisting alleys of a Hive world. Sleep is also a dangerous place for Anselm, as he suffers from constant nightmares. Often found waking in a cold sweat, he will avoid sleep at all costs during warp travel.

WS 32 BS 35 S 30 T 30 Ag 40 Int 30 Per 36 Will 30 Fel 30
Hit Points 14
Fate Points 2
Demeanor: Sensible

Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Perception, Tech

Oremor 4th Penal Regiment Special Abilities
Honor Amongst Thieves
Larcenous: +10 Logistics to acquire illegal or contraband items.
Scum & Villany: 15 RP points
Fieldcraft (Jungle): Re-roll failed Survival & Navigate (Surface)
Hardened Fighter: +2 WS

Awareness 33
Common Lore (IG) 30
Common Lore (Tech) 30
Common Lore (War) 30
Dodge 40
Intimidate 30
Navigate (Surface) 40
Operate (Surface) 50
Tech Use 40

Combat Sense
Street Fighting
Technical Knock

Operator Gear
Mind Impulse Unit (Common Craft)

Oremor 4th Penal Regiment Gear


Poor weather gear
Lascarbine and two charge packs
Laspistol and two charge packs
Mono-edged Chit-Sickle
One Flak Vest
Rucksack or sling bag
Set of basic tools
Mess kit and one water canteen
Blanket and one sleep bag
Rechargeable lamp pack
Grooming kit
Set of cognomen tags or equivalent identification
Primer or instructional handbook
Combat sustenance rations
Survival Suit
Set magnoculars

Chit-Sickle (Melee 32; 1d5 R (Rending); Pen 1; Razor-Sharp)
Lascarbine (Basic 35; S/2/-; Range 75m; 1d10+3 E; Pen 0; Clip 60; Reload Half; Reliable)
Laspistol (Pistol 35; S/2/-; Range 30m; 1d10+2 E; Pen 0; Clip 30; Reload Half; Reliable)

Name: Dolf Korelo
Demeanor: Boisterous
Put That Out!

"Drustos" (Scout Sentinel)

The Sentinel Machine-Spirit has an obsessive compulsion to attempt and scan for targets and moving to different locations. It is specially problematic when guarding a place as it is a constant struggle for Anselm to keep it on check, reminding him of a lost comrade from which he named the machine.

Type: Walker
Tactical Speed: 15m
Cruising Speed: 45kph
Maneuverability: +15
Structural Integrity: 16
Size: Hulking
Armor: F18/S18/R18
Vehicle Traits: Open-Topped, Rugged, Walker
Crew: 1; 1 Driver
Carrying Capacity: 0

Lascannon (Front Facing 35; 300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven 3)
Chainblade (Front Facing 32; Melee; 2d10+4; Tearing, Unwieldy)

"Unyielding Pain" (Chimera)

Little do the other squad mates know that the name comes from the pain the machine spirit gives to Anselm, always asking for a bit more fuel even when it doesn't need it, or some attention of something else and it becomes relentless and stubborn to get what it want's or it will begin to show signs of "Malfunction", but even so, the machine spirit knows in difficult times not to get to picky, but that doesn't mean it won't be complaining about that extra oil it needs or new cables for something. At least the squad thinks the names is just interesting and good... glad they don't know the truth.

Type: Tracked Vehicle
Tactical Speed: 12m
Cruising Speed: 35kph
Maneuverability: +0
Structural Integrity: 70
Size: Enourmous
Armor: F35/S28/R20
Vehicle Traits: AMphibious, Enclosed, Rugged, Tracked Vehicle
Crew: 3; 1 Commander (Turret), 1 Driver, 1 Gunner (Hull Weapon)
Carrying Capacity: 0

Autocannon(Turret 35; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 60; Reload 2 Full; Proven 3Reliable)
Heavy Bolter (Front Facing 35; Hull; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload 2 Full; Tearing
Storm Bolter (Pintle 35; 90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload 2 Full; Flame, Spray)



Navigate (Surface) 30 (+10 w/100xp advance)= 40
Operate (Surface) 40 (+10 w/100xp advance)= 50
Common Lore (Tech) 30 (gained w/200xp advance)
Tech-Use 30 (+10 w/100xp advance)= 40
Dodge 40 (gained w/200xp advance)

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