Valeros

Simmins Olways's page

789 posts. Alias of Azih.


Full Name

Simmins Olways

Race

Wounds 14/17; WS 30;BS 48;S 42;T 51; Agi 33; Int 26; Per 36;WP 38;Fel 38; Fate 1/2; Insanity 10

Gender

Guardsman / Heavy Gunner

Size

Build Lean but Solid

Age

36

About Simmins Olways

Heavy Gunner Simmins Olways

Looks: A shock of thick black hair contrasts with a clean shaven and scarred face on this heavy set guardsman.
Demeanor: Sensible
Ambition: Not dying
Hatred: Things that get in the way of his ambition of not dying.

WS 30
BS 38 + 10 (Intermediate) = 48
S 34 +3 (regiment) +5 (Simple) = 42
T 33 + 3 (regiment) +5 (Specialty) + 10 (Intermediate) = 51
AG 33
INT 29 -3 (regiment) = 26
PER 31 + 5 (Simple) = 36
WP 38
FEL 30 +3 (regiment) +5 (Simple) = 38

Random Wounds: 10+1d5+2 (regiment) +1 (Sound Constitution)= 17
Fate dice: 1

Aptitudes:
Willpower(Regiment),
Tank Buster
Agility
Ballistic Skill
Fieldcraft
Strength
Finesse
Toughness

Previous Heavy Gunner
Ballistic Skill,
Defence,
Fellowship,
Offence,
Perception,
Toughness

Skills:

Regiment - Athletics,
Low Gothic,
Operate (Surface),
Schol. Lore (Beasts),
Common Lore (War, Imperial Guard)
Speciality - Survival,
Common Lore (War, Imperial Guard),
Intimidate
Survival Trained

Starting Talents:
Rapid Reload(Regiment)
Iron Jaw (Specialty)
Weapon Training (Solid Projectile) (Specialty)

One with the Land: +10 Know/Trade/Survival for domesticated beasts, harvest, climate, crops
Naive: -10 to Scrutiny Vs Deceive, Gain Double Insanity first time

Favored Weapons: +10 to acquisition tests for weapons and ammo for Heavy Stubber and Basic Flamer:

Basic Kit
Regiment:
M36 Lasgun + 4 charge packs,
Stats
100m; S/3/-; 1d10 + 3 Energy; Pen 0; Two handed; Reliable

2 Fragmentation Grenades
2d10 Explosive
2 Krak Grenades,
2d10 + 4 Explosive; Pen 6; Concussive (0)
1 Knife,
1d5 Rending; Pen 0; None
Flak Armor: 4 Armor Points on each location,
1 Uniform + poor-weather gear
Basic tool set
Mess kit + water canteen
Blanket + sleeping bag
Rechargeable lamp pack
Grooming kit
ID tags
Training handbook
2 weeks’ ration packs
Rucksack

Specialty:
Common Craftsmanship Heavy Stubber
Heavy Stubber
Heavy SP(SC) 100m D10+6 S/-/6/15 Pen 2 75 Box/150 Belt Reload 2 Full/3 Full Bulky, Heavy(5), Ogryn-Proof, Storm
Lightweight pattern, Heavy -2, roll for malfunction twice and take worse
Telescopic sight
bipod brace
+1 Dmg/Pen
Aggressive

Requisition:
Combat Shotgun
Basic Scatter 10m D10+4 S/3/4/8 Pen 2 24 Drum/40 Belt 2 Full /3 Full Long-Barreled, Heavy(4)
Upgrades
Voice activated clip change.
+10 to ammo/upgrade/repair requests
-10 to modify
Secretive
○ Surprise Round: +2 dmg, +2 Pen, +5WS/+5BS
○ Round 1: +1dmg, +1 Pen, +3WS/+3BS
○ Round 2: -
○ Round 3+: -1dmg, -1pen, -3WS/-3BS
○ The guns internal workings are absolutely silent. It is considered to have an integrated silencer.
○ +20 to conceal the weapon and elude common weapon scanners
-10 to all tests using the weapon for the next scene if it is thoroughly scanned and analyze

Specialty:
Melta
Basic Melta 10m 2D10+10 S/-/-/- Pen 20 Clip 6 2 Full Bulky, Destructive(8), Recharge(3), Heavy(4), Blast(1)
Upgrades
Icorporated auspex
Reliable
+10 to ammo/upgrade/repair requests
-10 to modify
+5 if hurt or insulted by target
-10 if not avenge

Experience spend.

Xp|Description|Comment|When|Total|Left over
250|Ballistic Skill|Characteristic Match 1|Original|3750|25
100|Toughness|Characteristic Match 2|Original| |
200|Dodge|Skill Match 1|Original| |
500|Ballistic Skill|Intermediate Match 1|Original| |
250|Fellowship|Characteristic Match 1|Original| |
200|Loader|Skill Speciality|Original| |
400|Mighty Shot|Tier 3 Talent Match 2|Original| |
125|Int Toughness|Characteristic Match 2|Demon Planet Act 3| |
250|Simple Strength|Characteristic Match 1|Demon Planet Act 3| |
|Enter Tank Buster| | | |
|Gain Melta Training| | | |
|Gain Sprint, Quick Draw| | | |
|Gain Melta Gun| | | |
|Replace Aptitudes| | | |
600|Survival Experinced|Skill Match 1|Demon Planet Act 3| |
600|Distraction Skill|Tank Buster Specialty|Demon Planet Act 3| |
250|Simple Perception|Characteristic Match 1|Demon Planet Act 3| |

Comrade: Cort Nathin, Bilious

Quick Background:

Simmins Olways was always going into the guard as the village he hails from has had a long tradition of the second born son being sent into the Guard (while the first born takes over the family trade or farm from the father). So he's got a calm acceptance of his fate. He figures that the best way he can prove that he's being favored by the Emperor is by not dying while not shirking his duty.

His Comrade Cort Nathin is from the same village, unlike Simmins he hates that he was made to conscript and is a sour man. He's loyal to Olways though.

Archived:

WS = 15+20+5= 40
BS = 7 + 20+5+1 = 33
S = 12 + 20 = 32
T = 15 + 15 = 30
Agi = 11 +20 = 31
Int = 7 + 20 = 27
Per = 8 + 20 = 28
WP = 13 + 20+1 = 34
Fel = 11 + 25 = 36

Wounds: 1d5 + 8 ⇒ (5) + 8 = 13 + 2 for Sound Constitution = 15
Fate: 1d8 ⇒ 2 1 Fate Point
Wealth: 1d10 + 70 ⇒ (5) + 70 = 75
Age: 1d100 ⇒ 96 .... Age: 1d10 + 35 ⇒ (1) + 35 = 36
Divination: 1d100 ⇒ 10 Dark Dreams lie on the Heart +2 corruption

Traits
Accustomed to Crowds
Caves of Steel
HiveBound
Wary

Skills:

Speak Language (Hive Dialect) Int
Speak Language (Low Gothic) Int
Drive (Ground Vehicle) Ag 41
Awareness Per 38

Talents:

Melee Weapon Training (Primitive)
Pistol Training (Las)
Basic Weapons Training (Las)
Basic Weapons Training (SP)
Sound Constitution

Gear:

Mono Axe 1d10+1+3 R; Pen 2; Unbalanced

Shield 1d5 I; Pen 0; Primitive, Defensive

Shotgun Range 30m; S/-/-; 1d10+4 I; Pen 0; Clip 2; Reload 2 Full; Two handed; Reliable, Scatter, (20 shells)

Lasgun Range 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload 1 Full; Two handed; Reliable (2 charge pack)

Laspistol Range 30m; S/-/-; 1d10+2 E; Pen 0; Clip 30; Reload 1 Full; Reliable (2 charge pack)

Autogun 90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload 1 Full; Two handed; None (30 shells)

Knife 1d5 R; Pen 0; Primitive

Guard Flak Armour 4/4/4/4 (+1 all Indirect Blast)

Uniform (Common Quality)

1 week corpse starch rations

mercenary license

Frag Grenade 2d10 X; Pen 0; Blast (4) (5)

Starting XP Spend:

100 WS characteristic
100 BS characteristic
100 Awareness
100 Sound Constitution

Earned XP Spend

100 Sound Constitution
100 Dodge
100 Quick Draw

Earned XP Saved
235

Starting Wealth Spend:
10 Frag Grenade
25 Shield
40 Axe upgrade to Mono.

[spoiler=Fluff and Background]
In the countless worlds of the Imperium the Hive World of Insol-8 in the Segmentum Pacificus is just another mote of icy dirt under the ceaseless gaze of the Holy Emperor; just another ink-blot on the ledger of his Administratum. But where most Hive Worlds push the poor to the lower levels while the privileged nobility live above, closer to the heavens and the stars, the opposite is true on Insol-8.

For the surface of Insol-8 is more akin to a frozen Death World than a Hive World. Roiling tempests, some millennia old, roll over the tortured land showering down seemingly endless storms of dagger like ice shards stabbing into a pock marked landscape close in temperature to absolute zero. Elsewhere drifts of snow as large as continents shift and morph, sculpted into alien forms by the ceaseless howling wind before being blown flat again.

It is only the stability of the stolid crust underneath the hellish frozen surface and the vast riches of mineral wealth deeper still that has drawn the attention of the Imperium. Once it was discovered that boreholes and solid vents and shafts could be tunneled deep into the crust with only minimal engineering a project was launched to create a mining outpost. Success breeds success and the initial post was expanded again and again under the auspices of the barely human servitors from the Adeptus Mechanicus with orders only to dig. Now a vast underground rat's nest many layers deep has been created. Vast mining complexes plumb the riches of the planet and a dizzying number of Hab tunnels house the countless millions of miner-citizens.Initially brought in from other Hive and Penal Worlds the population of Insol-8 has been self-sustaining now for generations. Giving the planet worth as it spouts out raw materials to feed the endless wars of the 41st Millenium.

It is this that Simmins Olways calls home, born and raised a few layers underground. Insulated from the worst of the frigid temperature that the poor wretches on the highest layers of the OverHive suffer from but far far from the warm and comfortable bottom tunnels that the nobility of Insol 8 reside in. The very bottom nadirs of the man wrought inverted stalactites so close to the molten core of the planet that snow from the surface is carted down to create hot springs and saunas; pleasure that Simmins can not even fathom.

For he has known only bone chilling temperature and a constant numbness. Life is harsh, so harsh that even to survive for his 36 years is an accomplishment. Strong, hardy and ruthless from a very young age has been a part of the militia that patrols his area of the OverHive. In any other place the militia would seem more like a gang but it is disciplined with enough uniform and structure and to keep at least some order as the miner-residents fight to protect what little they have from the unscrupulous bandits and thieves that constantly harass and seek to steal and loot the precious glow sticks and warmth pellets that are more precious than life itself. But Simmins is a survivor and with his axe and much prized shotgun has killed many an intruder.

Since a particularly violent ambush in which Simmins was lured away from his fellows and assaulted from the shadows by a pack of 5 bandits he has been having disturbing dreams. He survived the ambush screaming in rage as he used his trusty axe to slaughter them all even as he was wounded and scarred by their crude daggers in turn. Many hours later he was found shivering and comatose lying soaked in their blood and efflua. Since then at least once a week he dreams of it, the blood, the smell, and most of all the warmth of their life fluids as it splattered over him. For the first time in his life he had not felt cold. This disturbs him and his neighbours notice that he has seemed blunt and has started to patrol alone with shadowed eyes. Word of his deed has spread through the Hive enough that the looters and bandits avoid him even though he should be easy prey for their vicious pack tactics.

It is in one of these patrols that Simmins spies a lone figure skulking through the tunnels that he calls home. Driven by the need to protect his territory Simmins screams and charges the figure bringing his axe down in a vicious chop that should have ended the mysterious human's life but was instead easily parried by the figure's blade. This is how Simmins, now an Acolyte, met his Inquistor. Earlier he might have resisted the offer to join the Inquisition preferring to protect the only home he has known, but now, wanting to hopefully escape the dreams of blood and warmth in service to the Emperor he agrees.