Technomancer

Wendelin "Jester" Kraus's page

89 posts. Alias of Eric Swanson.


About Wendelin "Jester" Kraus

4 - Skills, 3 - Attributes, 2 - Medium Mech, 1 - Advantages

5 Bld 7+
4 Ref 8+
6 Int 6+
4 Lrn 8+
5 Cha 7+

Athletic 9+
Physical 8+
Mental 8+
Social 7+

1 Gambling 7+
4 Gunnery/'Mech 1+
1 Interrogation 6+
2 Leadership 5+
1 Medtech 7+ (+1)
1 Perception 7+
3 Piloting/'Mech 5+
1 Small Arms 7+
1 Tactics 7+
1 Tech'/'Mech 7+
1 Unarmed Combat 7+

Edge: 1

x40 Pump Shotgun w/10 reloads
x40 Pistol w/20 reloads
x50 Personal Communicator
x50 Armored Vest
x10 Basic Field Kit
x2 Dagger
x3 Microgrenades x3
x20 Medkit x2

8 SP (+2 MedTech)
7 AP

Background:

Wendelin Kraus is a rare breed of Mechwarrior, in other words, he is a competent soldier.

Born and raised in the world called Pandora he cut his teeth during the Succession Wars and soon learned the value of fire support. He grew to appreciate the Centurion 'Mech and requested to stick in it even after he was offered heavier, better mechs.

After an unfortunate incident where he...disagreed (violently) with one of his sperior officers he found himself cashiered out of the service and soon ended up as a freelance mercenary.

The fact he was granted a newer Star-League 'mech makes him wonder as to the price he will need to pay for it later...all he knew is he was much more familiar with his old 'mech (and that irritatingly fickle autocannon) but the tech who worked on the mech swore up and down this new X model took care of the jamming issues. Hah! He would believe it when he sees it.

After a little investigating and checking into what few contacts he had left it seemed a certain faction pulled the strings to get him this 'mech...a faction none too please with the existence of the Federated Commonwealth...A lead-in to the start of the FedCom Civil war....

Centurion CN9-D 'Mech:

Type: Centurion
Technology Base: Inner Sphere
Tonnage: 50
Battle Value: 1,130
Equipment/Mass
Internal Structure: Endo Steel/2.5
Engine: 300 XL/9.5
-- Walk: 6, Run: 9
Heat Sinks: 10/1
Gyro: 3
Cockpit: 3
Armor Factor: 136/8.5

Internal Structure/Armor Value
Head 3/9 -0 armor
Center Torso 16/18 -0 armor
Center Torso (rear) 7
R Torso 12/13
L Torso 12/13 -0 armor
R Torso (rear) 6
L Torso (rear) 6
R Arm 8/16
L Arm 8/16
R Leg 12/16
L Leg 12/16

Weapons and Ammo/Location/Critical/Tonnage
LB 10-X/AC/RA/6/11 DB, C/S/F‡‡ Heat: 2, Damage:: 10, Min 0, Short: 1–6, Medium: 7–12, Long: 13–18
Ammo (LB-X) 20 RT 2 2 -2 salvo.
CASE RT 1 .5
LRM 10 LT 2 5, M, C, S, Heat: 4, Damage:: 1/Msl, C5/10, Min 6, Short: 1–7, Medium: 8–14, Long: 15–21
Ammo (LRM) 24 RT 2 2 -1 salvo.
Artemis IV FCS LT 1 1
Medium Laser CT 1 1, Heat: 3, Damage:: 5, Min 0, Short: 1–3, Medium: 4–6, Long: 7–9
Medium Laser CT (R) 1 1, Heat: 3, Damage:: 5, Min 0, Short: 1–3, Medium: 4–6, Long: 7–9

Technical Readout