Kogin Hull

Backup character

Description:

Name: Kogin Hull

XP Chart:
Starting: 300
Party: 4800
Objective: 0
Secondary Objective: 0
Total: 5400
Spent: 5050
Remaining: 350
XP owned to GM: 0
XP paid to GM: 300

Basic Info:
Personal Demeanor: Steely
Specialty: Crimson Exemplar
Age: 61
Logistics: 35
Wounds: 13/13
Fate Points: 2
Corruption Points: 0
Insanity Points: 1
Disorders: None
Malignancies: None
Movement: 4/8/12/24
Initiative Bonus: 6
Strength Bonus: 2
Toughness Bonus: 4
Carry/Lift/Push Capacity: 36kg/72kg/144kg

Characteristics:
Weapon Skill (WS): 25 (Base: 25)
Ballistic Skill (BS): 56 (Base: 40, Regiment: +6, +10 advances, +5 milestone [Locked])
Strength (S): 25 (Base: 25)
Toughness (T): 40 (Base: 40)
Agility (Ag): 40 (Base: 40)
Intelligence (Int): 55 (Base: 40, Regiment: +3, Regiment: -3, +10 advances, +5 Starting)
Perception (Per): 30 (Base: 30)
Willpower (WP): 25 (Base: 20, +5 advance)
Fellowship (Fel): 25 (Base: 20, +5 advance)

Aptitudes:
Ballistic Skill
Intelligence
Offence
Strength
Tech
Toughness
Weapon Skill

Skills:
Common Lore (Adeptus Mechanicus) +10
Common Lore (Tech) +10
Forbidden Lore (Adeptus Mechanicus)
Forbidden Lore (Archeotech)
Linguistics (Low Gothic)
Linguistics (Techna-Lingua)
Logic
Operate (Surface)
Tech-Use +20
Dodge +10
Operate (Aeronautica)

Talents:
Cold Hearted
Mechadendrite Use (Weapon)
Mechadendrite Use (Utility)
Weapon Training (Las Projectile)
Weapon Training (Power)
Paranoia
Resistance (Fear)
Master Enginseer
Integrated Weapon Expertise
Exotic Weapon Training (Integrated Weapon)

Traits:
Mechanicus Implants
The Flesh is Weak (Machine Trait 4)

Equipment:

Weapons:

Integrated Weapon Systems Craftsmanship Common Lathe-lasrifle
Mount: Servo-Limb
Class: Basic
Range: 100 m
RoF: S/2/–
Damage: 1d10+6 E
Pen: 2
Clip: N/A
Rld: N/A
Special: Tearing
WL: 4.5
Extra:

Integrated Weapon Systems Craftsmanship Best Lathe-lasrifle
Mount: Shoulder
Class: Basic
Range: 100 m
RoF: S/2/–
Damage: 1d10+6 E
Pen: 2
Clip: N/A
Rld: N/A
Special: Tearing
WL: 4.5
Extra:

Ballistic Mechadendrite: Craftsmanship Common Accatran-pattern MkII Heavy Laspistol
Mount: Shoulder
Class: Pistol
Range: 40 m
RoF: S/2/–
Damage: 1d10+2 E (Base: 1d10+3)
Pen: 0
Clip: 30 (Base: 60)
Rld: Half
Special: Reliable
WL: 1 Kg (Base: 2)
Extra:
Compact Mod
This upgrade halves the weight of the
weapon but also halves its Clip Size and Range as well as
reducing its Damage by 1. Anyone attempting to find a
concealed weapon with the Compact upgrade suffers a –20
penalty to any related Skill Test (e.g., Awareness, Scrutiny).

Craftsmanship Common Venator Blade
Class: Melee/Thrown
Range: 6m (thrown)
Damage:1d5+2 R
Pen: 2
Special: Balanced, Felling (2), Razor Sharp
WL: 0.5 Kg
Extra:
Only ever seen in the hands of the Crimson Guard, the
venator blade is a long dagger of exceptional craftsmanship.
Almost impossible to destroy, the blade’s sharp edge seems to
cause more damage than would normally be possible from a
more mundane edged weapon.
A Venator Blade cannot be destroyed by the effects of
a weapon with the Power Field Quality.

Craftsmanship Common Omnissian Axe
Class: Melee
Range: —
Damage: 1d10 +4 E
Pen: 6
Special: Power Field, Unbalanced
WL: 8 Kg
Extra:
Granted to suitably devoted followers of the Omnissiah, this
weapon has a long staff-like body tipped with half of the
circular Adeptus Mechanicus skull and cog icon. The symbol
forms a blade and is sheathed in a power field. Covered with
inscribed circuitry designs indicating the sacred nature of
the weapon, many a foe has realised far too late that what
appeared to be a religious walking staff was really a deadly
weapon. The Omnissian axe also functions as a combi-tool.
This a two-handed melee weapon.

Armor:
Crimson Armour

Head: 6 (Armor: 6, Machine Trait: 4 [GM locked])
Left Arm: 6 (Armor: 6, Machine Trait: 4 [GM locked])
Right Arm: 6 (Armor: 6, Machine Trait: 4 [GM locked])
Body: 6 (Armor: 6, Machine Trait: 4 [GM locked])
Left Leg: 6 (Armor: 6, Machine Trait: 4 [GM locked])
Right Leg: 6 (Armor: 6, Machine Trait: 4 [GM locked])
Extra:
Crimson armour comes equipped with a Good Quality
photo-visor and grants the wearer the Unnatural Strength (1)
Trait (or increases the value of this Trait by 1). Crimson armour
ins environmentally sealed as long as the helmet is worn.

Standard Regimental Kit:
red Mechanicus robes (uniform)
poor weather gear
rucksack
anointed toolkit
mess kit and water canteen
blanket and sleep bag
rechargeable lamp pack
cognomen
2 weeks’ rations per Player Character

Specialist Equipment:
Sacred unguents
Omnissian Axe
Crimson Armour

Mission Assigned Gear:

Special:
Cortex Implant (Unknown craftsmanship) belonged to a traitor named Millard.
+Modified to store additional data.

Carried:
Sacred unguents 0 Kg
Omnissian Axe 8 kg
Crimson Armour 6 kg
rechargeable lamp pack 0.5 kg
cognomen 0 Kg
mess kit and water canteen 2 kg
anointed toolkit 1 kg
red Mechanicus robes (uniform) 0 Kg
poor weather gear 1 Kg
Venator Blade 0.5 Kg
Cortex Implant 0 Kg

Total Carried: 19.5 kg
Total Possible: 36 kg

Orders And Directives:
Heavy Firepower Assault
Type: Attack Order (Full Action)
Prerequisites: Jovian-pattern Gun Servitor Comrade
Aptitudes: None
Effect: The big guns of the Imperial Guard are numberless,
from the vaunted Deathstrike Missile Launchers and the
mighty Earthshaker batteries of the artillery regiments, all
the way down to the man-portable weapons carried by the
heavy weapon teams of an infantry squad. However, all of
these weapons have their origins in the forges of the Adeptus
Mechanicus, and they have their own delivery platforms to use.
As part of this Order, the character’s Comrade takes a
Standard Ranged Attack Action, Semi-Auto Burst Action, or
Full Auto Burst Action with one weapon against a target within
range of that weapon. The character’s Comrade must be within
Cohesion to enact this Order.

Heavy Suppression Barrage
Type: Attack Order (Full Action)
Prerequisites: Jovian-pattern Gun Servitor Comrade
Aptitudes: Ballistic Skill, Offence
Effect: Gun Servitors can make use of their integrated
weapons as easily as a trained gunner. Servitors equipped
with the appropriate weaponry can lay down withering hails
of suppressive fire unmatched by the common soldiery.
This Order can only be issued to Servitor Comrades
outfitted with a weapon capable of semi- or fully automatic
fire. As part of this Order, the character designates a kill zone,
which is any general area, such as a corridor or tree line, that
encompasses a 45 degree arc in the direction the Comrade
is facing. Then, as part of the Order, the Comrade unleashes
Suppressing Fire as detailed on page 248 of the Only War
Core Rulebook.

Cybernetics:
Mechanicus Implants:
The character is a servant of the Machine-God, and
has access to implants beyond other characters.
Electro-graft
The Electro-graft is a small port that is grafted into the
nervous system. Once a recipient has been properly trained,
this allows him to interface with machine data ports and
certain types of data nets. Electro-grafts can take many
forms, such as skull shunts, finger probes, or spine jacks.
Electoo Inductors
Electoo Inductors are palm-sized metal skin grafts
that appear much like tattoos to the uninitiated. The
electoos are wired into the nervous system, where they
derive power from the bio-electrical emanations of the
flesh and the sacred mysteries of the Potenia Coil. They
can be used to emit or siphon power in many ways.
Respirator Unit
A Respirator Unit implant involves tubes, wires, voxgrills,
or other augmetic parts replacing the neck and
upper chest. The unit purifies the air supply, granting a
+20 bonus to resist airborne toxins and gas weapons.
The respirator unit also contains a vox-synthesiser
capable of transmitting the voice in a variety of ways.
Cyber-mantle
The Cyber-mantle is a framework of metal, wires, and
impulse transmitters bolted onto the spine and lower
ribcage. As the initiate gains further implants, this
mantle acts as a sub-dermal anchorage point. Amongst
some servants of the Omnissiah, this cyber-mantle is
often referred to as “the true flesh.”
Potentia Coil
Cradled within the cyber-mantle is a power unit known as
the Potentia Coil. This mass can store energy and produce
various types of fields. Coils come in many types, from
small crystal stack affairs to bulky electrical galvinators.
Cranial Circuitry
Cranial circuitry is a series of linked processors,
implants, and cortical circuits that enhances mental
capacities. Most sit within housing bolted on

Utility mechadendrite – Common Craftsmanship
The mechadendrite counts as a combi-tool,
granting a +10 bonus to all Tech-Use Tests. The limb also
houses six injector pistons, each of which may be filled with
one dose of sacred unguent. These can be supplied separately.
In addition to this, the limb contains an electrically powered
censer, which can gust incense fumes over particularly
troublesome faults. The censer generates one “blast” of smoke
every fifteen minutes. This can be employed in melee combat
to distract and choke, imposing a –5 penalty to Weapon Skill
Tests made by all living creatures within a two-metre radius
for one Round. This is a Half Action. Unless the censer is
deactivated, all Perception Tests made to detect the Tech-
Priest that rely on a sense of smell gain a +10 bonus.

Ballistic mechadendrite – Common Craftsmanship
This solid, shoulder-mounted mechadendrite is designed for selfdefence.
This two metre limb may be armed with any Pistol-class
weapon with the Compact Upgrade. The character can attack
with this weapon as his Reaction. A character must have the
appropriate Mechadendrite Use Talent to operate this implant.

Mind Impulse Unit (MIU) – Good Craftsmanship
Good models grant a +10 bonus to communicate with machine
spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill
Tests made as part of interfacing with the MIU systems.

MIU Weapon Interface – Common Craftsmanship
Unlike the more advanced version normally only granted to
priests of the Adeptus Mechanicus, this version is more simplified,
allowing the user to remotely operate a single weapon which is
normally attached to the shoulder. While not as elaborate, it is
easier to use and a favourite of many militant professions.
This system allows the user to fire the linked ranged
weapon as a Free Action during his Turn. Note that he can
still only take a single Action with the Attack Subtype during
his Turn. This additional weapon must be connected to the
user via the MIU wepaon interface, and is often equipped as
a shoulder mount.

Cerebral Implants – Good Craftsmanship
Good cerebral implants are very rare even among the high
ranking officers of the Guard, and are exceedingly difficult to
arrange, becoming Near Unique in availability. These grant
the user the Unnatural Intelligence (2) Trait (see page 158)
and a +20 bonus to Logic and Lore Tests, thanks to the
superior mental capabilities he now enjoys.

Ocular Sight – Good Craftsmanship
More specialised than regular cybernetic senses, an ocular sight
typically replaces one eye with a system carefully calibrated for
use with ballistic weapons. Cybernetic sights are particularly
valuable for sharpshooters who are expected to operate multiple
different weapons in the course of their duties rather than a single
rifle or other firearm with which they intimately familiar.
An ocular sight is an implant that grants the same benefits
as a cybernetic eye (see cybernetic senses on page 206 of the
Only War Core Rulebook). Until it is activated, this is the
only mechanical benefit it provides.
A character with an ocular sight can activate (or deactivate)
its combat mode as a Half Action. When he does, he gains the
Unnatural Ballistic Skill (1) Trait (or the Unnatural Ballistic Skill
(2) Trait if the cybernetic sight is of Best Craftsmanship) but
suffers a –20 penalty to Awareness Tests while it is active as his
vision tunnels in to focus on his targets. Further, while it is active,
he cannot benefit from any sight attached to his gun.

Servo-Arm – Common Craftsmanship
A servo-arm can extend up to 1.5 m from its shoulder or
back mounting and has a fixed Strength value of 75 with the
Unnatural Strength (7) Trait—the servo-arm always uses this
value, regardless of the character’s Strength Characteristic or
Talents. Though incapable of fine manipulation, the servoarm’s
powerful claw can be used to lift heavy objects or tether
the user to a suitable anchor as a Free Action. In combat, the
character can use the servo-arm to make a Standard Attack
Action or strike with it as his Reaction for the Round (so
long as he only uses it once per Round). A servo-arm has the
following profile: Melee; 2d10+14 I; Pen 10; Unwieldy.

Alatus-Pattern Jump Pack – Common Craftsmanship
Drawing power directly from a potentia coil, the Alatuspattern
jump pack links directly into the user’s nervous
system allowing for far greater control than more mundane
jump packs. Often taking the form of a sweeping pair of
intimidating mechanical wings, the Alatus is a common sight
among the elite of the Crimson Guard and it is a frightening
sight indeed to see even a single Crimson Guardsman darting
about the battlefield with such lethal precision.
The Alatus-pattern jump pack doubles the user’s base
movement value and can be used to gain the Flyer (12) Trait
for up to one minute. Extended flights tend to drain potentia
coils far quicker than short jumps, so the user must pass a
Challenging (+0) Toughness Test after using the Flyer
Trait or gain one level of Fatigue. The mechanical wings
grant the user the Fear (1) Trait, and can be used to buffet the
enemy in combat, granting the user a +10 to all Parry Tests.
Use of the Alatus-pattern jump pack requires the Operate
(Aeronautica) Skill and the Mechanicus Implants Trait.

Calculus Logi Upgrades – Common Craftsmanship
These bionics are internal cogitator implants which aid in
data retention and processing. The user can rapidly sift
through stacked data-slates and parchments, applying
intuition to vast reams of data far beyond the capabilities
of a normal man. This implant grants the user a +10
bonus to Literacy, Logic, or Scholastic Lore Tests.

Comrade:

Name: ?
Servitor: Jovian-pattern Gun Servitor
Status: Active
Trait:
The servitor was produced with components recently produced from a manufactorum in the current twilight days of the Imperium, rather than using reclaimed elements of older technology. While the complete set
of purpose-built components is free of any degradation, it also lacks any of the sophistication common to older models.
Movement: 2/4/6/12
Wounds: 10
Armour: Machine (All 4).
Total TB: 4
Skills: Awareness (Per), Trade (Armourer) 10.
Talents: None.
Traits: Machine (4), Natural Weapon (Servo-arm), Sturdy,
Unnatural Strength (2).
Weapons:
Servo fist (Melee; 1d5
6 I; Pen 0).
M41 multi-laser (Heavy 150m –/–/5 2d10+10 E 2 100 2 Full Reliable)
Gear: Internal micro-bead.
Characteristics:
WS: 15
BS: 40
S: 50
T: 40
Ag: 20
Int: 10
Per: 20
WP: 30
Fel: 05

Comrade Advances:
Servo-Arm

Regiment Background

Crimson Guard

The True Flesh:
Lathe Worlds characters possess the Mechanicus Implants Trait. In addition, their potentia coil is
specifically enhanced to meet the high energy needs of Integrated Weapons.
Isolated by Machines: Lathe Worlds characters are selected for a life of war at a young age, dedicating their lives to
the defence of the Adeptus Mechanicus’ interests in the Calixis Sector. The warriors of the Crimson Guard and other
Lathe Worlds forces are unforgiving, blunt, and come across as quite harsh to those unfamiliar with the cold, logical
way the Adeptus Mechanicus operates. Lathe Worlds characters often relate to machines and servitors more readily than
their flesh and blood counterparts, and have a tendency toward jargon and filling their conversations with long strings
of Techna-Lingua that are nearly unintelligible to the average trooper. These characters suffer a –10 penalty to any
Interaction Tests made to interact with characters who are not also from a Lathe World, forge world, or are initiates of
the Adeptus Mechanicus.

Soldiers of the Omnissiah:
The Lathe Worlds Home World represents a uniquely specific origin for a regiment.
Such forces are not truly Imperial Guard regiments at all, and so do not include the Support Specialists associated with
Imperial Guard regiments. Lathe Worlds characters cannot select the Commissar, Ministorum Priest, Ogryn, Ratling,
Sanctioned Psyker, or Storm Trooper Specialities (they can select the Tech-Priest Enginseer Speciality). A Character
from this regiment always count as both a Tech-Priest Enginseer and a Guardsman for the purposes of prerequisites,
regardless of his current Speciality or Advanced Speciality. If a group wishes to include Support Specialists other than
Tech-Priest Enginseers in a Lathe Worlds Squad, players should use the rules for Mixed Regiments presented in the
Only War supplement, Hammer of the Emperor.

Disciples of the Machine God:
Though both serve the Imperium, and the Adeptus Mechanicus are commonly believed
to worship the Emperor in his aspect of the Omnissiah, the religious beliefs of the Tech-Priesthood and Ecclesiarchy are
fundamentally incompatible on closer inspection. Consequently, the Ecclesiarchy views the Crimson Guard with suspicion,
seeing their worship of the Machine God as dangerously iconoclastic. Characters from this regiment suffer a –10 penalty
to all Interaction Tests with the representatives of the Ecclesiarchy (this is cumulative with the interaction penalty for the
Isolated by Machines rule, above). Should the masters of the Crimson Guard see fit to station them alongside Imperial
Guard forces that include Adeptus Ministorum Priests, those auxiliaries are sure to experience problems dealing with
the regiment. Player Characters with the Ministorum Priest Speciality suffer a –10 penalty when interacting with NPC
members of this regiment, including Comrades, but excluding the Ministorum Priest’s own Comrade (it is assumed that
his Comrade is also not a member of the Crimson Guard). At his discretion, the GM might additionally apply this penalty
to other PCs with ties to the Ecclesiarchy.

Standard Regimental Kit:
Integrated Lathe-lasrifle (arm mount)
venator blade
Crimson Armour
two Common Craftsmanship cybernetics or one Good Craftsmanship cybernetic
red Mechanicus robes (uniform)
poor weather gear
rucksack
anointed toolkit
mess kit and water canteen
blanket and sleep bag
rechargeable lamp pack
cognomen
2 weeks’ rations per Player Character
one Bane Wolf per Squad

Advances:

Tech-Priest Enginseer
Servo-Arm (Comrade Advances; 250 xp)
The Flesh is Weak (Talent Tier 3; 400 xp)
Machine (4) Trait
Ballistic Skill (Characteristic Simple; 250 xp)
Willpower (Characteristic Simple; 500 xp)
Intelligence (Characteristic Simple; 100 xp)
Intelligence (Characteristic Intermediate; 250 xp)
Fellowship (Characteristic Simple; 500 xp)
Dodge (Skill Known; 300 xp)
Master Enginseer (Talent Tier 3; 400 xp)

Crimson Exemplar
Integrated Weapon Systems (Specialist Advances; 300 xp)
Integrated Weapon Systems (Specialist Advances; 300 xp)
Operate – Aeronautica (Skill; 300 xp)
Dodge +10 (Skill; 600 xp)
Tech-Use +20 (Skill; 300 xp)
Heavy Suppression Barrage (Skill; 300 xp)

Bio:

Kogin Hull

Duty & Resilience Kaiser_von_Salen skmishra03