OAGS Master Church

Master Church Fanatic
When the master faith must be defended, its fervent believers head first to the nearest temple to ask for courage in battle, and then they begin bashing heads. Through a combination of zeal and madness, pain and doubt become a distant memory.
Character Points: 20

Defense: 3
Marksmanship: 2
Melee: 3
Strength: 3
Toughness: 2

Athletics: 3
Intelligence: 2
Perception: 3
Socialize: 2
Willpower: 2

Hit Points: 10
Weapon: 2H SMG (4 damage, 2 shots). One of: Twin Scimitars (5 damage each), Twin Axes (7 Damage each, -1 defense)
Armour: Zealous Abandon (2 soak)

Advantages:

  • Pain Resistant 2
  • Immunity (Telepathy) 2
  • Natural Armor 2
  • Resistant: Fire 1

Disadvantages:

  • Major Foible: Deathwish 2

Master Church Militant
These are the standard guards of Master Church areas. Sometimes well-trained mercenaries that are later indoctrinated into the Master faith, often born worshipers drawn to the glory of fighting for the Master Church. They serve as sergeants among the fanatics in times of war. Often a lot calmer and more calculated in a combat situation.
Character Points: 25 (20)

Defense: 3
Marksmanship: 4
Melee: 3
Strength: 3
Toughness: 4

Athletics: 3
Intelligence: 2
Perception: 3
Socialize: 2
Willpower: 3

Hit Points: 20
Weapon: Assault Rifle (8 damage, 2 shots), Longaxe (12 damage, -1 defense)
Armour: Kevlar Bodysuit + Helmet (4 soak)

Advantages:

  • Armour Training 3
  • Military Weapons Training 3

Disadvantages:

  • Foible: Often uses melee instead of shooting (as promotion to Demogogue requires one to have proven himself in melee)

Master Church Demogogue Zealot
The most capable and terrifying of TMC's standard military. These warriors are a combination of the very best and zealous of TMC militants and the lower ranks of their special forces, such as Manus Dei and the Hashshashin. Each one is sworn to bring enemies of the faith down in bloody melee.
Character Points: 40 (27)

Defense: 4
Marksmanship: 2
Melee: 4
Strength: 5
Toughness: 4

Athletics: 4
Intelligence: 3
Perception: 4
Socialize: 3
Willpower: 4

Hit Points: 20
Weapon: Zweihänder, Ram Dao (14 Damage), Long Axe, Great Maul (16 damage, -1 defense), Halberd (12 damage, +1 Defense), Twin Scimitars (7 damage each)
Armour: Kevlar Bodysuit + Helmet (4 Soak), OR Steelcloth (4 Soak)

Advantages:

  • Pain Resistant 2
  • Armor Training 3 OR Steelcloth Robe 3
  • True Faith 5
  • Hypnosis 5 (Depends on listening to the demogogue rather than looking at him)

Disadvantages:

  • Major Foible: Will not use ranged weapons (thrown weapons at short range excluded) 2

Master Church Black Assassin
These sinister masters of death stalk the cities of Rome and Mecca at night, sniffing out enemy espionage attempts and murdering them quickly and bloodily. They are often sent into enemy territories covertly to steal, sabotage or kill. In peace times, they fight crime at night and are ordained to perform funerals and last rites. Some black assassins are drawn from the Hashshashin and other less famous militant brotherhoods and keep in with their own traditions, but most are trained by and obedient to the Master Church's Assassin Guild.
Character Points: 45 (26)

Defense: 4
Marksmanship: 4
Melee: 4
Strength: 4
Toughness: 3

Athletics: 5
Intelligence: 4
Perception: 4
Socialize: 1
Willpower: 3

Hit Points: 15
Weapon: Twin Atomsbreadth Swords (8 damage, +2 hit, +2 defense), Rosetta Ion Rifle (12 damage, Ionising, sticky)
Armour: Nanomail Bodyglove (4 Soak)

Advantages:

  • Theta weapons training (standard) 4
  • Thief 1
  • Stealth 3
  • Nanomail Training 3
  • 2x Atomsbreadth Blade 6 (counts as magickal sword)
  • Martial Arts 1 (Spin, Sweep, Rising Attack)