Ministorurm Extras

From: talos402000 <tamah0me_at_...>
Date: Sun, 16 May 2004 22:12:54 -0000

Here's the next part of the list. I hope to have the rest by the end
of the week before I leave overseas. All C&C is welcome.


Penitent Engine
Penitent Engine-Part torture device, part dreadnought, the penitent
engine contains a heretic who has been interred in a walking torture
device to expiate his sins on the battlefield. Armed with two
eviscerators and 2 heavy flamers the penitent engine is a feasome
sight indeed to enemies of the Emperor. This unit is subject to Holy
Rage. You may not take this unit as part of your force unless you
also include at least 1 Priest.

Penitent Engine
speed: 10cm
save: 5+
CAF: +4
weapons: Eviscerators
               Heavy Flamers
   Range: 35cm
   Attack Dice: 2
   To Hit: 4+
   Tsm: 0
   notes: Ignores cover
Notes: Holy Rage, Bionic

Penetint Engine Detachment: 4 stands
Break Point: 2
Morale: 2
Victory Points: 1
Cost: 150

Arco-Flagellants
Arco-Flagellation is a sentence that can be carried out on those
found guilty of heresy or any of a multitude of crimes aginst the
Emperor. Augmented with extensive physical surgery and mental
reconditioning, there bodies are implanted with a feasome array of
lethal weaponry and chemical stimm injectors. Pacifier helmets that
project soothing hymnals and images of the saints into the Arco-
Flagellant's brain keep them under control until a trigger word is
spoken that removes all such restraints. Once activated the Arco-
Flagellant's body is pumped full of deadly combat stimms that turn
it into an unstoppable, beserk killing machine that feels no pain
and has no sense of self-preservation. You must have at least 1
Priest or Inquisitor in your force to include a unit of Arco
Flagellants. They must stay within command radius of a Priest or
Inquisitor until Holy Rage is activated.

Arco-Flagellants
speed: 10 cm
save: 0
Caf: +3
     weapons: Power whips
         range: 0
Attack Dice: 0
         To Hit: 0
           Tsm: -1
notes: Holy Rage, Fearless, Bionics

Arco-Flagellants
Break Point: 4
Morale: -
Victory Points: 1
Cost: 150

Death Cult Assassins
Death Cults can be found on many Imperial worlds; some are Chaos
spawned and lend servitude only to Khorne the Blood God, while
others are religiously, fanatically devoted to the Imperial Creed,
offering those they slay to the Emperor a payment of the blooddebt
all Mankind owes Him. An Inquisitor or Priest can make use of such
devotees, there skill and prowess in the arts of death making them
exellent executioners and infiltrators. Death Cultists employ a vast
array of exotic ritual weaponry for their work - a dizzying display
of whip-scythes, stilletos, needle beamers, and augmentive digi-
weapons. You must have at least 1 Confessor or Inquisitor in your
force to include a unit of Death Cultists.

Death Cultists
speed: 10cm
save: 6+F
Caf: +4
   Weapons: Power weapon
   Range: 0
   Attack Dice: 0
   To-hit: 0
   Tsm: -1
notes: Infiltration, Stealth, Independent

Death Cult Assissins 4 stands
Break Point: 2
Morale: 2
Victory Points: 1
Cost: 100

Zealots
The most fanatical of the followers of the Ministorum are called
Zealots. Wielding barbed scourges in one hand and short range
flamethrowers called Exterminators in the other the Zealots are used
by the Ministorum when the complete and utter genocide of the enemy
is called for. You must have at least one Priest Character in your
force to take bands of Zealots.

Zealots 4 stands
speed: 10cm
save: 0
Caf: +2
 Weapons: Extirminator
   Range: 15cm
   Attack Dice: 1
   To-hit: 5+
   Tsm: 0
notes: Holy Rage, Fearless, Ignores Cover

Zealots
Break Point: 2
Morale: 2
Victory Points: 1
Cost: 100

Talos402000
Received on Sun May 16 2004 - 22:12:54 UTC

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