The Corps of Hellghasts is the elite of the Ordo Ultima Thule. Following the defeat of general Helmand Döner's forces on the world of Varanger the OUT went into hiding, and it is believed that they today control one fringeworld, as well as at least two larger constructs.
According to intelligence, the Hellghasts are picked at age five, and they go through at least fifteen years of gruelling training before they are accepted into the Corps. Reports indicate that they go through several graduations where they are pitted against one another in deadly combat, the victor being allowed to continue his training.
The final stage of the initiation is said to involve the cadette being inserted on a Netherworld alone, unarmed except for a knife. Here he is expected to track and kill a wolf-demon and capture it's spirit. If he survives, he will then have the demon-spirit bound to his soul.
The greatest caution is reccomended when dealing with Hellghasts, for they are utterly corrupt and extremely dangerous. They are all equipped with high technological weapons and equipment, they are highly trained, and they are fanatically loyal to the OUT.
Luckily, as far as we have been able to ascertain, the Corps of Hellghasts count no more than two and a half thousand, and as far as we know, they are deployed in batallions of five hundred.
When confronted, exercise great caution and proceed with due dilligence. If possible, kill on sight, failing that, observe and report. Do not approach!
Storyteller's note: This is a re-posting of 4 October 2009 with added stat-block.
Inteligence 3, Wits 4, Resolve 4
Strength 4, Dexterity 4, Stamina 5
Presence 3, Manipulation 3, Composure 4
Mental: Academics 2, Crafts 2, Occult 3, Science 3
Physical: Athletics 3, Brawl (grapple) 4, Drive 3, Firearms (speciality) 5, Stealth 4, Weaponry (dagger) 4
Social: Intimidation 4
Armored Prowess 2, Fast Reflexes 2, Fleet of Foot 3, Iron Stamina 3, Quick Draw 1,
Initiative Mod 10
Spirit Rank 3
Gauntlet Breach, Material Vision, Accelerate
Jagdpistole (hvy. pistol)* -- dice-pool 13, range 120, clip 7
Machinegewähr 9 (machine gun)* -- dice-pool 15, range 400, (autofire, long +3), clip 400, or
Sturmgewähr 13 (assault rifle)* -- dice-pool 15, range 300, (autofire, long +3), clip 30, or
Scharfshiessergewähr (hvy. rifle)*+ -- dice-pool 18, range 800, clip 1
Dagger dice-pool 12
* May fire Shardakeem ammunition (Aggravated damage to all supernatural non-Abyssal creatures, countermagic equal to damage rolled).
+ No penalty on medium range, -2 on long range, due to scope.
Armored suit, gas-mask with thaumatech canister# and Basislisk goggles¤, vox-caster unit.
# Thaumatech canister may contain one of the following agents: Athmos-111, +2 to Stamina; Recton A, +2 Strength; Moorkhat, +3 resistance to magic.
¤ Basilisk goggles: Magesight, +2 to Intimidate.
[Picture source unknown]