Aberrant
A malformed heavy hitter used for impact.
Threat File — Aberrant
TR 6 · Genestealer CultsSaves: Toughness +7
Insensible to Pain. The aberrant reduces damage from single-target attacks by 3. It barely reacts to wounds and never registers being bloodied.
Bred for the Rockface. The aberrant's melee attacks destroy Light Cover on a hit and degrade Heavy Cover to Light Cover on a critical hit.
Power Pick Overhead. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d10 + 4 rending damage. Against structures, vehicles, and Pinned targets, the attack deals double damage.
Clear the Obstruction. The aberrant smashes a section of cover, barricade, or door within reach instead of attacking a creature, destroying Light Cover outright or breaching Heavy Cover and standard doors in one to two turns.
Morale: Does not make Morale checks in the brood's presence; it is too simple to fear and fights until dead or called off.
Tactics: Walk it straight up the middle while neophytes suppress. Its job is to delete the party's cover plan and force repositioning into prepared Fire Lanes. It is slow — the party can kite it, at the cost of giving ground the cult wants.
Loot / Evidence / Hooks: An industrial power pick with cult sigils scratched under the grip — traceable to a specific mine shift, and to whoever signed the tool ledger.
Enemy Dossier
GM ReferenceAn Aberrant is a malformed hybrid of slabbed muscle and dim, devoted purpose, swinging power picks and hammers meant for rock. The cult uses them the way miners use blasting charges: pointed at the obstruction.
Use this enemy when the party's cover, barricade, or bulkhead needs to stop being relevant.
High durability, devastating slow melee, wrecks cover and machines, low speed, immune to most morale pressure.
Insensible to Pain. Reduces incoming damage from single-target attacks by a small fixed amount; barely reacts to wounds.
Bred for the Rockface. Its attacks destroy Light Cover on a hit and degrade Heavy Cover on a critical.
Power Pick Overhead. Slow, massive melee strike; against structures, vehicles, and Pinned targets it deals double damage.
Clear the Obstruction. Smashes a section of cover, barricade, or door instead of attacking a creature.
Morale: Does not check morale in the brood's presence; too simple to fear, it fights until dead or called off.
Tactics: Walk aberrants straight up the middle while neophytes suppress. Their job is to delete the party's cover plan and force repositioning into prepared Fire Lanes. They are slow — the party should be able to kite them, at the cost of giving ground the cult wants.
Full Stat Block Priority: Medium