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Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Aberrant

A malformed heavy hitter used for impact.

Threat File — Aberrant

TR 6 · Genestealer Cults
Genestealer CultBruteStat Block Priority: Medium
AberrantTR 6Hybrid · Brute
Genestealer CultBrute
Defense 13 · Vitality 60 · Move 25 ft. · Initiative -1
STR +4AGI -1TGH +4INT -2WIL +1PRS -2

Saves: Toughness +7

// Traits

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.

// Actions

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 Reference

An 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.

// Battlefield Use

Use this enemy when the party's cover, barricade, or bulkhead needs to stop being relevant.

// Threat Profile

High durability, devastating slow melee, wrecks cover and machines, low speed, immune to most morale pressure.

// Signature Traits

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.

// Signature Actions

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.

// Variants
Hypermorph AberrantAberrant Wrecking PairChain-Hauler AberrantBodyguard Aberrant (escorts a leader)

Full Stat Block Priority: Medium

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