Berzerker Marine
A chain-weapon transhuman lunatic built for melee shock.
Threat File — Berzerker Marine
TR 9 · Traitor AstartesSaves: Toughness +7, Willpower +5
Proficiencies: Athletics +8, Intimidation +5
Blood-Mad Charge. If the berzerker marine moved 20 feet or more toward an enemy this turn, its melee attacks deal +2 damage.
Pain Is Fuel. While below half Vitality, the berzerker marine makes one additional Chainaxe attack on each of its turns.
Deaf to Fear. While within melee reach of an enemy, the berzerker marine is immune to fear, the Frightened condition, and all Morale pressure.
Chainaxe. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 rending damage. On a critical hit, the target's armor is degraded, reducing its Defense by 1 until repaired.
Headlong Assault. The berzerker marine moves up to its full speed straight toward the nearest enemy it can see, ignoring the Suppressed and Pinned conditions, then makes one Chainaxe attack.
Kill and Continue. When the berzerker marine reduces a creature to 0 Vitality, it immediately moves up to half its speed toward the nearest enemy it can see.
Morale: Never flees; if denied a living target it frenzies at whatever is closest, which is occasionally its own side.
Tactics: Run him in a straight line at the party's center and make them solve him before he arrives. He ignores good positioning, refuses ranged trades, and punishes anyone who stands still; reward players who use terrain, delays, and bait.
Loot / Evidence / Hooks: An ill-maintained chainaxe, cracked power armor plates, and brass trophy-chains worth more melted down than intact.
Enemy Dossier
GM ReferenceA Berzerker Marine is a transhuman lunatic surgically committed to melee, running at your line through fire that should matter and does not. He is Khorne's argument that cover is a phase people grow out of.
Use this enemy when you want the party's gunline math to fail — a threat that closes distance faster than suppression can stop it.
High durability, extreme melee pressure, charge bonuses, gets worse when bloodied, resistant to fear while in melee, poor ranged discipline.
Blood-Mad Charge. +2 damage on melee attacks in a turn it moved 20 feet or more toward an enemy.
Pain Is Fuel. While bloodied, gains an additional melee attack each turn.
Deaf to Fear. Immune to fear and Morale pressure while within melee reach of an enemy.
Chainaxe. Savage melee attack; critical hits degrade the target's armor.
Headlong Assault. Moves full speed ignoring Suppression and Pinned, straight at the nearest enemy, and attacks.
Kill and Continue. When it drops a target, immediately moves up to half speed toward the next nearest enemy.
Morale: Never flees; if denied a target it frenzies at whatever is closest, which is occasionally its own side.
Tactics: Run him in a straight line at the party's center and make them solve him before he arrives. He ignores good positioning, refuses ranged trades, and punishes anyone who stands still. His weakness is that he is predictable — reward players who use terrain, delays, and bait.
Full Stat Block Priority: High