Bloodcrusher-Type Cavalry
A mounted impact threat that breaks lines.
Threat File — Bloodcrusher-Type Cavalry
TR 10 · Daemons & Warp EntitiesSaves: Toughness +9
Juggernaut of Khorne. The bloodcrusher reduces all incoming damage by 3. Its charge destroys light cover and barricades in its path.
Daemonic Nature. Does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished in a wreck of collapsing brass.
Committed Mass. It turns poorly at speed: after using Thunderous Charge, it cannot charge again until the end of its next turn, and attacks against it are made at Advantage until then. That is the party's window.
Thunderous Charge. The bloodcrusher moves in a straight line up to 40 feet through cover and enemies. Each creature in its path makes an Agility Save DC 15, taking 3d10 + 5 bludgeoning damage and falling Prone on a failure, or half damage on a success.
Hellblade From the Saddle. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 slashing damage.
Brazen Trample. Melee Attack: +8 to hit, reach 5 ft., every Prone creature within reach. Hit: 2d6 + 5 bludgeoning damage.
Wheel and Gore. When a creature leaves the bloodcrusher's reach, the juggernaut gores it. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 1d10 + 5 piercing damage.
Morale: Does not make Morale checks (daemonic nature). It charges until banished, and its idea of caution is choosing which line to break first.
Tactics: Announce the charge before it lands — dust, brass thunder, a straight line the party can read — because reading it does not stop it. It is weakest immediately after impact, wheeling in the wreckage; build the encounter so the party learns to survive the hit and punish the turn.
Loot / Evidence / Hooks: The juggernaut's brass plates weigh a ton and whisper; forge-world tithes for a sanctified sample are generous, and keeping one is Corruption in slab form.
Enemy Dossier
GM ReferenceA Bloodcrusher-Type Cavalry is a bloodletter mounted on a juggernaut of brass and muscle — an impact weapon that breaks lines the way a shell breaks a wall. The formation it hits stops being a formation.
Use this enemy to shatter the party's defensive line, barricade, or vehicle screen in a single declared, unstoppable charge.
High durability, devastating charge impact, line-breaking momentum, fear pressure, tramples cover, immune to morale and Suppression, slow to turn once committed.
Juggernaut of Khorne. Reduces incoming damage; its charge destroys light cover and barricades in its path.
Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality in a wreck of brass.
Committed Mass. Turns poorly at speed: after a charge, it must spend a turn wheeling, which is the party's window.
Thunderous Charge. Moves in a straight line up to 40 feet through cover and enemies; each creature in the path saves or takes crushing damage and is knocked prone.
Hellblade From the Saddle. Melee attack from the rider against anything still standing adjacent.
Brazen Trample. Attacks every prone creature it stands among.
Morale: No morale; it charges until banished, and its idea of caution is choosing which line to break first.
Tactics: Announce the charge before it lands — dust, brass thunder, a straight line the party can read. The horror is that reading it does not stop it. It is weakest immediately after impact, wheeling in the wreckage; build the encounter so the party learns to survive the hit and punish the turn.
Full Stat Block Priority: Medium