Chainaxe Champion
A melee champion who treats cover as cowardice.
Threat File — Chainaxe Champion
TR 11 · Traitor AstartesSaves: Toughness +8, Willpower +6
Proficiencies: Athletics +9, Intimidation +7
Blood for the Blood God. When the champion reduces a creature to 0 Vitality in melee, he regains 10 Vitality and may immediately move up to half his speed.
Duelist of the Eight Pits. The champion has Advantage on melee attacks against any target that attacked someone other than him last turn.
Scorn of the Hidden. The champion ignores the Defense benefit of Light Cover against targets within his melee reach.
Twin Chainaxes. The champion makes two melee attacks: +9 to hit, reach 5 ft., one target each. Hit: 2d8 + 5 rending damage. If both attacks hit the same target, its armor is degraded, reducing its Defense by 1 until repaired.
Skull-Taker's Challenge. The champion calls out the most dangerous enemy he can see. If that enemy does not attack him or move toward him on its next turn, its allies within 30 feet make a Willpower Save DC 15 or become Frightened until the end of their next turn.
Sweep the Rabble. The champion makes one Twin Chainaxes attack against every adjacent creature of TR 4 or lower, clearing a path to the real fight.
Contempt for Interference. When a creature other than his challenged opponent hits the champion with a melee attack, he may make one chainaxe attack (+9 to hit, 2d8 + 5 rending damage) against that creature.
Morale: Never retreats from melee; if the party flees, he takes his rage out on whatever they left behind.
Tactics: He walks through chaff-clearing fire to reach the party's champion, and Khorne does not care how honorably he wins once the duel starts. His pack exists to keep everyone else off him — make interfering costly but possible.
Loot / Evidence / Hooks: Twin chainaxes etched with pit-fight kill tallies; the skull-rack on his backpack holds trophies someone in the sector is still looking for.
Enemy Dossier
GM ReferenceA Chainaxe Champion is a Khornate duelist who treats cover as cowardice and other people's skill as an insult to correct. He has killed enough champions to know exactly how yours will move.
Use this enemy to lead berzerker packs, or to give the party's best melee fighter a fight they should not have accepted.
High durability, dominant melee, charge pressure, morale damage on kills, contempt-driven target selection, no ranged threat worth naming.
Blood for the Blood God. When the champion drops a target in melee, he immediately regains vigor and may move up to half speed.
Duelist of the Eight Pits. Advantage on melee attacks against any target that attacked someone other than him last turn.
Scorn of the Hidden. Ignores the Defense benefit of Light Cover against targets within melee reach.
Twin Chainaxes. Two melee attacks; if both hit one target, its armor is degraded.
Skull-Taker's Challenge. Calls out the most dangerous visible enemy; if the challenge is refused, that enemy's allies must check Morale.
Sweep the Rabble. Melee attack against all adjacent lesser enemies to clear a path to the real fight.
Morale: Never retreats from melee; if the party flees, he takes his rage out on whatever they left behind.
Tactics: He walks through the party's chaff-clearing fire to reach their champion, and Khorne does not care how honorably he wins once the duel starts. Let him narrate his kills. His pack exists to keep everyone else off him — make interfering costly but possible.
Full Stat Block Priority: High