Chaos Marine Terminator
A walking relic of armored treason.
Threat File — Chaos Marine Terminator
TR 12 · Traitor AstartesSaves: Toughness +9, Willpower +7
Proficiencies: Athletics +9, Intimidation +6
Cataphractii Bulwark. The terminator reduces all incoming damage by 5. Weapons carried by TR 2 or lower enemies may be incapable of harming it at GM discretion.
Unstoppable Tread. The terminator cannot be Pinned, Suppressed, or knocked Prone, and its Movement cannot be reduced below 10 feet.
Teleport Scarred. Once per scene, the terminator may arrive or reposition via teleport flare, appearing anywhere reality has been softened within 120 feet.
Combi-Bolter Storm. Ranged Attack: +8 to hit, range 100/300 ft., one target. Hit: 2d8 + 4 ballistic damage, and the terminator suppresses a 10-foot zone around the target. Creatures in the zone make a Willpower Save DC 16 or become Pinned until the start of its next turn.
Power Fist. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 3d10 + 5 bludgeoning damage. The attack also wrecks any light cover, hatch, or barricade the target was using.
Walk Through the Wall. The terminator destroys an adjacent section of light cover or barricade by advancing through it, then continues its movement.
Retaliatory Fist. When a creature within reach damages the terminator with a melee attack, it may make one Power Fist attack against that creature at Disadvantage.
Morale: Does not check morale; disengages only by teleport recall when the warband's purpose is served.
Tactics: Advance straight up the party's strongest line and make them relocate: absorb a full round of fire without slowing, then delete whatever it reaches. Its counters are terrain it cannot follow through and massed anti-armor, both of which cost something.
Loot / Evidence / Hooks: Intact Cataphractii plate is relic technology beyond replication; even scorched fragments buy favors from any forge.
Enemy Dossier
GM ReferenceA Chaos Marine Terminator is a walking relic of armored treason, sealed in warplate that predates the Imperium's current borders. It does not take cover because it is cover, for everything behind it.
Use this enemy as a breach-point horror, a vault guardian, or a mid-boss the party's standard anti-infantry plan simply bounces off.
Extreme durability and armor, slow but unstoppable advance, devastating melee and ranged output, nearly immune to suppression, vulnerable mostly to massed anti-armor and terrain play.
Cataphractii Bulwark. Reduces all incoming damage; light weapons may be incapable of harming it at GM discretion.
Unstoppable Tread. Cannot be Pinned, Suppressed, or knocked prone; movement cannot be reduced below 10 feet.
Teleport Scarred. Once per scene may arrive or reposition via teleport flare, appearing anywhere reality has been softened.
Combi-Bolter Storm. Twin-linked fire that suppresses a zone while still attacking a target.
Power Fist. Slow, catastrophic melee attack that wrecks cover, hatches, and anyone who stands still.
Walk Through the Wall. Destroys a section of light cover or barricade by advancing through it.
Morale: Does not check morale; disengages only by teleport recall when the warband's purpose is served.
Tactics: Advance it straight up the party's strongest line and make them relocate. It should absorb an entire round of fire without slowing, then delete whatever it reaches. Give the party a terrain answer — drops, collapses, chokepoints it cannot follow through — or a costed anti-armor answer.
Full Stat Block Priority: High