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Daemon-Infested Machine

A machine spirit and daemon competing through violence.

Threat File — Daemon-Infested Machine

TR 10 · Machines, Servitors & Automata
CorruptedMachineHorrorStat Block Priority: High
Daemon-Infested MachineTR 10Machine, Daemon · Horror
CorruptedMachineHorror
Defense 17 · Vitality 120 · Move 30 ft. · Initiative +1
STR +5AGI +1TGH +5INT +0WIL +3PRS -1

Saves: Toughness +8, Willpower +7

// Traits

Contested Chassis. At the start of each of its turns, the GM declares whether the machine spirit or the daemon holds the trigger. On machine rounds it acts precise and protocol-bound and Tech checks (DC 15) can stall or redirect it. On daemon rounds it is savage and terror-driven and Tech checks automatically fail.

Warp-Fouled Systems. Standard overrides and command codes fail against it. Sanctified tools, hexagrammic wards, and banishment rites gain purchase instead, at GM discretion.

Dreadful Resonance. A creature that starts its turn adjacent to the machine makes a Willpower Save DC 15 or is Frightened until the end of its turn as the metal screams.

// Actions

Blessed-Once Weapon. Ranged Attack: +8 to hit, range 80/240 ft., one target. Hit: 2d10 + 5 ballistic damage, plus 1d6 warp damage on daemon rounds. On a critical hit, the target suffers Corruption exposure.

Machine Seizure. Melee Attack: +8 to hit, reach 10 ft., one target. Hit: 2d8 + 5 bludgeoning damage and the target is Grappled by manipulators, cargo limbs, or hatches (Strength check DC 15 to escape). While held, the daemon whispers: the target makes a Willpower Save DC 15 at the start of each of its turns or suffers Corruption exposure.

Spirit Overload. Once per scene, the machine vents warp-charged energy in a 15-foot zone around itself. Creatures in the zone make an Agility Save DC 15, taking 3d10 warp damage and becoming Exposed until the start of their next turn on a failure, or half damage on a success.

// Reactions

The Daemon Objects. When a creature fails a Tech check against the machine, the daemon seizes the trigger for a heartbeat: the machine makes one Blessed-Once Weapon attack against that creature.

Morale: Does not make Morale checks. It ends when the chassis is destroyed, the daemon banished, or — rarely — the machine spirit wins and drops it inert.

Tactics: Alternate its two natures so the party learns the rhythm: hack it when the machine leads, ward it when the daemon does. Fighting it as a pure gun-target should be the slowest, most corrupting option. Consider an objective — sever the possession, not the chassis.

Loot / Evidence / Hooks: The chassis itself is valuable, but selling a warp-touched machine without sanctification is how the next infestation starts.

Enemy Dossier

GM Reference

A Daemon-Infested Machine is a war of possession fought inside a chassis — machine spirit and daemon competing for the trigger, with everyone nearby as the tiebreaker. It is Corruption with hydraulics.

// Battlefield Use

Use this enemy when machine horror and warp horror need to share a room: haunted engines, screaming manufactorums, and vehicles that hate.

// Threat Profile

Threat Profile: High durability, heavy unpredictable damage, fear and Corruption pressure, no morale, immune to normal machine countermeasures while the daemon holds.

// Signature Traits

Contested Chassis. Each round it may act as machine (precise, protocol-bound) or daemon (savage, terror-driven); Tech checks work only during machine rounds.

Warp-Fouled Systems. Standard overrides fail; sanctified tools, hexagrammic wards, or banishment rites gain purchase instead.

Dreadful Resonance. Creatures starting their turn adjacent save on Willpower or are Frightened as the metal screams.

// Signature Actions

Blessed-Once Weapon. Its original armament fires with daemonic enthusiasm; critical hits inflict Corruption exposure.

Machine Seizure. Grabs a target with manipulators, cargo limbs, or hatches; the daemon whispers while it squeezes.

Spirit Overload. Once per scene, vents warp-charged energy in a zone; failed saves cause damage and Exposed.

Morale: None. It ends when the chassis is destroyed, the daemon banished, or — rarely — the machine spirit wins and drops it inert.

Tactics: Alternate its two natures so the party learns the rhythm: hack it when the machine leads, ward it when the daemon does. Fighting it as a pure gun-target should be the slowest, most corrupting option. Consider an objective — sever the possession, not the chassis.

// Variants
Possessed Cargo LoaderInfested Gun EmplacementHaunted Servitor ChoirVehicle-Scale Infestation (nascent daemon engine)

Full Stat Block Priority: High

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