Deff Dread-Type Walker
A stomping ork walker packed with blades and guns.
Threat File — Deff Dread-Type Walker
TR 10 · OrksSaves: Toughness +9, Strength +9
Senses: Hull auspexes and the pilot's own eyes; effectively blind to anything small and quiet in its rear arc
Walking Wreckage. The dread ignores any single hit that deals 7 or less damage. Small arms ring off the hull as applause.
Fists Full of Klaws. The dread fights with multiple weapon limbs. Its Klaw Rampage attacks may be split among any targets within reach.
Wired-In Rage. The pilot cannot dismount, retreat on its own initiative, or stop. Morale was amputated with the legs.
Klaw Rampage (Multiattack). The dread makes three Klaw attacks. Melee Attack: +8 to hit, reach 10 ft., one target each. Hit: 2d10 + 6 rending damage. These attacks ignore armor-based Defense bonuses and shred barricades outright.
Hull Guns. Ranged Attack: +7 to hit, range 40/120 ft., one target. Hit: 2d8 + 2 ballistic damage. Hosed at whatever the klaws cannot reach yet.
Stomp Through. The dread walks through a wall, barricade, or vehicle wreck, breaching it. Each creature within 5 feet of the breach makes an Agility Save DC 14 or takes 2d10 bludgeoning damage from debris and is knocked Prone.
Klaw Catch. When a creature ends its movement within the dread's reach, the dread may make one Klaw attack against it.
Morale: Does not make Morale checks; the pilot is wired into the hull and was not planning to leave anyway. It fights until the hull is opened.
Tactics: Send the dread up the party's strongest lane, because the mek built it to disprove strongpoints. It is slow — the counterplay is range, mobility, and rear armor, so screen those options with boyz. Its wreck makes excellent cover; note who thinks of that first.
Loot / Evidence / Hooks: The wreck yields a power plant, klaw hydraulics, and what remains of the pilot, whose fate makes a better recruiting deterrent than any sermon.
Enemy Dossier
GM ReferenceA deff dread-type is a mek-built walking coffin: an ork surgically wired into a hull of blades, guns, and hydraulic rage. What remains of the pilot is enthusiasm, and the enthusiasm has power klaws.
Use this enemy as the armored fist of an ork assault — a walker the party's small arms cannot answer and its melee line cannot hold.
Threat Profile: Vehicle-grade durability, devastating multi-limb melee, secondary crude firepower, slow and loud, vulnerable to anti-armor, flanking, and its own blind spots.
Walking Wreckage. Ignores any single hit below a damage threshold; small arms ring off the hull as applause.
Fists Full of Klaws. Fights with multiple weapon limbs; it can attack more than one adjacent target a round.
Wired-In Rage. The pilot cannot dismount, retreat on its own initiative, or stop; morale was amputated with the legs.
Klaw Rampage. Multiple heavy melee attacks that shred armor-based Defense bonuses and barricades alike.
Hull Guns. Short-ranged crude firepower hosed at whatever the klaws cannot reach yet.
Stomp Through. Walks through a wall, barricade, or vehicle wreck, breaching it and threatening everyone behind.
Morale: No Morale; it fights until the hull is opened, and what is inside was not planning to leave anyway.
Tactics: Send the dread up the party's strongest lane, because the mek built it to disprove strongpoints. It is slow — the party's counterplay is range, mobility, and rear armor, so screen those options with boyz. Its wreck makes excellent cover; note who thinks of that first.
Full Stat Block Priority: High