Ecclesiarchy Fanatic
A violent zealot who may be technically loyal and still a problem.
Threat File — Ecclesiarchy Fanatic
TR 3 · Renegade Imperials and Imperial AdversariesSaves: Willpower +4
Faith Beyond Fear. The fanatic has Advantage on saves against fear and does not make Morale checks while acting in the Emperor's name.
Martyr's Witness. If the fanatic is killed openly, nearby Imperial crowds turn hostile to the killer at GM discretion.
Flail and Fervor. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. This attack gains +1 to hit for each other fanatic adjacent to the same target, to a maximum of +2.
Denounce. The fanatic screams heresy at one target within 30 feet. The target makes a Willpower Save DC 12 or is Exposed to the mob's attention until the end of its next turn.
Morale: Does not make Morale checks while acting in the Emperor's name; dies forward, loudly, and counts it a victory.
Tactics: Run fanatics as a moral hazard with fists. They charge without self-preservation and force the party to choose between nonlethal solutions, public heresy, or being overrun. The priest who wound them up is the real target.
Loot / Evidence / Hooks: Devotional chains and a crumpled sermon leaflet naming the preacher who aimed them.
Enemy Dossier
GM ReferenceAn Ecclesiarchy Fanatic is a believer whose faith has sharpened into violence that may be technically loyal and still entirely a problem. Killing one in public is heresy to every witness.
Use this enemy when righteous violence targets the wrong people — lynch mobs, purity purges, and zealots aimed at the party's mutant, psyker, or xenos-adjacent assets.
Threat Profile: Low durability, reckless melee pressure, near-immune to fear and morale, dangerous socially — harming one turns crowds and clergy hostile.
Faith Beyond Fear. Gains Advantage on saves against fear and never checks Morale while acting in the Emperor's name.
Martyr's Witness. If killed openly, nearby Imperial crowds turn hostile to the killer at GM discretion.
Flail and Fervor. Wild melee attack that gains +1 to hit for each ally fanatic adjacent to the same target.
Denounce. Screams heresy at one target; failed Willpower Save leaves the target Exposed to the mob's attention until its next turn.
Morale: Does not flee; dies forward, loudly, and counts it a victory.
Tactics: Run fanatics as a moral hazard with fists. They charge without self-preservation and force the party to choose between nonlethal solutions, public heresy, or being overrun. The priest who wound them up is the real target.
Full Stat Block Priority: Low