Helbrute
A screaming sarcophagus of armored hatred.
Threat File — Helbrute
TR 13 · Traitor AstartesSaves: Toughness +10
Senses: Hull auspex and daemon-sight ignore darkness and smoke within 90 feet
Entombed Rage. While the helbrute is bloodied, it makes one extra Power Scourge attack each turn, but the GM may redirect any of its attacks to the nearest creature, ally or not.
Sarcophagus Screams. Enemies starting their turn within 15 feet make a Willpower Save DC 17 or become Suppressed by the broadcast agony until the start of their next turn.
Walker Chassis. The helbrute reduces damage from mundane weapons by 5. Weapons carried by TR 2 or lower enemies cannot harm it at GM discretion.
Multi-Melta Roar. Ranged Attack: +9 to hit, range 40/120 ft., one target. Hit: 4d10 + 6 fire damage, and any cover the target is using is degraded one step. This attack ignores damage reduction from armor plating.
Power Scourge. The helbrute lashes every creature within 10 feet. Melee Attack: +10 to hit, one attack per creature. Hit: 3d10 + 7 bludgeoning damage, and the target is knocked Prone.
Berserk Charge. The helbrute moves its full Movement through light cover and structures, destroying everything in its path, then makes one Power Scourge attack against one creature within reach.
Morale: Does not make Morale checks; it fights until wrecked, and its handlers fear its survival almost as much as its death.
Tactics: Introduce it loud — a wall exploding is traditional. It anchors the traitor line until wounded, at which point it becomes everyone's problem including the cult's; give it one discoverable weakness such as an exposed sarcophagus, chained posture, or unstable reactor.
Loot / Evidence / Hooks: The sarcophagus holds a traitor Astartes still alive inside; the gene-seed and the hull's daemon-binding sigils are worth a fortune to exactly the people you should not sell them to.
Enemy Dossier
GM ReferenceA Helbrute is a maddened Astartes entombed in a daemon-fouled walker chassis, screaming through weapon mounts. It is armor, artillery, and a mental breakdown sharing one hull.
Use this enemy as an encounter-centerpiece war machine, a breach-point monster, or the thing the cult keeps chained until the party gets close.
Walker-grade armor and durability, devastating melee and heavy ranged fire, berserk unpredictability, immune to fear and suppression, dangerous to its own side when wounded.
Entombed Rage. When bloodied, gains an extra attack each turn but the GM may redirect its target to the nearest creature, ally or not.
Sarcophagus Screams. Enemies starting their turn within 15 feet make a Willpower Save or are Shaken by the broadcast agony.
Walker Chassis. Reduces mundane damage; light weapons cannot harm it at GM discretion.
Multi-Melta Roar. Devastating short-range shot that deletes cover, armor, or whoever trusted either.
Power Scourge. Sweeping melee attack against all creatures in reach; hits knock targets prone.
Berserk Charge. Moves its full speed through light cover and structures and attacks; the path is destroyed behind it.
Morale: No morale; it fights until wrecked, and its handlers fear its survival almost as much as its death.
Tactics: Introduce it loud — a wall exploding is traditional. It anchors the traitor line until wounded, at which point it becomes everyone's problem, including the cult's; use that as a lever the party can exploit. Give it one clear weakness the party can discover: exposed sarcophagus, chained posture, or an unstable reactor.
Full Stat Block Priority: High