Heretek Assistant
A machine-cult traitor with tools, scrapcode, and bad loyalties.
Threat File — Heretek Assistant
TR 3 · Chaos & HereticsSaves: Intellect +5
Proficiencies: Tech +6, Awareness +3, Stealth +3
Senses: Augmetic eyes see normally in darkness
Scrapcode Dabbler. Once per round, the assistant may corrupt or disable one simple machine (door, lumen, servo-skull, unattended weapon) within 30 feet. A tended machine's operator may resist with a Tech check DC 13.
Toolkit Reflexes. Mechadendrites and tools parry by reflex; the assistant gains +1 Defense against the first melee attack made against it each round.
Arc Welder. Ranged Attack: +4 to hit, range 20/40 ft., one target. Hit: 1d8 + 2 energy damage, or 2d8 + 2 energy damage against machines and targets in heavy armor.
Field Patch. The assistant restores 1d8 + 3 Vitality to a machine ally within reach, or unjams one heretic heavy weapon.
Loose the Skulls. Once per scene, the assistant releases two weaponized servo-skulls that harass and spot for the rest of the scene. Enemies they mark grant the nearest heretic +1 to hit against them.
Morale: Flees early and intelligently, taking its tools and data with it; surrenders if cornered, then lies.
Tactics: Keep it behind the line doing damage the party cannot see: locking exits, waking servitors, undermining cover. Its death should feel overdue by the time they reach it, and if it escapes, the party meets its work again later.
Loot / Evidence / Hooks: A first-rate toolkit, scrapcode-laced data-slates, and schematics stamped with a Magos sigil the Mechanicus would very much like to discuss.
Enemy Dossier
GM ReferenceA Heretek Assistant is a machine-cult traitor of low rank and lower scruples — tools, servo-skulls, and scrapcode in place of faith. Alone it is a nuisance; supporting other heretics it makes everything worse.
Use this enemy to give heretic forces technical support: sabotaged doors, corrupted servitors, jammed vox, and traps.
Low durability, weak direct combat, strong battlefield sabotage and support, priority target once its work is noticed.
Scrapcode Dabbler. Can corrupt or disable one simple machine (door, lumen, servo-skull, unattended weapon) per round within 30 feet.
Toolkit Reflexes. Uses mechadendrites and tools defensively; +1 Defense against the first melee attack each round.
Arc Welder. Short-range energy attack; against machines and armored targets it deals +1 damage die.
Field Patch. Restores Vitality to a damaged machine ally or unjams a heretic heavy weapon.
Loose the Skulls. Releases two weaponized servo-skulls that harass and spot for one scene.
Morale: Flees early and intelligently, taking its tools and data with it; surrenders if cornered, then lies.
Tactics: Keep it behind the line doing damage the party cannot see — locking exits, waking servitors, undermining cover. Its death should feel overdue by the time they reach it. If it escapes, the party meets its work again later.
Full Stat Block Priority: Medium