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Heretek Magos

A rogue tech-priest surrounded by weaponized bad ideas.

Threat File — Heretek Magos

TR 8 · Chaos & Heretics
HeretekMachineLeaderTechCorruptedStat Block Priority: High
Heretek MagosTR 8Human, Forge-Bound · Specialist, Leader
HeretekMachineLeaderTechCorrupted
Defense 17 · Vitality 70 · Move 25 ft. · Initiative +1
STR +2AGI +1TGH +4INT +5WIL +3PRS +1

Saves: Intellect +8, Toughness +7

Proficiencies: Tech +9, Lore +7, Awareness +5

Senses: Augur array detects machines and power sources within 120 feet; sees normally in darkness and smoke

// Traits

More Machine Than Traitor. The Magos's augmetic frame is immune to toxic damage and disease, and it does not suffer penalties from pain or being bloodied.

Lord of Broken Cogs. The Magos commands corrupted servitors and automata within 60 feet as a free action; they do not make Morale checks while it functions.

Contingency Engines. The first time each scene the Magos would be reduced to 0 Vitality, an implanted system intervenes (refractor burst, ejection rig, or decoy chassis); it instead drops to 10 Vitality and may immediately move half its Movement.

// Actions

Volkite Serpenta. Ranged Attack: +7 to hit, range 60/120 ft., one target. Hit: 2d10 + 4 energy damage. This attack burns through Light Cover.

Scrapcode Invocation. One machine, augmetic system, or vehicle within 60 feet makes a Tech check DC 14 (or its operator does) or malfunctions until the end of its next turn.

Mechadendrite Storm. The Magos attacks every adjacent enemy. Melee Attack: +6 to hit. Hit: 1d10 + 3 piercing damage, and one target hit is Grappled by a dendrite.

Awaken the Works. The Magos activates one prepared lair system: a turret (uses the Volkite Serpenta profile), a lockdown, a gas flood (Toughness Save DC 14, 2d6 toxic damage in a zone), or a servitor reserve.

// Reactions

Interdiction Protocol. When an enemy within 60 feet uses a machine, augmetic, or vehicle ability against the Magos, it may immediately make a Scrapcode Invocation against that system.

Morale: Does not make Morale checks in any human sense; it retreats with cold logic when the data says lost, triggering every contingency on the way out, and never bargains honestly.

Tactics: Fight the Magos in its own lair where every corridor is a prepared system. It layers servitors, traps, and lockdowns between itself and the party and spends actions on the battlefield rather than duels; make them beat its escape plan, not just its Vitality.

Loot / Evidence / Hooks: Forbidden weapon prototypes, a lifetime of proscribed research, and a lair full of half-finished horrors; the Mechanicus bounty is enormous and comes with questions.

Enemy Dossier

GM Reference

A Heretek Magos is a rogue tech-priest who traded the Omnissiah's law for forbidden results — a walking laboratory of weaponized bad ideas, guarded by things it built from people. It is the brain of any machine-corrupted heresy.

// Battlefield Use

Use this enemy as the mastermind of a tech-heresy arc — the source of corrupted servitors, scrapcode plagues, and weapons that should not exist.

// Threat Profile

High durability for a human frame, dangerous exotic weaponry, machine-control battlefield manipulation, layered defenses of servitors and traps, decapitation objective.

// Signature Traits

More Machine Than Traitor. Augmetic frame grants high Defense, resistance to poison and disease, and no fear of pain.

Lord of Broken Cogs. Commands corrupted servitors and automata within 60 feet as a free action; they do not check Morale while it functions.

Contingency Engines. The first time it would be reduced to 0 Vitality each scene, an implanted system (refractor burst, ejection rig, decoy chassis) intervenes.

// Signature Actions

Volkite Serpenta. High-damage energy attack that burns through Light Cover.

Scrapcode Invocation. One machine, augmetic, or vehicle within 60 feet saves or malfunctions for a round.

Mechadendrite Storm. Melee flurry against every adjacent enemy; grapples one on a hit.

Awaken the Works. Activates a prepared lair system: turret, lockdown, gas flood, or servitor reserve.

Morale: Retreats with cold logic when the data says lost, triggering every contingency on the way out; never panics, never bargains honestly.

Tactics: Fight the Magos in its own lair where every corridor is a prepared system. It layers servitors, traps, and lockdowns between itself and the party, and spends actions on the battlefield rather than duels. Its escape plan is better than the party's assault plan — make them beat it, not just its Vitality.

// Variants
Flesh-Sculptor Magos (servitor horror focus)Weapons-Heresy Magos (exotic arsenal)Silica-Whisperer (abominable intelligence project)Nemesis Magos rebuilt after 'death'

Full Stat Block Priority: High

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