Heretek Walker
A corrupted walker with unsafe weapon behavior.
Threat File — Heretek Walker
TR 9 · Vehicles & War EnginesSaves: Toughness +8
Senses: Fouled auspex clusters see normally in darkness and smoke within 60 feet
Unsafe Modifications. Its weapons hit above their class. Whenever the walker rolls maximum damage on any die, one of its systems stresses at GM discretion: a vent flare, a warning shriek, a limp.
Fouled Seams. A Tech check DC 14 as an action identifies a weak point; the next attack against the walker that hits ignores its armor plating trait. Called shots against identified seams are made without Disadvantage.
Walker Plating. Any single ballistic or las attack that deals 10 or less damage is shrugged off and deals no damage.
Spiteful Spirit. Once per scene, the walker acts out of sequence: a bonus lurch of half its Movement, an early attack at -2 to hit, or a flat refusal to obey its crew, at GM discretion.
Overcharged Cannon. Ranged Attack: +7 to hit, range 100/300 ft., one target. Hit: 3d10 + 4 energy damage. If the walker uses this action on two consecutive turns, roll 1d6 after the second shot: on a 1-2 the cannon malfunctions and cannot fire until the walker spends a turn venting.
Vent Scalding Plasma. The walker dumps heat in a 10-foot radius around itself. Each creature in the zone makes an Agility Save DC 15, taking 3d6 fire damage and being pushed 10 feet on a failure, or half damage on a success. The walker clears any cannon malfunction.
Graceless Charge. The walker moves at least 20 feet and slams into a target, cover, or vehicle. Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 3d8 + 5 bludgeoning damage and the target is knocked Prone; the walker takes 1d6 damage from its own enthusiasm.
Spite Discharge. When a melee attack hits the walker, arcing power lashes back: the attacker makes an Agility Save DC 14 or takes 2d6 energy damage.
Morale: If servitor-piloted, does not make Morale checks (machine mind). If heretek-crewed, the crew withdraws to preserve the precious wrongness of the machine.
Tactics: Let it open above its weight class, then show the cost: vent flares, warning shrieks, a limp. The party's path to victory is stress: bait the overcharge, hit the seams, make it kill itself trying.
Loot / Evidence / Hooks: Its wreck is worth studying and dangerous to study: forbidden weapon modifications, heretek data-slates, and components that hum when no power is connected.
Enemy Dossier
GM ReferenceA Heretek Walker is a corrupted or rebuilt walker whose weapon behavior no longer respects specifications — overcharged, unshielded, and aimed by something with contempt for tolerances. It is dangerous to everyone, in an order no manual predicts.
Use this vehicle when armored opposition should feel wrong: unstable heretek war bands, corrupted forge sites, and salvage that fought back.
Threat Profile: Walker armor with fouled seams, heavy but unstable firepower, unpredictable malfunctions, poor crew survivability, exploitable overloads, machine or heretek morale.
Unsafe Modifications. Its weapons hit above their class; each maximum-damage roll also stresses a system at GM discretion.
Fouled Seams. Called shots and Tech scans find weak points faster than on a lawful machine.
Spiteful Spirit. Once per scene it acts out of sequence — a bonus lurch, an early shot, a refusal.
Overcharged Cannon. Heavy attack with a visible power-whine; on its second consecutive use, roll for malfunction.
Vent Scalding Plasma. Dumps heat in a zone around itself; adjacent creatures save or burn and are driven back.
Graceless Charge. Slams into cover or vehicles, damaging itself slightly and its target badly.
Morale: If servitor-piloted, none; if heretek-crewed, withdraws to preserve the precious wrongness of the machine.
Tactics: Let it open above its weight class, then show the cost: vent flares, warning shrieks, a limp. The party's path to victory is stress — bait the overcharge, hit the seams, make it kill itself trying. Its wreck should be worth studying and dangerous to study.
Full Stat Block Priority: High