Khorne Cult Berserker
A charging melee threat that rewards bloodshed and punishes hesitation.
Threat File — Khorne Cult Berserker
TR 3 · Chaos God-Aligned CultsSaves: Toughness +4
Proficiencies: Athletics +5, Intimidation +2
Blood Frenzy. The berserker has Advantage on melee attacks against bloodied, Pinned, or Frightened targets.
Blood for the Blood God. The berserker has Advantage on saves against fear and cannot be Pinned by Suppression during any turn in which it moves toward an enemy.
Chainaxe. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 3 slashing damage.
Reckless Charge. The berserker moves up to its Movement toward an enemy it can see, ignoring difficult terrain, and makes a chainaxe attack with +1 to hit. It is Exposed until the start of its next turn.
Skull-Claim Roar. When the berserker reduces a creature to 0 Vitality, each enemy within 15 feet makes a Willpower Save DC 12 or is Frightened of the berserker until the end of its next turn.
Morale: Does not make Morale checks while an enemy it can charge is visible. Fights to the death once bloodied.
Tactics: Charge the nearest gun, ignore cover entirely, hunt psykers and Pinned targets first, and trade its own blood as gladly as the enemy's.
Enemy Dossier
GM ReferenceThe Khorne Cult Berserker is a charging melee threat that rewards bloodshed and punishes hesitation. It hunts the wounded, the Pinned, and the frightened, and it does not stop on its own.
Use this enemy to punish parties that bunch up, hesitate, or leave a wounded member exposed.
Moderate durability, high melee damage, charge pressure, fear generation on kills, immune to Suppression while advancing.
Blood Frenzy. Advantage on melee attacks against bloodied, Pinned, or Frightened targets.
Blood for the Blood God. Advantage against fear; cannot be Pinned by Suppression while moving toward an enemy.
Chainaxe. Heavy melee attack; the sound alone is a morale weapon.
Reckless Charge. Full-move charge with a bonus to hit, ignoring difficult terrain, at the cost of being Exposed.
Skull-Claim Roar. On a kill, nearby enemies save against fear or are Frightened.
Morale: No Morale checks while a chargeable enemy is visible; fights to the death once bloodied.
Tactics: Charge the nearest gun, ignore cover entirely, and hunt psykers and Pinned targets first. It trades its own blood as gladly as the enemy's — never run it cautiously. Two berserkers arriving from different angles will break most firing lines.
Full Stat Block Priority: Medium