Obliterator
A weapon-mutated horror that grows the gun it needs.
Threat File — Obliterator
TR 13 · Traitor AstartesSaves: Toughness +11, Willpower +7
Senses: Weapon-sense auspex ignores smoke and dim light within 120 feet
Fleshmetal Arsenal. At the start of each of its turns, the obliterator chooses its gun profile: anti-infantry sweep, anti-armor lance, or suppression storm. The profile governs its Grown Cannon and Saturation Fire options that turn.
Fleshmetal Hide. The obliterator reduces all incoming damage by 5, and regains 10 Vitality at the start of its turn if it did not move last round.
Too Heavy to Argue With. The obliterator cannot be Pinned, Suppressed, Grappled, knocked Prone, or moved against its will.
Grown Cannon. Ranged Attack: +9 to hit, range 100/300 ft. Anti-infantry sweep: up to three targets within 10 feet of each other, one attack each. Hit: 2d10 + 4 ballistic damage. Anti-armor lance: one target. Hit: 4d10 + 6 energy damage, ignoring damage reduction from armor plating.
Saturation Fire. Suppression storm profile only. The obliterator saturates a 15-foot zone within 100 feet. Creatures in the zone make a Willpower Save DC 17 or become Pinned until the start of its next turn, and all cover in the zone is degraded one step.
Crushing Embrace. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 3d10 + 6 bludgeoning damage, and the target makes a Toughness Save DC 17 or is Grappled against its churning plating, taking -1 Defense from mangled armor while held.
Adaptive Retaliation. When the obliterator is hit by a vehicle or heavy weapon, it may immediately switch its gun profile.
Morale: Does not check morale; it repositions only to restore line of sight and dies where it stands, still growing new guns.
Tactics: Deploy it at range with a long sightline and let it answer whatever the party does: armor gets the lance, infantry gets the sweep, cover gets degraded. It should feel like fire support the party cannot out-shoot — make them close the distance or break line of sight.
Loot / Evidence / Hooks: Its corpse is a weapon-mutation contamination hazard; recovered weapon-flesh is priceless to a heretek and lethal to keep.
Enemy Dossier
GM ReferenceAn Obliterator is a weapon-mutated horror whose flesh grows the gun the situation calls for. It is artillery, anti-armor, and suppression in one slab of blasphemous meat and metal.
Use this enemy when the party's answer to heavy weapons is to stay in cover and you want that answer to stop working.
Extreme durability, adaptive heavy weaponry, armor-defeating fire, slow, immune to suppression, a walking fire-support problem.
Fleshmetal Arsenal. At the start of each turn, chooses its gun profile: anti-infantry sweep, anti-armor lance, or suppression storm.
Fleshmetal Hide. Reduces all incoming damage; regenerates while it has not moved this round.
Too Heavy to Argue With. Cannot be Pinned, Suppressed, or moved against its will.
Grown Cannon. Heavy ranged attack whose damage type and effect match its chosen profile.
Saturation Fire. Suppresses a 15-foot zone; failed Willpower Saves cause Pinned, and cover in the zone is degraded.
Crushing Embrace. Slow melee grab that mangles armor and pins the target against its churning plating.
Morale: Does not check morale; it repositions only to restore line of sight and dies where it stands, still growing new guns.
Tactics: Deploy it at range with a long sightline and let it answer whatever the party does: armor gets the lance, infantry gets the sweep, cover gets degraded. It should feel like fire support the party cannot out-shoot — make them close the distance or break line of sight to beat it.
Full Stat Block Priority: High