Heretek Spider Witch (Adversary write up, need input, OL Group: Look away)

By master_death, in Rogue Trader Gamemasters

Hey there.

As and adversary for my group of Rogue Traders (RT, Explorer, Void-Master) in their second Endeavour after "Into the Maw" I had the idea of a planet colonized by hereteks. They combined Mutant Psionics with Heretek implants. Of course the whole thing backfired and... well I do not want to spoil to much, just in case one of my players see this. They won´t fight this enemy alone, but with some low powered enemies between them.

The Stats (Modified Warp Witch)

WS: 38

BS: 28

S: 50

T: 40

Agi: 46

Int: 21

Per: 37

Will: 45

Fel: 13

Wounds: 18

Movement/Skills/Talents as Warp Witch (Rogue Trader Core Book P. 374) + Iron Jaw

Disciplines: Telekinesis (Representing the unholy control over nearby machines)

Techniques: Precision Telekinesis, Telekinetic Crush, Telekinetic Shield

Mutations: Aberration, Feels no Pain, Tough Hide (Spiderlike Appearance)

Cybernetics: Arms (Good, Scythe-Claws), Legs (Good, Spider-Legs)

Armour: Head 2, Body 5, Arm/Leg 4

Gear: Scythe-Claws (1d10+5, Pen 3)

Is this a suitable "Boss" for a Rank 1 Group of 3 Characters + probably some NSC Guards (which will be taken care of by numerous minions ;) )?

I'd add Machine Trait (2 to 4), dump the voidsuit (that the normal wytch starts with) and go for subskin armour. Add a layer of natural voidskin in case they dump her into space.

Perhaps a Machinator Array (she could have ripped it out of a tech adept and incorporated it into her body)? You'll need the strength/toughness. This would remove the need for her to breathe and with all that metal she's not swimming anyway. Also mass x 3 is nice if you want to pin a fellow under a mechanical leg.

And don't forget Mechadendrites.

Specifically the Manipulator Mechadendrite (Common Quality, Back and Left Shoulder Mount) +20 to STR Tests, Can secure self to surroundings, use as a club (Primitive 1d5+2 I). No fine Manipulation. which is a big honking arm that can brace her and add 20 to strength tests when it is used. Nice for grappling.

One of those dendrites could be a really long tube that she injects into her dead foes and - by using it to interact with the corpse - re-animates it to fight at her side. Give it half characteristics and all the equipment and such the npc or pc had in life - make them pass a Fear Test if they wont to fight a comrade.

Add DISARM so she can have a chance to smack away melee weapons used against her - you can use the TK ability as a special effect - they come in for an attack and she DISARMS them by waving her hand - or takes the thing away and hits them with thei rown sword - either way it'll be a nasty surprise. This could protect her from the power weapons the party might have that cybernetic arms might not last against in a melee.

If your players have some high damage attacks consider Unnatural Toughness to x2 or x3 to increase the TB contribution to its damage resistance ability.

I reworked the stats. I do not want to go too heavy on my players, as they are not that heavily armed (Laserpistol + Monosword, Boltpistol + Powersword (Low WS) and Hellgun + Shock Staff). But I thought about placing something like an equalizer in the vicinity of this enemy. A Hellscorch-Pattern Plasmapistol. This thing could easily penetrate the Telekinetic Shield and do massive damage on the Witch.

Plasmapistol (Hellscorch-Pattern)
Class: Pistol, Range: 30 m, RoF: S/2/-, Dam: 1d10+9 E, Pen 9, Clip -, Overheat
Bound Demon (WP 33, Heart Seaker (+10 BS), Void Chill (1d10 Toughness Dam on Hit))

Spider Tech Witch

WS: 40
BS: 30
S: 60
T: 50
Agi: 40
Int: 20
Per: 40
WP: 45
Fel: 10

Wounds: 18

Movement 20/40/60/120

Skills
Awareness (Per), Climb (Str), Common Lore (Adeptus Mechanicus, Koronus Expanse) (Int), Dodge (Agi), Forbidden Lore (Adeptus Mechanicus, Mutants, Warp) (Int) +10, Intimidate (S) +10, Invocation (WP) +10, Psyniscience (Per), Secret Tongue (Tech) (Int), Speak Language (Low Gothic) (Int), Tech-Use (Int) +20

Talents
Dark Soul, Feedback Screech, Fearless, Jaded, Psy Rating 6, Resistance (Psychic Techniques), Iron Jaw, Hatred (Adeptus Mechanicus), Mechadendrite use (Utility), Mechanicus Implants, Machinator Array

Disciplines: Telekinesis (Representing the unholy control over nearby machines)

Techniques: Precision Telekinesis, Telekinetic Crush, Telekinetic Shield

Traits: Mutations (Aberration, Feels no Pain, Tough Hide) (Spiderlike Appearance), Machine 2, Machinator Array, Octaped (x4), Size (Hulking)

Cybernetics
Bionic Arm (Good) (S +10, +2 Armour (Arm)) (Scythe Claws)
Bionic Locomotion (Good) (+20 Jump, +2 Armour (Leg)) (Spider Legs)

Armour: Head 4, Body 4, Arm/Leg 6

Gear: Cybernetic Scythe-Claws (1d10+6, Pen 3), 2 Manipulator Dendrites (1d5+2 I, Primitive, +20 S)