Venomcrawler

Movement: 9/18/27/54

Wounds: 40

Armour: 8

Total TB: 13

Binding Strength: 4 Daemon: S37 T33

Skills: Athletics, Awareness +10, Dodge, Intimidate +10, Parry, Survival

Talents: Ambidextrous, Independent Targeting, Two-Weapon Wielder (Melee, Ranged), Swift Attack, Disturbing Voice, Combat Master

Traits: Size (7), Quadruped, Auto-Stabilised, Daemonforge, Daemon Engine (8), Fear (2), Machine (8), Unnatural Strength (4), Deadly Natural Weapons, Devourer of Souls, Reservoir of Daemonic Energy, Helcaster

Special Rules
Helcaster - Flooding the mind with garbled promises of power, a Helcaster distracts and befuddles all around it. All characters within 20 metres suffer a –10 penalty on Tests.

Devourer of Souls - If the Venomcrawler has slain a living being in the previous turn with a melee attack, he gains Regeneration (1d10) Trait for the remainer of the subsequent turn.

Reservoir of Daemonic Energy - A space within 20 metres of a Venocrawler counts as fitting for a "The veil between reality and the Warp has been greatly weakened." Ritual condition for the purpose of daemon summoning rituals.

Weapons (a pair of each):
Excruciator Cannons Heavy 60m S/–/3 2d10X Pen6 Blast (3), Crippling (3), Flame, Recharge

Eviscerating Claws Melee 1d10+9R Pen6

Soulflayer Tendrils Melee/Heavy 20m S/–/– 1d10+9I Pen4 Concussive (2), Inaccurate

When a Daemon Engine hits a target with a Soulflayer Tendril, the weapon coils around the target, and remains there until the target or the Daemon Engine shakes the tendril loose as a Full Action. So long as the tendril is coiled, the Daemon Engine may make an Opposed Strength Test against the target as a Half Action; if it wins the Opposed Test, it drags the target 2d10 metres toward itself, plus five additional metres per Degree of Success on the Test.