BERSERKER
Rage-fuelled melee devastation
"I don’t get through pain. I drag it with me and throw it at you"
Berserkers are melee shock troopers, bred—or broken—by war. Their rage is not wild. It's honed. Their blood isn’t boiling—it’s aimed. They strike fast, strike hard, and grow stronger the more they bleed.
Each Berserker is a personal apocalypse in motion. Some were built that way—biotech-enhanced for shock-and-awe drops. Others forged themselves in arenas, death pits, or brutal failed colonies where only one rule mattered: don't stop swinging.
But the truth? They don’t want to die gloriously. They want to kill gloriously and still be standing.
Even if something inside them should have fallen a long time ago.
Born of warzones, prison riots, and slaughtered colonies, Berserkers are forged not through training—but through trauma. Their power isn’t refined. It is raw, immediate, and horrifyingly effective. These warriors thrive on agony, each wound sharpening their fury rather than slowing them down. To hurt a Berserker is to make them faster, stronger, and angrier.
Their rage is not a flaw—it is a weapon.
In battle, they are an unstoppable momentum: flesh torn, bones cracked, yet still coming. Pain becomes focus. Blood loss becomes adrenaline. A Berserker at full fury is a storm of blows, heedless of defense, unrelenting in their assault. Many wear no armor, trusting their sheer ferocity to overwhelm before the enemy can react.
They are often dismissed as unstable. That’s a mistake.
Because when the Void comes howling from the stars and order breaks beneath the weight of entropy—it is the Berserker who charges into the teeth of chaos, screaming defiance as their own blood fuels the fire.
LEVEL 1
Adrenaline
"The more they cut me, the clearer everything gets. I can hear the blood. I can feel time slow down. That’s when I know I’m alive."
— Kael, Bloodborn Thrall of the Chainstorm Pit
Berserkers don’t fear pain—they run on it. Every pulse of blood lost is replaced by a surge of chemical violence and primal focus. Their bodies aren't just weapons—they're reactors, converting trauma into raw force. Adrenaline doesn’t just help them survive. It makes them deadlier.
The closer they are to death, the harder they hit.
For every 3 missing Health, the Berserker’s Melee attacks gain +2 damage.
This bonus is cumulative and scales dynamically with current health.
Applies to all melee weapon types, including 'Unarmed' and 'Living Weapon' attacks.
Example: A Berserker missing 9 health, is gaining +6 damage on melee attacks.
Rage Fuelled
"It’s not a second wind. It’s the part where I stop caring if I survive."
— Vekk, Berserker of the Ash Chain
To call a Berserker reckless is to misunderstand the ritual of fury that governs their violence. Pain isn’t a deterrent—it’s an ignition point. As their lifeblood spills, clarity sharpens. Muscles tighten. Focus narrows. At the edge of death, something ancient wakes up behind their eyes.
This is where the real fight begins.
When a Berserker drops below ¼ of their maximum health, they enter a heightened combat state.
While in this state, they gain +1 additional Action per turn.
This bonus persists until they are healed above the threshold.
Too Angry to Die
"Saw my guts? Thought I was done? That's not blood leaking out—it's rage."
— Barruk of the Burned March, before tearing apart a Void Beast bare-handed
There's a moment where most lives end. For the Berserker, that moment is an invitation.
When their body should break, it refuses. When death comes, it is denied. Fuelled by pure fury and a will that borders on supernatural, Berserkers refuse to fall—again and again—until the battlefield is silent.
Some call it stubbornness.
Others call it a curse.
Berserkers just call it Wednesday.
If the Berserker would drop to 0 Health, they are instead:
Health is set to 1.
Gain Resistance to all Damage/Damage until the start of their next turn.
This effect can be triggered a number of times per day equal to:
(Half of Physique(Rounded Down))
(Minimum: 1 use per day)
LEVEL 2
Blood Frenzy
Optional Trigger"Two wounds where one should have been. They never account for the second."
— Field debrief, Outer Reach Combat Division
Some soldiers break under fire. Berserkers accelerate.
When you hit an enemy with a melee attack, you may immediately make one additional melee attack against the same target as a free action.
This free attack does not cost an Action.
This ability can be used a number of times per day equal to your Physique Modifier.
Iron Hide Instinct
"They tried to pierce the beast. The beast didn't care."
— Eyewitness account, Siege of Kol Maren Station
The body remembers every hit that didn't kill it, and learns.
Once per round, when you take 5 or more damage from a single source, gain +1 Damage Reduction until the start of your next turn.
If you are below half HP when this triggers, gain an additional +1 DR (maximum +2 DR total from this ability).
Rupture Drive
"The first wound is an offering."
— Berserker combat doctrine, 3rd Voidfront Battalion
Below the threshold of survival, the Berserker doesn't slow — they ignite.
While below half HP, your melee attacks gain +1 Damage and apply Bleeding(1) on hit.
Against enemies who are already Bleeding, you gain +1 Hit Chance.
LEVEL 3
Bloodhound Instinct
"They can't outrun your intent."
— Berserker field manual, Chapter 9: Pursuit Protocols
Exposure to enough blood rewires the nervous system — they stop hunting with their eyes and start hunting with something older.
You may sense the exact location of any Bleeding creature within 30ft, even through walls or cover.
While adjacent to a Bleeding target, gain +1 to Defense.
Dismembering Blows
"Every strike is a disassembly attempt."
— Combat engineer's note, repurposed for close-quarters doctrine
The Berserker doesn't just hit — they break specific things on purpose.
When you roll High Damage on a melee attack, choose one of the following effects:
(Limb Strike) The target suffers Disadvantage on their next Attack or Move action.
(Torso Rattle) The target must pass a Physique Save (TN 11 + Strength Mod) or become Staggered.
Reckless Counter
Reaction"Pain is permission."
— Scratched into the grip of a recovered combat knife, origin unknown
Every blow the enemy lands is an invitation they'll regret.
When an enemy hits you with a melee attack, you may immediately make a free melee attack against them.
Usable once per round.
If your counterattack hits, the enemy suffers Disadvantage on their next attack.
While at 1/4 Health or lower, your counterattack deals +2 Damage.
LEVEL 4
Brutality Surge
Action"Every hit pulls another howl from the edge of sanity."
— Combat psychologist's report, Voidfront Detachment Theta
When the Berserker finds their rhythm, the enemy stops getting back up.
Once per Short Rest, when you deal High Damage with a melee weapon, you may immediately make a second melee attack at -1 Hit Chance.
If this second hit lands, the target suffers Bleeding(2) and must pass a Resilience Save (TN 12 + Physique Mod) or be Knocked Prone.
Momentum Grudge
"Missing isn't failure. It's loading."
— Berserker training aphorism, attributed to Warden Sokath
Every swing that finds nothing but air tightens the coil — and the next one hits like a freight drop.
Each time you miss a melee attack, you gain a +1 stacking bonus to Hit Chance on your next melee strike.
This bonus resets on hit.
While below half HP, also gain +1 Damage to that next strike.
Rupture Echo
Quick Action"A wound is a door. A Berserker always walks through."
— Voidfront tactical commentary, engagement log 7-Sigma
Where other soldiers see a bleeding enemy, the Berserker sees an opening to finish the collapse.
If you inflict Bleeding or Staggered with a melee attack, you may immediately use a Quick Action to knock the target Prone (no check required).
If the target is already Prone, deal +2 Damage instead.
LEVEL 5
Gore Trail Charge
Free Action"Blood marks the path of your rage."
— Voidfront Berserker, last transmission before blackout
The Berserker doesn't stop at one — every wound they open becomes a starting line.
When you deal Bleeding to a creature, you may immediately move 10ft toward another target as a free action.
If you end this move adjacent to another enemy, your next attack this round gains +2 Hit Chance.
Improved Statistic
You push your body and mind beyond prior limits.
Increase a Statistic by 1.
Second Skin of Scars
"Every wound tells a lesson. Every scar thickens the shell."
— Berserker medical file annotation, Voidfront Surgical Unit 4
The body, pushed past its limits enough times, stops flinching — it starts using the damage.
While you are Bleeding or Burning, gain the following:
+1 Defense
Resistance to Physical Damage from Overwatch attacks
If you take damage from a condition (e.g. Bleeding, Burning), your next melee attack that turn gains +2 Hit Chance.
LEVEL 6
Crush Through Pain
Quick Action"Falling down is just the body suggesting options. You have other options."
— Warden Kesh, post-engagement debrief
Some soldiers get knocked down and stay there. The Berserker spends three hit points to stand back up swinging.
When you are affected by Stunned, Prone, or Disoriented, you may use your Quick Action to immediately end that condition by taking 3 Damage.
If you do, your next melee attack gains the High Damage result automatically.
Jawbreaker Smash
"Shut them up. Permanently, if needed."
— Standard operating note, Berserker fire support handbook
A Berserker who finds an enemy already down knows exactly where to hit to make sure no one hears from them again.
Once per turn, when you hit a Staggered, Prone, or Disoriented enemy with a melee weapon:
Deal an additional +2 Damage.
The target becomes Silenced (cannot use abilities with verbal components or vocal triggers) until the end of their next turn.
Sever and Slam
Action"The kill is the tool. What you do with it is the message."
— Voidfront Berserker after-action report, engagement at Harrow Pit
Reducing a target to zero is only step one — the Berserker turns the aftermath into a tactical statement.
Choose one of the following:
(1) Slam — Hurl their body into another target within range. Push them 10ft. That target must pass a Physique Save (TN 12) or be Knocked Prone.
(2) Intimidate — The kill sends a shockwave through nearby enemies. All enemies within 10ft must pass a Willpower Save (TN 11) or suffer Panicked.
LEVEL 7
Bloodbound Momentum
"More wounds. More rage. More speed."
— Combat readout annotation, Berserker unit debrief
Damage doesn't slow the Berserker — it removes the limiters.
While you are Bleeding, Burning, or below half HP, gain all of the following:
+1 Movement
Ignore Difficult Terrain
Your melee attacks gain Staggering — on hit, the target must pass a Resilience Save (TN 10 + Strength Mod) or suffer Staggered.
Endless Impact
"They thought the first hit was the worst of it."
— Field recording, Voidfront engagement at Redhaven Terminal
A Critical from a Berserker doesn't just hurt — it dismantles.
When you score a Critical Hit, the target must pass a Resilience Save (TN 11 + Strength Mod) or suffer all of the following:
Knocked Prone
Lose their Quick Action this round
Gain Bleeding(2) if they are already below half health
Unrelenting Chase
Free Action"You don't stop. They break."
— Final words of an opposing commander, recovered audio log
Running from a Berserker is a mistake — it only closes the distance on their terms.
When a creature within 20ft moves away from you, you may move up to your full movement toward them as a free action (once per turn).
If you end this move within 5ft of that creature, gain +2 Hit Chance on your next melee attack against them this turn.
LEVEL 8
Frenzied Strikes
"The rhythm of violence becomes its own kind of logic."
— Voidfront psychological assessment, Berserker combat cycle analysis
At this point the Berserker isn't reacting — they're operating on a frequency no one else can match.
When you score a Critical Hit, you may immediately make an additional melee attack as a free action.
If that critical hit kills the target, you may immediately move 10ft toward another target without provoking opportunity attacks.
Last Pulse Frenzy
Optional Trigger"The closer to death, the wilder the swing."
— Combat medic's field note, Engagement at the Ashwall
There's a threshold past which the Berserker stops fighting to survive and just fights — and it's the most dangerous thing anyone will ever see.
When triggered, you may activate Last Pulse Frenzy:
Immediately gain +10 Movement, +1 Action, and Resistance to All Damage until the end of your next turn.
At the end of this state, suffer Disadvantage on Hit Rolls for 1 round from blood loss fatigue.
Rage Blindness
"The closer to death, the harder the pulse."
— Neurotech field report, Berserker physiology under extreme stress
When the body is nearly finished, some part of the Berserker's combat system goes fully autonomous — sight becomes irrelevant.
While under 1/4 HP, you may ignore Line of Sight for melee attacks and movement.
You can move directly toward sensed enemies through cover or terrain.
Gain Advantage on Willpower Saves during this state.
LEVEL 9
Blood Furnace
"The body doesn't slow when it's burning. It converts."
— Voidfront combat doctrine, advanced Berserker integration notes
Conditions that cripple others become ignition points — the Berserker's first strike each round arrives at full force, every time.
If you begin your turn Bleeding, Burning, or under half HP, your first melee attack this round automatically deals High Damage.
Collapse Driver
Action"One body. One direction. One line of broken things."
— Post-engagement debris report, engagement at Shard Station
The kill is the detonator — everything behind it pays the price.
Choose a direction and unleash a Shockwave in a 15ft line.
All creatures in the line take 2/3/4 Physical Damage (scaling with tier).
Each creature must pass a Strength Save (TN 12) or be Knocked Prone.
Relentless Smash
Action"The first blow is a warning. The second is a reckoning."
— Warden Kael, pre-breach address to Berserker unit
A hit from a veteran Berserker doesn't end at contact — it moves the terrain.
Once per turn, after hitting with a melee weapon, you may attempt to shove the target.
If they fail a Physique Save (TN 11 + Strength Mod), they are Pushed 10ft and Knocked Prone.
If they are pushed into a wall or obstacle, they take 3 Physical Damage and become Disoriented until the end of their next turn.
LEVEL 10
Avatar of Fury
"They stopped being a soldier a long time ago. Now they're just the reason this sector has a body count."
— Classified threat assessment, Voidfront High Command
At the apex of their path, the Berserker doesn't fight like a person — they fight like a force of nature in a corridor.
All melee attacks are Multi-Target(2) within 5ft range — each swing can strike two adjacent targets.
Your Critical hits cause Shockwave, forcing all creatures within 5ft to make a save or be knocked back.
You cannot be slowed, pushed, or stopped by any effect unless you are killed outright.
Death Denied
Optional Trigger"They counted the shots. They forgot who they were shooting at."
— After-action account, engagement at the Null Line
The Berserker was built to not know when to stop — and at this level, neither does their body.
Instead of dropping, you return to 1 HP.
On your next turn, gain +2 Actions.
Until the end of that turn, you are immune to Stunned, Knocked Prone, and Disoriented.
You can act normally even while at 0 HP, but fall unconscious at the end of your next turn unless healed above 0.
Improved Statistics
You have surpassed mortal limitations.
Increase two Statistics by 1.