Frenzied Traitor Guardsman
A trained soldier who abandoned caution but kept the gun.
Threat File — Frenzied Traitor Guardsman
TR 3 · Chaos God-Aligned CultsProficiencies: Athletics +4, Awareness +2
Advancing Fire Doctrine. The guardsman takes no penalty for shooting after moving toward an enemy, and it cannot be Pinned by Suppression during any turn in which it moves toward an enemy. It never shoots while retreating, because it never retreats.
Bayonet Hunger. The guardsman gains +1 to melee attacks on any turn in which it charged. The lasgun is just the introduction.
Marching Volley. Ranged Attack: +4 to hit, range 80/240 ft., one target. Hit: 1d8 + 2 energy damage. A target hit while in cover makes a Willpower Save DC 12 or must leave that cover by the shortest route on its next turn.
Fix Bayonets. The guardsman moves up to its Movement toward an enemy and makes a bayonet thrust. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Morale: Does not retreat. When bloodied it abandons shooting entirely and charges whatever wounded it.
Tactics: Advance in loose skirmish order, firing to force heads down, then charge the moment ranges close. It splits the difference between traitor infantry and berserkers, so use it where either alone would fail. Its refusal to hold position is exploitable — draw it through a Fire Lane and it will oblige.
Loot / Evidence / Hooks: A serviceable Guard-issue lasgun and charge packs; the unit markings identify exactly which regiment turned.
Enemy Dossier
GM ReferenceThe Frenzied Traitor Guardsman is a trained soldier who abandoned caution but kept the gun — Khorne's rare compromise with ranged warfare. It fires on full advance, uses its bayonet early, and treats suppression as an insult.
Use this enemy to give Khornate forces gunfire that closes, pressuring parties who expected all-melee opposition.
Moderate durability, advancing ranged fire, eager bayonet work, fearless, discipline traded for aggression.
Advancing Fire Doctrine. No penalty for shooting while moving toward the enemy; will not shoot while retreating because it never retreats.
Bayonet Hunger. Gains +1 to melee attacks on any turn it charged; the lasgun is just the introduction.
Marching Volley. Lasgun attack on the advance, herding targets out of its path's cover.
Fix Bayonets. Charge ending in a bayonet thrust with charge bonus.
Morale: No retreat; when bloodied it abandons shooting entirely and charges whatever wounded it.
Tactics: Advance in loose skirmish order, firing to force heads down, then charge the moment ranges close. It splits the difference between traitor infantry and berserkers, so use it where either alone would fail. Its refusal to hold position is exploitable — draw it through a Fire Lane and it will oblige.
Full Stat Block Priority: Medium