Raptor
A jump infantry terror weapon with bolters and speed.
Threat File — Raptor
TR 9 · Traitor AstartesSaves: Agility +8, Toughness +6
Proficiencies: Intimidation +6, Awareness +6
Shrieking Descent. When the raptor lands from a jump, enemies within 15 feet make a Willpower Save DC 15 or become Suppressed until the end of their next turn.
Terror Doctrine. The raptor has Advantage on attacks against Frightened, Pinned, or Suppressed targets.
Pack Dive. If two or more raptors dive the same target in the same round, each gains +1 to hit against it.
Bolt Pistol and Chainsword. The raptor makes one bolt pistol attack and one chainsword attack. Ranged Attack: +7 to hit, range 30/90 ft., one target. Hit: 2d6 + 3 ballistic damage. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Overhead Pass. The raptor jump-moves up to 60 feet over the party's cover. Each enemy it passes within 10 feet of makes a Willpower Save DC 14 or loses its Reactive Fire until the start of its next turn.
Morale: Withdraws by jump when resistance stiffens; raptors are cruel, not brave, and prefer prey that runs.
Tactics: Run them in twos and threes against the party's flank or rear the moment everyone faces the obvious threat. They come in loud on purpose, and if the party turns to fight them properly, they leave and come back from a worse angle.
Loot / Evidence / Hooks: The jump pack's shriek-tuned intakes can be salvaged, and veterans pay to have that exact sound analyzed for early-warning augurs.
Enemy Dossier
GM ReferenceA Raptor is traitor jump infantry that weaponized being heard before being seen. It fights with bolt pistol, chainsword, and the shriek of a jump pack tuned to make veterans flinch.
Use this enemy for fast flank attacks, rooftop pressure, and encounters where the party's cover only faces one direction.
High mobility, jump assault, solid melee and pistol pressure, fear and suppression tactics, weaker in a static gunfight.
Shrieking Descent. Enemies within 15 feet of its landing point make a Morale check or are Shaken.
Terror Doctrine. Advantage on attacks against Shaken, Frightened, or Pinned targets.
No Fixed Angle. Ignores elevation and vertical terrain when moving by jump pack.
Bolt Pistol and Chainsword. Pistol shot on approach, melee attack on arrival.
Overhead Pass. Jump-moves over the party's cover; each enemy passed makes a Willpower Save or loses Reactive Fire until its next turn.
Pack Dive. If two or more Raptors dive the same target, each gains +1 to hit.
Morale: Withdraws by jump when resistance stiffens; Raptors are cruel, not brave, and prefer prey that runs.
Tactics: Run them in twos and threes against the party's flank or rear the moment everyone faces the obvious threat. They come in loud on purpose. If the party turns to fight them properly, they leave and come back from a worse angle.
Full Stat Block Priority: High