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Lexicanum

Rogue Guardsman

A deserter who kept the rifle and lost the oath.

Threat File — Rogue Guardsman

TR 2 · Renegade Imperials and Imperial Adversaries
ImperialDeserterRangedStat Block Priority: Low
Rogue GuardsmanTR 2Human · Trooper
ImperialDeserterRanged
Defense 12 · Vitality 12 · Move 30 ft. · Initiative +2
STR +1AGI +2TGH +1INT +0WIL +0PRS +0

Saves: Toughness +3

Proficiencies: Awareness +4, Fieldcraft +4

// Traits

Guard Drill. The rogue guardsman gains +1 Defense while in cover and +1 to hit with ranged attacks if it has not moved this turn.

Deserter's Ear. The rogue guardsman has Advantage on checks to detect approaching Imperial forces; he has been hunted before.

// Actions

Lasgun. Ranged Attack: +4 to hit, range 80/240 ft., one target. Hit: 1d8 + 2 las damage.

Covering Volley. The rogue guardsman suppresses a 10-foot zone within lasgun range. Creatures in the zone make a Willpower Save DC 11 or become Pinned until the start of his next turn.

Fall Back by Pairs. The rogue guardsman moves up to half his Movement to new cover without provoking Reactive Fire, provided an ally covers the lane.

Morale: Retreats in good order when bloodied or outmatched; surrenders to anyone who might not execute deserters.

Tactics: Run rogue guardsmen as a proper fire team gone feral: interlocking lanes, suppression, and staged withdrawal. They will not die for their employer. Offer them a way out mid-fight and some will take it.

Loot / Evidence / Hooks: A well-kept lasgun and Guard-issue kit with the unit stencils burned off.

Enemy Dossier

GM Reference

A Rogue Guardsman is a deserter who kept the lasgun, the training, and the trench instincts, and abandoned everything that made those things lawful. He fights like the Guard taught him — from cover, in numbers, with discipline that outlives loyalty.

// Battlefield Use

Use this enemy for deserter bands, mercenary muscle, and militarized criminal operations that fight noticeably better than gangers.

// Threat Profile

Threat Profile: Low durability, competent ranged pressure, uses cover and Fire Lanes properly, brittle morale without a leader.

// Signature Traits

Guard Drill. Gains +1 Defense while in cover and +1 to hit when it has not moved.

Deserter's Ear. Gains Advantage on checks to detect approaching Imperial forces; he has been hunted before.

// Signature Actions

Lasgun Fire. Standard ranged attack from a soldier who knows his weapon.

Covering Volley. Suppresses a 10-foot zone; failed Willpower Save causes Pinned.

Fall Back by Pairs. Moves half speed to new cover without provoking Reactive Fire if an ally covers the lane.

Morale: Retreats in good order when bloodied or outmatched; surrenders to anyone who might not execute deserters.

Tactics: Run rogue guardsmen as a proper fire team gone feral: interlocking lanes, suppression, and staged withdrawal. They will not die for their employer. Offer them a way out mid-fight and some will take it.

// Variants
Deserter Fire TeamHeavy Weapons DeserterDeserter SergeantCult-Sworn Ex-Guardsman

Full Stat Block Priority: Low

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