Traitor Guard Armored Sentinel
A light war walker used for patrol, pursuit, and heavy weapon support.
Threat File — Traitor Guard Armored Sentinel
TR 7 · Traitor GuardSaves: Toughness +8
Senses: Cockpit auspex ignores dim light and smoke within 60 feet
Armored Chassis. The sentinel reduces all incoming ballistic, las, and slashing damage by 5. Anti-armor weapons, krak charges, and attacks against the cockpit ignore this reduction.
Rough-Terrain Strider. The sentinel ignores difficult terrain and steps over Light Cover, making retreat lanes unreliable.
Exposed Cockpit. A precise or elevated attack may target the pilot instead of the machine: the attack suffers Disadvantage, but on a hit it ignores Armored Chassis and uses the pilot's 12 Vitality.
Multi-Laser Sweep. The sentinel rakes a 15-foot zone within 120 feet. Exposed creatures in the zone make an Agility Save DC 14, taking 3d10 + 3 las damage on a failure or half on a success; creatures in cover are instead Suppressed until the start of the sentinel's next turn.
Crushing Stride. The sentinel walks through infantry within its movement. Each creature in its path makes an Agility Save DC 13 or takes 2d10 + 5 bludgeoning damage and is knocked Prone.
Hunting Advance. The sentinel moves up to half its Movement and makes a Ranged Attack: +6 to hit, range 120/360 ft., one target. Hit: 2d10 + 3 las damage. Use it to herd the party out of one cover toward worse.
Stride Aside. Once per round, when the sentinel is hit by an anti-armor weapon or krak charge, the pilot may move it 10 feet without provoking Reactive Fire.
Morale: The pilot withdraws the walker if immobilization threatens or anti-armor weapons appear; a Chaos-marked pilot fights until the machine burns.
Tactics: Use its speed to deny a stable fight: stride, fire, reposition before return fire matters. It should feel unbeatable until the party finds the answer, then pair it with infantry so isolating it costs something.
Loot / Evidence / Hooks: A salvageable walker chassis and its multi-laser; a party with a tech-adept and a week of work has a vehicle, and a party without has scrap worth a fortune.
Enemy Dossier
GM ReferenceThe Traitor Guard Armored Sentinel is a light war walker turned traitor — a heavy weapon on fast, plated legs used for patrol, pursuit, and breaking infantry positions. Against a party without anti-armor answers it is a mobile execution.
Use this enemy when the party needs a vehicle-scale problem: a patrol to evade, a lane to shut, or a reason to carry krak grenades.
Vehicle armor, heavy weapon firepower, high mobility over rough ground, vulnerable to flank shots, krak, and terrain traps.
Armored Chassis. Small-arms fire is largely ineffective; the party needs anti-armor weapons, krak charges, or its exposed pilot.
Rough-Terrain Strider. Ignores difficult terrain and steps over Light Cover, making retreat lanes unreliable.
Exposed Cockpit. A precise or elevated attack can target the pilot instead of the machine.
Multi-Laser Sweep. Rapid fire raked across a zone; Exposed targets take heavy damage, covered targets are Suppressed.
Crushing Stride. Walks through infantry, forcing saves against being knocked prone and trampled.
Hunting Advance. Moves and fires in the same turn, herding the party out of one cover toward worse.
Morale: The pilot withdraws the walker if immobilized-risk or anti-armor weapons appear; a Chaos-marked pilot fights until the machine burns.
Tactics: Use its speed to deny the party a stable fight — it strides, fires, and repositions before return fire matters. It should feel unbeatable until the party finds the answer: flank armor, the cockpit, a krak charge, or terrain that traps its legs. Pair it with infantry so isolating it costs something.
Full Stat Block Priority: High