Traitor Guard Command Squad
A coordinated traitor command element with specialists and protection.
Threat File — Traitor Guard Command Squad
TR 8 · Traitor GuardSaves: Willpower +6, Toughness +5
Proficiencies: Command +7, Awareness +5, Fieldcraft +4
Command Redundancy. The squad is five specialists sharing one Vitality pool: officer, banner-bearer, medic, vox-operator, and veteran gun. For each 22 Vitality lost, one specialist falls (party's choice if they targeted it, GM's otherwise) and its trait or action is lost; when the officer falls, the banner-bearer or vox-operator assumes command next round and the squad's auras degrade in stages rather than collapsing.
Dug-In Doctrine. In a prepared position, the entire squad gains +1 Defense and Advantage on saves against being Pinned.
Vox Web. While the vox-operator stands, every traitor squad on the field benefits from the officer's command traits.
Concentrated Command. The officer issues two orders this round: each order makes one traitor squad on the field move, volley, or fall back without provoking Reactive Fire.
Veteran Volley. The squad's guns focus one target. Ranged Attack: +6 to hit, range 80/240 ft., one target. Hit: 3d8 + 4 las damage; against an Exposed target, add one damage die.
Banner High. The standard is raised; all traitor forces in sight of it automatically pass their next Morale check.
Call It In. Once per scene while the vox-operator stands, off-map support arrives next round where the vox-operator marks: a mortar strike (Agility Save DC 14, 3d8 piercing damage in a 15-foot zone), a Sentinel, or an infantry reserve.
Field Triage. Once per scene, when a specialist falls, the medic returns it to the fight at the start of the next round, restoring 22 Vitality to the pool and denying the party a clean kill.
Morale: Holds while the banner stands; conducts a disciplined fighting withdrawal with the banner and codes if the position becomes untenable.
Tactics: Run it as a boss encounter with five roles instead of one health pool: the party must sequence kills, vox first to blind the field, medic to make kills stick, banner and officer to break morale. The fight is over when the node stops functioning, not when the last body drops.
Loot / Evidence / Hooks: The regimental banner, the command vox-caster, and the full traitor order of battle; taking the position intact can decide the campaign's next three engagements.
Enemy Dossier
GM ReferenceA Traitor Guard Command Squad is a coordinated command element — officer, banner, medic, vox, and veteran guns — that functions as one dug-in decision-making organism. Killing the officer is no longer enough; the party must break the whole node.
Use this threat as the final position of a traitor engagement — the fortified command post the whole battle has been protecting.
High collective durability, layered specialist abilities, force-wide command reach, redundancy against decapitation — treat as a multi-part elite unit, not one enemy.
Command Redundancy. When the officer falls, the banner-bearer or vox-operator assumes command next round; the squad's aura degrades in stages rather than collapsing.
Dug-In Doctrine. In a prepared position the entire squad gains +1 Defense and Advantage on saves against being Pinned.
Field Triage. The medic returns one downed squad member to the fight per scene and denies the party clean kills.
Vox Web. While the vox-operator lives, every traitor squad on the field benefits from the officer's command traits.
Concentrated Command. The officer issues two orders per round: squads move, volley, or fall back across the battlefield.
Veteran Volley. The squad's guns focus one target with hot-shot precision; Exposed targets should not survive it.
Banner High. The standard is raised; all traitor forces in sight of it pass their next Morale check automatically.
Call It In. Off-map support arrives where the vox-operator marks: mortars, a Sentinel, or reserves.
Morale: Holds while the banner stands; conducts a disciplined fighting withdrawal with the banner and codes if the position becomes untenable.
Tactics: Run it as a boss encounter with five roles instead of one health pool: the party must sequence kills — vox first to blind the field, medic to make kills stick, banner and officer to break morale. Every specialist the party ignores keeps doing its job. The fight is over when the node stops functioning, not when the last body drops.
Full Stat Block Priority: High