Traitor Guard Commissar
A fallen discipline officer who makes cowardice fatal for both sides.
Threat File — Traitor Guard Commissar
TR 6 · Traitor GuardSaves: Willpower +7, Presence +7
Proficiencies: Command +7, Intimidation +8, Awareness +4
Summary Execution. When a traitor ally within 30 feet fails a Morale check, the commissar may kill it instead; all other allies who witness the execution pass their Morale checks automatically this round.
Aura of Dread Authority. Traitor allies within 30 feet do not flee while the commissar lives; they fear it more than death.
Bolt Pistol. Ranged Attack: +6 to hit, range 40/120 ft., one target. Hit: 2d6 + 3 ballistic damage. Against an Exposed target this attack deals one additional damage die.
Power Sword. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 3 energy damage.
It Dies First. The commissar designates one visible enemy. All traitor allies gain +1 to hit that target until the start of the commissar's next turn.
Death Cheater. Once per scene, when a hit would reduce the commissar to 0 Vitality, it ignores that hit entirely; long practice dodging both enemies and its own troops.
Morale: Never retreats in front of the troops; fights to the death or withdraws only in secret, alone.
Tactics: The commissar removes the party's favorite win condition, breaking enemy morale, so they must kill their way to it instead. Keep it pacing the second line, executing waverers and marking targets; its death should turn a fearless formation into a rout in a single round.
Loot / Evidence / Hooks: The iconic coat, cap, and bolt pistol; wearing any of it near loyalist forces is a firing-squad offense, but the execution ledger inside names every officer the traitors still fear.
Enemy Dossier
GM ReferenceA Traitor Guard Commissar is the discipline officer who kept the bolt pistol and the executions, but now serves ruin. Under its eye, traitors fear retreat more than the party, and cowardice is fatal on both sides of the line.
Use this enemy to make traitor formations unbreakable and to give the party a hateful, iconic silhouette to prioritize.
Moderate durability, strong personal combat, fear-based ally control that removes morale as a party lever, high decapitation value.
Summary Execution. When a traitor ally within 30 feet fails a Morale check, the commissar may kill it instead; all other allies who see it pass their checks automatically this round.
Aura of Dread Authority. Traitor allies within 30 feet do not flee while the commissar lives; they fear it more than death.
Death Cheater. Long practice dodging both enemies and its own troops: once per scene ignores a hit that would drop it.
Bolt Pistol. Heavy sidearm attack that makes an example of Exposed targets.
Power Sword. Skilled melee threat; duels better than any line officer.
It Dies First. Designates one enemy; all traitor allies gain +1 to hit that target until the commissar's next turn.
Morale: Never retreats in front of the troops; fights to the death or withdraws only in secret, alone.
Tactics: The commissar removes the party's favorite win condition — breaking enemy morale — so they must kill their way to it instead. Keep it pacing the second line, executing waverers and marking targets. Its death should turn a fearless formation into a rout in a single round.
Full Stat Block Priority: High