Traitor Guard Grenadier
Uses grenades to flush cover, blind lanes, and break formations.
Threat File — Traitor Guard Grenadier
TR 4 · Traitor GuardSaves: Agility +4
Proficiencies: Athletics +4, Awareness +3, Fieldcraft +3
Bandolier Discipline. The grenadier carries a mixed load of six grenades; the GM chooses frag, krak, or smoke as the situation demands, but the supply is finite. An empty grenadier fights as nervous infantry.
Good Arm. The grenadier throws around corners and over cover without exposing itself to Reactive Fire.
Frag Out. The grenadier throws a frag grenade up to 60 feet. Creatures in a 15-foot zone make an Agility Save DC 12, taking 2d6 + 2 piercing damage on a failure or half on a success. Creatures in cover save with Advantage; Exposed creatures save with Disadvantage.
Krak Charge. The grenadier places or throws a krak charge that destroys a section of Heavy Cover, a door, or a light vehicle's flank plating. A creature adjacent to the blast makes an Agility Save DC 12 or takes 2d8 + 2 piercing damage.
Smoke Screen. The grenadier blinds a 15-foot zone with smoke until the end of the next round. Fire Lanes through the zone are broken and ranged attacks through it suffer Disadvantage.
Morale: Falls back with its squad; if cornered with one grenade left, the party should worry about which kind.
Tactics: Hold the grenadier back until the party settles into good cover, then make that cover a mistake. Pair its smoke with a squad advance or a heavy gunner's Fire Lane, and track its munitions.
Loot / Evidence / Hooks: Whatever remains of the bandolier: a handful of mixed grenades worth more to the party than anything else on the field.
Enemy Dossier
GM ReferenceThe Traitor Guard Grenadier is the squad's answer to cover: frag to flush it, krak to open it, smoke to cross it. It turns the party's favorite positions into decisions.
Use this enemy when the party is winning by sitting still — its job is to make every piece of cover temporary.
Low-moderate durability, area denial and cover-breaking, smoke screening for its squad, limited munitions.
Bandolier Discipline. Carries a mixed load; the GM chooses frag, krak, smoke, or gas as the situation demands, but the supply is finite.
Good Arm. Throws around corners and over cover without exposing itself for Reactive Fire.
Frag Out. Area blast that punishes clustered targets; those in cover save with Advantage, those Exposed do not.
Krak Charge. Destroys a section of Heavy Cover, a door, or a light vehicle's flank.
Smoke Screen. Blinds a Fire Lane for a round or two, covering the squad's advance or retreat.
Morale: Falls back with its squad; if cornered with one grenade left, the party should worry about which kind.
Tactics: Hold the grenadier back until the party settles into good cover, then make that cover a mistake. Pair its smoke with a squad advance or a heavy gunner's Fire Lane. Track its munitions — an empty grenadier is just nervous infantry.
Full Stat Block Priority: Medium