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Traitor Guard Heavy Gunner

A heavy weapon operator who locks down corridors and open ground.

Threat File — Traitor Guard Heavy Gunner

TR 4 · Traitor Guard
HumanHereticHeavySuppressionFire LaneStat Block Priority: High
Traitor Guard Heavy GunnerTR 4Human · Heavy, Suppressor
HumanHereticHeavySuppressionFire Lane
Defense 13 · Vitality 22 · Move 25 ft. · Initiative +1
STR +2AGI +1TGH +2INT +0WIL +1PRS +0

Saves: Toughness +4, Willpower +3

Proficiencies: Awareness +4, Athletics +4

// Traits

Braced Weapon. If the heavy gunner does not move on its turn, its heavy stubber attack gains +1 to hit and its Fire Lane widens to a 10-foot corridor until the start of its next turn.

Dug-In Discipline. While in Heavy Cover, the heavy gunner gains +1 Defense and has Advantage on saves against being Pinned.

// Actions

Heavy Stubber. Ranged Attack: +5 to hit, range 100/300 ft., one target. Hit: 2d8 + 2 ballistic damage.

Sustained Suppression. The heavy gunner rakes a 15-foot zone within heavy stubber range. Creatures in the zone make a Willpower Save DC 13 or become Pinned until the start of the heavy gunner's next turn. Creatures out of cover in the zone also take 1d8 ballistic damage.

Trench Knife. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.

// Reactions

Reactive Fire. The heavy gunner may make Reactive Fire with its heavy stubber against a creature crossing its Fire Lane.

Morale: Holds position while ammunition and a leader remain; withdraws with its weapon if flanked or if its loader and spotters are dead.

Tactics: Set the gun on the widest approach, establish a Fire Lane, suppress anything Exposed, and force the enemy to choose between staying Pinned and dying in the open.

Enemy Dossier

GM Reference

A Traitor Guard Heavy Gunner is a trained battlefield heretic carrying enough firepower to make open ground a death sentence. It exists to pin the party, punish movement, and protect more fragile leaders.

// Battlefield Use

Use this enemy when the encounter needs a defended corridor, a static Fire Lane, or a reason the party must use cover, smoke, flanking, or psychic disruption.

// Threat Profile

Medium durability, high ranged pressure, strong Suppression, weak morale if isolated from command.

// Signature Traits

Set Firing Position. Gains +1 Defense while in cover and not moving.

Heavy Fire Lane. Reactive Fire from this enemy does not suffer Disadvantage while braced.

Crew-Served Cowardice. Gains Advantage on Morale checks while at least two allies are within 15 feet.

// Signature Actions

Suppressing Burst. Suppresses a 10-foot zone; failed Willpower Save causes Pinned.

Heavy Stubber Sweep. Ranged attack against one target; adjacent Exposed targets may also be threatened at GM discretion.

Rebrace. Gives up movement to remove one penalty from its heavy weapon.

Morale: Falls back if isolated, but holds position while a leader, icon, or squad remains nearby.

Tactics: Keep this enemy in cover with a clear lane. It should not duel the party; it should make movement expensive. Protect it with cultists, mines, or a leader, and make the party solve it with smoke, flanking, or grenades.

// Variants
Nurgle Blight GunnerKhorne Chain-Ammo FanaticTzeentch Warpfire GunnerSlaanesh Sonic GunnerVeteran Heavy Gunner

Full Stat Block Priority: High

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