Traitor Guard Infantry
Trained soldiers who know enough doctrine to be dangerous.
Threat File — Traitor Guard Infantry
TR 2 · Traitor GuardSaves: Toughness +3
Proficiencies: Awareness +4, Fieldcraft +3, Athletics +3
Trained Cover Discipline. While in Light or Heavy Cover, the infantryman gains +1 Defense. It moves cover-to-cover by reflex.
Squad Cohesion. While two or more squadmates are within 15 feet, the infantryman gains +1 to Morale checks and saves against fear.
Lasgun Volley. Ranged Attack: +4 to hit, range 80/240 ft., one target. Hit: 1d8 + 2 las damage. Squads concentrate fire on one target at the sergeant's order.
Suppressing Fire. The infantryman suppresses a 10-foot zone within lasgun range. Creatures in the zone make a Willpower Save DC 12 or become Pinned until the start of the infantryman's next turn.
Bayonet. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing damage.
Reactive Fire. The infantryman makes Reactive Fire against a creature crossing its Fire Lane.
Morale: Falls back by fire-and-movement when bloodied; breaks outright if its sergeant and officer are both down.
Tactics: Run them like the Guard they were: interlocking Fire Lanes, suppression before movement, grenades on stubborn cover. They punish the party for standing in the open and crumble when the command element is decapitated.
Loot / Evidence / Hooks: Standard-issue lasguns, charge packs, and dog tags from a regiment the Munitorum still lists as loyal.
Enemy Dossier
GM ReferenceTraitor Guard Infantry are trained Imperial soldiers who kept the doctrine and discarded the loyalty. They fight in squads, use cover properly, and are dangerous in exactly the ways cultists are not.
Use this enemy as the standard line infantry of any traitor military force when the party should face real soldiering instead of a mob.
Low-moderate durability, disciplined lasgun fire, real cover and squad tactics, morale tied to its command structure.
Trained Cover Discipline. +1 Defense in Light or Heavy Cover; moves cover-to-cover by reflex.
Squad Cohesion. Gains +1 to Morale checks and fear saves while two or more squadmates are within 15 feet.
Lasgun Volley. Standard ranged attack; squads concentrate fire on one target at the sergeant's order.
Suppressing Fire. Suppresses a 10-foot zone; failed Willpower Save causes Pinned.
Reactive Fire. Covers a Fire Lane against crossing targets.
Morale: Falls back by fire-and-movement when bloodied; breaks outright if its sergeant and officer are both down.
Tactics: Run them like the Guard they were: interlocking Fire Lanes, suppression before movement, grenades on stubborn cover. They should punish the party for standing in the open and crumble when their command element is decapitated. One competent squad teaches parties more respect than any monster.
Full Stat Block Priority: Medium