Cogitator OnlineArchive LexicanumRecords // Threat File · Traitor Guard InfantryMachine-Spirit Wary
Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Traitor Guard Infantry

Trained soldiers who know enough doctrine to be dangerous.

Threat File — Traitor Guard Infantry

TR 2 · Traitor Guard
HumanHereticLasgunCoverSquadStat Block Priority: Medium
Traitor Guard InfantryTR 2Human · Trooper
HumanHereticLasgunCoverSquad
Defense 12 · Vitality 12 · Move 30 ft. · Initiative +2
STR +1AGI +2TGH +1INT +0WIL +1PRS +0

Saves: Toughness +3

Proficiencies: Awareness +4, Fieldcraft +3, Athletics +3

// Traits

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.

// Actions

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.

// Reactions

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 Reference

Traitor 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.

// Battlefield Use

Use this enemy as the standard line infantry of any traitor military force when the party should face real soldiering instead of a mob.

// Threat Profile

Low-moderate durability, disciplined lasgun fire, real cover and squad tactics, morale tied to its command structure.

// Signature Traits

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.

// Signature Actions

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.

// Variants
Veteran Infantry SquadGod-Marked Infantry (any Chaos God template)Conscripted Militia (worse discipline)Static Garrison Squad with emplaced weapon

Full Stat Block Priority: Medium

Bolt & Blade is fan-made homebrew for private tabletop play and is not affiliated with or endorsed by Games Workshop.