Traitor Guard Officer
A corrupted officer who coordinates squads and retreats intelligently.
Threat File — Traitor Guard Officer
TR 5 · Traitor GuardSaves: Willpower +6, Presence +6
Proficiencies: Command +7, Lore +5, Awareness +4
Chain of Command. Traitor squads within 60 feet gain +1 to Morale checks and act on coordinated initiative.
Doctrine of Betrayal. Once per round, the officer redirects one squad's action: shift a Fire Lane, refuse a flank, or commit the reserve.
Guarded Rank. The officer is always screened by a command squad or veterans; while any bodyguard is adjacent, attacks against the officer suffer Disadvantage.
Ordered Volley. Two traitor squads within command range immediately make concentrated ranged attacks against one target the officer designates.
Bolt Pistol. Ranged Attack: +5 to hit, range 40/120 ft., one target. Hit: 2d6 + 2 ballistic damage.
Power Sword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 + 2 energy damage.
Fall Back by Numbers. When a traitor squad within command range is bloodied, the officer may order it to retreat a full move without provoking Reactive Fire.
Morale: Withdraws intelligently when the position is lost, extracting squads in order; fights personally only when cornered.
Tactics: Run the whole encounter through the officer: squads hold, shift, and retreat because it says so. Let the party watch orders propagate so killing it feels like cutting a nervous system; when it dies, the remaining squads act one order out of date.
Loot / Evidence / Hooks: A power sword, current traitor operational maps, and command ciphers that make the next engagement winnable before it starts.
Enemy Dossier
GM ReferenceThe Traitor Guard Officer is a corrupted commander who still believes in fire plans, reserves, and fallback lines — it has simply changed whom the plan serves. It makes every traitor squad on the field smarter.
Use this enemy to coordinate multi-squad traitor engagements and give the party a battle that thinks back.
Moderate durability, modest personal combat, force-wide command and morale control, intelligent withdrawal — a decapitation objective that protects itself well.
Chain of Command. Traitor squads within 60 feet gain +1 to Morale checks and act on coordinated initiative.
Doctrine of Betrayal. Once per round, redirects one squad's action: shift a Fire Lane, refuse a flank, commit the reserve.
Guarded Rank. Always screened by a command squad or veterans; reaching it should cost the party a phase of the fight.
Ordered Volley. Two squads within command range immediately make concentrated ranged attacks on one target.
Fall Back by Numbers. One squad retreats a full move without provoking Reactive Fire.
Bolt Pistol and Power Sword. Respectable personal defense; officers who survived treachery can fight.
Morale: Withdraws intelligently when the position is lost, extracting squads in order; fights personally only when cornered.
Tactics: Run the whole encounter through the officer: squads hold, shift, and retreat because it says so. Let the party watch orders propagate — vox calls, runners, signal flares — so killing it feels like cutting a nervous system. When it dies, the remaining squads act one order out of date.
Full Stat Block Priority: High