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Lexicanum

Traitor Guard Psyker

A battlefield witch using stolen doctrine and unstable power.

Threat File — Traitor Guard Psyker

TR 6 · Traitor Guard
HumanHereticPsychicWarpCorruptionStat Block Priority: High
Traitor Guard PsykerTR 6Human · Psyker
HumanHereticPsychicWarpCorruption
Defense 13 · Vitality 30 · Move 30 ft. · Initiative +2
STR -1AGI +2TGH +1INT +2WIL +4PRS +0

Saves: Willpower +7

Proficiencies: Lore +5, Awareness +4

Senses: Feels sanctioned psykers and vox traffic within 60 feet

// Traits

Militarized Witchcraft. Its powers behave like fire support: zones, lanes, and suppression rather than duels. When it uses a psychic action, it may center the effect on any point it has line of sight to, or that a traitor spotter can see.

Fraying Leash. When the psyker uses a psychic action while bloodied, or fails one badly, roll on the Perils table; traitor allies within the result's reach suffer it too, and they know it.

Warp Static. Enemy vox and sanctioned psykers within 60 feet suffer interference; their psychic actions and vox-dependent abilities suffer Disadvantage.

// Actions

Psychic Barrage. Creatures in a 15-foot zone within 100 feet make an Agility Save DC 13, taking 2d8 + 2 warp damage on a failure or half on a success. Creatures that fail are also Pinned by lashing warpfire until the start of the psyker's next turn.

Terror Broadcast. Every enemy in a 15-foot zone within 60 feet makes a Willpower Save DC 13 or is Frightened until the end of its next turn.

Witch-Ward. One traitor squad within 60 feet gains the benefit of Light Cover from flickering un-light until the start of the psyker's next turn.

Morale: Steady while its handlers and officer live; if left unsupervised or bloodied, it pushes recklessly and risks taking both sides with it.

Tactics: Emplace it like a mortar: behind the line, powers walking across the party's cover, forcing an advance into gunfire or an endured barrage. As it takes damage, escalate the Perils; a dying traitor psyker is a hazard zone, not a kill.

Loot / Evidence / Hooks: A sanctioned psyker's focus-torc reworked with heretic sigils, and handler's orders proving someone in traitor command knows exactly how dangerous the leash is.

Enemy Dossier

GM Reference

The Traitor Guard Psyker is a battlefield witch built on stolen sanctioned doctrine — barrage powers, vox-scream interference, and a leash no one is holding anymore. Militarily disciplined, psychically rotten.

// Battlefield Use

Use this enemy to give traitor forces psychic artillery and to threaten the party with Pinned lines, fear, and Perils fallout.

// Threat Profile

Low durability, high area psychic damage and control, Corruption and Perils risk, military discipline that makes its powers land where they hurt.

// Signature Traits

Militarized Witchcraft. Its powers behave like fire support: zones, lanes, and suppression rather than duels.

Fraying Leash. When it pushes its powers or fails badly, roll Perils; traitor allies fear it almost as much as the enemy does.

Warp Static. Enemy vox and sanctioned psykers within 60 feet suffer interference; the party's psyker feels watched.

// Signature Actions

Psychic Barrage. Area blast on a zone; failed saves deal damage and leave targets Pinned by lashing warpfire.

Terror Broadcast. Every enemy in a 15-foot zone saves against Willpower or is Frightened for a round.

Witch-Ward. Grants one traitor squad partial cover of flickering un-light for a round.

Morale: Steady while its handlers and officer live; if left unsupervised or bloodied, it pushes recklessly and risks taking both sides with it.

Tactics: Emplace it like a mortar: behind the line, powers walking across the party's cover. It forces the party to advance into gunfire or endure the barrage. As it takes damage, escalate the Perils — a dying traitor psyker is a hazard zone, not a kill.

// Variants
Sanctioned-Turned-Traitor Primaris PsykerPsyker Choir (three weak witches, one barrage)Tzeentch-Claimed Psyker (mid-fight possession)Burned-Out Detonation Psyker

Full Stat Block Priority: High

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