Traitor Guard Psyker
A battlefield witch using stolen doctrine and unstable power.
Threat File — Traitor Guard Psyker
TR 6 · Traitor GuardSaves: Willpower +7
Proficiencies: Lore +5, Awareness +4
Senses: Feels sanctioned psykers and vox traffic within 60 feet
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.
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 ReferenceThe 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.
Use this enemy to give traitor forces psychic artillery and to threaten the party with Pinned lines, fear, and Perils fallout.
Low durability, high area psychic damage and control, Corruption and Perils risk, military discipline that makes its powers land where they hurt.
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.
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.
Full Stat Block Priority: High