Traitor Guard Sergeant
A squad leader who keeps traitors firing instead of fleeing.
Threat File — Traitor Guard Sergeant
TR 3 · Traitor GuardSaves: Willpower +4
Proficiencies: Command +5, Awareness +4, Fieldcraft +3
Hold the Line. Squadmates within 15 feet gain +1 to Morale checks and may reroll one failed save against being Pinned per round.
Lead From the Rear Rank. While a squadmate stands between the sergeant and an attacker, the sergeant gains the benefit of Light Cover.
Barked Order. One squadmate within 30 feet immediately moves half its Movement or makes one weapon attack.
Laspistol. Ranged Attack: +4 to hit, range 30/90 ft., one target. Hit: 1d6 + 2 las damage.
Chainsword. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10 + 1 rending damage.
Consolidate. When a squadmate within 30 feet is hit, the sergeant may order the squad into cover formation; all squadmates in cover gain +1 Defense until the sergeant moves.
Morale: Holds while its officer lives; conducts a fighting retreat rather than routing if the squad is bloodied.
Tactics: Spend its turns on orders, not attacks; it exists to multiply the squad. Keep it in the second rank behind cover and make the party work for the shot. When it dies, let the squad's next Morale check fail loudly.
Loot / Evidence / Hooks: A chainsword with unit engravings filed off, squad rosters, and field codes still valid on traitor vox channels.
Enemy Dossier
GM ReferenceThe Traitor Guard Sergeant is the noncom who keeps traitors firing instead of fleeing — doctrine, threats, and a laspistol applied in that order. Kill it and the squad becomes cultists with better rifles.
Use this enemy at the heart of every traitor infantry squad to give the party a low-level decapitation target that visibly matters.
Moderate durability, modest personal threat, strong squad morale and coordination, high value as a first kill.
Hold the Line. Squadmates within 15 feet gain +1 to Morale checks and may reroll one failed save against being Pinned per round.
Lead From the Rear Rank. Treats squadmates between it and the enemy as soft cover.
Barked Order. One squadmate immediately moves half its Movement or makes one attack.
Laspistol and Chainsword. Competent close-quarters attacks for when the line breaks.
Consolidate. Pulls the squad into cover formation; all squadmates in cover gain +1 Defense until it moves.
Morale: Holds while its officer lives; conducts a fighting retreat rather than routing if the squad is bloodied.
Tactics: Spend its turns on orders, not attacks — it exists to multiply the squad. Keep it in the second rank behind cover and make the party work for the shot. When it dies, let the squad's next Morale check fail loudly so the lesson lands.
Full Stat Block Priority: Medium