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Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Traitor Guard Sniper

A patient killer who punishes exposed movement.

Threat File — Traitor Guard Sniper

TR 4 · Traitor Guard
HumanHereticSniperStealthRangedStat Block Priority: Medium
Traitor Guard SniperTR 4Human · Sniper
HumanHereticSniperStealthRanged
Defense 13 · Vitality 18 · Move 30 ft. · Initiative +3
STR +0AGI +3TGH +1INT +1WIL +2PRS +0

Saves: Agility +5

Proficiencies: Stealth +6, Awareness +5, Fieldcraft +5

// Traits

Fieldcraft. While stationary in concealment, the sniper is effectively hidden; locating it requires an Awareness check DC 15 and costs the party actions.

Priority Doctrine. The sniper gains +1 to hit against leaders, psykers, medics, and heavy weapon operators.

One Shot, One Move. After firing, the sniper may shift to an adjacent concealed position without provoking Reactive Fire.

// Actions

Long-Las Shot. Ranged Attack: +6 to hit, range 150/600 ft., one target. Hit: 2d8 + 2 las damage. This attack ignores Light Cover against Exposed targets.

Wounding Shot. Ranged Attack: +5 to hit, range 150/600 ft., one target. Hit: 1d8 + 2 las damage and the target's Movement is halved until the end of its next turn.

Go to Ground. The sniper vanishes from an established position; it is hidden again and the party must reacquire it.

Morale: Withdraws the moment its position is compromised or the mission is lost; never fights a fair fight on purpose.

Tactics: Establish it before the fight starts and let its first shot open the encounter. Shoot on doctrine, officers and specialists first, and relocate the moment fire converges; the threat should shape party movement long after its last shot.

Loot / Evidence / Hooks: A well-kept long-las, a range card of the whole engagement area, and a kill log that includes names the party recognizes.

Enemy Dossier

GM Reference

The Traitor Guard Sniper is a patient killer who spends whole engagements waiting for one exposed officer, one careless medic, one psyker who stood still. It punishes movement the way the heavy gunner punishes stillness.

// Battlefield Use

Use this enemy to threaten the party's leaders and specialists and to make crossing open ground a named risk.

// Threat Profile

Low durability, high single-shot precision, strong stealth, priority-target selection, withdraws rather than duels.

// Signature Traits

Fieldcraft. Effectively hidden while stationary in concealment; locating it costs the party actions.

Priority Doctrine. Gains +1 to hit against leaders, psykers, medics, and heavy weapon operators.

One Shot, One Move. After firing, may shift to an adjacent concealed position without provoking Reactive Fire.

// Signature Actions

Long-Las Shot. High-accuracy ranged attack that ignores Light Cover against Exposed targets.

Wounding Shot. Targets the legs; a hit target's Movement is halved for a round.

Go to Ground. Vanishes from an established position; the party must reacquire it.

Morale: Withdraws the moment its position is compromised or the mission is lost; never fights a fair fight on purpose.

Tactics: Establish it before the fight starts and let its first shot open the encounter. Shoot on doctrine — officers and specialists first — and relocate the moment the party's fire converges. The threat of the sniper should shape party movement long after its last shot.

// Variants
Sniper-Spotter PairToxin-Round Sniper (Nurgle or Slaanesh)Counter-Sniper VeteranNemesis Marksman with a grudge

Full Stat Block Priority: Medium

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