Traitor Guard Sniper
A patient killer who punishes exposed movement.
Threat File — Traitor Guard Sniper
TR 4 · Traitor GuardSaves: Agility +5
Proficiencies: Stealth +6, Awareness +5, Fieldcraft +5
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.
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 ReferenceThe 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.
Use this enemy to threaten the party's leaders and specialists and to make crossing open ground a named risk.
Low durability, high single-shot precision, strong stealth, priority-target selection, withdraws rather than duels.
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.
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.
Full Stat Block Priority: Medium