Tzeentchian Trick Gunner
A shooter protected by misdirection and bad angles.
Threat File — Tzeentchian Trick Gunner
TR 3 · Chaos God-Aligned CultsProficiencies: Stealth +4, Deception +4
Displaced Muzzle. The gunner projects a false position within 30 feet of its true one. The first attack against it each round targets the false position and misses; an Awareness check DC 13 or an action spent studying the angles reveals the true gunner until it repositions.
Nine-Angle Doctrine. After the gunner attacks, it may swap its true and false positions; it is never where the last shot proved it was.
Liar's Shot. Ranged Attack: +4 to hit, range 60/180 ft., one target. Hit: 1d10 + 2 ballistic damage. A target taking cover against the false position gains no cover bonus and is Exposed until the start of its next turn.
Flicker Reposition. The gunner moves up to its Movement while its illusion holds still, or holds still while the illusion moves.
Morale: Withdraws behind its illusions when bloodied; the retreat is usually discovered one dead decoy too late.
Tactics: Run two positions per gunner — the shown and the real — and make the party pay actions to tell them apart. Area attacks, psychic detection, and simple spray-everything brutality are the honest counters; reward them. In pairs, trick gunners cover each other's lies.
Loot / Evidence / Hooks: A cracked mirror-scope that shows the viewer standing somewhere they are not.
Enemy Dossier
GM ReferenceThe Tzeentchian Trick Gunner is a shooter protected by misdirection — its muzzle flash comes from the wrong window, its silhouette stands where it is not. Competent gunnery wrapped in cheap, effective illusion.
Use this enemy to make return fire unreliable and teach the party that spotting a Tzeentchian shooter is a claim, not a fact.
Low durability, solid ranged damage, position deception, wasted-shot pressure — it wins by making the party's attacks miss the truth.
Displaced Muzzle. The first attack against it each round targets its false position and misses; finding the real gunner takes an action or clever play.
Nine-Angle Doctrine. After firing, may swap its true and false positions; it is never where the last shot proved it was.
Liar's Shot. Ranged attack from an unexpected angle; targets in cover against the false position may be Exposed to the true one.
Flicker Reposition. Moves while its illusion holds still, or vice versa.
Morale: Withdraws behind its illusions when bloodied; its retreat is usually discovered one dead decoy too late.
Tactics: Run two positions per gunner — the shown and the real — and make the party pay actions to tell them apart. Area attacks, psychic detection, and simple spray-everything brutality are the honest counters; reward them. In pairs, trick gunners cover each other's lies.
Full Stat Block Priority: Medium