Chaos Traitors
Chaos Traitors
Chaos Traitors
Chaos Traitors are an Imperial Guard Regiment whose members have turned to the patronage of Chaos.
Often during a Chaos rising, the loyal Officers and Commissars of the Imperial Guard are among the first
victims of the revolution. This secures control of military resources for the rebels, at the cost of damaging
command and control structures.
When a Chaos Traitors army attempts to retain the initiative, if the formation attempting to retain the
initiative does not have a unit with the Commander special rule present, then the initiative test is taken with a
modifier to the dice role of –2 instead of the usual –1.
Normally imprisoned or killed under Imperial rule, Chaos armies are more friendly to human Psykers.
Chaos Traitors armies are allowed one Rogue Psyker for each 750 points available to the army list.
The first Rogue Psyker must be attached to the Supreme commander’s Company (If there is one present).
Subsequent Rogue Psykers may be attached to any formation in any order. No formation may have more than
one Rogue Psyker. Aircraft may not carry Rogue Psykers.
Units with the Daemonic Pact ability allow the player to summon daemons to the battlefield. To summon
Daemons the player must also purchase a Daemonic pool from which to summon. The size of such pools must
be visible to all players at all times and it is suggested that either tokens or dice are used to indicate the size
of the pool available.
As daemons are summoned the pool must be changed to reflect its current size. To summon daemons the
formation declares its intention to summon before any action roll is made. The player then rolls 2D3 to
generate the number of summoning points available for this formation. The number of points required to
summon a daemons unit will be noted on its data sheet. The formation may then summon daemons up to the
number of summoning points generated, with any points not used lost, up to the number of points left in the
daemonic pool.
Summoned units must be setup with their base within 5cms of any non-summoned unit in the summoning
formation (i.e. You cannot place a chain of summoned units). They cannot be placed in enemy zones of con-
trol or impassable terrain. Summoned units become part of the summoning formation for all rules purposes as
long as they remain on the battlefield. Summoned units do not cause blast markers to placed on the formation
when they are destroyed, however daemonic units killed in an assault to count towards the number of units
killed when calculating the modifiers for assault resolution. Summoned units that are destroyed are removed
from play and the summoning cost of each unit is lost from the players daemonic pool.
Summoned units remain in play until the end phase of the turn in which they were summoned. After all
formations have attempted to rally any summoned units are removed from play and the total of their
summoning points returned to the relevant daemonic pool. Note – this may cause the formation to now have
more blast markers than its number of units an will therefore become broken. When a formation becomes
broken all summoned units are destroyed.
Chaos Traitors Army List
Chaos Traitors armies have a Strategy Rating of 2.
All formations have an initiative rating of 2+, except Alpha Legion and Titan formations which have an initiative rating of 1+.
Core Formations
FORMATION UNITS COST
Infantry Company One Imperial Guard Commander unit and twelve Imperial Guard Infantry units. 250 points
Leman Russ Tank Company Nine Leman Russ tanks and One Vanquisher Leman Russ Tank. 650 points
Malcador Tank Company Ten Malcador, Malcador Annihilator or Malcador Defender tanks in any combination. 650 points
Artillery Company Nine Basilisks or Manticores in any combination. 550 points
Support Formations
Two Support Formations may be selected for each Core Formation in your army list.
FORMATION UNITS COST
Artillery Squadron Three Basilisks or Manticores or 250 points
Three Bombards 200 points
Sentinel Squadron Four Sentinels 100 points
Flak Squadron Three Hydras 150 points
Storm Troopers Eight Storm Trooper units plus four Chimeras. 300 points
Heavy Artillery Squadron Three Minotaur Artillery Tanks 350 points
Tank Hunter Squadron Three Leman Russ Destroyer Tank Hunters 200 points
Armoured Fist Company Twelve Imperial Guard Infantry units, one Imperial Guard Commander unit, and seven Chimeras 400 points
0-1 Deathstrike Squadron Two Deathstrike Missile Launchers 200 points
Hellhound Squadron Three Hellhounds 150 points
Formation Upgrades
Each Core Formation in your army list may select 0-3 Upgrades.
UPGRADE UNITS COST
Fire Support Squad Four Fire Support units 100 points
Infantry Reinforcements Six infantry units 100 points
Griffon Squadron Three Griffons 50 points
Ogryns Two Ogryn units 50 points
Flak One Hydra 50 points
Allies
Up to one third of your army list may be Allies.
FORMATION UNITS COST
Character - - - -
MALCADOR TANK
Type Speed Armour Save Close Combat Firefight