Traitors

Source: Codex: Witch Hunters, p. 43

TRAITORS

Traitors are those who have turned from the Emperor's light and joined their fortunes with the servants of darkness. Whether seduced by promises of wealth or dominated by psychic powers, whole regiments – even entire worlds – can turn traitor and trample on their oaths of loyalty. Traitors are typically well armed with weaponry stolen and scavenged from a variety of sources, and have not yet descended so far into madness that their skills are completely lost.

Pts/Model WS BS S T W I A Ld Sv
Traitor 8 3 3 3 3 1 3 1 6 5+
Agitator +10 3 3 3 3 1 3 2 7 5+

Number/squad: 5-15

Weapons: Lasgun and frag grenades.

Options: Any model may exchange their lasgun for an autogun, shotgun or laspistol/autopistol and close combat weapon for free. One model may exchange its weapon for a flamer at +3 points, a meltagun at +10 points, a sniper rifle at +5 points, a plasma gun at +10 points, a heavy stubber at +10 points or a grenade launcher at +10 points. Two Traitors can form a weapon team with one of the following: a heavy bolter at +10 points, a lascannon at +20 points, a mortar at +15 points, an autocannon at +15 points or a missile launcher at +15 points. The squad can be equipped with krak grenades for +2 points per model.

Character: For an additional cost of +10 points, one Traitor may be upgraded to an Agitator. The character may purchase up to 15 points worth of weapons and wargear allowed by the Codex: Chaos Space Marines Armoury (but no Marks, Gifts or other items).

Transport vehicle: Traitor squads numbering 10 models or less may be mounted in a Rhino (counting as having BS 3; upgrades are chosen from Codex: Chaos Space Marines) at an additional cost of +50 points or (if they number 12 models or less) a Chimera at +70 points (upgrades are chosen from Codex: Imperial Guard). Units mounted in this way become Fast Attack instead of Troops choices.

SPECIAL RULES

Infiltrate: Traitors are often familiar with local conditions and defences, and are adept at using treachery to win tactical advantages. To represent this, Traitors may use the Infiltrate special rules if the mission being played allows it.