Traitors

Source: Codex: Eye of Terror, p. 44

Force Organisation: Troops

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

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. Up to one model may be upgraded to an icon bearer for +5 points. Up to one model may exchange their 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, an autocannon at +15 points, mortar at +15 points or a missile launcher at +15 points. The squad can be equipped with krak grenades at +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 Marine armoury (but no Marks, Gifts or other items).

Transport vehicle: Traitor squads numbering 10 models or less and not led by a Champion in Terminator armour may be mounted in a Rhino (counting as having BS 3) at an additional cost of +50 points or a Chimera at +70 points. 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 not led by a Chaos Space Marine Champion counts as having the Infiltrators veteran skill as described in Codex: Chaos Space Marines p19.