Traitor Guardsmen Squad

Model NameMTSvWLdOC
Traitor Guardsmen Squad
25mm
6"35+ 17+2
Ranged WeaponsRangeABSSAPD
Plasma gun – supercharge
hazardous, rapid fire 1
24"14+8-32
Cultist sniper rifle
heavy, precision
36"14+4-22
Cultist grenade launcher – frag
blast
24"D34+401
Corrupted pistol
pistol
12"14+4-11
Boltgun
rapid fire 1
24"14+401
Cultist grenade launcher – krak
24"14+9-2D3
Plasma gun – standard
rapid fire 1
24"14+7-21
Meltagun
melta 2
12"14+9-4D6
Lasgun
rapid fire 1
24"14+301
Flamer
ignores cover, torrent
12"D6N/A401
Melee WeaponsRangeAWSSAPD
Power weapon
Melee24+4-21
Close combat weapon
Melee14+301
Chainsword
Melee34+301
Keywords:
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Abilities

Twisted Defence Force:While this unit is within range of an objective marker, each time a ranged attack targets this unit, models in this unit have the Benefit of Cover against that attack.
Core:
Faction:
Dark Pacts
Dark Pacts
Dark Pacts
Dark Pacts
Dark Pacts
Dark Pacts

Wargear Options

Up to 3 Traitor Guardsmen can each have their lasgun replaced with one of the following (duplicates are not allowed):
  • 1 Cultist grenade launcher
  • 1 flamer
  • 1 meltagun
  • 1 plasma gun
  • 1 Cultist sniper rifle
The Traitor Sergeant’s close combat weapon can be replaced with one of the following:
  • 1 chainsword
  • 1 power weapon
The Traitor Sergeant’s corrupted pistol can be replaced with 1 boltgun.

Wargear Abilities

Unit Composition

1 Traitor Sergeant
9 Traitor Guardsmen
The Traitor Sergeant is equipped with: corrupted pistol; close combat weapon.

Every Traitor Guardsman is equipped with: lasgun; close combat weapon.

Costs

10 models - 70pts

Leader

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.