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Humanoid war engines that tower over their foes, each Renegade Knight carries an army’s worth of firepower upon its weaponised limbs and hulking carapace. At close quarters, their roaring chainswords and crushing thunderstrike gauntlets destroy what their trampling feet cannot, scattering terrified survivors before their unstoppable advance.

This section contains all of the datasheets that you will need in order to fight battles with your Questor Traitoris miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have.

Books

BookKindEditionVersionLast update
► ChaosIndex81.4April 2018
  Imperial Armour: Forces of ChaosIndex81.3June 2018
  Renegade KnightsIndex81.0September 2018
  Chapter Approved 2018 EditionExpansion81.0December 2018

FAQ

Index: Renegade Knights

 Q: Can a RENEGADE KNIGHT CHARACTER summon units of Daemons using the Daemonic Ritual ability?
 A
Yes.
 Q: If a Renegade Knight with a thunderstrike gauntlet destroys an enemy VEHICLE or MONSTER and I roll a 4+ to inflict mortal wounds on a nearby unit, are those inflicted immediately, or after I have resolved my Knight’s remaining attacks (if any)?
 A
Pick the enemy unit as soon as you destroy the enemy VEHICLE or MONSTER unit and roll a 4+, but inflict the mortal wounds after you have resolved all your remaining attacks.
 Q: If a model is equipped with four shieldbreaker missiles, how many can it fire each turn?
 A
One.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include QUESTOR TRAITORIS Detachments – that is, any Detachment which includes only QUESTOR TRAITORIS units.


Abilities

QUESTOR TRAITORIS Detachments (excluding Super-heavy Auxiliary Detachments) gain the following ability:

Renegade Knight Lance

Though they have left their nobility far behind, renegade Knight houses are still ruled over by despotic lords who lead them with brutal authority.

If your army is Battle-forged, select one model in each QUESTOR TRAITORIS Super-heavy Detachment in your army. Each model you selected gains the CHARACTER keyword. However, the Command Benefit of each QUESTOR TRAITORIS Super-heavy Detachment is changed to ‘None’ if it does not contain at least one QUESTOR TRAITORIS TITANIC unit, and it is changed to ‘+6 Command Points’ if it contains at least three QUESTOR TRAITORIS TITANIC units.

Stratagems

If your army is Battle-forged and includes any QUESTOR TRAITORIS Detachments, you have access to the following Stratagems:
1CP/3CP

ROTATE ION SHIELDS

Questor Traitoris Stratagem

Use this Stratagem when an enemy unit targets a QUESTOR TRAITORIS VEHICLE unit from your army that has an invulnerable save (this Stratagem costs 3 CPs if the targeted unit is a RENEGADE DOMINUS KNIGHT, otherwise it costs 1 CP). Until the end of the phase, that vehicle’s invulnerable save is improved by 1 (to a maximum of 3+).

2CP

TRAIL OF DESTRUCTION

Questor Traitoris Stratagem

Use this Stratagem when you choose a QUESTOR TRAITORIS unit from your army to make attacks with in the Shooting or Fight phase. Until the end of the phase, you can re-roll all failed hit rolls for this unit.


Warlord Traits

If a QUESTOR TRAITORIS TITANIC CHARACTER is your Warlord, you can choose to give them the following Warlord Trait:

Infernal Quest

This warlord has sworn a grim oath to the Dark Gods – they will not relent in spreading carnage across the galaxy until they have honoured it, or they are slain.

If this Warlord is within range of an objective marker (as specified within the mission), it controls that objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal – in this case, however, this Warlord counts as 10 models.

Relic

If your army is led by a QUESTOR TRAITORIS Warlord, then you may give the following relic to a QUESTOR TRAITORIS CHARACTER in your army.

THE TRAITOR’S MARK

The fell deeds and blood-stained heraldry of this traitor Knight are recounted across the galaxy, and all know that to confront it is to face a painful death.

Enemy units must subtract 1 from their Leadership characteristic whilst they are within 12" of the bearer. Whilst they are within 6" of the bearer, subtract 2 from their Leadership characteristic instead.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
80
Acheron flame cannon
18"
Heavy 2D6
7
-2
3
This weapon automatically hits its target.
5
Armiger autocannon
60"
Heavy 2D3
7
-1
3
Ignore the penalty to hit rolls for moving and firing this Heavy weapon.
80
Atropos lascutter (shooting)
9"
Heavy 1
12
-4
6
If an attack with this weapon slays an enemy VEHICLE or MONSTER unit in the Shooting phase, you may immediately make another attack against a separate target unit within range. This bonus attack does not generate further attacks.
10
Autocannon
48"
Heavy 2
7
-1
2
-
75
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
50
Castigator bolt cannon
36"
Heavy 14
6
-2
2
-
0
Conflagration cannon
18"
Heavy 3D6
7
-2
2
This weapon automatically hits its target.
20
Ectoplasma fusil
24"
Rapid Fire 2
6
-3
2
-
25
Graviton crusher
18"
Heavy D3
6
-2
2
If the target unit’s armour save is 3+ or better, the damage of this weapon’s attacks increase to 3.
70
Graviton singularity cannon
36"
Heavy 4
8
-3
3
Roll a D6 each time before this weapon is fired. On a roll of a 1, the bearer suffers a mortal wound and the weapon fires normally (if the bearer survives this). On a roll of 2-5, the attack is carried out normally using its listed profile. On a roll of a 6, the weapon’s attacks are instead carried out at Strength 16, AP -4, Damage 6 instead of its normal profile.
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
45
Helios defence missiles
60"
Heavy 2
8
-2
3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
80
Hellburner chieorovile
45"
Heavy 5
8
-3
D6
Each time you make a wound roll of 6+ for this weapon, the weapon scores an additional automatic hit at the weapon’s normal profile which is resolved after the initial attacks for the weapon on the same unit. These additional hits do not themselves generate more additional hits.
16
Ironstorm missile pod
72"
Heavy D6
5
-1
2
This weapon can target units that are not visible to the bearer.
25
Lascannon
48"
Heavy 1
9
-3
D6
-
70
Lightning cannon
48"
Heavy 6
7
-1
D3
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of -1 and Damage 3 instead of D3.
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Plasma decimator
When attacking with this weapon, choose one of the profiles below.
 - Standard
48"
Heavy 2D6
7
-3
1
-
 - Supercharge
48"
Heavy 2D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
100
Rapid-fire battle cannon
72"
Heavy 2D6
8
-2
D3
-
12
Shieldbreaker missile
48"
Heavy 1
10
-4
D6
Each shieldbreaker missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by a shieldbreaker missile.
0
Shock blast
18"
Heavy 6
6
-1
D3
-
45
Stormspear rocket pod
48"
Heavy 3
8
-2
D6
-
76
Thermal cannon
36"
Heavy D6
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Thermal spear
30"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Thundercoil harpoon
12"
Heavy 1
16
-6
10
You can re-roll failed hit rolls when targeting VEHICLE or MONSTER units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
20
Twin Icarus autocannon
48"
Heavy 4
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
100
Twin magna lascannon
72"
Heavy 2D3
12
-3
6
These weapons may not be used to make Overwatch attacks.
0
Twin meltagun
12"
Assault 2
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
25
Twin rad cleanser
9"
Assault 2D6
*
0
3
This weapon hits automatically, and it always wounds on a 3+, except against TITANIC and VEHICLE units against which it always wounds on a 6+.
35
Twin siegebreaker cannon
48"
Heavy 2D3
7
-1
D3
-
10
Volcano lance
80"
Heavy D6
14
-5
3D3
You can re-roll failed wound rolls when targeting TITANIC units with this weapon.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
80
Atropos lascutter (melee)
Melee
Melee
14
-4
6
You may re-roll failed hit and wound rolls for this weapon against targets with the MONSTER, BUILDING or VEHICLE keyword.
60
Cerastus shock lance
Melee
Melee
+6
-4
6
You may re-roll failed hit rolls with this weapon if the Cerastus Knight-Lancer has successfully charged in your Charge phase.
30
Hekaton siege claw
Melee
Melee
x2
-4
6
Subtract 1 from hit rolls made with this weapon.
0
Reaper chain-cleaver
When attacking with this weapon, choose one of the profiles below:
 - Strike
Melee
Melee
x2
-3
3
-
 - Sweep
Melee
Melee
User
-2
1
Make 2 hit rolls for each attack made with this weapon, instead of 1.
30
Reaper chainfist
Melee
Melee
x2
-4
6
When attacking with this weapon, subtract 1 from the hit roll.
30
Reaper chainsword
Melee
Melee
+6
-3
6
-
30
Tempest warblade
Melee
Melee
+6
-3
5
If any result of a 6 is rolled on any wound roll with this weapon against a MONSTER or VEHICLE, then an additional D3 mortal wounds are also inflicted on the enemy unit.
35
Thunderstrike gauntlet
Melee
Melee
x2
-4
6
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
0
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

The RENEGADE KNIGHT DOMINUS keyword is used in following Questor Traitoris datasheets:

Lords of War
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
© Vyacheslav Maltsev 2013-2018