Traitor Guardsmen Squad Chaos Knights · Infantry
Traitor Guardsmen Squad comes as 10 models for 70 points in the Chaos Knights army. On points efficiency the unit ranks 26th of 27 Chaos Knights units overall and 3rd of 3 among infantry, with a value score of 34/100 (offense 7, defense 60). Per point, the unit hits hardest into chaff (25th percentile) and is toughest against anti-tank (96th percentile).
⚔️ Run the full dice math in the calculator
Offense: wounds removed per 100 points
Scored with the default wargear (Close combat weapon, Corrupted pistol, Lasgun): every gun firing, each model's best melee weapon plus any Extra Attacks. No cover, Heavy weapons stationary, not within half range.
| Target | 🎯 Ranged | ⚔️ Melee | %ile |
|---|---|---|---|
| Chaff10 × T3 Sv5+ W1 infantry | 2.54Lasgun + Corrupted pistol◇ option: Flamer · 0.99 per model | 2.38Close combat weapon◇ option: Power weapon · 0.66 per model | 25 |
| MEQ5 × T4 Sv3+ W2 infantry | 0.89Lasgun + Corrupted pistol◇ option: Meltagun · 0.70 per model | 0.79Close combat weapon◇ option: Power weapon · 0.33 per model | 7 |
| TEQ5 × T5 Sv2+ 4++ W3 infantry | 0.44Lasgun + Corrupted pistol◇ option: Meltagun · 0.39 per model | 0.40Close combat weapon◇ option: Power weapon · 0.17 per model | 6 |
| Light vehicleT10 Sv3+ W12 vehicle | 0.42Lasgun + Corrupted pistol◇ option: Meltagun · 0.55 per model | 0.40Close combat weapon◇ option: Power weapon · 0.11 per model | 7 |
| Heavy vehicleT12 Sv2+ W16 vehicle | 0.22Lasgun + Corrupted pistol◇ option: Meltagun · 0.48 per model | 0.20Close combat weapon◇ option: Power weapon · 0.08 per model | 7 |
Defense: hits needed to destroy it, per 100 points
| Attacker | Hits | %ile |
|---|---|---|
| Small armsS4 AP0 D1 (bolter, lasgun) | 32.1 | 19 |
| SpecialS5 AP-1 D1 (heavy bolter-class) | 25.7 | 29 |
| PlasmaS8 AP-2 D2 (plasma, power fist) | 17.1 | 69 |
| EliteS6 AP-2 D3 (elite melee, precision) | 17.1 | 79 |
| Anti-tankS12 AP-3 D6 (lascannon, melta) | 17.1 | 96 |
Utility: what the damage numbers miss
A rough guide from the datasheet's numbers, keywords and ability names (it can't weigh what a Leader's or aura's rule does). Percentiles against every current unit.
| Part | %ile |
|---|---|
| Board controlObjective Control per 100 pts | 99 |
| Action economyUnits per 100 pts: cheap bodies for actions | 76 |
| ReachMove, plus Fly, Deep Strike, Infiltrators, Scouts | 18 |
| SupportLeader, auras, Transport, Lone Operative, Stealth, revives | 23 |
Similar-cost Chaos Knights infantry
| Unit | Pts | Value | Off | Def | Util | Chaff | MEQ | TEQ | Light vehicle | Heavy vehicle |
|---|---|---|---|---|---|---|---|---|---|---|
| Accursed Cultists8 models | 90 | 55 | 74 | 36 | 61 | 7.43 | 6.73 | 2.86 | 1.84 | 1.17 |
| Fellgor Beastmen10 models | 60 | 54 | 31 | 77 | 67 | 7.77 | 2.92 | 0.97 | 0.97 | 0.49 |
Value, Offense, Defense and Utility are percentiles against every current unit in the game (100 = best per point). Value is Offense and Defense; Utility (board control, actions, reach, support) is a rough guide shown beside it. Target columns: expected wounds removed per 100 points.
Stats, wargear options and rules: see the official Chaos Knights codex. How these scores work.