Sicarian Infiltrators

(Entry)
Type: upgrade
EntryId: 09f6-1ae9-e832-5e88
Hidden: false
Options (3)
Rules (1)
Doctrina Imperatives
At the start of your Movement phase, you can choose up to one Doctrina Imperative from the list above. Protector Imperatives will increase the army's abilities in the Shooting phase, while Conqueror Imperatives will make the army more proficient in the Assault phase. Unless otherwise stated, each Doctrina Imperative can only be used once during the game.


Protector Imperatives: Binharic Omniscience (Alpha), Gundrill Symbiosis (Beta), Hazard Optimisation (Gamma)


Conqueror Imperatives: Hyperaction Protocols (Alpha), Technomartyr Concords (Beta), Mindstate Secutor (Gamma)

Profiles:

Abilities
Neurostatic Aura:

All enemy models within 6" of one or more models with this special rule subtract 1 from their Weapon Skill, Ballistic Skill, Initiative and Leadership.

Bulky:

This counts as two models for transport capacity.

Dunestrider:

This unit adds 3" to its maximum Move, Run and Charge distance.

Feel No Pain:

If a model with this ability suffers an unsaved wound, roll a dice. On a 1, 2 or 3, take the wound as normal (removing the model if it loses its final Wound). On a 4, 5 or 6, the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that inflict instant death (by having a high enough Strength or a special rule to that effect; even if the model is an eternal warrior). Neither can it be used against wounds from AP1 and AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, etc).

Infiltrate:

Units with this special rule are deployed last, after all other units (friends and foe) have been deployed. If both sides have infiltrators, the players roll-off and the winner decides who goes first, and then alternate deploying these units. Infiltrators may be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw a line of sight to them. This includes inside a building (see page 83), as long as the building is more than 12" from any enemy unit. Alternatively, they may be set up anywhere on the table that is more than 18" from any enemy unit, even in plain sight. 

If a unit with this ability is deployed inside a transport vehicle, it cannot infiltrate. Infiltrate also confers a special outflank move to units of infiltrators that are kept in reserve.

Stealth:

All of the unit’s cover saves are improved by +1.

Used By (1)
Adeptus Mechanicus(Catalogue)