Sicarian Infiltrators broadcast disruptive frequencies that scramble augurs and painfully disrupt enemy senses. Thus obscured, the Infiltrators perform reconnaissance and outflanking missions, intensifying their sensory barrage to crash enemy comms and attack unseen through the resultant anarchy.
Standard kit: Every model is equipped with: stubcarbine; power weapon.
M: 8"
T: 4
Sv: 4+
Invulnerable save: 5
W: 2
Ld: 7+
OC: 1
Weapons
Ranged weapons
Weapon
Range
A
BS
S
AP
D
Abilities
Flechette blaster
12
5
4
3
0
1
pistol
Stubcarbine
12
3
4
4
0
1
pistol
Melee weapons
Weapon
A
WS
S
AP
D
Abilities
Power weapon
4
4
4
-2
1
-
Taser goad
3
4
6
-1
1
sustained hits 2
Abilities
Voices in the Code
At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.
Neurostatic Interference (Aura)
While an enemy unit is within 6" of this unit, each time a Battle-shock or Leadership test is taken for that unit, subtract 1 from that test. While this unit is within 6" of one or more friendly Adeptus Mechanicus Battleline units, subtract 2 from that test instead.
Core and army rules
Infiltrators (Core)
Stealth (Core)
Doctrina Imperatives (Faction)
Wargear options
Any number of models can each have their stubcarbine and power weapon replaced with 1 flechette blaster and 1 taser goad.