Infractors
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 |
| Plasma pistol - standard | 12" | 1 | 3+ | 7 | -2 | 1 |
| Plasma pistol - supercharge | 12" | 1 | 3+ | 8 | -3 | 2 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Rapture lash | Melee | 6 | 3+ | 4 | -1 | 1 |
| Power sword | Melee | 4 | 3+ | 5 | -2 | 1 |
| Duelling sabre | Melee | 4 | 3+ | 4 | -1 | 1 |
Abilities
Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.
If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: - It cannot target a unit it was within Engagement Range of at the start of the turn - It cannot target a unit that was the target of another unit's charge or attack this phase.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
At the end of your Shooting phase or the Fight phase, if the bearer's unit destroyed one or more enemy units this phase, the bearer's unit takes a Leadership test. If that test is passed, you gain 1CP.