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===Sicarian Ruststalker=== [[File:RuststalkerArt.jpg|140px|right|thumb|[[Eversor Assassin|*WWWRRRRRYYYYYYYYYY!*]]]] Sicarian Ruststalkers are the elite Skitarii assassins of the Adeptus Mechanicus and an attempt to make an [[Eversor Assassin]] look like a rehabilitated good Samaritan (spoiler: a failed one). Initially an elite assassination squad, the Sicarian Ruststalkers proved so effective at the art of killing that they were repurposed as front-line, physics-manipulating commandos. Their [[Transonic Weapons|Transonic Weapons]] hum and resonate with efficiency, passing through the strongest armor as if it simply didn't exist, [[Fist of the North Star|though the effect of the damage often takes several seconds to manifest.]] These highly trained and augmented squads known as Killclades are led by Princeps. Every Sicarian was once a Skitarii who was grievously injured in battle. If these fallen are judged still fit to serve the Omnissiah, they are not incinerated but instead taken back to be augmented into lethal killing machines. This process can take place as long as a Skitarius possesses a head, torso, and some limb-stumps. Instead of a [[Skitarii War Plate]], they wear the more advanced and protective [[Sicarian Battle Armour]]. Sicarian Ruststalkers are also called "shivs" by the [[Imperial Guard]], a reference to a way they repeatedly plunge their [[Transonic Weapons|transonic weapons]] into their enemies, visible only as a blur of blue and arcing sprays of scarlet blood. These weapons are the [[Transonic Weapons#Chordclaw|Chordclaw]], [[Transonic Weapons#Transonic Razor|Transonic Razor]] and the [[Transonic Weapons#Transonic Blades|Transonic Blade]] alongside a couple of [[Grenades & Explosives#Mindscrambler Grenade|Mindscrambler Grenades]]. In 9th Edition, Sicarian Ruststalkers are pretty solid - they can now replace their razor/claw combo with Transonic Blades at no extra cost, which gives them a fair bit of utility in dishing out mortal wounds and a tasty S5 AP-3 on their attacks. Their rules also make them pretty survivable, with a potential 2+ save against shooting given the right WLT and position; they can also ignore move, advance, and charge modifiers as long as they aren't due to a Doctrina Imperative. That said, they're still T3 and are stuck with a 8" move, so footslogging them out in the open risks getting them shot to shit; the Infiltrators have also gotten a couple strong buffs while their Hoplite/Fulgurite rivals are still pretty strong at dishing out mortals.
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