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===Sicarian Infiltrator=== [[File:SicInfArt.jpg|260px|left|thumb|AYE AYE AYE! <s>Power Rangers!</s> Fellow Skitarii! We request support for <s>Zordon</s> The Omnissiah!]] {{Topquote|If he doesnโt want to talk to me or my Excruciator, he can have a conversation with my dome-headed friend instead. Just give me a few minutes to find my earbuds.|[[Inquisition|Interrogator]] Caprice Valentino. Yes, this is canon.}} The sneaky counterparts to the Skitarii forces that also bears an uncanny resemblance to Alpha-5 from Power Rangers. Sicarian Infiltrators are the brutal Skitarii scout troops of the Adeptus Mechanicus, renowned as perhaps the most sinister warriors of the Mechanicum. Heavily augmented into [[Star Wars|more machine than man,]] the Sicarian Infiltrators are pretty much the AdMech's lightweight terror troops. Those domed helmets they wear actually emit a kind of weird staticky white noise, which fucks with the senses of the enemy (the skitarii, of course, can ignore these frequencies at will) to the point where it's common for hostile troops to basically keel over, blinded and deafened by the constant audiovisual assault. The Infiltrators can then just walk on in and [[blam]] their enemies. As with their Ruststalker brothers, every Sicarian was once a Skitarii who was grievously injured in battle. While any critically-injured Skitarii can become a Sicarian Infiltrator, those with a detachment from emotion and skill at inspiring fear in others tend to yield the best results. Heavily modified for their scouting missions, almost their entire human heads have been replaced with a specialized domed helm allowing a three-hundred and sixty degree view of the battlefield. They are equipped with a wide array of weapons including [[Stubcarbine]]s, [[Flechette Blaster]]s, [[Power sword|Power Sword]], [[Arc Weaponry#Taser Goad|Taser Goad]], and [[Arc Weaponry#Arc Maul|Arc Maul]]. They, like the Ruststalkers, wear [[Sicarian Battle Armour]] instead of War Plate into battle. On 9th Edition, they occupy a pretty good position. The taser variant that ripped hordes apart got a punch in the cogs, with the extra hits on a 6 being FAQ'd down to the first round of hits only; the power sword variant that wrecked marines hasn't changed that much. They can still deepstrike and their -1 to leadership within 3" hasn't changed, but they have gained a new ability that prevents hostile hit or wound rerolls within 12" of them (useful for the turn after deepstrike, when the enemy tries to blow them off the board). Just remember to keep them in cover until you're ready to charge them because they still suffer from T3 and a 4+ save. They're really good for utility (capturing objectives, getting behind enemy lines) while Ruststalkers will shit out more damage and have much better AP capabilities.
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