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Faction Specific Rules · Chapter 16

Imperial Agents Rules

Break (Electro Priests)

An Electro Priest that Breaks loses its charge and drops where it stands. The model leaves the table and plays no further part.

Carried by Electro Priest Squad.

Dodge

An Assassin turns aside a damaging hit on a D6 roll of 4+. The throw works as an Armour Save does, but no Save Modifier touches it.

A psychic attack may be dodged only where it arrives as a physical thing, a bolt of energy or force thrown at the model. One that works on the mind or the body itself—Mind War, Smite and Brain Bursta among them—is not dodged at all.

Where the hit came from a blast, a successful throw shifts the model clear of the template, placed as its own player chooses, though never into Hand-to-Hand Combat. Where there is no room to leave the template at all—inside a bunker, say—the throw is not allowed and the hit lands in full. Where the model reaches the edge but still stands partly under the marker, the attack catches it on a D6 roll of 4+.

Carried by Assassin.

Gas Weapons

No toxic gas reaches an Assassin. The Choke Grenade, Scare Grenade, Hallucinogen Grenade, Toxin Grenade and Virus Grenade all leave it untouched.

Carried by Assassin.

Leaders

A unit under a Confessor takes on the Confessor's own condition. It becomes subject to Frenzy and gains Immunity to Psychology in every other respect, keeping whatever Hatred it already carried.

Such a unit Never Breaks, and passes each Leadership Test automatically. The one exception is a test to restrain Frenzy, taken as any unit takes it.

Carried by Confessor.

Servitors in Battle

A Servitor either crews a large weapon or serves in a unit under a Tech-Priest character.

Crew stand and defend the weapon they serve. Should it be destroyed they cross to another and swell its crew as reserves, or else fall in with a body of Servitors that a Tech-Priest commands.

A led unit whose leader is slain fights on in Hand-to-Hand Combat and does nothing more. It will not stir at all, beyond a Follow-Up Move, until a further senior model of the Adeptus Mechanicus joins it.

Carried by Servitor Squad.

Vision

Implants let an Assassin see through darkness and through thick smoke alike. A cloud of gas or smoke that would blind another model does not obscure its sight.

Carried by Assassin.