Forces of the Emperor – Clade Vanus Infocyte Assassin
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The maxim of the Clade Vanus preaches that ‘the cleanest kill is one that another performs in your stead, with no knowledge of your incitement’. Assassins like no others, the Vanus are superlative warriors but are foremost manipulators, thieves and hoarders of information. The mind of a Vanus Infocyte is trained and further augmented to sift vast quantities of data; hacking into vox, wire and noospheric networks and utilising a number of scrying devices and drones to gather ever-more knowledge. They form a profile of their target and every interaction they have based on the macro-view from a geopoliticalplanetary to a local scale. The Clade Vanus Assassin then viciously exploits this information to manipulate others into making an assassination, through bribery, coercion and override control, whilst the Infocyte itself is safely ensconced at a distance.

  • Clade Vanus Infocyte Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Vanus Infocyte (base: 32mm)
Vanus Infocyte 7 4 4 4 4 3 5 3 10 4+ 32mm
Unit Composition
  • 1 Vanus Infocyte
Wargear
  • Auspectre
  • Two laspistols
  • Two sympatic dataspikes
  • Vox disruptor array
  • Autotomic servo-limbs
  • Panoply of the Assassin
Unit Type
Special Rules
  • Noospheric Interloper
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist

Noospheric Interloper

The multi-spectral augury scanners carried by Clade Vanus Infocytes allow them to pry into the Noosphere; the aetheric communication channel between members of the Mechanicum used to command and control their legions of automata. Infocytes insert malicious and damaging packets of data that allow them to override certain control parameters of these automata, causing their reactors to overheat or for them to helplessly dismantle themselves in a mindless stupor.

Instead of making a Shooting Attack, a model with this special rule may make a Leadership test. If this test is passed, the controlling player may nominate a single enemy model within 12" that has the Automata type – this model immediately suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. If this reduces the model to 0 Wounds and it is removed as a casualty, the controlling player may nominate another model with the Automata Unit Type within 18" of the model with this special rule. This model also suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. Regardless of the result of this dice roll, no further Wounds may be allocated by this attack in any one Shooting phase. If the Leadership test is failed, the Vanus Infocyte immediately suffers a single Wound with no Armour Saves or Damage Mitigation rolls allowed, and there are no further effects.

Auspectre

Thanks to their advanced mental training and heightened cognisance, Clade Vanus Infocytes are able to process a bewildering amount of battlefield data in real-time, detecting the arrival and location of enemy troops and even temporarily over-riding their hard-wired systems to take control of weapon targeting and control systems.

Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an auspectre. In addition, when any enemy unit is deployed to the battlefield from Reserves, a model with an auspectre may make the Interceptor Advanced Reaction without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reaction limit in a given Phase. Instead of using the profile of a weapon the model has, a model with an auspectre may instead make a Leadership test. If the Leadership test is passed, the controlling player may instead make a Shooting Attack with any Defensive weapon available to any model with the Vehicle Unit Type (both friendly or enemy) within 12", that is in range and line of sight of the targeted model. If the Leadership test is failed, the model may not make an Interceptor Advanced Reaction.

Sympatic dataspikes

Taking the form of a pair of wrist-mounted, retractable spikes, these tools are primarily intended to facilitate universal access to the data coils of cogitator banks, allowing the Infocyte to surreptitiously syphon information or to interject damaging scrap-code into enemy systems. Secondarily, their shape allows them to be driven between plates and through the eye-slots of even heavily armoured foes.

Range
Str
AP
Sympatic dataspikes
-
+2
3
Melee, Rending (4+), Haywire, Specialist Weapon

Autotomic servo-limbs

The mechadendrite-like appendages and captive servo-skulls incorporated into the harness of the Clade Vanus Infocyte are used to assist in data-harvesting and infiltration, but under combat conditions the appendages can be shed at will and can be remotely operated for a short time, distracting the Assassin’s assailants and allowing them to slip away.

Once per battle, at the start of any turn, the controlling player of a model with autotomic servo-limbs may choose to grant that model the Hit & Run special rule until the start of their next turn.
Melee Type
Weapons with the Melee type can only be used in close combat.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Line of Sight
Line of sight determines what a model can ‘see’. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with a melee attack, or shooting attack. Line of sight literally represents your warriors’ view of the enemy – they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body.

Sometimes, all that will be visible of a model is a weapon, banner, or other ornament they are carrying. In these cases, the model is not visible. Similarly, mechanical appendages such as cables, probes and ammo feeds are ignored, even though they may be part of a model’s body. These rules are intended to ensure that models don’t get penalised for having impressive banners, weaponry, and so on.

In many cases, what a model can ‘see’ will be obvious – if there’s a hill, building or mechanical construct in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way.

On those other occasions, where it’s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model’s head for a ‘model’s eye view’. This means getting down to the level of your models and checking the battlefield from their perspective to ‘see what they can see’. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model’s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
Army List
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Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Scout

Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.

After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Infiltrate

Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.

You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
Reaction Allotments
The Reactive player may attempt a set number of Reactions in each Phase of the Active player’s turn. This set number is referred to as the Reaction Allotment, and always begins at a base value of one. A player must expend one point of their Reaction Allotment in order to have a unit under their control make a Reaction and once the Reaction Allotment for that Phase is reduced to 0, sometimes referred to as being exhausted, then no more Reactions may be made.

Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn.

The Reaction Allotment of any player may be modified by special rules or other effects, granting that player additional Reactions either in every Phase (an increase of the Reaction Allotment) or in specific Phases. This may either increase the base Reaction Allotment, that is the number of Reactions allowed in every Phase, or only grant a bonus to the Reaction Allotment in specific Phases.

For example, a player might have a special rule that states ‘This special rule increases the Reaction Allotment to two’, which would indicate that the player could make two Reactions in every Phase of their opponent’s turn. However, a special rule that states ‘This special rule increases the number of Reactions that may be made during the Assault phase by +1’ would allow a player with a Reaction Allotment of one to make a single Reaction in the Shooting and Movement phases, but two in the Assault phase.

Regardless of any special rules or other effects, no player may ever increase their base Reaction Allotment above three, nor may any player ever make more than three Reactions in a given Phase unless a special rule specifically allows for a number of Reactions above the normal limit of three.

A Reaction may be made with any unit controlled by the Reactive player, though in a number of situations a special rule or condition may deny a unit the opportunity to react. The most common such conditions where a unit may not make a Reaction are:
Support Squad

Though numerous, some formations are intended for specialised tasks on the battlefield and are rarely used for the more routine roles of military life.

A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.

Laspistol

Range
Str
AP
Laspistol
12"
3
-
Pistol 1
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.
Panoply of the Assassin

Each individual Assassin is issued with a standardised set of equipment, including a combat blade and an array of grenades, and is supplemented with the varied specialised equipment of each Assassinorum Clade. The basis of this standardised equipment is the synthetic body glove suit that Assassins of all Clades wear during combat operations. In addition to environmental protection, temperature regulation and chroma-syncronisation with the surroundings to aid concealment, the suit incorporates a neuro-linked system of responsive fibre bundles. Capable of stretching and contracting to enhance the wearer’s musculature and dynamically rearranging its molecular structure to temporarily form a hyper-hardened carapace, these suits dissipate and reabsorb the energy of kinetic shocks, allowing the wearer to free-fall from great heights and deflect shell impacts and shrapnel without harm. Combined with the rigorous battle training and combat conditioning that each Assassin undergoes, the result is an operative that can far exceed the capabilities of a mortal human on the battlefield.

Models with the Panoply of the Assassin have a 4+ Armour Save and a 4+ Invulnerable Save.
Advanced Reaction: Interceptor
Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.

Interceptor - This Advanced Reaction may be made whenever an enemy unit enters play from Reserve within line of sight of a friendly unit, and within the maximum range of at least one weapon in that unit. The Reacting unit may make a Shooting Attack, targeting a unit deployed onto the battlefield in this Phase and following all the usual rules for Shooting Attacks. Vehicles may only fire Defensive weapons, unless another rule specifically states otherwise. Shooting Attacks made as part of the Interceptor Reaction do not cause Morale checks, regardless of the number of casualties inflicted.

Unless otherwise specified by another rule, making this Reaction expends a point from the Reactive player’s Reaction Allotment for the Phase in which the Reaction is made.
Active and Reactive player
Other rules, most notably those for the Reactions used by units in certain situations, will specify actions by the ‘Active’ or ‘Reactive’ player. The Active player is always the player whose turn is currently being played, while the Reactive player is always the player whose turn is not currently being played.
Leadership Tests
At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances.

To take a Leadership test, use the following procedure:
  • Roll 2D6 and compare the result to the model’s Leadership Characteristic.
  • If the result is equal to or less than the model’s Leadership Characteristic, then the test has been passed.
  • If the result is greater than the model’s Leadership Characteristic, the test has been failed and the model faces the consequences as detailed in the rule that prompted the test.
If a unit has to take a Leadership test and it includes models with different Leadership values, always use the highest Leadership from among them.
Defensive Weapons and Battle Weapons
As part of the Vehicle rules, certain types of weapon are defined as Defensive, which, by inference, makes any non-Defensive weapon a Battle weapon. Throughout these rules, when a rule refers to ‘all weapons’ or simply ‘weapons’ without any further qualifiers, then this means that both Battle and Defensive weapons may be used. When a Shooting Attack is limited to only Defensive weapons or non-Defensive weapons, it will specifically state this.

Auspectre

Thanks to their advanced mental training and heightened cognisance, Clade Vanus Infocytes are able to process a bewildering amount of battlefield data in real-time, detecting the arrival and location of enemy troops and even temporarily over-riding their hard-wired systems to take control of weapon targeting and control systems.

Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an auspectre. In addition, when any enemy unit is deployed to the battlefield from Reserves, a model with an auspectre may make the Interceptor Advanced Reaction without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reaction limit in a given Phase. Instead of using the profile of a weapon the model has, a model with an auspectre may instead make a Leadership test. If the Leadership test is passed, the controlling player may instead make a Shooting Attack with any Defensive weapon available to any model with the Vehicle Unit Type (both friendly or enemy) within 12", that is in range and line of sight of the targeted model. If the Leadership test is failed, the model may not make an Interceptor Advanced Reaction.
Resolving Damage
A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks.

Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point.

Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage.

After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table.
Haywire

Haywire weapons send out powerful electromagnetic pulses.

For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:

D6Result
1No Effect.
2-5A model with the Vehicle Unit Type that is part of the target unit suffers 1 Glancing Hit. Any other model suffers 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Glancing Hits or Wounds inflicted by this result.
6A model with the Vehicle Unit Type that is part of the target unit suffers 1 Penetrating Hit. Any other model suffers 1 Wound. No Saves or Damage Mitigation rolls may be taken against Penetrating Hits or Wounds inflicted by this result.

Sympatic dataspikes

Taking the form of a pair of wrist-mounted, retractable spikes, these tools are primarily intended to facilitate universal access to the data coils of cogitator banks, allowing the Infocyte to surreptitiously syphon information or to interject damaging scrap-code into enemy systems. Secondarily, their shape allows them to be driven between plates and through the eye-slots of even heavily armoured foes.

Range
Str
AP
Sympatic dataspikes
-
+2
3
Melee, Rending (4+), Haywire, Specialist Weapon
Area Denial Drop

An area denial drop is a co-ordinated attempt to close off an area of the battlefield to the enemy by seeding it with automated weapons systems and hunter seeker units.

Before the start of the first turn, when placing units into Reserve, a player must assign all models with this special rule in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player’s first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below:

Performing an Area Denial Drop
When deploying the Area Denial Drop, the controlling player selects one of the available units to deploy first. Place a single model from that unit anywhere on the battlefield that is at least 6" from any enemy model, battlefield edge or piece of Impassable Terrain and is outside of all Deployment Zones. Do not scatter the model.

If possible, the model must be placed in a position that will allow any other models in the same unit to deploy (as follows), and may only be placed in a position that denies the remainder of the squad a place within unit coherency if no other position is available.

Once the model’s final position has been decided, the remainder of the unit may be deployed anywhere that is within unit coherency and more than 6" from any enemy model or piece of Impassable Terrain. Any models that cannot be placed are removed as casualties.

Once this first unit has been deployed, roll a D6. On the roll of a ‘1’, the Area Denial Drop is Disordered and the opposing player may deploy each remaining unit in the Area Denial Drop anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each remaining unit anywhere within 12" of the first without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain.

Once all units are deployed, any enemy units within line of sight and range may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Area Denial Drop. Any units that are chosen to make the Interceptor Reaction do not expend any of the controlling player’s Reaction Allotment, but do count as having made a Reaction (and thus cannot React again before the next Phase begins). Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of an Area Denial Drop.

Once all units from the Area Denial Drop have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of an Area Denial Drop may not Move or Run in the Movement phase of the turn in which they are deployed, but may Shoot and declare Charges as normal (if the models deployed as part of the Area Denial Drop are allowed to make Charges).
Vox Disruptor Array

Rare and valuable comms disruptor units, these are calibrated to flood vox channels with static signals and engineered vox-phages that can overload and subvert enemy communication networks. While such signals cannot stop short range tight beam vox units, they can cripple long range communications and make coordination with newly arrived units all but impossible.

At the start of each Game Turn you can declare whether each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault during that turn is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.
Hit & Run

Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next.

A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.

If the Test is failed, nothing happens and the models remain locked in the fight.

If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative.

A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.

Autotomic servo-limbs

The mechadendrite-like appendages and captive servo-skulls incorporated into the harness of the Clade Vanus Infocyte are used to assist in data-harvesting and infiltration, but under combat conditions the appendages can be shed at will and can be remotely operated for a short time, distracting the Assassin’s assailants and allowing them to slip away.

Once per battle, at the start of any turn, the controlling player of a model with autotomic servo-limbs may choose to grant that model the Hit & Run special rule until the start of their next turn.
Noospheric Interloper

The multi-spectral augury scanners carried by Clade Vanus Infocytes allow them to pry into the Noosphere; the aetheric communication channel between members of the Mechanicum used to command and control their legions of automata. Infocytes insert malicious and damaging packets of data that allow them to override certain control parameters of these automata, causing their reactors to overheat or for them to helplessly dismantle themselves in a mindless stupor.

Instead of making a Shooting Attack, a model with this special rule may make a Leadership test. If this test is passed, the controlling player may nominate a single enemy model within 12" that has the Automata type – this model immediately suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. If this reduces the model to 0 Wounds and it is removed as a casualty, the controlling player may nominate another model with the Automata Unit Type within 18" of the model with this special rule. This model also suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. Regardless of the result of this dice roll, no further Wounds may be allocated by this attack in any one Shooting phase. If the Leadership test is failed, the Vanus Infocyte immediately suffers a single Wound with no Armour Saves or Damage Mitigation rolls allowed, and there are no further effects.
© Vyacheslav Maltsev 2013-2024