Infiltrators
Unit ability
These units are the expert scouts and commandos who gather information, set ambushes, sabotage installations, and so on.
Where your unit has the Infiltrators ability:
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Count it as in command while it is within 60 cm of its HQ unit, rather than the usual 30 cm. [1]
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You may deploy it up to 30 cm outside of your normal deployment zone for the scenario that you are playing. Or, if it is not deployed at the start of the battle then, in the turn when it arrives, you may add +30 cm to its first move — even if that move is to disembark from a transport vehicle or drop pod.
Related information
1. Difference from Epic 40,000: The original text contains an additional clause: "An Infiltrators unit which is more than 30cm from its HQ unit is still destroyed if it is broken in close combat or a firefight." This clause alludes to the rules for the Broken condition as it applies to out of command units. However, to date, we have not been able to find a consistent way to interpret this such that it integrates neatly with the effects of other rules. So, we include no similar clause here. If in due course the community finds a way to make sense of this clause with a workable interpretation, then we’ll be only too happy to update these rules to add the clause in its new form.