Every Kill Team Infiltrator is equipped with: bolt pistol; Deathwatch marksman bolt carbine; close combat weapon.
Every Kill Team Infiltrator with bolt sniper rifle is equipped with: bolt pistol; bolt sniper rifle; close combat weapon.
Every Kill Team Infiltrator with Deathwatch occulus bolt carbine is equipped with: bolt pistol; Deathwatch occulus bolt carbine; paired combat blades.
Every Kill Team Infiltrator with combat knife is equipped with: special-issue bolt pistol; combat knife.
Models in the bearer’s unit have the Feel No Pain 6+ ability.
Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
In your Shooting phase, after the bearer’s unit has shot, the bearer’s unit can make a Normal move. If it does, until the end of the turn, the bearer’s unit is not eligible to declare a charge.
At the end of your opponent’s turn, if this unit is more than 6" away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.
If a CHARACTER from your army with the Leader ability can be attached to an INFILTRATOR SQUAD, it can be attached to this unit instead.
If this unit has a Leader unit attached to it during the Declare Battle Formations step, that Leader unit gains the Infiltrators and Scouts 6" abilities.