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Troops (840pts)
Skitarii
Infantry 3 4 3 3 1 3 1 8 4+
Ranger
Name Description
Skitarii War
4+ Armour Save
Plate
Galvanic
30" 4 4 Rapid Fire, Precision Shots
Rifle
Skitarii
Infantry 3 4 3 3 1 3 1 8 4+
Ranger
Name Description
Skitarii War
4+ Armour Save
Plate
Galvanic
30" 4 4 Rapid Fire, Precision Shots
Rifle
Skitarii Vanguards (125pts)
Arc Rifle (15pts), Omnispex (10pts), 9x Skitarii Vanguard (81pts)
Doctrina Imperatives, Feel No Pain (6+), Haywire, Rad Poisoning, Rad-saturation, Relentless
Skitarii
Infantry 3 4 3 3 1 3 1 8 4+
Vanguard
Name Description
Skitarii War
4+ Armour Save
Plate
Radium
18" 3 5 Assault 3, Rad Poisoning
carbine
Skitarii
Infantry 3 4 3 3 1 3 1 8 4+
Vanguard
Name Description
Skitarii War
4+ Armour Save
Plate
Radium
18" 3 5 Assault 3, Rad Poisoning
carbine
Skitarii
Infantry 3 4 3 3 1 3 1 8 4+
Vanguard
Name Description
Skitarii War
4+ Armour Save
Plate
Radium
18" 3 5 Assault 3, Rad Poisoning
carbine
Skitarii
Infantry 3 4 3 3 1 3 1 8 4+
Vanguard
Name Description
Enemy units locked in combat with bearer model must test against majority Toughness at end of Initiative 1
Pater Radium
fight step. Failed Toughness test causes D6 wounds, no armour saves allowed.
Skitarii War
4+ Armour Save
Plate
Radium
18" 3 5 Assault 3, Rad Poisoning
carbine
Onager
3 4 5 12 12 11 2 1 3 Vehicle (Walker)
Dunecrawler
Name Description
Broad Spectrum Data- All friendly Skitarii units within 6" gain +1 Leadership when affected by a Doctrina Imperative. Does
Tether not stack with itself or enhanced data-tether.
When charging friendly units within 6", chargers do not get bonus charge attacks unless charged
Mindscanner probe
unit was already locked in combat or Gone to Ground.
Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process
Searchlight
(illuminated units lose Night Fighting benefits)
Cognis heavy
36" 4 6 Heavy 3, Cognis
stubber
Onager
3 4 5 12 12 11 2 1 3 Vehicle (Walker)
Dunecrawler
Name Description
Broad Spectrum Data- All friendly Skitarii units within 6" gain +1 Leadership when affected by a Doctrina Imperative. Does
Tether not stack with itself or enhanced data-tether.
When charging friendly units within 6", chargers do not get bonus charge attacks unless charged
Mindscanner probe
unit was already locked in combat or Gone to Ground.
Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process
Searchlight
(illuminated units lose Night Fighting benefits)
Cognis heavy
36" 4 6 Heavy 3, Cognis
stubber
Onager
3 4 5 12 12 11 2 1 3 Vehicle (Walker)
Dunecrawler
Name Description
Broad Spectrum Data- All friendly Skitarii units within 6" gain +1 Leadership when affected by a Doctrina Imperative. Does
Tether not stack with itself or enhanced data-tether.
When charging friendly units within 6", chargers do not get bonus charge attacks unless charged
Mindscanner probe
unit was already locked in combat or Gone to Ground.
Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process
Searchlight
(illuminated units lose Night Fighting benefits)
Name Range Strength AP Type
Cognis heavy
36" 4 6 Heavy 3, Cognis
stubber
Force Rules
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait
table.
Objective Secured (Troops): A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective
marker, unless the enemy unit also has this special rule.
Selection Rules
Cognis: Snap shots at Ballistic Skill 2 instead of 1.
Concussive: A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of
the following Assault phase.
Crawler: Not affected by DIfficult or Dangerous terrain. Cannot Run.
Doctrina Imperatives: Select one at beginning of your Movement phase to last until your next turn. Each is One Use Only.
* +1 BS
* +1 WS
* +2 BS / -1 WS
* +2 WS / -1 BS
* +3 BS / -2 WS
* +3 WS / -2 BS
Feel No Pain (6+)
Field Harmonics: +1 invulnerable save for each squadmate within 4"
Haywire: When a weapon with this special rule hits a vehicle, roll a D6 to determine the effect rather than rolling for armour penetration
normally: 1: No effect; 2-5: Glancing hit; 6: Penetrating hit
Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult
terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and
picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
Precision Shots: If a model with this special rule rolls a 6 To Hit with a shooting weapon, that shot is a ‘Precision Shot’.
Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of
sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can
still make a Look Out, Sir roll.
Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
Preferred Enemy: This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not
specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed
To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to shooting and close combat attacks.
Rad Poisoning: Each 6 rolled To Wound causes 2 Wounds, no matter target's Toughness.
Rad-saturation: Enemy units locked in combat with any number of models with this rule, subtract 1 from their Toughness (but no lower than 1).
Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous
Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.