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Special Rules

This section details army special rules including Skitarii Special Rules, Tactical Objectives and Warlord Traits.

Skitarii Special Rules


Allies

All units in Codex: Skitarii have the Skitarii Faction. The Skitarii are part of the Armies of the Imperium and ally as such as described in the Allies section of Warhammer 40,000: The Rules.

Doctrina Imperatives

The Skitarii are fearsome foes, relentless in the pursuit of the Omnissiah’s agenda and equipped with the most advanced weaponry in the Imperium. Ultimately, though, each is but a cybernetic vessel for the will of the Tech-Priests. In the heat of battle, the Skitarii will be remotely controlled by data imperatives that boost their minds and bodies to inhuman levels.
At the start of your Movement phase, you can choose up to one Doctrina Imperative from the list below. Protector Imperatives will increase the army’s abilities in the Shooting phase, while Conqueror Imperatives will make the army more proficient in the Assault phase. Unless otherwise stated, each Doctrina Imperative can only be used once during the game.

Conqueror Imperatives

When the enemy close in, the Tech-Priests controlling each maniple inload conqueror imperatives that boost the martial subroutines of their Skitarii minions and galvanise them into physical action at the expense of their more elaborate targeting programs.

Mindstate Secutor (Gamma)
The warrior wisdom of ancient and experienced Secutors is forceloaded into the Skitarii’s minds. Each thrilling pulse of data gifts them knowledge of the most efficient way to dispatch the foe at close quarters whilst retaining a reserve of strength for later use.
Until the start of your next turn, all models in friendly units with the Doctrina Imperatives special rule add 1 their Weapon Skill characteristic. 
Technomartyr Concords (Beta)
Devotional commands spool through the minds of the Skitarii at dizzying speed, each new imperative driving the warriors of the Omnissiah further into the ranks of the foe. One so compelled will fight with the skill of a true weapons expert, his mind and muscles filling with the boundless energy of the Motive Force.
Until the start of your next turn, all models in friendly units with the Doctrina Imperatives special rule add 2 to their Weapon Skill characteristic, but subtract 1 from their Ballistic Skill characteristic. 
Hyperaction Protocols (Alpha)
The Skitarii feel the press of an invisible hand upon their minds as the Machine God drives them to assault the foe. They wield blades, goads and lances with the pinpoint skill of master Secutors, making their foes seem clumsy and blunt by comparison.
Until the start of your next turn, all models in friendly units with the Doctrina Imperatives special rule add 3 to their Weapon Skill characteristic, but subtract 2 from their Ballistic Skill characteristic. 

Protector Imperatives

Doctrina imperatives are codified to yield the maximum spectra of hard data. At range, the Skitarii benefit from protector imperatives that vastly increase their accuracy, suppressing close quarter combat drill programs in order to bolster targeting subroutines.

Hazard Optimisation (Gamma)
Commanded to bring their ranged weapons to bear by gamma-level imperatives, the Skitarii stalk forward into firing positions. Their Tech-Priest masters, unwilling to risk full possession at this critical moment, gently increase each cohort’s accuracy to a higher lethality.
Until the start of your next turn, all models in friendly units with the Doctrina Imperatives special rule add 1 to their Ballistic Skill characteristic. 
Gundrill Symbiosis (Beta)
The Skitarii blend their souls with the machine spirits of their weaponry until gun and wielder become one. A split second of silence follows as the Skitarii meditate upon sacred firing doctrine – then the night lights up as deadly accurate firepower criss-crosses the battlefield, scything down the foe wherever they may hide.
Until the start of your next turn, all models in friendly units with the Doctrina Imperatives special rule add 2 to their Ballistic Skill characteristic, but subtract 1 from their Weapon Skill characteristic. 
Binharic Omniscience (Alpha)
The Skitarii find their minds possessed by blessed binary, the entire battlefield reduced to a series of zeros and ones through which the causal path to the enemy’s demise is clear as day. Rapt in this display of the Omnissiah’s might, the Skitarii bullseye the foe with merciless, inhuman efficiency.
Until the start of your next turn, all models in friendly units with the Doctrina Imperatives special rule add 3 to their Ballistic Skill characteristic, but subtract 2 from their Weapon Skill characteristic. 

Dunestrider

Some Skitarii are able to march across the most hostile terrain at relentless pace, their augmetic limbs never tiring nor wearing out.
A unit with this special rule adds 3" to its maximum move distance when it moves in the Movement phase, when it Runs and when it makes charge moves.

Special Rules


Burst Pistol

A weapon with this special rule fires five shots when fired, but is otherwise treated as a Pistol.

Cognis

When a model makes Snap Shots (including Overwatch) with a weapon that has the Cognis special rule, its Ballistic Skill is counted as being 2 instead of 1.

Crawler

A model with this special rule is never slowed by Difficult Terrain and automatically passes Dangerous Terrain tests, but cannot Run.

Dataspike

When a model equipped with a weapon that has this special rule makes Melee attacks, it makes an additional attack with this weapon at the Initiative 10 step. This does not grant the model an additional Pile In move.

Field Harmonics

A model with this special rule adds 1 to any invulnerable saving throws it makes for its emanatus force field for each other model from the same squadron within 4".

Field Repairs

A model equipped with a cognis manipulator has the It Will Not Die special rule.

Incense Cloud

A model with this special rule counts as obscured, receiving a 5+ cover save.

Interdimensional Electrocution

Any model that suffers one or more unsaved Wounds from a weapon that has this special rule must immediately pass an Initiative test or be removed from play as a casualty.

Joust

A model attacking with a weapon with this special rule doubles its Initiative characteristic on a turn in which it makes a successful charge.

Luminagen

A unit that suffers one or more unsaved Wounds, glancing or penetrating hits caused by a weapon with this special rule counts its cover saves as being 1 point worse than normal until the end of the phase. Furthermore, units can re-roll the dice to determine their charge range against the afflicted unit until the end of the turn.

Molecular Dissonance

When a model equipped with a chordclaw makes its close combat attacks, one of its Attacks will be a Dissonance Attack (roll this Attack separately). A Dissonance Attack has the Fleshbane special rule.

Neural Trauma

Hits caused by a weapon with this special rule always cause a Wound on a To Wound roll of 4+.

Neurostatic Aura

All enemy models within 6" of one or more models with this special rule subtract 1 from their Weapon Skill, Ballistic Skill, Initiative and Leadership.

Phosphex

When firing a weapon that has this special rule, a successful To Hit roll scores 3 hits against the target unit instead of 1.

Rad Poisoning

When firing a weapon that has this special rule, a To Wound roll of 6 causes 2 Wounds on the target unit, regardless of the target’s Toughness. Each Wound is allocated and saved against separately.

Rad-saturation

While a unit is locked in combat with one or more models with this special rule all models in that unit subtract 1 from their Toughness (to a minimum of 1).

Taser

When making an attack with a weapon that has this special rule, a To Hit roll of a 6 causes 2 additional hits on the target.

Transonic

When making an attack with a weapon that has this special rule, any To Wound rolls of 6 will automatically Wound the target regardless of its Toughness. In addition, during the first round of a close combat any To Wound rolls of 6 are resolved at AP2. During all subsequent rounds of a close combat, all Wounds are resolved at AP2.

Tactical Objectives

D6Result
11A Victory for Logic 
12Survival is Nothing, Data is All 
13The Quest for Knowledge 
14In Gloriam Mechanicus 
15Rumours of Revelation 
16Affronts to the Machine God 

Codex: Skitarii describes six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Skitarii players, and help to reflect their relentless pursuit of knowledge and the destruction of those who would oppose the goals of their masters.

If your Warlord has the Skitarii Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Skitarii player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Skitarii Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

A VICTORY FOR LOGIC
Those who truck with the chaotic stuff of the Empyrean must bow before the steel certainty of logic. Prove the superiority of science over the esoteric, using willpower alone if necessary.
11
Score 1 Victory Point at the end of your turn if you passed a Deny the Witch test during your opponent’s previous turn.
Type: SKITARII
SURVIVAL IS NOTHING, DATA IS ALL
The Tech-Priests care not at all for the fates of individual minions, for in learning of the enemy’s strengths and weaknesses, the fate of the Imperium can be changed. Gather hard data about the capabilities of the foe, no matter the cost!
12
Score 1 Victory Point at the end of your turn if one or more friendly units with the Skitarii Faction either completely destroyed an enemy unit, or were completely destroyed, during your turn.
Type: SKITARII
THE QUEST FOR KNOWLEDGE
Long-lost artefacts may yield insights into the advanced technologies of aeons long past. Further the grand quest of the Adeptus Mechanicus by uncovering priceless archeotech.
13
Score 1 Victory Point at the end of your turn if you identified a Mysterious Objective during your turn.
Type: SKITARII
IN GLORIAM MECHANICUS
Honour the mighty war machines of the Adeptus Mechanicus by destroying the unhallowed creations of your foes.
14
Score 1 Victory Point at the end of your turn if at least one enemy vehicle was destroyed during your turn. If at least one enemy Super-heavy vehicle was destroyed during your turn, score D3 Victory Points instead.
Type: SKITARII
RUMOURS OF REVELATION
Reports imply that an invaluable piece of technology has been located in the area – perhaps even one of the sacred STCs. Authenticate its significance and report back to your masters; an overseer will provide the most trustworthy evaluation.
15
When this Tactical Objective is generated, roll a D6. Score 1 Victory Point at the end of your turn if you control the corresponding Objective Marker. If your Warlord controls the corresponding Objective Marker, score D3 Victory Points instead.
Type: SKITARII
AFFRONTS TO THE MACHINE GOD
The vile engines of the foe are an abomination unto the sight of the Machine God. Sing the Canticle of Undoing as you ensure their permanent destruction.
16
Score 1 Victory Point at the end of your turn if at least one enemy vehicle was completely destroyed during your turn. If between 3 and 4 enemy vehicles were destroyed during your turn, score D3 Victory Points instead. If 5 or more enemy vehicles were destroyed during your turn, score D3+3 Victory Points instead.
Type: SKITARII

Designer’s Note
If you own a deck of Skitarii Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When generating his Warlord Trait, a Skitarii Warlord can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules, or roll on the table below.

D6Warlord Traits
1Reinforced Exoskeleton
This Skitarii Warlord has been extensively modified within and without. Those who land a telling blow upon him find their blade notched by his cable-hard tendons and permasteel bones.
Your Warlord has the Eternal Warrior special rule. 
2Artificer Armament
The vaults of the forge worlds contain the deadliest weapons that Mankind has ever devised. Some are even put into use, entrusted to the most senior of Skitarii veterans.
Nominate one weapon carried by your Warlord. That weapon has the Master-crafted special rule. Note, however, that this cannot be applied to a Relic of Mars
3Masterwork Bionics
Syringe-tipped limbs and clacking mechadendrites extrude from the Skitarii Warlords cybernetic physique, stabilising severe wounds even as battle rages all around.
Your Warlord can re-roll failed Feel No Pain rolls. 
4Incense Generatorum
Sweet-smelling incense belches from vents in the Warlord’s gen-pack, soothing his soul and hiding him from the sight of the Omnissiah’s foes.
Your Warlord has the Shrouded special rule. 
5Disciple of the Onmissiah
The religious fervour of the Warlord is literally infectious, screeds of holy litany spilling across his noospheric aura to steel and condition the minds of his Skitarii followers.
Your Warlord and all friendly units with the Skitarii Faction within 12" of him re-roll failed Morale checks, Pinning and Fear tests. 
6Emotionless Clarity
With a mind blissfully unsullied by the passions common to the flesh, the Warlord can take perfect aim even when monstrous beasts and daemons bear down upon him.
When your Warlord and his unit fire Overwatch, their Ballistic Skill is counted as being 4 instead of 1. This is not affected by bonuses or penalties from the Doctrina Imperatives special rule.