This section details army special rules including Skitarii Special Rules, Tactical Objectives and Warlord Traits.
Skitarii Special RulesAlliesAll 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
Conqueror ImperativesWhen 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.
Protector ImperativesDoctrina 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.
Dunestrider
Special RulesBurst PistolA weapon with this special rule fires five shots when fired, but is otherwise treated as a Pistol.CognisWhen 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.CrawlerA model with this special rule is never slowed by Difficult Terrain and automatically passes Dangerous Terrain tests, but cannot Run.DataspikeWhen 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 HarmonicsA 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 RepairsA model equipped with a cognis manipulator has the It Will Not Die special rule.Incense CloudA model with this special rule counts as obscured, receiving a 5+ cover save.Interdimensional ElectrocutionAny 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.JoustA model attacking with a weapon with this special rule doubles its Initiative characteristic on a turn in which it makes a successful charge.LuminagenA 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 DissonanceWhen 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 TraumaHits caused by a weapon with this special rule always cause a Wound on a To Wound roll of 4+.Neurostatic AuraAll enemy models within 6" of one or more models with this special rule subtract 1 from their Weapon Skill, Ballistic Skill, Initiative and Leadership.PhosphexWhen firing a weapon that has this special rule, a successful To Hit roll scores 3 hits against the target unit instead of 1.Rad PoisoningWhen 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-saturationWhile 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).TaserWhen 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.TransonicWhen 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
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
Warlord TraitsWhen 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.
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