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Adeptus MechanicusSkitarii Vanguard
4

Skitarii Vanguard

NAME M WS BS S T W A Ld Sv
Skitarii Vanguard 6" 4+ 3+ 3 3 1 1 6 4+
Vanguard Alpha 6" 4+ 3+ 3 3 1 2 7 4+
This unit contains 1 Vanguard Alpha and 4 Skitarii Vanguard. It can include up to 5 additional Skitarii Vanguard (Power Rating +3). Each model is armed with a radium carbine.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Radium carbine
18"
Assault 3
3
0
1
Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.
WARGEAR OPTIONS
 • Up to two Skitarii Vanguard may replace their radium carbine with one item from the Special Weapons list.
 • If the unit numbers ten models, one additional Skitarii Vanguard may replace their radium carbine with one item from the Special Weapons list.
 • One Skitarii Vanguard may also have either an enhanced data-tether or an omnispex.
 • The Vanguard Alpha may take one item from the Melee Weapons list, and may replace their radium carbine with one item from the Pistols list.
ABILITIES
Canticles of the Omnissiah

Bionics: All models in this unit have a 6+ invulnerable save.

Rad-saturation: Reduce the Toughness of enemy units (other than VEHICLES) by 1 whilst they are within 1" of any Skitarii Vanguard units.

Omnispex:
7
Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes a model with an omnispex.

Enhanced Data-tether:
5
You can re-roll failed Morale tests for a unit that includes a model with an enhanced data-tether.
FACTION KEYWORDS
IMPERIUM, ADEPTUS MECHANICUS, SKITARII, <FORGE WORLD>
KEYWORDS
INFANTRY, SKITARII VANGUARD

Optional Wargear

SPECIAL WEAPONS

 • Arc rifle

 • Plasma caliver

 • Transuranic arquebus

PISTOL WEAPONS

 • Arc pistol

 • Phosphor blast pistol

 • Radium pistol

MELEE WEAPONS

 • Arc maul

 • Power sword

 • Taser goad


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Arc pistol
12"
Pistol 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
2
Arc rifle
24"
Rapid Fire 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
1
Phosphor blast pistol
12"
Pistol 1
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
11
Plasma caliver
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Radium pistol
12"
Pistol 1
3
0
1
Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.
12
Transuranic arquebus
60"
Heavy 1
7
-2
D3
This weapon cannot be fired if the firing model moved during the Movement phase. This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Arc maul
Melee
Melee
+2
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
4
Power sword
Melee
Melee
User
-3
1
-
4
Taser goad
Melee
Melee
+2
0
1
Each hit roll of 6+ with this weapon causes 3 hits rather than 1.

This datasheet has Troops Battlefield Role. Full list of Adeptus Mechanicus units sharing same Battlefield Role follows:

Does not include wargear
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Special Weapons
 • Arc rifle
2
 • Plasma caliver
11
 • Transuranic arquebus
12
Melee Weapons
 • Arc maul
5
 • Power sword
4
 • Taser goad
4
Pistol Weapons
 • Arc pistol
1
 • Phosphor blast pistol
1
 • Radium pistol
0
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Canticles of the Omnissiah

The disciples of the Omnissiah incant complex war-blessings, as much optimisation subroutines as they are expressions of faith in the Machine God.

All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.

At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle.

Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table below. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle.

If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.
D6CANTICLE
1

Incantation of the Iron Soul

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

You can re-roll failed Morale tests for affected units.

2

Litany of the Electromancer

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest blazing auras of energy that lay low the unbeliever.

Roll a D6 for each enemy unit that is within 1" of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds.

3

Chant of the Remorseless Fist

In spitting out a staccato chant to the Motive Force, the faithful warriors of the Cult Mechanicus are filled with merciless surety as well as intent.

You can re-roll any hit rolls of 1 for affected units in the Fight phase.

4

Shroudpsalm

Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.

Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected.

5

Invocation of Machine Might

The Tech-Priests lead their flock in a hexadecimic prayer that sends miraculous strength surging through tendons, wires and pistons.

Affected units have +1 Strength.

6

Benediction of the Omnissiah

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

You can re-roll failed hit rolls of 1 for affected units in the Shooting phase.

Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The SKITARII keyword is used in following Adeptus Mechanicus datasheets:

Troops
Dedicated Transport
Elites
Fast Attack
Heavy Support

Arc pistol used in following datasheets:

Troops
Elites
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Arc rifle used in following datasheets:

Troops
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.

Phosphor blast pistol used in following datasheets:

Troops
Elites

Plasma caliver used in following datasheets:

Troops

Radium pistol used in following datasheets:

Troops
Elites

Transuranic arquebus used in following datasheets:

Troops
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Arc maul used in following datasheets:

Troops
Elites
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Power sword used in following datasheets:

Troops
Elites

Taser goad used in following datasheets:

Troops
Elites
© Vyacheslav Maltsev 2013-2020