Adeptus Mechanicus – Serberys Raiders
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2

Serberys Raiders

NoNAME  M WS BS S T W A Ld Sv
16
Serberys Raider
2‑8
16
Serberys Raider
12" 4+ 3+ 3 3 3 1 6 4+
16
Serberys Raider Alpha
1
16
Serberys Raider Alpha
12" 4+ 3+ 3 3 3 2 7 4+
This unit contains 1 Serberys Raider Alpha and 2 Serberys Raiders. It can additionally contain up to 3 Serberys Raiders (Power Rating +2) or up to 6 Serberys Raiders (Power Rating +4). The Serberys Raider Alpha is equipped with: archeo-revolver; galvanic carbine; cavalry sabre; clawed limbs. Every Serberys Raider is equipped with: galvanic carbine; cavalry sabre; clawed limbs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Archeo-revolver
Archeo-revolver
12"
Pistol 1
5
-2
2
-
Galvanic carbine
Galvanic carbine
18"
Assault 2
4
0
1
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has an Armour Penetration characteristic of -1 for that attack.
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has an Armour Penetration characteristic of -1 for that attack.
Cavalry sabre
Cavalry sabre
Melee
Melee
+1
-1
1
-
Clawed limbs
Clawed limbs
Melee
Melee
+1
0
1
When the bearer fights, it makes 2 additional attacks with this weapon.
When the bearer fights, it makes 2 additional attacks with this weapon.
OTHER WARGEAR
ABILITIES 
+5
Enhanced data-tether
If a model in this unit has an enhanced data-tether, you can re-roll Morale tests taken for this unit.
+5
Enhanced data-tether
If a model in this unit has an enhanced data-tether, you can re-roll Morale tests taken for this unit.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Serberys Raider can have an enhanced data-tether.
ABILITIES
ABILITIES
Canticles of the Omnissiah
Bionics: Models in this unit have a 6+ invulnerable save.
Skirmishing Line: At the start of the first battle round, before the first turn begins, this unit can move as if it were your Movement phase. This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. This unit can only be moved once before the start of each battle.
Eye of Serberys: Each time you select a target for a weapon a model in this unit is making an attack with, you can ignore the Look Out, Sir rule. In addition, when resolving an attack made with a ranged weapon by a model in this unit, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, SKITARII, <FORGE WORLD>
KEYWORDS: CAVALRY, SERBERYS RAIDERS

Datasheet-related Stratagems

2CP

TACTICA OBLIQUA

Adeptus Mechanicus Stratagem

Cogitating several steps ahead, the Serberys Raiders obey a sudden protocol change, pulling them out of reach and leaving a rash enemy exposed.

Use this Stratagem in your opponent’s Charge phase when a SERBERYS RAIDERS unit from your army is chosen as the target of a charge for the first time that turn. That unit cannot fire Overwatch this phase, but it can immediately make a Normal Move or Fall Back as if it were your Movement phase.
1CP

PROTECTOR DOCTRINA IMPERATIVE

Adeptus Mechanicus Stratagem

The Protector Doctrina Imperative increases the accuracy of Skitarii warriors.

Use this Stratagem before a SKITARII unit from your army attacks in the Shooting phase. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.
1CP

CONQUEROR DOCTRINA IMPERATIVE

Adeptus Mechanicus Stratagem

When a Tech-Priest inloads Conqueror Imperatives, they can boost the martial subroutines of any targeted Skitarii minions. Such energy bursts are short-lived but powerful.

Use this Stratagem before a SKITARII unit from your army fights. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.

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

Archeo-revolver used in following datasheets:

Fast Attack
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Clawed limbs used in following datasheets:

Enhanced data-tether used in following datasheets:

Fast Attack
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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. An unmodified roll of 1 always fails.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
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.

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

The CAVALRY keyword is used in following Adeptus Mechanicus datasheets:

The SERBERYS RAIDERS keyword is used in following Adeptus Mechanicus datasheets:

Fast Attack
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
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