Adeptus Mechanicus – Skitarii Rangers
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2

Skitarii Rangers

NoNAME  M WS BS S T W A Ld Sv
8
Skitarii Ranger
4‑19
8
Skitarii Ranger
6" 4+ 3+ 3 3 1 1 6 4+
8
Skitarii Ranger Alpha
1
8
Skitarii Ranger Alpha
6" 4+ 3+ 3 3 1 2 7 4+
If this unit contains between 6 and 10 models, it has Power Rating 4. If this unit contains between 11 and 15 models, it has Power Rating 6. If this unit contains 16 or more models, it has Power Rating 8. Every model is equipped with: galvanic rifle.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Arc pistol
+5
Arc pistol
12"
Pistol 1
5
-2
1
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
+5
Phosphor blast pistol
+5
Phosphor blast pistol
12"
Pistol D3
5
-1
1
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Radium pistol
Radium pistol
12"
Pistol 1
3
0
1
Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target.
+10
Arc rifle
+10
Arc rifle
30"
Rapid Fire 1
6
-2
D3
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Galvanic rifle
Galvanic rifle
30"
Heavy 2
4
-1
1
-
+10
Plasma caliver
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma caliver
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
30"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
30"
Assault 2
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+15
Transuranic arquebus
+15
Transuranic arquebus
60"
Heavy 1
7
-2
D3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+5
Arc maul
+5
Arc maul
Melee
Melee
+3
-2
1
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+5
Taser goad
+5
Taser goad
Melee
Melee
+2
-1
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
OTHER WARGEAR
ABILITIES 
+5
Enhanced data-tether
While the bearer is on the battlefield:
  • The bearer’s unit gains the DATA-TETHER keyword.
  • Add 1 to the Leadership characteristic of models in the bearer’s unit.
+5
Enhanced data-tether
While the bearer is on the battlefield:
  • The bearer’s unit gains the DATA-TETHER keyword.
  • Add 1 to the Leadership characteristic of models in the bearer’s unit.
+5
Omnispex
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+5
Omnispex
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • If this unit contains 9 or fewer models, 1 Skitarii Ranger’s galvanic rifle can be replaced with one of the following: 1 arc rifle; 1 plasma caliver; 1 transuranic arquebus.
 • For every 10 models in this unit, 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 arc rifle.
 • For every 10 models in this unit, 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 plasma caliver.
 • For every 10 models in this unit, 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 transuranic arquebus.
 • If this unit contains 9 or fewer models, 1 Skitarii Ranger equipped with a galvanic rifle can be equipped with one of the following: 1 enhanced data-tether; 1 omnispex. That model’s galvanic rifle cannot be replaced.
 • For every 10 models in this unit, 1 Skitarii Ranger equipped with a galvanic rifle can be equipped with one of the following: 1 enhanced data-tether; 1 omnispex. That model’s galvanic rifle cannot be replaced.
 • The Skitarii Ranger Alpha can be equipped with one of the following: 1 arc maul; 1 power sword; 1 taser goad.
 • The Skitarii Ranger Alpha’s galvanic rifle can be replaced with one of the following: 1 arc pistol; 1 phosphor blast pistol; 1 radium pistol.
ABILITIES
ABILITIES
Doctrina Imperatives
Bionics: Models in this unit have a 6+ invulnerable save.
Rangers: At the start of the first battle round, models in this unit can make a Normal Move of up to 3". They cannot end this move within 9" of any enemy models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, SKITARII, <FORGE WORLD>
KEYWORDS: INFANTRY, CORE, SKITARII RANGERS

Datasheet-related Stratagems

WRATH OF MARS1CP/2CP
Mars – Battle Tactic Stratagem

None can smite the blasphemer like those from Mars, for theirs is the most righteous of zeal. All praise the glory of the Machine God!

Use this Stratagem in your Shooting phase, when a MARS unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).

If that unit has a Power Rating of 11 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.
PLASMA SPECIALISTS2CP
Ryza – Battle Tactic Stratagem

That which hates most breeds the most incandescent of blasts - or so say the Tech-Priests of Ryza, who have long nurtured the secret skill of coaxing extra firepower from plasma weapons.

Use this Stratagem in your Shooting phase, when a RYZA unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a plasma weapon, add 1 to the Damage characteristic of that attack.
HOST OF THE INTERMEDIARY1CP
Adeptus Mechanicus – Requisition Stratagem

Some exceptional Skitarii are deemed worthy enough to be grafted with a portion of a Tech-Priest’s persona patterning. Serving as a partial host to one so blessed by the Omnissiah, the Skitarius is seen as semi-angelic by their peers.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one SKITARII model in your army that has the word ‘Alpha’ or ‘Princeps’ in their profile and determine one Skitarii Warlord Trait for that model; that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
ARTEFACTOTUM1CP
Adeptus Mechanicus – Requisition Stratagem

Skitarii are mere tools to the Tech-Priests, but some have been said to be machine-touched, their untutored instincts somehow in tune with the holiest of machine spirits. Believed to be an unknowing conduit of the Machine God, they may be granted the honour of bearing a piece of techno-arcana in the hope that the Omnissiah’s power flows through them to empower it.

Use this Stratagem before the battle, when you are mustering your army. Select one SKITARII model in your army that has the word ‘Alpha’ or ‘Princeps’ in their profile and give them one of the following Arcana Mechanicum (this must be a Relic they could have): The Cage of Varadimas; Temporcopia; The Omniscient Mask; The Skull of Elder Nikola.

Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
CLANDESTINE INFILTRATION1CP
Stygies VIII – Wargear Stratagem

Under cover of stealth screens and auspex scramblers, the warriors of Stygies VIII confound their foes.

Use this Stratagem during deployment. Select one STYGIES VIII CORE INFANTRY unit from your army. When you set up that unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
CHAIN-TASER PROTOCOLS1CP
Adeptus Mechanicus – Wargear Stratagem

Accompanied by cracks of displaced air and the tang of burnt ozone, taser weapons unleash multiple forks of burning energy with every strike.

Use this Stratagem in the Fight phase, when an ADEPTUS MECHANICUS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a taser weapon, an unmodified hit roll of 5 scores 2 additional hits.
INFOSLAVE SKULL2CP
Adeptus Mechanicus – Wargear Stratagem

Mono-task infoslave skulls make ideal lookouts to watch against the sudden deployment of enemy troops.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one ADEPTUS MECHANICUS CORE unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.
ENRICHED ROUNDS1CP
Adeptus Mechanicus – Wargear Stratagem

Sanctified with the Tri-fold Litany, each of these slugs has spent a decade in the oldest and most irradiated forge temple to certify their lethality.

Use this Stratagem in your Shooting phase, when an ADEPTUS MECHANICUS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a radium weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 4+ automatically wounds the target.
GALVANIC VOLLEY FIRE2CP
Adeptus Mechanicus – Wargear Stratagem

Experienced Rangers enter a trance-like state, their bionic augmentations working in a synchronous blur to load, fire and reload in a cycle of well-oiled automation.

Use this Stratagem in your Shooting phase, when a SKITARII RANGERS unit from your army is selected to shoot. Until the end of the phase, galvanic rifles models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
OVERLOADED SYSTEMS1CP/2CP
Adeptus Mechanicus – Wargear Stratagem

Once a breach is made, the questing tendrils of the Motive Force jump from subsystem to subsystem, temporarily overloading the animus of aberrant machines.

Use this Stratagem in any phase, when an enemy VEHICLE model loses one or more wounds as a result of an attack made with an arc weapon by an ADEPTUS MECHANICUS model in your army. If that enemy VEHICLE model’s characteristics can change as it suffers damage, roll one D6: on a 2+, until the start of your next Command phase, that enemy VEHICLE is considered to have half the number of wounds remaining for the purposes of determining what those characteristics are. If that enemy model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.

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

Arc pistol used in following datasheets:

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.

Phosphor blast pistol used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.

Radium pistol used in following datasheets:

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.

Arc rifle used in following datasheets:

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.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Plasma caliver used in following datasheets:

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.

Transuranic arquebus used in following datasheets:

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.
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.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Arc maul used in following datasheets:

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.

Enhanced data-tether used in following datasheets:

Fast Attack

Omnispex used in following datasheets:

Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

The DOCTRINA ASSEMBLER keyword is used in following Adeptus Mechanicus datasheets:

Doctrina Imperatives
If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this units characteristics are modified depending on which Doctrina Imperative is active for your army. Each Doctrina Imperative has two effects, an Optimisation effect that improves one of this unit’s characteristics, and a Deprecation effect that reduces one of this unit’s characteristics. When a Doctrina Imperative is active, both of these effects will apply to this unit.

At the start of the battle round, if there is a DOCTRINA ASSEMBLER model from your army on the battlefield, you can select one Doctrina Imperative that has not yet been active for your army. If you do so, until the end of the battle round, that Doctrina Imperative is active for your army.

PROTECTOR IMPERATIVE

The Protector imperative is codified to yield the maximum spectra of hard data. Extra power is fed into narrow-band optics and rangefinders connected directly to the Skitarii’s priority programming as the holy warriors’ guns become an extension of themselves.

OPTIMISATION
Improve the Ballistic Skill characteristic of models in this unit by 1.

DEPRECATION
Reduce the Weapon Skill characteristic of models in this unit by 1.

CONQUEROR IMPERATIVE

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 programmes.

OPTIMISATION
Improve the Weapon Skill characteristic of models in this unit by 1.

DEPRECATION
Reduce the Ballistic Skill characteristic of models in this unit by 1.

BULWARK IMPERATIVE

The warrior wisdom of ancient and experienced Reductors is force-loaded into the Skitarii’s minds. Each thrilling pulse of data locks microactuators into bracing positions, brings reserve power cells online and bestows a sensation of sacred invulnerability upon the Tech-Priests’ soldiers.

OPTIMISATION
Improve the Save characteristic of models in this unit by 1 (models in this unit cannot have a Save characteristic better than 2+).

DEPRECATION
Reduce the Move characteristic of models in this unit by 3".

AGGRESSOR IMPERATIVE

The Skitarii feel the press of an invisible hand upon their minds as the Machine God drives them forward. Servos are pushed to their structural limits as fibre bundles fill with the boundless energy of the Motive Force and propel the faithful on an unstoppable crusade.

OPTIMISATION
Improve the Move characteristic of models in this unit by 3".

DEPRECATION
Reduce the Save characteristic of models in this unit by 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.
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.
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.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The SKITARII RANGERS keyword is used in following Adeptus Mechanicus datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
© Vyacheslav Maltsev 2013-2021