Adeptus Mechanicus – Skorpius Dunerider
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5

Skorpius Dunerider

NoNAME  M WS BS S T W! A Ld Sv
95
Skorpius Dunerider
1
95
Skorpius Dunerider
12" 6+ 3+ 6 6 7-12 3 8 3+
9" 6+ 4+ 6 6 4-6 D3 8 3+
6" 6+ 5+ 6 6 1-3 1 8 3+
A Skorpius Dunerider is equipped with: 2 cognis heavy stubbers; twin cognis heavy stubber.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cognis heavy stubber
Cognis heavy stubber
36"
Assault 4
4
0
1
-
Twin cognis heavy stubber
Twin cognis heavy stubber
36"
Assault 8
4
0
1
-
ABILITIES
ABILITIES
Doctrina Imperatives
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Broad Spectrum Data-tether: In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 6" of this unit. Until the start of your next Command phase, add 1 to the Leadership characteristic of models in that unit and that unit gains the DATA-TETHER keyword.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 INFANTRY or <FORGE WORLD> INFANTRY models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, SKITARII, <FORGE WORLD>
KEYWORDS: VEHICLE, TRANSPORT, DATA-TETHER, SKORPIUS ENGINE, SKORPIUS DUNERIDER

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.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
MACHINE SPIRIT RESURGENT1CP
Adeptus Mechanicus – Epic Deed Stratagem

To invigorate the failing machine spirit of a damaged vehicle is a sacred task, greatly aided by certain broadcast datahymns played in the correct sequence.

Use this Stratagem in your Command phase. Select one ADEPTUS MECHANICUS VEHICLE model in your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
MACHINE SPIRIT’S REVENGE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

With the right blessings, a war engine that is no longer able to serve the Machine God can enact one final triumph.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army is destroyed. Do not roll to see if that model explodes: it does so automatically.

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

Cognis heavy stubber used in following datasheets:

Dedicated Transport
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.

Twin cognis heavy stubber used in following datasheets:

Dedicated Transport

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.

Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
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.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The TRANSPORT keyword is used in following Adeptus Mechanicus datasheets:

The SKORPIUS ENGINE keyword is used in following Adeptus Mechanicus datasheets:

Dedicated Transport
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.
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 ADEPTUS MECHANICUS and VEHICLE keywords are used in following Adeptus Mechanicus datasheets:

© Vyacheslav Maltsev 2013-2021