VOXROSTER
CodexFactionsAdeptus MechanicusSkitarii Vanguard

Skitarii Vanguard

M6"
T3
SV4+
W1
LD7+
OC2

Composition & Wargear

Skitarii Vanguard Alpha
Equipped Alpha combat weapon, Radium carbine
Skitarii Vanguard
Each model one of: Transuranic arquebus (max 1) / Arc rifle (max 1) / Plasma caliver (max 1) / Radium carbine / Radium carbine (max 1) / Radium carbine (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Radium carbine 18"34+ 301
Mechanicus pistol 12"14+ 6-11
Transuranic arquebus 36"14+ 7-2D3
Arc rifle 30"14+ 8-1D3
Plasma caliver - supercharge 30"24+ 8-32
Plasma caliver - standard 30"24+ 7-21
Digital Cannon 24"23+ 6-13
Electro-fire Implants 12"D6+33+ 401
Neural Jammer 18"43+ 4-21
Nanoshard Projector 12"33+ 5-12
Arc Annulus 12"23+ 7-12
Electro-fused Vambraces 12"63+ 3-11
Syntaxik ChargerSonic Devastation 24"83+ 301

Melee Weapons

WeaponRangeAWSSAPD
Alpha combat weapon Melee24+ 5-11
Close combat weapon Melee14+ 301

Abilities

Rad-saturation (Aura) Datasheet

While an enemy unit (excluding Vehicle units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit.

Doctrina Imperatives Core

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

PROTECTOR IMPERATIVE ■ Ranged weapons equipped by models in this unit have the [HEAVY] ability. ■ Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. ■ Each time a melee attack targets this unit, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, subtract 1 from the Hit roll.

CONQUEROR IMPERATIVE ■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability. ■ Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. ■ Each time a model in this unit makes an attack, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, improve the Armour Penetration characteristic of that attack by 1.

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.

Heavy Core

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:  - That unit is unengaged.  - That unit was not set up on the battlefield this turn.  - No model in that unit has moved more than 3" this turn.

Precision Core

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

Enhanced data-tether Datasheet

Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.

Omnispex Datasheet

Ranged weapons equipped by models in the bearer’s unit have the IGNORES COVER ability.