FUN TO PLAY ARMY (Warhammer 40,000 7th Edition v2012) (1850pts)

AdM Skitarii Maniple (Skitarii: Codex (2015) v2003) (1850pts)

Crusader, Scout, Tireless Advance

Force Rules

Crusader: A unit that contains at least one model with this special rule rolls an extra dice when making Run moves, using highest result rolled. IN addition, a unit that contains at least one model with this rule adds D3 to its Sweeping Advance totals (roll each time).

Scout: After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead
redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning playerfs deployment zone, but must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the first game turn. A unit cannot embark or disembark as part of a Scout redeployment.

If both sides have Scouts, roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.

If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.

If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.

Tireless Advance: All models from this Detachment have the Crusader and Scout USR. Units from this Detachment cannot Outflank due to this special rule, but can do as the result of a different special rule (such as Infiltrate, or a Mission special rule).

Selection Rules

Bulky: Bulky models count as two models for the purposes of Transport Capacity.

Cognis: Snap shots at Ballistic Skill 2 instead of 1.

Crawler: Not affected by DIfficult or Dangerous terrain. Cannot Run.

Crusader: A unit that contains at least one model with this special rule rolls an extra dice when making Run moves, using highest result rolled. IN addition, a unit that contains at least one model with this rule adds D3 to its Sweeping Advance totals (roll each time).

Doctrina Imperatives: Select one at beginning of your Movement phase to last until your next turn. Each is One Use Only.
* +1 BS
* +1 WS
* +2 BS / -1 WS
* +2 WS / -1 BS
* +3 BS / -2 WS
* +3 WS / -2 BS

Dunestrider: May add 3 inches to Movement phase moves, Run moves, and charge moves.

Feel No Pain: When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw and so can be used against attacks that state that eno saves of any kind are allowedf, for example those inflicted by Perils of the Warp).

Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted ? treat it as having been saved.

If a unit has the Feel No Pain special rule with a number in brackets afterwards ?Feel No Pain (6+), for example ? then the number in brackets is the D6 result needed to discount the Wound.

Feel No Pain (6+)

Field Harmonics: +1 invulnerable save for each squadmate within 4"

Field Repairs (It Will Not Die): At end of your turn, roll for each model with this rule that's missing a Wound or Hull Point. On 5+ it regains one. (BRB 2014 p167)

Furious Charge: In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.

Gets Hot: When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour or invulnerable saves can be taken) ? this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a glancing hit.

Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound (armour saves or invulnerable saves can be taken) ? this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3.

If a model has the ability to re-roll its rolls To Hit (including because of BS6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.

Incense Cloud: Always obscured; 5+ cover save

Interdimensional Electrocution: Any unsaved Wounds cause Initiative test. Failures are removed from play.

Joust: Double Initiative after successful charge.

Luminagen: Units that suffer unsaved Wound[s], or penetrating or glancing hits, get -1 to cover saves until end of phase.
Also units may re-roll charge range until end of turn.

Precision Shots: If a model with this special rule rolls a 6 To Hit with a shooting weapon, that shot is a ePrecision Shotf.

Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.

Rad Poisoning: Each 6 rolled To Wound causes 2 Wounds, no matter target's Toughness.

Rad-saturation: Enemy units locked in combat with any number of models with this rule, subtract 1 from their Toughness (but no lower than 1).

Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.

Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule.

Taser: Each 6 rolled To Hit causes additional 2 hits.

Transonic: Automatically wounds with AP2 on 6 To Wound. Always AP2 after first round of combat.

Twin-Linked: If a shooting weapon has the twin-linked special rule, or is described in a modelfs wargear entry as twin-linked, it re-rolls all failed To Hit rolls.

For a Blast weapon, if the scatter dice does not roll a hit, you can choose to re-roll the dice with a Twin-linked Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the scatter dice.

Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and armour penetration rolls.

Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker.


Created with BattleScribe