Gryphonne IV Skitarii Legion Army List
Forces
The Gryphonne IV Skitarii Legion Army List uses the datasheets from the Skitarii Legion Forces section.
Using The Army List
The following army list allows you to field an Adeptus Mechanicus army that is based on an Gryphonne IV Skitarii Legion. It can also be used as a stand in
army list for other Skitarii Legions as well.
Gryphonne IV Skitarii Legion formations come in three types: demi-century, ordinatus and support formations. Each demi-century you include in the army allows you to field any one ordinatus formation and any two support formations. Although you can only take an ordinatus or support formation if you first take a demi-century, they are treated as separate independent formations during a battle and do not have to move around together.
In addition, demi-centuries may be given up to three upgrades. Each type of upgrade can only be taken once by a company. Upgrades are added to the company and are not a separate formation. Ordinatus and support formations may not be given company upgrades (although Ordinatus Minorus formations must be given Battle Titan Weapon Upgrades). Each upgrade that is taken adds to the cost of the demi-century, as shown on the upgrade chart.
Gryphonne IV Skitarii Legion Adeptus Mechanicus armies may be supported by Mechanicus allies. A maximum of up to a third of the points available to the army may be spent on these formations. In addition, certain Mechanicus ally formations may be given Titan upgrades. Which Titan upgrades a formation may be given are listed in the upgrades
column. Titan upgrades are added to the formation and are not a separate formation. Each Titan upgrade that is taken adds to the cost of the formation, as shown on the Titan upgrade chart.
Gryphonne IV Skitarii Legion Epic Tournament Special Rules
All Weapon Mounts in a Mechanicus ally formation or on an Ordinatus Minorus unit must be mounted with a weapon. Ordinatus Minorus Weapon Mounts must be Battle Titan Weapons; and pay surcharges of an additional +50 points for a Carapace Landing Pad and +25 points for a Quake Cannon.
Gryphonne IV Skitarii Legion Army List
Gryphonne IV Skitarii Legion armies have a strategy rating of 2. All Mechanicus ally formations, except for Cataphractii, have an initiative rating of 1+. all other formations have an initiative rating of 2+.
Formation | Units | Cost |
---|---|---|
Sagitarii | Five Sagitarii units and five Gun Servitor units | 250 points |
(Replace five Gun Servitor units with three Rapier units) | (+25 points) | |
Skitarii | Three Hypaspist units, two Secutor units and five additional Hypaspist or Gun Servator units | 225 points |
(Replace three Hypaspist units with three Secutor units) | (+125 points) |
(Any one ordinatus formation may be fielded per each demi-century.) | |||
Formation | Units | Cost | |
---|---|---|---|
Majoris | One of the following Ordinatus Majoris: | Mars | 450 points |
Golgotha | 550 points | ||
Armageddon | 500 points | ||
Minorus | Two Ordinatus Minorus | 250 points | |
(Add one Ordinatus Minorus) | (+100 points) |
(Any two support formation may be fielded per each demi-century.) | ||
Formation | Units | Cost |
---|---|---|
Assault Maniple | Four Colossus Robots | 200 points |
Avengers | Two Avenger Strike Fighters | 200 points |
0–1 Orbital Support | Ark Mechanicus Battleship | 200 points |
Praetorian Maniple | Five Praetorian Combat Servitor units | 250 points |
(Add one Ordinatus Minorus) | (+100 points) | |
Scout Maniple | Four Crusader Robots | 125 points |
(Up to three demi-century upgrades may be taken once per demi-century.) | ||
Formation | Units | Cost |
---|---|---|
Chimedons | Add ten Chimedons | +175 points |
Flak | Add one Hydra | +50 points |
0–1 Magos | Add one Magos character to a Secutor unit | +50 points |
Ordinatus | Add one Ordinatus Minorus | +100 points |
(Up to a third of the points available may be spent on these formations.) | |||
Formation | Units | Upgrades | Cost |
---|---|---|---|
Cataphractii | One Macharius Command and two Macharius | None | 350 points |
Emperor | One Imperator or Warmonger Class Titan | Carapace Multilasers, Sacred Icon, Veteran Princeps | 1250 points |
Reaver | One Reaver Class Titan | All Titan Upgrades | 550 points |
Warhound | One Warhound Class Titan | All Scout Titan Weapons, Veteran Princeps | 275 points |
Warhound Pack | Two Warhound Class Titans | All Scout Titan Weapons, Veteran Princeps | 500 points |
Warlord | One Warlord Class Titan | All Titan Upgrades | 675 points |
|
Skitarii Legion Forces
- D
All weapons with a BP firepower in the formation do not need a line of fire when shooting as part of a sustained fire, advance or double action.
- EA(+3)
- TK(D3)
- Transport
May transport ten infantry units without Jump Packs or Mounted.
- IC
- EA(+2)
- EA(+4)
- EA(+1)
- MW
- Fearless
- Invulnerable Save
- Supreme Commander
- TK(D3)
- EA(+1)
- TK(D6)
- Slw
- Slw
- Slw
- MW
- Inspiring
- D
- Ind
- SS
- Ind
- SS
- TK(D6)
- IC
- Ind
- SS
- TK
- Ind
- SS
- TK(D3)
Can be armed with one of the following: Barrage Missile, Deathstrike Missile, Vortex Missile or Warp Missile. A Warp Missile ignores Imperial Void Shields and Power Fields.
- Commander
- Leader
- TK(D3)
- Invulnerable Save
- EA(+1)
- MW
- Fearless
- Invulnerable Save
- MW
- EA(+1)
- MW
- Commander
- Reinforced Armour
- MW
- EA(+1)
- MW
- Automaton
- Scout
- Walker
- Transport
May transport one infantry unit without Jump Packs or Mounted, expect for Praetorian Combat Servitor and Rapier units.
- Automaton
- Walker
- FwA
- Slw
- TK(D3)
- FwA
- TK(D3)
- MW
- EA(+2)
- Damage Capacity 12
- Fearless
- Inspiring
- Reinforced Armour
- Transport
- 8 Void Shields
- Walker
May transport ten infantry units without Jump Packs or Mounted. May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- Damage Capacity 2
- Reinforced Armour
Critical Hit Effect: Destroyed.
- Damage Capacity 2
- Reinforced Armour
Critical Hit Effect: Destroyed. Armed with either a Vulcan Megabolter or two Vanquisher.
- FxF
- D
- IC
- FxF
- Ind
- MW
- Slw
- FxF
- TK(D3)
- Damage Capacity 4
- Fearless
- Inspiring
- Reinforced Armour
- 4 Void Shields
Critical Hit Effect: Destroyed. All units within 15cm of the model suffer a hit on a roll of 5+ and all Adeptus Mechanicus formations with a unit with a line of fire to the Ordinatus Majoris receive a Blast marker. Mars Ordinatus are armed with a Sonic Disruptor, Golgotha Ordinatus are armed with Hellfire Missiles (which use the barrage template that is 12cm across), and Armageddon Ordinatus are armed with a Nova Cannon.
(25cm) 5+ 6+
(3+) 5+
- FxF
- WM
- Damage Capacity 2
- Fearless
- Reinforced Armour
- 2 Void Shields
Critical Hit Effect: Destroyed. All units within 15cm of the model suffer a hit on a roll of 5+. If a Close Combat Weapon or a Laser Burner is mounted on the Carapace Weapon Mount the unit has a close combat value of 3+. If a Corvus Assault Pod is mounted on the Carapace Weapon Mount the unit has a speed value of 25cm.
- FxF
- WM
- FwA
- WM
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- WM
- Damage Capacity 3
- Fearless
- Reinforced Armour
- 2 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.
- FxF
- WM
- FwA
- WM
- Damage Capacity 8
- Fearless
- Reinforced Armour
- Thick Rear Armour
- 6 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- TK(D3)
- D
- Ind
- SS
- Ind
- SS
- TK(D6)
- IC
- Ind
- SS
- TK
- Ind
- SS
- TK(D3)
- FxF
- EA(+2)
- Damage Capacity 12
- Fearless
- Inspiring
- Reinforced Armour
- Transport
- 8 Void Shields
- Walker
May transport ten infantry units without Jump Packs or Mounted. Armed with any eight of the following: Barrage Missile, Deathstrike Missile, Vortex Missile or Warp Missile. Only one missile may be fired per turn. Warp Missiles ignore Imperial Void Shields and Power Fields. The unit’s fire control center allows it to re-roll one failed to-hit roll per turn. May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FxF
- FxF
- RrA
- FxF
- FxF
- MW
- TK(D3)
Armed with either Pin-point Attacks or Orbital Bombardment.
Automaton
A formation does not receive a Blast marker when a unit with automaton is destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move. Automaton units hit by a weapon with disrupt do take a Blast marker however.
If a hit is inflicted on an automaton unit because it is in a broken formation which is receiving a Blast marker (see Blast Markers and Broken Formations) then it may attempt to save normally.
Automaton units killed in an assault count for the purposes of working out its result (see Work Out Result).
Weapon Mount
Weapon Mounts are areas on a unit that may be fitted with weapon systems. When a weapon mount is mounted with a weapon (a character
unit) it gains all the abilities and special rules of the weapon while retaining any of its own. A weapon mount may only be mounted with one weapon.
Imperial Void Shields
Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.
Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.
Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).