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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+.

Demi-century Formations
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)
Ordinatus Formations
(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)
Support Formations
(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
Demi-century Upgrades
(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
Mechanicus Allies
(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
Titan Upgrades
Battle Titan Weapons
(Mount each weapon mount in the formation with one of the following upgrades.)
Upgrade Cost
Apocalypse Missile Launcher +25 points each
Carapace Landing Pad Free
Close Combat Weapon +25 points each
Corvus Assault Pod Free
Gatling Blaster +25 points each
Laser Blaster +50 points each
Laser Burner Free
Melta Cannon +50 points each
Plasma Cannon +25 points each
Plasma Destructor
Note: Carapace weapon mounts only.
+75 points each
Quake Cannon +75 points each
Support Missile
Note: Carapace weapon mounts only.
+75 points each
Volcano Cannon +50 points each
Scout Titan Weapons
(Mount each weapon mount in the formation with one of the following upgrades.)
Upgrade Cost
Inferno Gun Free
Plasma Blastgun Free
Turbo-Laser Destructor +25 points each
Vulcan Mega-Bolter Free
Scout and Battle Titan Upgrades
(Add any of the following upgrades to a unit up to once per formation.)
Upgrade Cost
Carapace Multilasers +50 points
Sacred Icon +50 points
Veteran Princeps +25 points

Skitarii Legion Forces

Apocalypse Missile Launcher CH n/a n/a n/a n/a
Apocalypse Missile Launcher 60cm
3BP
  • D
Carapace Landing Pad CH n/a n/a n/a n/a
-

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.

Carapace Multilasers CH n/a n/a n/a n/a
2× Multilaser 30cm
AP5+/AT6+/AA5+
Close Combat Weapon CH n/a n/a n/a n/a
Close Combat Weapon (bc)
Assault Weapons
  • EA(+3)
  • TK(D3)
Corvus Assault Pod CH n/a n/a n/a n/a
-
  • Transport

May transport ten infantry units without Jump Packs or Mounted.

Gatling Blaster CH n/a n/a n/a n/a
Gatling Blaster (Mars Pattern) 60cm
6× AP4+/AT4+
Inferno Gun CH n/a n/a n/a n/a
Inferno Gun 30cm
3BP
  • IC
Laser Blaster CH n/a n/a n/a n/a
Laser Blaster 60cm
6× AP5+/AT3+
Laser Burner CH n/a n/a n/a n/a
Laser Burner (15cm)
Small Arms
  • EA(+2)
or (bc)
Assault Weapons
  • EA(+4)
Magos CH n/a n/a n/a n/a
Augmentations (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Invulnerable Save
  • Supreme Commander
Melta Cannon CH n/a n/a n/a n/a
Melta Cannon 30cm
MW2+
  • TK(D3)
and (15cm)
Small Arms
  • EA(+1)
  • TK(D6)
Plasma Blastgun CH n/a n/a n/a n/a
Plasma Blastgun 45cm
2× MW2+
  • Slw
Plasma Cannon CH n/a n/a n/a n/a
Plasma Cannon 60cm
3× MW2+
  • Slw
Plasma Destructor CH n/a n/a n/a n/a
Plasma Destructor 75cm
5× MW2+
  • Slw
Quake Cannon CH n/a n/a n/a n/a
Quake Cannon 90cm
3BP
  • MW
Sacred Icon CH n/a n/a n/a n/a
-
  • Inspiring
Support Missile CH n/a n/a n/a n/a
0–1× Barrage Missile Unlimited
10BP
  • D
  • Ind
  • SS
0–1× Deathstrike Missile Unlimited
MW2+
  • Ind
  • SS
  • TK(D6)
0–1× Vortex Missile Unlimited
3BP
  • IC
  • Ind
  • SS
  • TK
0–1× Warp Missile Unlimited
MW2+
  • 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.

Turbo-Laser Destructor CH n/a n/a n/a n/a
Turbo-Laser Destructor 60cm
4× AP5+/AT3+
Veteran Princeps CH n/a n/a n/a n/a
-
  • Commander
  • Leader
Volcano Cannon CH n/a n/a n/a n/a
Volcano Cannon 90cm
MW2+
  • TK(D3)
Vulcan Mega-Bolter CH n/a n/a n/a n/a
Vulcan Mega-Bolter 45cm
4× AP3+/AT5+
Gun Servitor INF 15cm 5+ 6+ 5+
Heavy Bolter 30cm
AP5+
  • Invulnerable Save
Hypaspist INF 15cm 5+ 5+ 5+
Heavy Bolter 30cm
AP5+
Praetorian Combat Servitor INF 15cm 3+ 4+ 5+
Autocannon 45cm
AP5+/AT6+
Augmentations (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Invulnerable Save
Sagitarii INF 15cm 5+ 6+ 4+
2× Phased Plasma Fusil 30cm
AP5+/AT5+
Secutor INF 15cm 4+ 3+ 3+
2× Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW
Augmentations (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Leader
  • Reinforced Armour
Rapier INF 10cm 6+ - 4+
Laser Destroyer 45cm
AP6+/AT4+
Colossus Robot LV 15cm 3+ 6+ 4+
2× Autocannon 45cm
AP5+/AT6+
Lascannon 45cm
AT5+
  • Automaton
  • Walker
Crusader Robot LV 25cm 6+ 4+ 6+
Heavy Bolter 30cm
AP5+
Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW
Power Fist (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Automaton
  • Scout
  • Walker
Chimedon AV 30cm 5+ 6+ 5+
Conqueror Cannon 45cm
AP5+/AT5+
Heavy Bolter 30cm
AP5+
  • Transport

May transport one infantry unit without Jump Packs or Mounted.

Hydra AV 30cm 6+ 6+ 5+
2× Twin Hydra Autocannon 45cm
AP4+/AT5+/AA5+
Heavy Bolter 30cm
AP5+
Imperator Class Titan WE 15cm 4+ 4+ 3+
Plasma Annihilator 90cm
4× MW2+
  • FwA
  • Slw
  • TK(D3)
Hellstorm Cannon 60cm
10BP
  • FwA
Defense Laser 90cm
MW2+/AA4+
  • TK(D3)
Quake Cannon 90cm
3BP
  • MW
4× Battle Cannon 75cm
AP4+/AT4+
Tertitary Arms (15cm)
Small Arms
  • 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.

Macharius WE 15cm 4+ 6+ 4+
2× Battle Cannon 75cm
AP4+/AT4+
2× Heavy Bolter 30cm
AP5+
Twin Heavy Stubber 30cm
AP5+
  • Damage Capacity 2
  • Reinforced Armour

Critical Hit Effect: Destroyed.

Macharius Command WE 15cm 4+ 6+ 4+
0–1× 2× Vanquisher 75cm
AP4+/AT2+
0–1× Vulcan Mega-Bolter 45cm
4× AP3+/AT5+
2× Heavy Bolter 30cm
AP5+
Twin Heavy Stubber 30cm
AP5+
  • Damage Capacity 2
  • Reinforced Armour

Critical Hit Effect: Destroyed. Armed with either a Vulcan Megabolter or two Vanquisher.

Ordinatus Majoris WE 10cm 5+ 6+ 4+
0–1× Sonic Disruptor 100cm
10BP
  • D
  • IC
0–1× Hellfire Missiles Unlimited
3BP
  • Ind
  • MW
  • Slw
0–1× Nova Cannon 100cm
4× MW3+
  • TK(D3)
2× Heavy Bolter 30cm
AP5+/AA6+
2× Lascannon 45cm
AT5+
  • 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.

Ordinatus Minorus WE 15cm
(25cm)
5+ 6+
(3+)
5+
Carapace Weapon Mount -
  • FxF
  • WM
2× Heavy Bolter 30cm
AP5+/AA6+
  • 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.

Reaver Class Titan WE 20cm 4+ 3+ 3+
Carapace Weapon Mount -
  • FxF
  • WM
2× Arm Weapon Mount -
  • 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.

Warhound Class Titan WE 30cm 5+ 4+ 4+
2× Arm Weapon Mount -
  • 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+.

Warlord Class Titan WE 15cm 4+ 2+ 3+
2× Carapace Weapon Mount -
  • FxF
  • WM
2× Arm Weapon Mount -
  • 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.

Warmonger Class Titan WE 15cm 4+ 4+ 5+
Vengeance Cannon 90cm
2× MW2+
  • FwA
  • TK(D3)
0–8× Barrage Missile Unlimited
10BP
  • D
  • Ind
  • SS
0–8× Deathstrike Missile Unlimited
MW2+
  • Ind
  • SS
  • TK(D6)
0–8× Vortex Missile Unlimited
3BP
  • IC
  • Ind
  • SS
  • TK
0–8× Warp Missile Unlimited
MW2+
  • Ind
  • SS
  • TK(D3)
4× Twin Hydra Autocannon 45cm
AP4+/AT5+/AA5+
Head Gun 45cm
AP4+/AT4+
  • FxF
Tertitary Arms (15cm)
Small Arms
  • 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.

Avenger Strike Fighter AC Fighter-Bomber 6+ n/a n/a
Avenger Bolt Cannon 30cm
2× AP3+/AT5+
  • FxF
2× Lascannon 30cm
AT5+/AA5+
  • FxF
Heavy Stubber 15cm
AA6+
  • RrA
Ark Mechanicus Battleship SC n/a n/a n/a n/a
0–1× Orbital Bombardment n/a
5BP
  • MW
0–1× Pin-Point Attacks n/a
2× MW2+
  • 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).

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