Serberys Raiders

Model NameMTSvWLdOC
Serberys Raiders
60 x 35.5mm
12"44+ 5++27+2
Keywords:
Adeptus Mechanicus, Serberys Raiders, Skitarii, Imperium, Mounted
Ranged WeaponsRangeABSSAPD
Mechanicus pistol
devastating wounds, pistol
12"146-11
Galvanic carbine
devastating wounds
18"34401
Melee WeaponsRangeABSSAPD
Cavalry sabre and clawed limbs
Melee444-11

Abilities

Tactica Obliqua:
    Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can do one of the following:
    • Make a Normal move of up to D6".
    • Make a Normal move of up to 6", provided every model in this unit ends that move wholly within 6" of one or more friendly Adeptus Mechanicus Battleline units.

    Wargear Options

    1 Serberys Raider can be equipped with 1 enhanced data-tether.

    Wargear Abilities

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

    Unit Composition

    1 Serberys Raider Alpha
    2-5 Serberys Raiders
    The Serberys Raider Alpha model is equipped with: Mechanicus pistol; galvanic carbine; cavalry sabre and clawed limbs.

    Every Serberys Raider model is equipped with: galvanic carbine; cavalry sabre and clawed limbs.

    Costs

    3 models - 60pts
    6 models - 120pts

    Leader

    Led By

    Stratagems

    NameDescription
    1CP RAPID INGRESS
    Detachment: Core
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    2CP COUNTER-OFFENSIVE
    Detachment: Core
    WHEN: Fight phase, just after an enemy unit has fought.

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    1CP COMMAND RE-ROLL
    Detachment: Core
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1CP HEROIC INTERVENTION
    Detachment: Core
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1CP INSANE BRAVERY
    Detachment: Core
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1CP FIRE OVERWATCH
    Detachment: Core
    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

    TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
    1CP PRIORITY RECLAMATION
    Detachment: Explorator Maniple
    WHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.

    TARGET: That ADEPTUS MECHANICUS unit.

    EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.

    RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
    1CP CACHED ACQUISITION
    Detachment: Explorator Maniple
    WHEN: Any phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

    EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
    1CP TARGETING OVERRIDE
    Detachment: Haloscreed Battle Clade
    WHEN: Your Shooting phase or the Fight phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
    1CP NEURAL OVERLOAD
    Detachment: Haloscreed Battle Clade
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army.

    EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.

    Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
    1CP ERADICATION PROTOCOLS
    Detachment: Haloscreed Battle Clade
    WHEN: Your Shooting phase or the Fight phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
    1CP GUIDED RETREAT
    Detachment: Haloscreed Battle Clade
    WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.

    TARGET: That ADEPTUS MECHANICUS unit.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
    2CP BULWARK IMPERATIVE
    Detachment: Rad-Zone Corps
    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

    TARGET: One SKITARII unit from your army that was selected as the target of one or more of the attacking unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

    EFFECT: Until the end of the phase, models in those units from your army have a 4+ invulnerable save.
    1CP PRE-CALIBRATED PURGE SOLUTION
    Detachment: Rad-Zone Corps
    WHEN: Your Shooting phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

    EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.
    1CP AGGRESSOR IMPERATIVE
    Detachment: Rad-Zone Corps
    WHEN: Your Movement phase.

    TARGET: One SKITARII unit from your army that has not been selected to move this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

    EFFECT: Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
    2CP BALEFUL HALO
    Detachment: Rad-Zone Corps
    WHEN: Fight phase, just after an enemy unit has selected its targets.

    TARGET: One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

    EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
    1CP LETHAL DOSAGE
    Detachment: Rad-Zone Corps
    WHEN: Your Shooting phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase.

    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
    1CP ISOLATE AND DESTROY
    Detachment: Skitarii Hunter Cohort
    WHEN: Your Shooting phase.

    TARGET: One SICARIAN, PTERAXII, SYDONIAN,
    IRONSTRIDER BALLISTARII or SKITARII MOUNTED unit from your army that has not been selected to shoot this phase.

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll.
    1CP PROGRAMMED WITHDRAWAL
    Detachment: Skitarii Hunter Cohort
    WHEN: End of your opponent’s Fight phase.

    TARGET: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army.

    EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

    RESTRICTIONS: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.
    1CP EXPEDITED PURGE PROTOCOL
    Detachment: Skitarii Hunter Cohort
    WHEN: Your Charge phase.

    TARGET: One SKITARII unit from your army.

    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
    2CP BINHARIC OFFENCE
    Detachment: Skitarii Hunter Cohort
    WHEN: The start of your Shooting phase or the start of the Fight phase.

    TARGET: Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit.

    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1.

    RESTRICTIONS: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target].