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===Special Rules=== *'''Dunestrider:''' Units with this rule add 3" to movement in the Movement Phase, charges, and Run moves. Note that this is a flat boost, meaning that units with this rule likely still move through terrain faster than other units move across open ground. It helps ensure the charge by giving you at least a minimum 5" charge guaranteed as well as letting you attempt to charge outside of rapid-fire range. *'''Crawler:''' Units with this rule are not slowed by Difficult Terrain, and automatically pass all Dangerous Terrain tests, but cannot Run, not that you'd want to. If you ever find yourself in a position where you want to run instead of shoot with your Onager, you already fucked up, or won. ====Doctrina Imperatives==== There are a total of 6 Doctrines. At the beginning of each of your (the Skitarii player's) movement phases you may select any one of them (one use only) to increase either the BS or WS of the entire Skitarii army, though this is sometimes at the expense of the other stat. They are split into '''Conqueror''' Imperatives (which boost WS at the potential expense of BS) and '''Protector''' Imperatives (which boost BS at the potential expense of WS), and three strengths, Alpha, Beta, and Gamma, corresponding to +3/-2, +2/-1, and +1/-0 (so a flat +1), respectively. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Doctrina Imperatives ! align="center" | Name !! Type !! Strength !! Effect on BS !! Effect on WS |- align="center" ! Hazard Optimization | Protector || Gamma || +1 || 0 |- align="center" ! Mindstate Secutor | Conqueror || Gamma || 0 || +1 |- align="center" ! Gundrill Symbiosis | Protector || Beta || +2 || -1 |- align="center" ! Technomartyr Concords | Conqueror || Beta || -1 || +2 |- align="center" ! Binharic Omniscience | Protector || Alpha || +3 || -2 |- align="center" ! Hyperaction Protocols | Conqueror || Alpha || -2 || +3 |} *;Doctrine Tips **Your entire army is BS 4 and mostly WS 3, with WS 4 on Dragoons and Sicarians, but BS 6 and 7 are not substantially more accurate than BS 5 except on Blast weapons, so only ever use '''Binharic Omniscience''' when you are certain nothing will charge you, for example on Turn 1; even Tau will be hitting your Skitarii automatically, as the Doctrina Imperatives do not prevent dropping WS to 0, which means you are hit automatically and cannot attack in melee. '''Binharic Omniscience''' is typically the only Doctrina Imperative which will drop an attribute to 0 and make it stop behaving like the rest of its respective to-hit table, but pay attention to any debuffs on your unit, as they will stack, and BS 0 stops you from shooting, even [[derp|when shooting a weapon that does not use BS]], such as a template weapon. ***Similarly, '''Hyperaction Protocols''' can change the entire course of melee but at the expense of almost everything but melee (although your entire army is BS 4, so at least you can still shoot unless under a stacking debuff, and snap-shots aren't any less accurate while it is up). Also, remember how sequencing works; on your opponents' turn they will choose the order of debuffs, and so will choose yours last if applying debuffs that have a minimum of 1 to stack, so if they brought a BS debuff to the party, they absolutely can get your BS down to 0, which will turn off Overwatch, whereas on your turn, you can apply yours first, and still operate at BS 1. The same applies to WS, which is often more important on your opponents' turn than on your own. ****Unless your opponent is dropping your stats already the -2 isn't going to take you down to WS0 or BS0, it's still important to use Imperatives when they're most appropriate though. ***Each '''Doctrina Imperative''' can only be used once during the game. This means that you can use Binharic Omniscience on the first turn, Gundrill Symbiosis on the second, Mindslate Secutor on the third, and so on. Keep that in mind and you can find yourself easily dominating the table as you tear chunks out of your enemy when they are playing the ranged game, then tear chunks out of him when your lines close. Do note that you don't have to use an imperative every turn and you probably won't need to either.
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