| 11 | Shroudpsalm Advance. Shroudpsalm Advance. Play at the start of a round. Until the start of the next round, every friendly Skitarii fighter that makes a Move, Advance or Charge action this round counts as being in partial cover until its next activation. The static-shroud rolls forward with the line, and the maniple advances behind its own murk. | Start of round |
| 12 | Bulwark Imperative. Bulwark Imperative. Play in your turn. Choose one friendly Skitarii fighter; for the rest of this round it adopts the Bulwark Doctrina, gaining +1 to its ranged Hit rolls and suffering −1 to its melee Hit rolls, whatever Canticle or doctrine it was under before. The order comes down and the fighter locks onto the ranged-precise cant. | your turn |
| 13 | Conqueror Imperative. Conqueror Imperative. Play in your turn. Choose one friendly Skitarii fighter; for the rest of this round it adopts the Conqueror Doctrina, gaining +1" to its Move and +1 Attack in the melee and suffering −1 to its ranged Hit rolls, whatever it was under before. The line switches to the aggressive cant and drives forward. | your turn |
| 14 | Calculated Volley. Calculated Volley. Play in your turn, when a friendly Skitarii fighter makes an Aim action. For its ensuing ranged attack this round, it re-rolls all of its failed Hit rolls — the shot worked out to a certainty before the trigger is pulled. | your turn |
| 15 | Doctrina Stack. Doctrina Stack. Play in your turn. Choose one friendly Skitarii fighter; for the rest of this round it takes the benefit of both Doctrinas at once — +1 to its ranged Hit rolls and +1 Attack in the melee — but it may not make an Aim action this round, the cortex too busy holding two cants at once to steady the shot. | your turn |
| 16 | Benediction Echo. Benediction Echo. Play in your turn, before a friendly Skitarii fighter makes a ranged attack. For that attack it re-rolls its failed Hit rolls of 1 — the Benediction of the Omnissiah carried a heartbeat past the priest's voice and settled the fighter's aim. | your turn |
| 21 | Rad Saturation. Rad-Saturation. Play in your turn. Choose one friendly Skitarii fighter carrying a weapon with the Rad trait; for the rest of this round, that weapon's Rad trait triggers on a Hit roll of 5 or 6 rather than only a 6. The air around the target thickens with radioactive decay. | your turn |
| 22 | Marksman Lane. Marksman's Lane. Play in your turn, before a friendly Skitarii Marksman makes a ranged attack. For that attack it ignores the −1 to-hit penalty for firing at Long range, and if it did not move this round it may add 6" to the weapon's Long range. The whole board becomes one clear shooting lane. | your turn |
| 23 | Infiltrating Cell. Infiltrating Cell. Play before the battle, after both gangs have deployed. Remove up to two friendly Sicarians from the board and set them up again anywhere on the battlefield more than 6" from any enemy fighter, using hidden setup where the mission allows it. The cell was never where the enemy thought it was. | Pre-battle |
| 24 | Transonic Edge. Transonic Edge. Play in your turn. Choose one friendly fighter carrying a transonic weapon; for the rest of the battle, that weapon gains an additional −1 to its AP. Its edge is driven to full oscillation early, shearing armour it would otherwise have to wear down. | your turn |
| 25 | Galvanic Actuators. Galvanic Actuators. Play in your turn. Choose one friendly Skitarii fighter; for the rest of this round it counts as fitted with galvanic actuators. If it is under the Bulwark Doctrina it re-rolls a failed ranged Hit; if under Conqueror it adds a further 1" to its Move. The limb-augments overclock and the doctrine bites harder. | your turn |
| 26 | Sydonian Charge. Sydonian Charge. Play in your turn, when a friendly Sydonian Dragoon makes a Charge action. It re-rolls its charge distance, and if it reaches an enemy it makes one bonus attack with its taser lance in the ensuing melee. The walker breaks into a full stride and runs its target down. | your turn |
| 31 | Target Augury. Target Augury. Play in your turn. Choose one enemy fighter within line of sight of a friendly Skitarii; until the start of your next turn, that enemy cannot benefit from cover against friendly Skitarii ranged attacks. The augurs have painted it, and there is nowhere on the field it is not seen. | your turn |
| 32 | Serberys Sweep. Serberys Sweep. Play in your turn, when a friendly Serberys makes a Move action (but not a Run). After the move is complete, it may immediately make a single ranged attack with a carbine or pistol as a free action. The outrider fires across its own gallop and is gone before the answer comes. | your turn |
| 33 | Pteraxii Drop. Pteraxii Drop. Play before the battle, after both gangs have deployed. Set up to two friendly Pteraxii in reserve instead of on the battlefield. At the start of any round you choose, they descend, deploying anywhere on the battlefield more than 6" from an enemy fighter. The sky opens and the skirmishers fall on the flank. | Pre-battle |
| 34 | Disciplined Retreat. Disciplined Retreat. Play as a Reaction when a friendly Skitarii fighter is declared the target of a Charge action, before the charge is resolved. That fighter immediately makes a free Move of up to 3" directly away from the charging enemy. The line gives ground in perfect order rather than be pinned at arm's reach. | Reaction |
| 35 | Remorseless Fist. Remorseless Fist. Play in your turn. Choose one friendly Skitarii fighter under the Conqueror Doctrina; for the rest of this round it adds 1 to the Damage of its successful melee attacks. The Chant of the Remorseless Fist drives the line's blows home with machine-certainty. | your turn |
| 36 | Static Shroud. Static Shroud. Play in your turn. Choose one friendly Skitarii fighter that has not moved this round; until the start of your next turn it counts as being in full cover. The incense-shroud settles thick around a static firing position and hides the marksman within it. | your turn |
| 41 | Layered Fire. Layered Fire. Play in your turn. Choose one enemy fighter; for the rest of this round, the second and each subsequent friendly Skitarii ranged attack made against that enemy re-rolls its failed Hit rolls of 1. Fire is layered on fire until the target has no gap to survive in. | your turn |
| 42 | Cold Calculation. Cold Calculation. Play in your turn. Choose one friendly Skitarii fighter that has suffered one or more Flesh Wounds; until the start of your next turn it ignores the to-hit penalty from its Flesh Wounds. The cyborg's pain-response is cut out and it calculates cleanly around the damage. | your turn |
| 43 | Marshals Command. Marshal's Command. Play at the start of a round in which a friendly Skitarii Marshal is on the battlefield. For that round, the Marshal projects its chosen Doctrina Imperative to friendly Skitarii within 12" rather than 6". A single order carries across the whole line. | Start of round |
| 44 | Phosphor Blaze. Phosphor Blaze. Play in your turn, when a friendly Skitarii fighter hits an enemy with a phosphor weapon. Until the start of your next turn, that enemy and any enemy fighter within 2" of it cannot benefit from cover, and any of them using hidden setup are revealed. The blaze lights them for the whole line to see. | your turn |
| 45 | Predictive Volley. Predictive Volley. Play as a Reaction when an enemy fighter makes a Move action within line of sight of a friendly Skitarii that is Standing and Active and has not yet activated this round. That Skitarii immediately makes a single free ranged attack against the moving enemy — the shot the maniple had already worked out it would take. | Reaction |
| 46 | Arc Lance. Arc Lance. Play in your turn. Choose one friendly fighter carrying an arc or taser weapon; for the rest of this round, that weapon re-rolls its failed Wound rolls against constructs, vehicles and Brutes. The current earths itself in armour and machine and burns through both. | your turn |
| 51 | Vanguard Rad. Vanguard Rad. Play before the battle. Choose one friendly Skitarii Vanguard; for the whole battle, its radium weapon triggers the Rad trait on a Hit roll of 5 or 6 rather than only a 6. Its magazine is packed with unstable rad-cores, and the fighter cares nothing for what they do to its own lungs. | Pre-battle |
| 52 | Skitarii Discipline. Skitarii Discipline. Play in your turn. Choose one friendly Skitarii fighter; the next time it would be required to make a Nerve test or a Cool check this round, it passes automatically. The maniple's conditioning overrides fear and hesitation alike. | your turn |
| 53 | Flank And Fire. Flank and Fire. Play in your turn, before a friendly Skitarii fighter makes a ranged attack against an enemy that is within 3" of another friendly fighter. For that attack, the shooting fighter adds 1 to its Hit rolls. Caught in the crossfire, the target has no clean way to turn. | your turn |
| 54 | Augur Scan. Augur Scan. Play at the start of a round. Until the start of the next round, enemy fighters cannot use hidden setup within 12" of any friendly Skitarii, and any enemy already hidden within that range is revealed. The maniple's augurs sweep the field and strip the shadows away. | Start of round |
| 55 | Sicarian Ambush. Sicarian Ambush. Play as a Reaction when a hidden friendly Sicarian is revealed to make its first attack. For that attack it adds 1 to its Hit rolls and 1 to its Damage against the target. The infiltrator arrives behind the line exactly where it meant to, and the first blow is the worst. | Reaction |
| 56 | Measured Advance. Measured Advance. Play in your turn. Choose one friendly Skitarii fighter; this round it does not suffer the −1 to-hit penalty for making a ranged attack after an Advance action. The fighter moves and fires as one unhurried motion, never breaking the discipline of its aim. | your turn |
| 61 | Relentless Precision. Relentless Precision. Play in your turn, after a friendly Skitarii fighter has made a ranged attack. That fighter immediately makes one additional ranged attack as a free action, at −1 to its Hit rolls. The maniple does not stop firing until the target is down. | your turn |
| 62 | Doctrina Mastery. Doctrina Mastery. Play at the start of a round. Choose one friendly Skitarii fighter; for that round it suffers no penalty from its chosen Doctrina Imperative, keeping the plus of its stance and paying none of its minus. For one round the fighter has perfected both cants at once. | Start of round |
| 63 | Kill Bracket. Kill-Bracket. Play in your turn. Choose one enemy fighter; if it is hit by two or more friendly Skitarii ranged attacks this round, it is immediately Pinned and cannot remove the Pinned condition until the start of your next turn. Bracketed by converging fire, it is nailed to the ground the maniple chose for it. | your turn |
| 64 | Shielded Line. Shielded Line. Play as a Reaction when a friendly Skitarii fighter within 3" of another friendly Skitarii would suffer a Wound from a ranged attack. Roll a D6; on a 4+ the Damage of that attack is reduced by 1, to a minimum of 1. The line closes ranks and takes the shot on its shared front. | Reaction |
| 65 | Rapid Redeploy. Rapid Redeploy. Play in your turn. Choose one friendly Skitarii fighter that has not activated this round; it immediately makes a free Move action of up to its full Movement. The line shifts its firing position before the enemy can bring anything to bear on it. | your turn |
| 66 | The Maniple Calculates. The Maniple Calculates. Play in your turn. Until the start of your next turn, every friendly Skitarii fighter re-rolls its failed ranged Hit rolls of 1, and one friendly Skitarii of your choice re-rolls all of its failed ranged Hit rolls for its next attack. For a moment the whole maniple fires to a single solved equation, and the enemy simply falls where it was calculated to. | your turn |