Foolish 40k Ideas Number One – Servo Skulls

Skeletons. And Fire. And skeletons on fire.

If your Imperial Guard force includes an Techpriest Enginseer you may take up to three Servo Skulls at a cost of 30 points each.

Servo Skull 4 3 4 1 5 1

A Servo Skull moves as an independent model with a movement of 12″, following the skimmer rules. It may move in and out of cover without penalty and has the Scouts special rule. Servo Skulls count as HQ units and may not claim objectives. They may not join up with other units.

A Servo Skull carries no weapons and cannot fire or assault. It never has to take leadership checks, and in any circumstance where a leadership check would be required is assumed to have automatically passed.

If attacked in an assault a Servo Skull fights as normal, but any wounds it inflicts are ignored apart from for purposes of combat resolution. If victorious in a combat it may disengage and move up to 6″ in any direction at the end of the assault phase.

A Servo Skull is so delicate that it has no Armour Save, and can never receive one. However its small size and high speed grant it a permanent 5+ Cover Save, even when completely in the open.

Destroying a Servo Skull scores no victory points, however if all Techpriests in the force are removed as a casualties, all Servo Skulls are also removed. If all Techpriests are in reserve, all Servo Skulls must also be in reserve.

If a scattering weapon is targeted at a point within 6″ of a friendly Servo Skull, it rolls one less die for scatter. Being in range of multiple Servo Skulls has no additional effect.

So, that will either add some interesting strategic choices to the game, or break it entirely. Have fun kids! 🙂

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