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Discussion Starter · #1 ·
Is there currently an official published Skitarii army list out there?

If not, I thought it might be fun if we worked together the make one. Unfortunately I don't know even close to enough about them to try and do it alone, but it might be a fun project if enough of us are feeling ambitious/bored.

What do you guys think?
 

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There's nothing official (not even Forge World, which is odd). Most people use either Carapace Guard (with the full allowance of tech priests) or a SM list led by Master of the Forge with scouts as skiitari.

I currently have a 1500 point tech guard force using the SM codex which looks like this:

HQ - Master of the Forge with Thunder hammer on bike (165)
E - Techmarine w. 2 Gun servitors (160)
E - Techmarine w. 2 Gun Servitors (160)
T - 10 Scouts (165)
T - 10 Scouts (165)
T - 5 Scouts (85)
FA - 5 Scout Bikers (140)
FA - Land Speeder Storm (60)
HS - Thunderfire Cannon (100)
HS - Thunderfire Cannon (100)
HS - Vindicator w. Sergeant Chronus (200)
 

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Try tempus fugitives website, there have un-offical codex, and one happens to be AD MECH, very gd and balanced

Mark
 

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From the fluff I have read, these guys are changed. Increased strength, speed, reflexes, and adrenal. So, using scouts is a good idea. However, these guys fight at the feet of titans. I think a fearless rule and maybe a counter-attack rule due to the adrenal and emotional modifications they undergo? Maybe increase point cost by 1 per model or something.

In the 40K books that I have read with them, there seem to be physical modifications. However, in the 30K book, mechanicus, they seem to have internal modifications, but still look human. Could present some interesting conversion if you want as well.
 

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Maybe we should start another homebrew codex ourselves, right here on the forum? It might be really fun! Especially with all the new and unique units the AdMech is BOUND to have!
 

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Maybe we should start another homebrew codex ourselves, right here on the forum? It might be really fun! Especially with all the new and unique units the AdMech is BOUND to have!
I second this.
 

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Having read Mechanicum, a unit I think would be really cool would be the mini titans, the knights.

Not sure on stats and what not, my book is on the other side of the pacific right now, but I think something like an ironclad dreadnought with an invulnerable save due to its kind of void shields. Fast movement, so a fleet like ability and high CC with a force weapon like attack.

This is just what seems to come out of the fluff if my memory is correct. Maybe overpowered with the above, but if this gets put together, I think this unit should be put in. It made me want to play a mechanicum army.
 

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Don't think those fit at all. For starters, they're Titans. Mini-titans, sure, but still titans. They're super-super-heavy. If IG doesn't have Baneblades in standard 40k, neither should the Skitarii get the Knights. There's a lot more we could do with them.

OK, brainstorm time!


Universal Rules!

Superior Craftsmanship
Skitarii have access to masterwork equipment. This unit can enhance all their weapons with the Master-crafted upgrade.

Adept
All Skitarii have had at least some insight into the rites of machine operation, but only the Adepts truly know how to execute the rites and work with the Machine Spirits. A unit with the Adept USR may operate emplacements and similar units.

Aid
If a Genetor is in base contact with a wounded unit during the Shooting phase, he can attempt to heal it instead of firing. Roll a D6 and add the the following modifiers:
Each Gene-Servitor with a Narthecium/Reductor in the unit: +1
The Genetor has a Narthecium/Reductor: +1
If the result is 5 or more, a wound is removed from the model, and the unit gains Feel No Pain until it's next turn. The Genetor cannot heal if gone to ground or falling back.

Bastion
The equipment available to the Skitarii superior in quality, and is manned by highly trained personnel. This rule replaces the Artillery unit type. Bastion units are not automatically destroyed on a glancing or penetrating hit, and they may even be recrewed by suitable troops.

Lumbering Giant
Half way between a Terminator and a full size Dreadnought, Lumbering Giants are likely the most massive infantry in the field. Units with the Lumbering Giant special rule may fire Heavy weapons as if they were vehicles.


Wargear!

Bio-Needler Pistol
18" range, S1, AP5, Assault 1, Poisoned 2+

Cybermount
Gives a unit the Move Through Cover and Fleet Universal Special Rules.

Forgeheart Armour
This Terminator Armour is much larger and thicker than normal Tactical Dreadnought suits. It gives the wearer a 3+ Invulnerable save, and the Lumbering Giant special rule.


HQ options!

Magos Genetor
180 pts
WS5 BS3 S5 T5 W4 I3 A4 LD10 S4+
Wargear: Carpace Armour, Servo-Arm, Servo-Harness, Bio-Needler Pistol, Narthecium/Reductor.
May take Power Armour for 15 pts, Power Weapon for 15 points, replace Bio-Needler Pistol with a Plasma Pistol for 15 points, Bolt Pistol for free, Flamer for 5 points, replace the Servo-Arm with a Flamer for 10 points or a Meltagun for 15 points, replace the Narthecium/Reductor with a Flamer for 10 points or a Meltagun for 15 points. All of the Magos' weapons may be Master-Crafted for 15 points.
Fearless, Feel No Pain, Superior Craftsmanship, Independent Character, Aid
The Magos Genetor unlocks Genetic Augmentation for most infantry units.
The Magos Genetor may be accompanied by up to 5 Gene-Servitors.

Gene-Servitor
10 pts
WS3 BS3 S3 T3 W1 I3 A1 LD8 S4+
Wargear: Narthecium/Reductor
Mindlock
May replace the Narthecium/Reductor for a Flamer for 10 points


Magos Cybernetica
190 pts
WS4 BS5 S4 T4 W2 I3 A2 LD10 S3+
Wargear: Power Armour, Servo-Arm, Servo-Harness, Bolt Pistol.
May take Artificer Armour for 15 pts, Power Weapon for 15 points, replace Bolt Pistol with a Plasma Pistol for 15 points, Storm Bolter for 10 points, Combi-flamer, -melta or -plasma for 10 points, Flamer for 5 points, replace the Servo-Arm with a Storm Bolter for 10 points or a Meltagun for 15 points or a Plasma Gun for 20 points, replace the Servo-Harness with a Storm Bolter for 10 points or a Meltagun for 15 points or a Plasma Gun for 20 points. May be upgraded with a Cybermount for 35 points. All of the Magos' weapons may be Master-Crafted for 15 points.
Superior Craftsmanship, Independent Character, Blessings of the Omnissiah
The Magos Cybernetica unlocks Gun Servitor Squads as a Troop choice.
May be accompanied by up to 5 Gun Servitors.

Gun Servitor
25 pts
WS3 BS3 S3 T3 W1 I3 A1 LD8 S4+
Wargear: Heavy Bolter
Mindlock
May replace the Heavy Bolter with an Autocannon for free, Missile Launcher for 5 points, Lascannon for 10 points, Multi-melta for 10 points or Plasma Cannon for 20 points.


Magos Metallurgicus
200 pts
WS4 BS5 S4 T4 W2 I3 A2 LD9 S2+
Wargear: Terminator Armour, Storm Bolter, Power Weapon, Melta-bombs, Servo-Arm.
May take a Thunder Hammer for 15 points, replace Storm Bolter with a Missile Launcher for 15 points, Multimelta for 20 points, Plasma Cannon for 25 points, Assault Cannon for 30 points. May replace his Servo-Arm with a Cyclone Missile Launcher. May upgrade his Terminator Armour with Forgeheart Armour for 60 points. All of the Magos' weapons may be Master-Crafted for 15 points.
Superior Craftsmanship, Independent Character, Blessings of the Omnissiah
The Magos Metallurgicus grants all vehicles in the army Extra Armour upgrade for free.


Troops!

Gun Servitor Squad
75 pts
3-6 Gun Servitors

WORK IN PROGRESS!!!
 

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Not sure I agree. They are not really a titan. If I remember correctly, they are only a few meters tall. They don't actually have void shields. They have a non-recharging shield. They could be priced like a land raider, or if we feel nasty, a swarmlord with entourage, and occupy an hq slot.

That in and of itself could be interesting in that it would be the only vehicle hq that I know of...
 

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Discussion Starter · #11 · (Edited)
Hmmm... as long as the Knight was 0-1, an HQ and expensive as heck, then maybe.... I really like those Magos HQs though. :)

I did a bit of digging around on Lexicanum, found a few things that might be helpful:

Ranks of the Adeptus Mechanicus

* Fabricator-General
* The Ruling Priesthood (Techpriests):
o Magos
o Logis
o Genetor
o Artisan
* The Ordinary Priesthood (Techpriests):
o Electro-priest
o Enginseer
o Rune Priest
o Transmechanic
o Lexmechanic
* Servitor

* Secutor

Divisions of the Skitarii

* Hyspasists (infantry)
* Sagitarii (heavy weapons)
* Balisteria (artillery, vehicular)
* Cataphractii (armored vehicles)
* Praetorians (Obliterator-like Servitors)
* Tribunes (officers)

Legio Cybernetica Robot Types

* Crusader (light, agile, anti-personnel)
* Colossus (siege)
* Cataphract (multi-purpose)
* Castellan (siege and anti-tank)
* Conquerer (assault and anti-tank).


Here's an idea I had after reading your Magos Cybernetica. What if there was a base Skitarii guardsman-like troop, but also a troop choice only available if you have the appropriate Magos HQ? Not only would it help to make AdMech armies very different from each other, but it would also help to limit Knights as HQ options while still keeping them available--after all, if you use a Knight as your only HQ, you only have one Troop option.


I also came up with a few special rules as well:

Emotionless: Many Tech-Guard soldiers have undergone emotional-suppression surgery in order to be more disciplined in battle. This makes them feel no fear, but also no aggression. Models with this special rule are Fearless, but do not recieve the usual +1 Attack for assaulting. (this would be an upgrade option for everything in the army that's actually Skitarii, i.e. not tech-priests or robots)



-Bionics-
The soldiers of the Skitarii more often than not have at least some level of bionic augmentation. This will be listed as "Bionics #" with the number representing the level of augmentation. These levels are cumulative, for example a model with "Bionics 3" would have the benefits of level 1, 2 and 3.

Some of the basic troops, probably with Guardsman stats, would maybe be at Bionics 1, upgradable to 2 at a fairly low cost. Anything beyond that would be Elite, Heavy, Fast or HQ.

Level 1:
At this stage, a soldier may have some small mechanical body parts or organs that are far more durable than the original biological part. The model recieves a 6+ Invulnerable save. They also recieve +1 to their Toughness, similar to how the bonus from bikes work (so the model is still treated as its base value for calculating Instant Death.)

Level 2:
The soldier recieves sensory augmentation in addition to its bodily enhancements. This model has Acute Senses, and treats all its ranged weaponry as twin-linked.

Level 3:
With further bodily enhancements, this model's armor save increases to 3+, and it recieves a shoulder-mounted gun controlled by a Mind Impulse Unit. This gun is fired in addition to the model's normal weaponry, does not count against the number of ranged attacks it may normally make, does not benefit from Bionics 2's twin-linking bonus, and the model may assault after firing a Rapid Fire weapon. By default this weapon is a lasgun, but if they have any options for replacing their standard weaponry with alternative ranged weapons, any of those may replace this lasgun instead.

Level 4:
After even more enhancements to its muscles and bones, this model's invulnerable save increases to 5+, and it recieves a +1 bonus to Strength that is added after any multipliers (such as power fists) are applied. In addition, it recieves upgraded sensory implants that allow it to, once at the beginning of your turn, measure the distance from this model to a single enemy or terrain feature. You are not required to fire or assault this enemy if they are the target of this measurement.

Level 5:
Now much more machine than man, this model is now equiped with a basic self-repair system that, while not perfect, can sometimes return the soldier to a partially functioning state. They recieve the We'll Be Back rule as if they were a Necron, although after they return for the first time they treat open ground and roads as difficult terrain. If part of a unit, they will not leave their comrad behind, and are all subject to the associated movement penalty.
 

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+rep

well done.

i will take a look at that later if i have time to see if i can come up with a suitable knight that balances. one thing though and i will double check this, but i am pretty sure that while the tech guard are emotionally suppressed, the skitarii are hyper aggressive. they may also have the no fear thing, but they are by no means emotionless killers. at least in the two books books where they are written about are concerned.
 

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Took a look. I am full of crap. Guess I misunderstood what I was reading when I read the books. Tech guard = skitarii... :hang1:
 

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Discussion Starter · #14 · (Edited)
Thank you!

Hmmm... so some of them are hyper aggressive? Hmm... maybe they should have another option to give them Rage and/or Furious Charge, but be unable to be both Emotionless and Aggressive?

What do people know about the Legio Cybernetica? I haven't been able to find out much beyond what Lexicanum has, so if anyone knows more about it than what's on there, maybe we could use these robots to add more to our codex?
 

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Sorry about the spam, but I don't want to edit, just in case it is missed.

Elite

Knight (Fast Walker) model size close to that of a trygon 145pts

WS 4 BS 4 S6 I4 A3 Armor Front: 13 Side: 12 Back:12

Can choose to take a Vulcan Mega-Bolter or Vulcan Cannon: Due to the size of the knight, it gets one shot a game. I don't have the apocolypse book, but it will work similar to that or modified to suit the scale of the game. (+30pts)

Unchargable Void Shields: All glancing or penetrating hits to the knight are rerolled

Plasma Sword: A CC weapon that the knight uses. Ignores armor. When used against a vehicle, it counts as a strength 10 lance. This is due to the Knights technical ability to target vital systems due to knowledge gain after years around machines.

Fast walker: Due to the mobility of the Knight, it can move 12" a turn rather than the normal 6" of a walker.

Fleet Universal Rule

I think this may balance. Thoughts?
 

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If you do make this make sure you keep the Skitarii at Strength/Toughness 3- they're not that heavily augmented and they're certainly no where near Astartes in strength or fortitude.

May I suggest a Punisher Cannon, possibly twin-linked, in place of the Vulcan Mega Bolter? The Mega Bolter seems more suited to a Walker that's vastly larger or a tank that isn't intended to be relatively graceful and speedy, whereas the Punisher is much smaller but still has the furious fire rate that you might be looking for.
 

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Hmmm... so some of them are hyper aggressive? Hmm... maybe they should have another option to give them Rage and/or Furious Charge, but be unable to be both Emotionless and Aggressive?

What do people know about the Legio Cybernetica? I haven't been able to find out much beyond what Lexicanum has, so if anyone knows more about it than what's on there, maybe we could use these robots to add more to our codex?
Isn't there a law or taboo against AI due to wars in the 20Ks? In there Heresy book, Mechanicum, there is an AI robot and it is a bit shocking. Machine spirit and AI are different or implied different.

So, unless there is a techpriest nearby, why not make them tactically stupid. Has to shoot at the closest target or something or will continue to follow last order until it can't and then shuts down. The higher the level of techpriest, the more orders that may be given per turn.

So, you have tough as nails robots, but without a command structure, almost useless.

I think having a list of USR for the skitarii is a good idea. I think that as individually crafted troops, they would have access to different upgrades. I would give each USR an individual cost, but not make them exclusive. Emotionless, but has huge surges of adrenal in at the sight of the enemy. (Fearless/Rage or Fearless/Furious Charge) You can have it all, but you will pay through the teeth for it. Just as if you were the techpriest making them in the first place.
 

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If you do make this make sure you keep the Skitarii at Strength/Toughness 3- they're not that heavily augmented and they're certainly no where near Astartes in strength or fortitude.

May I suggest a Punisher Cannon, possibly twin-linked, in place of the Vulcan Mega Bolter? The Mega Bolter seems more suited to a Walker that's vastly larger or a tank that isn't intended to be relatively graceful and speedy, whereas the Punisher is much smaller but still has the furious fire rate that you might be looking for.
I just added that due to the Lexicanum, but could you give me an idea or the name of the source book for the punisher cannon? It could be a good compromise.
 

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I was gonna give them Fearless as one of the gene-upgrade thingies, and the Elite troops could also get Furious Charge as well. Basically, Troop infantry could have one gene-treatment, Elite infantry could have two. OK, here's an example...


Wargear!

Skitarii Lasgun
The greatly improved Skitarii Lasgun offers much greater range, and packs a bigger punch.
36" range, S3, AP6, Rapid Fire (18" instead of 12")

Skitarii Laspistol
The greatly improved Skitarii Laspistol offers much greater range, and packs a bigger punch.
18" range, S3, AP6, Assault 1

Skitarii Plasma Gun
The Skitarii version of the Plasma Gun is equipped with a recently discovered laser cooling system. In the event of a Gets Hot!, the affected model's save is improved by 1. It is otherwise functionally identical to the Plasma Gun.

Skitarii Plasma Pistol
The Skitarii version of the Plasma Gun is equipped with a recently discovered laser cooling system. In the event of a Gets Hot!, the affected model's save is improved by 1. It is otherwise functionally identical to the Plasma Pistol.

Melta Charge
Small, compact, incomprehensibly powerful.
6" range, S10, AP2, Assault 1, Blast, One Shot


Troops!

Hyspasist Squad
120 pts
Hyspasist Trooper WS3 BS4 S3 T3 W1 I3 A1 LD8 S4+
Hyspasist Tribune WS3 BS4 S3 T3 W1 I3 A2 LD9 S4+
Techpriest Genetor WS3 BS3 S3 T3 W1 I3 A2 LD8 S4+
1 Hyspasist Tribune, 9 Hyspasist Troopers
Wargear: Carpace Armour, Skitarii Lasgun (Hyspasist Troopers only), Skitarii Laspistol (Hyspasist Tribune only), Bio-Needler Pistol (Techpriest Genetor only), Narthecium/Reductor (Techpriest Genetor only), Close Combat Weapon, Frag, Krak and Melta grenades.
Tribune may replace his CCW with a Power Weapon for 15 points, replace Skitarii Laspistol with a Skitarii Plasma Pistol for 15 points, Bolt Pistol for free, and may carry a Melta Charge for 20 points. The Techpriest Genetor may replace the Narthecium/Reductor with a Flamer for 5 points, Meltagun for 10 points, Skitarii Plasma Gun for 15 points, and may replace his CCW with a Power Weapon for 15 points. Up to five Hyspasist Troopers may exchange their Skitarii Lasguns for a Flamer for 5 points, Meltagun for 10 points, Skitarii Plasma Gun for 15 points. All of the Squad's weapons may be Master-Crafted for 15 points per model. The squad may be joined by a Techpriest Genetor for 45 points.
Infantry, Adept (Hyspasist Tribune only), Feel No Pain (from Techpriest Genetor), Superior Craftsmanship
If a Magos Genetor is present, the Hyspasist Squad may be upgraded with one Genetic Augmentation from the following list: Emotional-suppression surgery, giving them Fearless for 20 points; Alacritous Movement augmentation, giving them Fleet for 20 points; Aggression Control Node, fiving them Furious Charge for 20 points, Tapetum Lucidum, giving them Acute Senses for 10 points or Genecoded Indoctrination, giving them Stubborn for 10 points.
 
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