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!
The Knight could be split into two types, one mobile, one heavily armed. They could also be unlocked by Magos Technicus. Reading the fluff, it seems that Skitarii forces vary GREATLY based on their respective Magos, and I really like the Magos-unlocks-stuff detail that can make this happen easily.Elite
Knight (Fast Walker) model size close to that of a trygon 145pts
Might be a little bit on the cheap side. This depends on my next point, an integrated weapon...
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)
The Baron's suggestion is great, Punisher is just right for this but it should be the default weapon, for free. It should have a few more weapon options too. To continue with the theme and simplify the balancing process, I think it could have the various high-tech Leman Russ main cannon options, like the Executioner, Eradicator Nova and Vanquisher cannons.
Unchargable Void Shields: All glancing or penetrating hits to the knight are rerolled
I would rework this into: Ignores all glancing hits until depleted. Ignores the first penetrating hit, after which it is depleted. The Knight will definitely be a priority target, and this is to make it survive that first turn.
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
Move Through Cover as well, and the ability to reroll difficult terrain tests. Or give that to the more mobile version...
I think this may balance. Thoughts?
That could make it too complex, and might lock away some combinations that make certain armies work. It's too early to tell, we should get back to this later.Why don't we combine this with the USR idea lokis had?
We have the different Magos types, with a menu of upgrades for each of them that can be applied to any model with the "Skitarii" special rule. If your Hyspasist Squad is lead by a Tech-Priest of that type, that unit may select from those upgrades. If one of your Magos HQs is of that type, any model with "Skitarii" may take any of those upgrades, in addition to the types available from the Tech-Priest assigned to them. If both the Magos and the Tech-Priest are the same type, one of the upgrades of your choice is free.
Please leave a comment regarding anything at all.The Last Few Pages said:Universal Special Rules
Skitarii have access to masterwork equipment. This unit can enhance all their weapons with the Master-crafted upgrade.
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.
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.
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.
The unit has an arsenal of weaponry at it's disposal, but may only use one ranged weapon in each Shooting phase.
A unit with Servitors must test for mindlock at the start of each friendly turn. Roll a D6 for each unit of Servitors. If the result is a 4, 5 or 6 the test is passed and the unit can function normally for the remainder of the turn. If the result is a 1, 2 or 3, the Servitors have succumbed to mindlock - the Servitors in the unit may not move, shoot or assault that turn (though they will fight normally in close combat if already engaged). If a Rune Adept is part of the Servitor unit at the start of the turn, the mindlock is instead passed at 3, 4, 5 or 6. If a Rune Prist or a Magos is part of the Servitor unit at the start of the turn, the mindlock is passed automatically
The huge titans stand above entire armies, and have clear sight to most of the enemy host. Even standard weaponry behaves differently when coupled with the miniature star that powers a titan. The unit's main ranged weapon has twice the normal range. Hull mounted weapons are unaffected.
An enormous vehicle is rarely bothered by little things in the way, such as rubble. A unit with this rule may reroll any dangerous terrain tests, and also has the Move Through Cover rule as well.
Make My Own Road
Titans usually devastate the terrain they traverse, but certain light titans may use their powerful legs for a specific boon. A unit with this rule treats all non-dangerous terrain as a road.
18" range, S1, AP5, Assault 1, Poisoned 2+
A four-legged cybernetic replacement of the lower limbs may greatly increase a unit's mobility. Gives a unit the Move Through Cover and Fleet Universal Special Rules.
This Terminator Armour is much larger and thicker than normal Tactical Dreadnought suits. It gives the wearer a 3+ Invulnerable save.
The greatly improved Skitarii Lasgun offers much greater range, and packs a bigger punch.
36" range, S3, AP6, Rapid Fire (18" instead of 12")
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.
Small, compact, incomprehensibly powerful.
6" range, S10, AP2, Assault 1, Blast, One Shot
Functionally identical to other Combi-Weapons, but the main component is a Skitarii Lasgun.
The tri-cyclic Skitarii Lascannon may punch through the thoughest armours with surprising ease.
48" range, S9, AP1, Heavy 1
Multi-spectral coating lowers the effect of atmospherics on the laser bloom, increasing the range of the weapon.
48" range, S6, AP6, Heavy 3
Skitarii Plasma Cannon
The Skitarii version of the Plasma Cannon is equipped with a recently discovered laser cooling system. In the event of a Gets Hot!, the Adept attempts a save to shut down the weapon and avoid the overheat. For this purpose, the Adept's save is improved by 1. It is otherwise functionally identical to the Plasma Cannon.
Functionally identical to a camo cloak, but of much greater quality. Gives the Stealth USR.
Single-use weapon system fitted to some Skitarii vehicles. A Hailstorm Missile is a krak missile with unlimited range that can only be fired once per game. They are fired at BS4, and are treated as an additional weapon. The missile attack type is top-attack, and will always affect the side armor.
An area denial artillery weapon with impressive target saturation abilities.
12-48" range, S5, AP5, Heavy 4, Barrage, Blast
Melta Shell Launcher
A hybrid cannon-missile launcher, capable of firing the incredibly complex Melta Shell.
12-48" range, S8, AP1, Heavy 1, Melta, Blast
This massive artillery piece fires six-tonne Shattersky shells. The shells are equipped with grav-chutes, and are primed to detonate in the air in a two-stage explosion. At first, a small blast takes place that splits the weapon apart. Two seconds later, the main charge detonates in a massive shockwave and fireball that obliterates everything in it's path and makes a mockery of cover or defenses. Cover saves may not be taken against the Shattersky Artillery attack.
24-96" range, S8, AP2, Ordnance Barrage 1, Large Blast
Unchargable Void Shield
A much smaller version of the Void Shield found on some titans and most starships. A unit equipped with an Unchargable Void Shield ignores all glancing hits until the shield is depleted. It also ignores the first penetrating hit, after which the shield is depleted.
A potent weapon mounted on smaller titans, the Plasma Sword strikes hard and cuts through any armor. Power Fist, Lance
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.
WS3 BS3 S3 T3 W1 I3 A1 LD8 S4+
May replace the Narthecium/Reductor for a Flamer for 10 points
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 20 points, Threaded Cybermount for 20 points, or Assault Cybermount for 40 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 Skitarii Servitor Squads as a Troop choice.
May be accompanied by up to 5 Skitarii Servitors of either type for 25 points each.
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 30 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.
WS4 BS5 S5 T5 W4 I3 A2 LD9 S2+*
Wargear: Ordinatus Seat, Two Dreadnought Close Combat Weapons, Skitarii Multi-Laser
May replace the hull-mounted Skitarii Multi-Laser with a Heavy Flamer for free. May replace the left Dreadnought Close Combat Weapon with a Thudd Launcher for 35 points. May replace the right Dreadnought Close Combat Weapon with a Melta Shell Launcher for 35 points. All of the Magos' weapons may be Master-Crafted for 15 points.
Selective Fire, Superior Craftsmanship, Relentless, Move Through Cover
The Magos Ordinatus grants all units within 12" the ability to reroll scatter dice.
The Ordinatus Seat is a vehicle similar to the Throne of Judgement. It is an open-topped walker based on a Dreadnought, and is equally large. The save it provides is Invulnerable.
Skitarii Servitor Squad
Skitarii Gun Servitor WS3 BS3 S3 T3 W1 I3 A1 LD8 S4+
Skitarii Combat Servitor WS3 BS3 S3 T3 W1 I3 A1 LD8 S4+
Rune Adept WS3 BS3 S3 T3 W1 I3 A1 LD8 S4+
Rune Priest WS3 BS3 S3 T3 W1 I3 A1 LD8 S4+
2-5 Gun or Combat Servitors, 1 Rune Adept or Rune Priest
Wargear: Carpace Armour, Skitarii Lasgun (Rune Adept and Rune Priest only), Close Combat Weapon (Rune Adept and Rune Priest only), Skitarii Multi-Laser (Skitarii Gun Servitor only), Power Weapon (Skitarii Combat Servitor Only)
May have up to 3 additional Skitarii Servitors of either type for 25 points each. May replace Rune Adept with Rune Priest for 35 points, giving the entire unit Feel No Pain. Each Gun Servitor can replace it's Skitarii Multi-laser with a Skitarii Lascannon for 15 points, or a Skitarii Plasma Cannon for 20 points, or a Multi-melta for 20 points. Each Combat Servitor can replace it's Power Weapon with a Power Fist for 5 points, or a Thunder Hammer for 10 points, or a Lightning Claw for 10 points. All of the Squad's weapons may be Master-Crafted for 15 points per model.
Infantry, Skitarii Mindlock, Adept (Rune Adept and Rune Priest only), Superior Craftsmanship
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.
Vexillatio Trooper WS3 BS4 S3 T3 W1 I3 A1 LD8 S5+
2-5 Vexillatio Troopers
Wargear: Flak Armour, Skitarii Lasgun, Close Combat Weapon.
May have up to 3 additional Vexillatio Troopers for 20 points each.
All Vexillatio Troopers must replace their Skitarii Lasgun with the same combi-weapon, either a Skitarii Combi-Flamer, Skitarii Combi-Melta or Skitarii Combi-Plasma (Skitarii laser coolant included) for free. The squad must take one type of grenade, either Frag or Krak grenades for free, or Melta grenades for 5 points. All of the Squad's weapons may be Master-Crafted for 15 points per model. All of the Squad's armours may be upgraded to Carpace Armour for 20 points or Cameleoline Armorweave for 20 points.
Infantry, Superior Craftsmanship, Scout, Infiltrate, Move Through Cover
If a Magos Genetor is present, the Vexillationes 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.
Sagitarius Adept WS3 BS4 S3 T3 W1 I3 A1 LD8 S4+
1-3 Sagitarius Adept, 1-3 Weapon Emplacement
Wargear: Carpace Armour, Skitarii Lasgun (Sagitarius Adept only), Close Combat Weapon, Skitarii Multi-laser (Weapon Emplacement only).
May have up to 2 additional Sagitarius Adept and Weapon Emplacement pairs, for 35 points each.
Each Weapon Emplacement may replace it's Skitarii Multi-laser with a Skitarii Lascannon for 15 points, or a Skitarii Plasma Cannon for 20 points. All of the Squad's weapons be Master-Crafted for 15 points per model.
Infantry, Adept, Superior Craftsmanship, Bastion (Weapon Emplacement only)
If a Magos Genetor is present, the Sagitarius Adepts may be upgraded with one Genetic Augmentation from the following list: Emotional-suppression surgery, giving them Fearless for 10 points; Alacritous Movement augmentation, giving them Fleet for 10 points; Aggression Control Node, fiving them Furious Charge for 10 points, Tapetum Lucidum, giving them Acute Senses for 5 points or Genecoded Indoctrination, giving them Stubborn for 5 points.
BS4 AV12/10/10, 12 model transport capacity
Wargear: Two Skitarii Multi-laser turrets, Searchlight, Smoke Launchers
Amphibious, Mobile Command, Vehicle
May replace either Skitarii Multi-laser with Skitarii Lascannon for 15 points each. May be upgraded with a dozer blade for 10 points, Extra Armour for 15 points, Hailstorm missile for 20 points, Camo Netting for 20 points.
The Cerberus STC was found only recently. It appears to be an improved Chimera chassis intended for front-line, combat-heavy roles. It is a foot wider than a Chimera, and has a a second turret instead of the hull-mounted weapon. The turrets are side by side, but do not have 360 coverage. The transport has 6 fire points instead of the Chimera's 5, three in each turret.
WS4 BS4 S7 AV14/14/12 I4 A2
Wargear: Close Combat Weapon, Punisher Gatling Cannon, Skitarii Multi-Laser, Searchlight, Smoke Launchers
Vehicle (Walker), Crushing Advance, Massive Reach
May upgrade it's Close Combat Weapon into a Power Fist for 15 points, a Thunder Hammer for 20 points, or a Plasma Sword for 30 points. May replace the Punisher Gatling Cannon with an Eradicator Nova Cannon for 10 points, a Vanquisher Battle Cannon for 5 points, or an Executioner Plasma Cannon for 20 points. May replace the hull-mounted Skitarii Multi-Laser with a Heavy Flamer for free, a Skitarii Lascannon for 15 points, or a Multimelta for 20 points. May be upgraded with Unchargable Void Shields for 40 points.
A miniature titan, the Knight Cataphract is a powerhouse vehicle of war. It's main combat role is to counter or destroy the enemy key units or structures. It has a
WS4 BS4 S6 AV13/12/11 I4 A2
Wargear: Close Combat Weapon, Twin-linked Skitarii Multi-Laser, Skitarii Multi-Laser, Searchlight, Smoke Launchers
Vehicle (Walker), Crushing Advance, Fast, Make My Own Road
May upgrade it's Close Combat Weapon into a Power Fist for 15 points, or a Thunder Hammer for 20 points. May replace the Twin-linked Skitarii Multi-laser with a Twin-linked Heavy Flamer for free, a Twin-linked Skitarii Lascannon for 15 points, or a Twin-linked Multimelta for 20 points. May replace the hull-mounted Skitarii Multi-Laser with a Heavy Flamer for free, a Skitarii Lascannon for 15 points, or a Multimelta for 20 points.
Knight Sentinels are twelve tonnes lighter than their Cataphract brothers. Their power cores have been down-sized, their armour has been stripped to it's basic components, and their weapons load-out has been severely reduced. However, this makes them incredibly mobile, and their ability to place a key weapon in a key location to engage a key target is almost unmatched.
Wargear: Two Hailstorm Missile racks, Searchlight, Smoke Launchers.
Vehicle, Limited Ammunition, Tank Hunter
May be upgraded with a dozer blade for 10 points, Extra Armour for 15 points, Camo Netting for 20 points. The Wyvern is a lightly armoured tank hunter based on the Cerberus chassis. Instead of the turrets it is equipped with target finders which can be destroyed as a weapon to take out the Tank Hunter USR. The Hailstorm Missiles are on twin missile racks in the back. Each rack carries 3 missiles.
Wargear: Two Skitarii Multi-laser turrets, Searchlight, Smoke Launchers
Must be equipped with either a Thudd Launcher for 35 points, a Melta Bomb Launcher for 35 points, or a Shattersky Artillery for 70 points. May replace either Skitarii Multi-laser with Skitarii Lascannon for 15 points each. May be upgraded with a dozer blade for 10 points, Extra Armour for 15 points, Hailstorm missile for 20 points, Camo Netting for 20 points.
Hippogriffs are Cerberus-based heavy weapon platforms, configurable to engage in anti-infantry, anti-armour or siege warfare.
I'm glad you like itThis looks like an awsome project so far,
being a huge dark mech fan I am really liking what you have here
They are better than guardsmen, sure, but they are nowhere close to the level of Space Marines. Right now, I am content with giving them the ability to be genetically altered, and have much better equipment. They can have certain aspects of other specialists thanks to their increased special weapon selection and their genetic augmentations giving them Fearless and stuff like that.The skitarii ground troops, for one, are not as weak as normal humans, they are on the level of space marines, and if anything, their brutality and modifications would make them comparable to khorne bezerkers (rules wise), as they can make a mess of most things in close quarters fighting, don't forget thoug, unlike zerkers these guys can have inbuilt weapon systems to pound the foe from range.
Titanicus was ApocalypseIn titanicus (by dan abnett) there is mention of the Titan legion Skitarii making use of hydra platforms and many of the regular guard tanks.
The only new wacky experimental creation is the Cerberus chassis. My reasoning is that the AdMech doesn't invent anything actually new, but it does combine existing stuff very well, and it is likely the first to field a vehicle from a new STC. So the Cerberus is from a new STC, and the Wyvern and Hippogriff are mostly old stuff (or very old stuff, in the case of the Thudd Launcher) on the new wheels of the Cerberus. I do plan to keep the OMG NEW TANK factor very low, so that it meshes well with the rest of the Imperium, but it's still the AdMech we're talking about here. They're sure to get at least some new bling... My first idea was to incorporate Ordinatus artillery pieces somewhere in there, but since they're heavier and larger than Baneblades, well... Let's worry about Apocalypse AdMech laterAs cool as the sound of new wacky experimental creations sound, one of the mechanicums basic principals is that technology is sacred, and should not be altered, something enforced thoughroly since the heresy, but to overcome this you could obviously use the idea that different forge worlds have different model's of tanks (ryza pattern, mars pattern, lucius pattern ect.) which would lead to some cool conversions, for example you could swich round weapons, a personal favourite idea of mine is mounting a manticore missile rack onto a leman russ chassis, used for the initial bombardments of the siege for taking out enemy artillery to allow the less manouverable emplacements to be put in place without harrassing fire from the enemy
The reason for the current Unchargable Void Shield is the hugeness of the Knight target, and it's almost 90% probability it will be struck down in the first turn. Maybe the KFF-like shield works better, I couldn't say for sure right now. I just want to expand this right now to a full HQ/Troop/Elite/Fast/Heavy list, and worry about the internal and external balance later.I really like the idea of the Knights, having read mechanicum they captured my imagination, Have you considerd basing their rules on defielers?, both suited to close quarters fighting and ranged, and it isn't such an impossibility to imagine them being given large calibre weaponry such as battlecannons or demolisher cannons, as for their shielding you could maybe give them a 5+ cover save from shooting or something, similar to the ork mek custom force field
I have an idea for a Fabricator Governor Command Squad type HQ choice, or something like that, focused around mass infantry. I think the Fabricator-General could be too much, it would mostly feel like every other type of Magos combined into one single, Marneus Calgar-like entity...and one last thing, for your HQ choices, it may be an idea to take cue from the guard codex and have an Adept (different rank = better stats ect. so a fabricator general would be better than a lowly forge adept) and then have a command squad for him, with each member of the squad maybe giving a boost to the army ect.