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Skitarii (Tech Guard) codex?

5814 Views 50 Replies 11 Participants Last post by  The Boz
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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It's an Imperial Guard Leman Russ Turret weapon: Str.5 Ap- Heavy 20
That looks good and about 30pts for it as an upgrade is not unreasonable by the looks of things.
Punisher Cannons are on a version of the Leman Russ in the Imperial Guard codex, I believe. At least if it's what I think you're talking about.

Yup, definitely planning ot keep their S and T at 3 by default. I thought doing it through Bionics instead of just boosting their base stats would allow them to still be weaker than Space Marines but stronger than Guardsmen, since they get some of the benefits (harder to wound) but not others (still suffer instant death on S6.)

An old edition style Armory list that applies to the Troop choices. Hmm... while it might make it a little more work to put specific lists together, I definitely agree, it's a lot more fitting for the Adeptus Mechanicus.

Here's an idea to keep robots stupid.

Cortex
Robots are only able to follow the most basic of commands, and cannot easily adjust these commands to as the battle rages on. At the beginning of your turn, each robot unit that isn't already obeying a command must be given one of the following commands. Unless given the "Stop" order, it must act according to the order given until it has been completely performed once.

-Move: Place a marker on the table to indicate the point you want the robot to move to. It must move and run as far as it can in a straight line each turn until it reaches that point.
-Fire (Weapon): The robot approaches the target until the specific weapon selected is at its maximum range, then fires.
-Attack: The robot approaches the target until it can be assaulted, then may assault.
-Guard: The robot remains stationary and fires at the nearest target every turn until given a "Stop" order.
-Stop: This order may be given to a robot already obeying a previous order. The robot cancels its last order and becomes idle. It does nothing that turn, but may be issued a new order at the start of the next turn.

Lexicanum says they opperate in "maniples" of 3-5 with a Legio tech-adept commanding them, so I'd say commands can only be issued as long as there is a tech-adept in the unit. If he is killed or leaves by some other means, the robots become idle once they complete their most recent order and cannot be given new orders until a tech-adept joins them again. (Of course, if you just wanted them to hold an objective, you could just give them a Guard order, then the tech-adept would be free to do whatever they want.)
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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.
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.
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?
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.
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.
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.
Good point, it could... hmm...

I should probably get to bed, it's 6:30 AM where I am and I haven't gotten any sleep yet, lol. Much to ponder, definitely.

I'll sleep on it, and try to come up with a way to keep the customized feel of the Skitarii without making it horribly complex, unless any of you guys beat me to it of course ;-)

Oh, and if we want to use my Bionics rules, I was thinking maybe 5 pts per model per level. So if you want a Hyspasist squad with Bionics 2, they would cost 10 extra points per model. Perhaps the Magos Cybernetica could make Bionics 1 free as well?
Since I'm bored, I'll do another... Both of these are Troops Choices, mainly because the Skitarii have only vehicles in their Heavy Support, and mostly vehicles in their Fast Attack.


Wargear!

Skitarii Combi-Weapon
Functionally identical to other Combi-Weapons, but the main component is a Skitarii Lasgun.

Skitarii Lascannon
The tri-cyclic Skitarii Lascannon may punch through the thoughest armours with surprising ease.
48" range, S9, AP1, Heavy 1

Skitarii Multi-laser
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.

Cameleoline Armorweave
Functionally identical to a camo cloak, but of much greater quality. Gives the Stealth USR.


Vexillatio Squad
40 pts
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 Emplacement
35 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 small arms be Master-Crafted for 15 points per model. All Weapon Emplacements may be Master-Crafted for 30 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.
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Still bored. Time for some vehicles!


Wargear!

Hailstorm Missile
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.


Dedicated Transport

Cerberus
80 points
BS4, AV 12/10/10, 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.


Heavy Support

Wyvern
150 points
BS4, AV 12/10/10
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.
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Since I'm still so incredibly bored...


Special Rules

Selective Fire
The unit has an arsenal of weaponry at it's disposal, but may only use one ranged weapon in each Shooting phase.


Wargear

Thudd Launcher
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

Shattersky Artillery
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


HQ

Magos Ordinatus
200 pts
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, Lumbering Giant, 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.


Heavy Support

Hippogriff
130 points
BS4, AV 12/12/10
Wargear: Two Skitarii Multi-laser turrets, Searchlight, Smoke Launchers
Vehicle
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.
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i have the adeptus mechanicus rulebook if any one is interested although I don't want to ruin anybody's fun
There's a rulebook?
Yeah, I have no idea what he's talking about. Maybe some homebrew codex?
Yeah, I have no idea what he's talking about. Maybe some homebrew codex?
google it. there is a free pdf that you can download.
It looks like that was written back in 2003 and is still experimental... do you think they're still developing it after at least 7 years, or have they probably scrapped it?
don't know. honestly, what has been going up here looks more interesting anyway. i took a read over the units and they are expensive and limited. overall, i think we should continue.
I attempted to contact the e-mail address given for the author, and apparently that address no longer exists... so assuming it was ever even legit and not just a really infectious rumor/prank, my guess is that it's never going to be made into a legal army anyway.

That said, we could certainly take some ideas from it, maybe even use it as a starting point and adjust it to be more practical.

I found this version of what's supposedly the same thing while wandering Google a bit. I liked it a little more because it developed the various types of Magos a bit more, among other things. It also had Praetorians, although I think we should do them differently--in this they're pretty much just expensive Space Marines.

http://www.warmania.com/articles/te...40.000/codex-adeptus-mechanicus/download.html
I have an idea for the Praetorians already, but it's 4 AM here, and I need to get some sleep before I go on another drunken rampage, so later all.
this may be old news to most of you but I found some pretty cool minis to rep Mechanicus models. check them out...

http://www.shop.microartstudio.com/iron-brotherhood-c-36_43.html

I am toying around with the idea of an army myself.
GREAT FIND!
This guy is pretty much EXACTLY how I pictured Praetorians, but with ranged weapons instead. And these guys could make good basic troops, but sadly, they are metal, single-piece, and can't have special weapon models. That means green stuff creativity at the very micro level :p
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