Mechanicum-Only Skitarii

By Plaguenumber3, in Only War House Rules

So i decided to draw up the rules as if a group were to play a "only Skitarii" game. this included a little making up of things on my part, but i feel mixes the forces almost to the point of being just right.

first i switched out the homeworld options:

Home Forges:

Mars: The centerpiece of all the Adeptus Mechanicus, Martian Skitarii march in ancient units, some dating back to before the Imperium. As such they carry an immense legacy and the responsibilities and powers of their position.

+3 Willpower, +3 toughness, -3 Strength, -3 Perception

  • - Ancient Armory: all weapons, armour and gear of the Cohort are automatically best quality, but to acquire new gear the user must roll as pursuing best quality
  • -Of Mars: The Cohort receives a +10 to interactions with all mechanicum and an aditional tech use, but receives a -10 to interactions with all non-mechanicum

Agripinaa: A forge fighting the advance of the Eye of Terror, Agripinaa's Skitarii often fight against the horrors of the eye and stand with Cadia in it's defense.

+3 Willpower, +3 Strength, -3 Perception, -3 Intelligence

  • Dark Foe: All Agripinaa Skitarii forces are fearless against deamons and heretics as well as hatred and enemy against these foes, however to disengage or surrender they suffer an aditional -10 WP

  • Watchers of the eye: members of this Regiment have Peer (cadian gate) granting them peer with any force that fights or has fought in the defense of the cadian gate. They also receive +10 to security checks

Metalica: Metalica lives in a constant state of readiness as it are always threatened by war. As such it's Skitarii are always prepared to go to battle and ready to engage in pitched battles.

+3 BS, +3 WS, -6 Fellowship,

  • Warriors of the Metal: All Metalica Skitarii gain the Armouror trait and add +1 to their armour value, however to initiate healing they suffer an additional -5 to their tech use

  • Peerless warriors: The Skitarii of Metalica gain all war lores, and +10 to any combat intelligence test.

Stygies: The Ever-staring Cyclops, seen as near heretical by others. The Skitarii of Stygies launch continuous searches for ever greater knowledge particularly from xeno empires they defeat in battle.

+3 Perception, +3 intelligence, -3 fellowship, -3 toughness

  • Seekers of the forbidden: All Skitarii of the Cohort gain an additional forbidden lore and a +10 to all tests for a forbidden lore they know but loose their Peer Mechanicum

  • Xenotech: The Skitarii may add “xeno-tech” to one item in their possession, this item becomes master-crafted and may be granted one of the following bonuses. high impact (+2 damage after aim), lethal (gains felling (+2) ), efficient (double ammo per clip), unnatural (bypass daemonic trait may harm ethereal trait.), strangely effective (add 1d5 damage if successfully damages), however this weapon must remain hidden from those outside Stygies mechanicum least they declare you heretic.

I then followed up by making some cohort (or legion if you want to go larger) options (sorry i didn't fluff these up)

Cohorts:

Acquisition Cohort:

+3 agility, -3 toughness

Starting Skills: awareness

Starting Talents: Sprint

Standard Kit: 1 Radium Pistol with 3 reloads per character, 1 Ironstrider per squad,

Elimination Cohort:

+3 BS or WS -3 fellowship

Starting Skills: Interrogate

Starting talents: mighty shot or mighty strike

Standard kit: 1 Transuranic Arquebus per squad with 3 reloads, 1 Arc-maul per squad, 1 plasma caliver per squad with three reloads

Mechanised Cohort:

+3 agility, +3 intelligence, -3 strength, -3 toughness

starting skills: operate (surface)

starting talent: hotshot pilot

Standard kit: 1 sanctified tool kit per PC, 2 ironstriders per squad, 1 onager dune crawler per squad.

Protector Cohort

+3 toughness, -3 intelligence

starting skills: medice

starting talent: die hard

Standard kit: 1 sanctified tool kit per PC, 1 med-kit per PC, 1 taser goad per PC.

Hunter Cohort

+3 Ballistic skill, -3 strength

starting skills: survival

Starting talents: resistance fear

standard kit: 1 ironstrider per squad, 1 Transuranic Arquebus per squad, 1 Arc-rifle per squad.

Edited by Plaguenumber3

Skitarii PC's

All Skitarii use the human 2d10+20 statline and begin with the following talents/traits, however the base troops start with 600 xp spent and only 400 available and the specialist class start with 700 xp spent and only 300 xp available.

  • Weapons Training (mechanicum)

  • Crux Mechanicum: Skitarii count as Hardy, however before they can begin healing they require a -30 Tech-use from another soldier, or a -50 tech use on themselves before they start regaining Wounds

  • Mechanicum Bound: All Skitarii and members of their cohorts are servents to the Mehanicum and the will of the Omnisiah is absolute Skitarii gain Peer (Mechanicum) suffer a -10 interaction with the Ecclesiarchy, and -10 to resist the orders of a Tech-priest

Skitarii Ranger:

To fight the foot soldiers of the Cult Mechanicus is to kill or be killed, for the Skitarii Rangers never give up when hunting down their foes, and their stamina is legendary. In the lean and hungry days of Man’s hominid ancestry, a hunter would kill far larger prey by tracking it to the point of exhaustion. It is this principle by which the Skitarii Rangers hunt the reaches of the galaxy -- once the Rangers have been dispatched, they will home in on their quarry at a slow but relentless pace.

Characteristic Bonus: +5 Ballistic Skill

Aptitudes: Ballistic Skill, Perception, Finesse, Fieldcraft, toughness, knowledge

Starting Skills: Athletics, Awareness or Scrutiny, Common lore (tech or war), Forbidden Lore (Mechanicum), Linguistics (low gothic,Techna-lingua), Tech-Use

Talents: Dead-eye shot, Meditation

Specialist Equipment: Ranger Helm, Skitarii Battleplate, Galvanic Rifle, Skitarii Implants*

Starting Wounds: 8+1d5

Comrade Upgrades:

Ranger's Volly: (200xp) The Ranger's Comrade adds their own fire to the ranger's adding +5BS, +1 damage as well and making the attack pinning

Relentless: (300 xp) The Ranger and their Comrade tirelessly advance firing upon their foe, the Ranger and their Comrade may make a full move, then an aim or attack action with the Comrade granting +5BS

Skitarii Vanguard:

The Skitarii Vanguard, known informally as rad-troopers, bring the baleful touch of the Tech-Priests to the far corners of the galaxy. They fight in the most inhospitable conditions possible, for over the many civil wars waged by the Cult Mechanicus, the Vanguard have learned not only to endure baleful energies, but to weaponise them. Such a high volume of radiation bleeds outward from a Skitarii Vanguard’s wargear that even to stand nearby is to become weakened and fatigued; for non-Skitarii to be stationed in the same barracks is a death sentence.

Characteristic Bonus: +5 Toughness

Aptitudes: Offense, Strength, Toughness, Defense, Fieldcraft, Knowledge

Starting Skills: Parry, Common lore (tech or war), Forbidden Lore (Mechanicum), Linguistics (low gothic,Techna-lingua), Tech-Use

Starting Talents: Rapid Reload, Takedown, Hip-shooting

Specialist Equipment: Vanguard helm, Skitarii Battleplate, Radium Carbine, Skitarii Implants*

Starting wounds: 1d5+10

Comrade Upgrades:

Crippling Aura: (400xp) The Vanguard and his Comrade work together to create a crippling aura about each-other reducing all enemies within 20M toughness damage reduction by 1 (to a minimum of 1)

Lingering death: (300xp) firing on full auto the comrade works with to set up the aria for their partner, if the next attack from the Vanguard hits it immediately gains blast (5)

Skitarii Rider:

Mounting the Ironstriders or taking their place within the Onager Dunecrawlers, the Skitarii Rider is more a part of his machine than mortal man. Over the Millenia the Mechanicum has waged it's unending quest for knowledge the Skitarii's Riders have piloted the lesser war-machines of the Mechanicum allowing Princepts to command the greater war-machines. While the Skitarii Riders bring the power of their mounts down upon those foolish enough to think lesser of the threat they pose.

Characteristic Bonus: +5 agility

Aptitudes: Agility, Finesse, Intelligence, weapon skill, ballistic skill, perception

Starting Skills: Dodge, Operate (surface),Common lore (tech or war), Forbidden Lore (Mechanicum), Linguistics (low gothic,Techna-lingua), Logic, Tech-Use

Starting Talents: Combat Sense, Lightning Reflexes, Iron Discipline

Specialist Equipment: Vanduard or Ranger Helm, Skitarii Battleplate, Las-cutter , Combi-tool, Skitarii Implants*

Wounds: 1d5+7

Comrade Upgrades:

Gunner (as Operator)

Appease the Machine: The Rider or his comrade may give up wounds/wound states to repair their vehicle for an equal amount (gm discretion on worth of wound state) and grant the machine a +10 bonus for the next round.

Network Overseer:

Tech-priests who march to the field of war along side their Skitarii. Network Overseers work to optimize the performance of their Skitarii charges ensuring that there is no inefficiency from their soldiers. When a Network Overseer joins a battlefield the Skitarii become significantly more lethal.

Characteristic Bonus: +5 Fellowship

Aptitudes:Social, Fellowship, Willpower, Intelligence, Knowledge, Weapon skill

Starting Skills: Command, Navigate (Surface) or Scholastic Lore (Tactica Imperialis) Common lore (tech or war), Forbidden Lore (Mechanicum), Linguistics (low gothic,Techna-lingua), Logic, Tech-Use.

Starting Talents: Air of Authority or Iron Discipline, Technical Knock,

Specialist Equipment: Best Quality Flack Armour, Sacred unguents, dataslate, combi-tool, three good quality implants of choice, mechanicum implants, Deadspace Earpiece, Microbead, Preysense Goggles, Rebreathers, Respirator/Gas Mask, Pict recorder, Arc-maul

wounds: 1d5+8

Comrade Upgrades:

Body Guard: (200xp) the Network Overseer may use their comrade as a shield against incoming attacks

Doctrina Imperitives: (400 xp) the Network Overseer may Grant a bonus up to +15 to the Ballistic Skill or Weapon skill stat of all under his command at the cost of a equal penalty to the opposite skill

Vox Tech (as Sargent)

Covering Fire (as Sargent)

*skitarii Implants: 1 best quality bionic legs, 1 common craftmanship of player choice, 2 poor quality craftmanship augmentics of player choice. (mechadendrites are not allowed)

Edited by Plaguenumber3

Ranged weapons

Galvanic Rifle
type: basic Range: 150M Rate of Fire: 1/2/-
Damage: 1d10+5 Energy Damage Pen: 5
Clip: 40 Reload: full
Special: Tearing, Reliable, gyro-stabalized
Weight: 4 KG Availability: very Rare

Radium Jezzebel
Type: Basic Range: 150 Rate of Fire: 1/-/-
Damage: 1d10+4 Energy Pen: 3
Clip: 8 Reload: two full
Special: Accurate, Rad-Phage (2)
Weight: 6KG Availability: Extremely rare
Rad leak: every time the Radium Jezzebel is reloaded ALL organic creatures within 10m of the weapon, including the wielder, must pass a toughness test with a bonus of +5 per Armour point on the body location (to a max bonus of +30) or suffer 1d5 toughness and fellowship damage reduced by toughness bonus to a minimum of 1.

Arc-Rifle
Type: basic
Range: 100m Rate of fire: S/3/-
Damage: 1d10+6 Pen: 4
clip: 25 reload: full
Special: Tearing, Haywire (3), Proven (2)
Weight: 6kg Availability: extremely rare

Arc-Pistol

Type: Pistol Range: 30M Rate of Fire: S/3/-

Damage: 1d10+5 Pen: 4

Clip: 25 Reload: full

Special: Tearing, Hawire (3) Proven (2)
Weight: 3KG Availability: Extremely Rare

Phospor Pistol

Type:Pistol Range: 30M Rate of Fire: S/2/-

Damage: 1d10+5 Pen: 6

Clip: 12 Reload: full

Special: Phosphor*, Proven (2)

Weight: 4KG Availability: Extremely rare

Phospor Serpentia

Type:Pistol Range: 75M Rate of Fire: S/-/-

Damage: 1d10+5 Pen: 6

Clip: 12 Reload: full

Special: Phosphor*, Proven (2)

Weight: 4KG Availability: Extremely rare

Plasma caliver
type: basic Range: 80m Rate of Fire: -/-/3
damage: 1d10+8 Energy pen: 7
Clip: 18 reload: full
special: unreliable, overheats, Storm
weight: 6KG Availability: near unique


Stub-carbine
type: basic range: 60m rate of fire: -/-/8
damage: 1d10+4 Impact pen: 3
clip: 45 reload: full
Special: lightweight (one handed penalty reduced to -10)
Weight: 4KG Availability: rare

Flechette Blaster

type: pistol Range: 20m rate of fire: -/5/-

damage: 1d10+2 Rending Pen: 1

Clip: 70 reload: half

Special: Tearing, felling (4), Razor Sharp,Storm

Weight: 2KG Availability: rare

Transuranic Arquebus
Type: heavy Range: 300m Rate of Fire: 1/-/-
damage: 1d10+6 Impact pen: 6
clip: 1 reload: two full

Special: accurate,Lance
weight: 6kg Availability: near unique

Radium Carbine
type: basic Range: 70m Rate of Fire: -/4/8
Damage: 1d10+3 Energy Damage Pen: 3
Clip: 80 Reload: Full
Special: Rad-Phage (1), Felling (2), Reliable
weight: 2.5 KG Availability: very rare
Rad leak: every time the Radium Carbine is reloaded ALL organic creatures within 10m of the weapon,
including the wielder, must pass a toughness test with a bonus of +5 per armour point on the body location
(to a max bonus of +30) or suffer 1d5 toughness and fellowship damage reduced by toughness bonus
to a minimum of 1.

Radium Pistol

type: pistol range: 20 Rate of Fire: -/2/6

Damage 1d10+3 Engergy Damage Pen: 3

Clip: 60 Reload Full

Special: Rad-Phage (1), Felling (2), Reliable

Weight: 1 KG Availability: Very Rare

Rad Leak: every time the Radium Pistol is reloaded ALL organic creatures within 10m of the weapon,including the wielder, must pass a toughness test with a bonus of +5 per armour point
on the body location (to a max bonus of +30) or suffer 1d5 toughness and fellowship damage reduced by toughness bonus
to a minimum of 1.

Rad-Phage

Rad-Phage is a Weapon Special Quality that behaves

exactly as Toxic. However, if a character survives being

hit with a weapon with the Rad-Phage quality and

receives damage from the Toxic quality, they also suffer

1d5 Toughness Characteristic damage as

well. This damage lasts until the victim is fully healed.

Phosphor : a target taking a wound from this model spends the next 4 turns or 2 minutes with -40 stealth, and a +10 to hit bonus.

Edited by Plaguenumber3
Minor clarification for dealing with rules lawyering players

Melee Weapons

Taser Goad
type: melee
Damage: 1d10+5 energy pen: -
special: shocking, tearing, when a 9 or 10 is rolled a random target up to 15 meters is also hit

weight: 4kg Availability: very rare

Arc-maul
type: melee
damage: 1d10+7 energy pen: 5
special: power field, concussive (2), proven (2)
Weight: 6 kg Availability: extremely rare

Transonic razor

type: melee

damage: 1d5+3 Pen: 3

Special: Transonic*

Weight: 1.5kg Availability: very rare

Transonic blade

type: melee

Damage: 1d10+3 Pen: 4

Special: Balanced, Transonic*

Weight: 2.5 kg Availability: extremely rare

Transonic Claw

Type: melee

Damage: 1d10+4 pen: 4

Special: Transonic*, Unbalanced

Weight: 1 KG Availability: extremely rare

*Transonic: weapons with this quality triple their penetration for the rest of the encounter when they achieve three or more degrees of success in an attack. Also these weapons are immune to the effects of power weapons.

Edited by Plaguenumber3

Armour

Skitarii Battleplate:

locations: Arms, Body, Legs

AP: 6

Rarity: Rare

Skitarii Ranger Helm:

Locations: Head

AP: 5

Rarity: Very Rare

Special: Deadspace Earpiece, Microbead, Preysense Goggles, Rebreathers, Respirator/Gas Mask, Pict recorder, Targeter

Skitarii Vanguard Helm:

Locations: Head

AP: 6

Rarity: Very Rare

Special: Deadspace Earpiece, Microbead, Respirator/Gas Mask, Pict recorder

Sicarian Battleplate:

Locations: Arms, Body, Legs

AP: 6

Rarity: extremely Rare

Special: 15 shield rating, no overload

Ruststalker Mask:

Locations: Head

AP: 5

Rarity: Very Rare

Special: Deadspace Earpiece, Microbead, Respirator/Gas Mask, Pict recorder, Frenzon injector with 5 charges

Infiltrator Helm:

Locations: head

AP:5

Rarity: extremely rare

Special: Neurostatic Generator*, Static Generator, Deadspace Earpiece, Microbead, Respirator/Gas Mask, Pict recorder

*Neurostatic Generator: generates a 30m disruptive signal, opponents caught in this suffer a -20 to all tests except Strength and Toughness based tests. However the signal instantly puts them on alert granting them +10 to detect the infiltrators.

Edited by Plaguenumber3

Vehicles:

Ironstrider Engine:

Type: Walker Tactical Speed: 2 0 m

Cruising Speed: 5 5 kph Manoeuvrability: +10

Structural Integrity: 20 Size: Enormous

Armour: Front 20, Side 20, Rear 20

Vehicle Traits: Enhanced Motive Systems, Open-Topped,

Walker

Crew: 1 Driver

Carrying Capacity: None

Weapons:

• Twin-linked Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40;

Reload 2 Full; Reliable, Twin-linked )

• Twin-linked Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30;

Reload 2 Full; Proven [3], Twin-linked )

• Taser Lance (Melee 10M reach; 1d10+6 energy; Pen 0; Accurate,Shocking, Tearing, unbalanced, when a 9 or 10 is rolled random target up to 15 meters is also hit)

Onager Dunecrawler

Type: walker Tactical Speed: 18 m

Cruising Speed: 70 kph Manoeuvrability: +10

Structural Integrity: 5 0 Size: Massive

Armour: Front 27, Side 25, Rear 25

Vehicle Traits: Enclosed, Enhanced Motive Systems, Emanatus Force Field*,

Reinforced Armour, Walker

*Emanatus Force Field: grants a 20 shield rating, and +10 for every other Emanatus Force Field within 30m up to a +30 bonus

Crew: 1 driver, 1 gunner, 1 commander

Carrying Capacity: none

Weapons:

Erradication Beamer:

(150M S/-/- damage: [close range] 5d10+15/ [normal range] 3d10+8/[long range] 1d10+7; pen: 15/7/5; Clip 5; reload *; reliable, [normal range] Blast (4) [long range] Blast (8)) *the crawler must not move a turn to recharge

Neutron Laser: (300M S/-/-; Damage: 5d10+10 pen: 15; Clip 5; Reload: ; Blast (3)) *the crawler must not move a turn to recharge

Icarus Array*

• Twin-linked Icarus Autocannon (300m; -/3/–; 3d10+8 I; Pen 6; Clip 30;

Reload 4 Full;Anti-Air** Reliable, Twin-linked )

• Gattling Rocket launcher (300m; -/-/5 ; 2d10+7; Pen 6; clip 100; reload 6 full; Anti Air**, Storm)

•Daedalus Missile Launcher (300m; 1/-/-: 3d10+10 pen 10; clip 10; reload 3 full; Anti-Air**)

*Array: all weapons must fire together, as one attack, but with the stats of the lowest ballistic skill weapon, on success all weapons hit and use degrees of success to determine number of hits as normal

**the weapon receives an automatic -20 against targets of a equal or lower elevation, but grants the Onager anti-air (advanced)

Twin-Linked Heavy Phosphor Blaster (280m; S/4/-; 1d10+7; pen 8, clip 40; reload 2 full; Phosphor*, Twin-Linked)

*Phosphor: a target taking a wound from this model spends the next 4 turns or 2 minutes with -40 stealth, and a +10 to hit bonus.

Pintle mounted Cognis Heavy Stubber

(100m; –/–/8; 1d10+4 I; Pen 3; Clip

80; Reload 2 Full; cognis*)

* Cognis : Cognis weapons receive a +10 when firing from a vehicle that has moved, and treat their Agility Bonus as three higher during Overwatch , and targets suffer a -10 to their WP against pinning as a result of overwatch

Edited by Plaguenumber3

Still to come

engineseer, datasmith, ruststalker, and infiltrator as support classes

This is fantastic. Great work!

Haven't look at it in detail but so far it looks really cool. :)

so I didn't make the other roles like i said....and it's been a few years.... but here's this

Skorpius Dunerider

Type: skimmer Tactical Speed: 15 m

Cruising Speed: 70 kph Maneuverability : +10

Structural Integrity: 35 Size: Massive

Armour: Front 28, Side 20, Rear 15

Crew: 1 Gunnery Servator*(Turret), 1 Driver, 2 Gunners (Hull Weapon)

Vehicle Traits: Amphibious, Open Topped, Rugged, Gunnery Servator

Carrying Capacity: 10 Skitarii plus wargear

Weapons:

Turret mounted twin-linked cognis heavy stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip

80; Reload 2 Full; cognis**)

Cognis Heavy Stubber hull mounted on left and right hull (100m; –/–/8; 1d10+4 I; Pen 3; Clip

80; Reload 2 Full; cognis**)

Skorpius Disintegrator

Type: skimmer Tactical Speed: 15 m

Cruising Speed: 70 kph Maneuverability : +10

Structural Integrity: 38 Size: Massive

Armour: Front 36, Side 34, Rear 28

Crew: 1 Commander (Turret), 1 Driver, 2 Gunners (Hull Weapon)

Vehicle Traits: Amphibious, rugged

Carrying Capacity: 10 Skitarii plus wargear

Weapons:

Turret Mounted

Ferrumite Cannon (350m; S/–/–; E; 3d10+10; pen 8; Clip –; Reload –; Blast [4])

or

Belleros Energy Cannon (175m; S/3/–; 2d10+8; Pen 4; Clip –; Reload –; Blast [4], Indirect [3])

Forward Hull Mounted Disruptor Missile Launcher (150m; S/–/–; X; 3d10+6 X; Pen 5; Clip 8; Reload 4 Full; Blast [10])

Cognis Heavy Stubber hull mounted on left and right hull (100m; –/–/8; 1d10+4 I; Pen 3; Clip

80; Reload 2 Full; cognis**)

*Gunnery Servator: the unit comes with the below listed stats, however the vehicle commander may take direct control and remotely fire them weapon with their own action.

BS: 45, S 43 (6), T 51(8), ag 10, int 20, per 45, fel 3

Skills: Awareness (Per) +20

Talents: Sturdy, True Grit

Traits: Machine (3), Mind Lock, Unnatural Strength (2), Unnatural Toughness (3)

* Cognis : Cognis weapons receive a +10 when firing from a vehicle that has moved, and treat their Agility Bonus as three higher during Overwatch , and targets suffer a -10 to their WP against pinning as a result of overwatch

Edited by Plaguenumber3