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By Rune Husa
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The regular forces of the Cult Mechanicus is the Skitarii Tech-Guard. They operate as local PDF forces, regular army and as law enforcement on the Forge Worlds of the Adeptus Mechanicus. Trained and mind conditioned from birth to become loyal soldiers of the Omnissiah, they are known and feared by the enemies of the Cult Mechanicus that has been unfortunate to face them on the field of battle. The Skitarii are known and feared for their discipline, firepower and unique weapons that they bring to the battlefield. To the casual observer, the disciplined Skitarii may seem like the epitome of the puppet soldier, but this is not entirely true. The Skitarii also act as law enforcement in the domains of the Adeptus Mechanicus, and although this often entails mercilessly gunning down any uprisings and such, some of them are thought to search for Hereteks and other rogue elements. On a Adeptus Mechanicus planet, this often means hacking through security measures to find information evidence, the location of their targets, etc. The Skitarii are not known for their people skills, but this is not really seen as a drawback in such a regulated society, where just about everything you do, leaves an electronic trace of some kind behind. The Skitarii differ from the ordinary Guardsman in some other ways as well; their chain of command and their lack of true specialist soldiers to name a couple. The Skitarii have Secutors to command them, but the overall command is always in the hands of the Tech-Priests. Skitarii Legionnaires who have proven themselves on the field of battle and their total obedience to the Omnissiah on numerous occasions, are often recruited into the ranks of the Secutors, which in practice means that they have been singled out by a Tech-Priest with enough influence to buy the Skitarii free from the Forge Worlds standing army.
The Secutors are prized possessions among the Tech-Priests, but they are most assuredly not just for show. The Secutors receive specialist training in many fields, and they get access to much of the Tech-Priests knowledge. Some of the duties commonly performed by the Secutors are; Assassin, Bodyguard, Hacker, Driver, Saboteur, Pilot and Commander of the Skitarii. Becoming a Secutor has numerous privileges, although one is still seen as property in the eyes of the Tech-Priest in question. The Secutors are deemed genetically superior to the rest of the Skitarii, and are thus given the privilege of access to the Forge Worlds breeding program. It varies a bit from world to world how this works in practice, but females are selected for this program on account of their superior genetics material, to breed with the Secutors. The Secutors are not allowed to create families though, and will most likely never see the same female again. Needless to say, this is a large motivating factor for many a Skitarii to make it to Secutor. Secutors also get private living quarters, and although this is rarely larger than necessary, it is still highly desirable. Lastly, the Secutors are commonly given access to expensive gear to make them able to perform their duties better, this also commonly includes implants and bionics, which on other worlds would be reserved for the nobility and extremely wealthy. The Skitarii are rarely seen in the service of the Inquisition, as the relationship between the Adeptus Mechanicus and the Inquisition can be quite strained at times. However, sometimes an Inquisitor who has managed to get good personal relationship with a Tech-Priest (even Forge World) of the Adeptus Mechanicus, is as a sigh of respect and friendship, offered the services of one or more of the Skitarii. This is particularly true in the Ordo Xenos, as the Adeptus Mechanicus know that they often go places where new technology can be found, or even old technology rediscovered. Even in the service of the Inquisition, the Skitarii will always remain loyal to his Forge World, and its masters.
Skitarii Ranks
Conscript XP Level: 0-499 Provost XP Level: 500-999 Legionnaire XP Level: 1,000-1,999 Legionnaire Veteran: XP Level: 2,000-2,999 Secutor XP Level: 3,000-4,999 Secutor Veteran XP Level: 5,000-6,999
Skitarii Tech-Guard
Requirements: Forge World Background (with +3% to his BS only). Starting Skills: Speak Language (Low Gothic) (Int), Tech-Use (Int). Starting Talents: Electro Graft Use, Melee Weapon Training (Primitive), Pistol Training (Las), Basic Weapons Training (Las), Basic Weapons Training (SP). Starting Gear: Lasgun (2 Charge Packs) or Pump-action Shotgun (24 Scatter/Solid Shells, 2 Inferno Shells), Las Pistol with 2 Charge Packs, Frag Grenade, Knife, Flak Armour Jacket, 1 Week of Long Duration Ration Packs, Weapon Maintenance Kit, Neuro-Jack (see below), Alpha Targeting Cogitator Implant (see below). Starting Rank: Skitarii Conscript
Neuro-Jack: The members of the Skitarii-Tech Guard are all fitted with neuro-jacks, allowing them to interface with their Targeting Cogitator Implant (see below), as well as data ports and certain types of data nets, by using a set of data-cables. This count as en Electro-Graft (see Tech-Priest p.27) for all intents and purposes, and it also allows the Skitarii to be able to learn a small number of Talents, normally only available for Tech-Priests. Note: The Neuro-Jack cannot be used when a helmet is worn, as the cables; plugs etc get in the way, as they are situated on the back of the head. This is why the Skitarii Legionnaires wear no head armour and are in almost all cases shaven headed. Targeting Cogitator Implant (TCI): -Skitarii have an advanced cogitator unit implanted into their heads, which can be linked together with a special Targeting Array that is mounted onto one of the Skitariis firearms, using the Neuro-jack. This counts as a Sight on the weapon, for all intents and purposes. -The Skitarii can see through the Targeting Array, and this enables him to fire from behind cover, only exposing his arm(s). -The Targeting Array and its program is not made to be used with other weapons than the one it is originally mounted to, but this can be done by someone with the right skills and tools for the job (Scholastic Lore (Cryptology), Tech Use +10, Armourer Skill and has access to a Multi-tool). -As the user of the TCI gets more familiar with it, he may through experimentation and training start to unlock the more advance functions that are built into it. The benefits of the TCI are listed here, and they are all commulative:
Alpha TCI: counts as a Red-Dot Laser Sight, granting a +10 bonus to Ballistic
Skill Tests to any Laser, Solid Projectile, Bolt or Plasma weapon, when the weapon is fired on Single Shot, and a +5 bonus when fired on Semi-Auto. Beta TCI: same as above, but now also has the Preysense Sight ability as well, allowing the Skitarii to see thermal images. The Skitarii suffers no penalties due to darkness and gains a +20 bonus to vision-based Perception Tests at night. Delta TCI: same as above, but the Skitarii now has the ability to clearly separate between friend and foe. When firing a Weapon with the Targeting Array mounted on it, the Skitarii now has the Spoor Targeter ability, allowing him to separate between friend and foe. When firing a weapon into close combat, he suffers no penalties at all, and any hit that would have for some reason hit his ally, this shot is not fired at all. For more information, see Ascension p.146. Gamma TCI: same as above, but the Skitarii now has a Telescopic Sight ability through the Targeting Array as well. This allows him to ignore penalties for long and extreme range as long as the shooter takes a Full Action to Aim.
Omega TCI: same as above, but the Skitarii now has the Motion Predicor
ability, enabling him to track the targets movement much better. This is especially useful when firing a weapon in Semi or Full-Auto mode, as it allows the Skitarii to better chase the target with all the rounds in a clip with one long burst. This adds a +10 bonus to any Ballistic Skill Test, but only when the weapon is fired on Semi-Auto or Full-Auto. Skitarii Gear and Wages: On forge worlds, the Skitarii are provided with everything they need, a place to live, food rations, basic medical treatment if needed, etc. As such, there is relatively little use for Thrones in their economy. As such, when a Skitarii Legionnaire joins the Inquisition (usually as some sort of favor between a Magos and an Inquisitor), the Magos in question expect the Inquisitor to continue the same treatment (he doesnt want to get him back damaged after all. To keep the Inquisition from damaging any of their property, but still enabling the Skitarii to survive on a non-Forge World, a usual arrangement is as follows: The Inquisition is responsible for providing the Skitarii with all basic necessities, such as nutrition, shelter, a small makeshift Cult Mechanicus shrine he can pray at when the situation allows. A monthly wage of 20 Thrones, to compensate for such items that the Skitarii would get automatically on a Forge World. This should never be increased, as it is believed that this can lead to personal ambition, disloyalty, and capititalist ideas. The Inquisition is responsible for contacting the Adeptus Mechanicus, and arrange for any Gear Upgrades (see below) and training that the Skitarii would normally get if he was stationed on his Forge World, and according to his rank and experience. The Inquisition tends to be somewhat lenient in this regard, as it is a relatively cheap way for them to get their hands on high quality equipment for their acolytes. The Inquisition is responsible for judging the Skitariis level of experience in this regard, and the Cult Mechanicus frowns on superior equipment being used by lesser men. The Skitarii himself is responsible for the upkeep of his equipment, and for all intents and purposes, his gear is on loan from the Forge World where he hails from. Any equipment lost or damaged beyond repair, must be reported and the Skitarii is honor bound to do all he can to get it back (this normally only applies to valuable equipment or armour, but sometimes examples are made). The Skitarii is not supposed to stockpile weapons, as these could be put to good use by someone else. A general guideline is that he should never have more than two of each weapon type (Melee, Pistol, Basic or Heavy), neither will he be issued more ammunition for his weapons than normal for his rank. If more is gained, then weapons, armour and other gear should be returned to the Adeptus Mechanicus whenever possible. The Skitarii also have Bionics and certain Traits available on their Advance Scheme, and if chosen, these are gained (with no chance of the procedure 5
going wrong) as soon as the Inquisition can arrange for the Skitarii to get to a proper Mechanicus Facility to perform the procedure for him.
The Skitarii Conscripts have been genetically tested, and found suitable for the TechGuard program of their world. They have been indoctrinated and molded since early childhood. Advance Common Lore (Machine Cult) Dodge Drive (Ground Vehicle) Navigation (Surface) Chem Geld Hatred (Tech Heretics) Rapid Reload Sound Constitution (x2) Unremarkable Cost 100 100 100 100 100 100 100 100 100 Type S S S S T T T T T Prerequisite
Common Lore (Tech) Inquiry Literacy Scrutiny Secret Tongue (Acolyte) Binary Chatter Disarm Hip Shooting Jaded Melee Weapons Training (Shock) Nerves of Steel Pistol Training (SP) Resistance (Heat) Sound Constitution (x2) Takedown MIU (Common)
100 200 200 200 100 100 100 100 200 200 100 100 100 100 200 300
Secret Tongue (Military) Autosanguine Basic Weapons Training (Launcher) Counter-attack Crack Shot Deadeye Shot Die Hard Double Team Light Sleeper Logis Implant Resistance (Fear) Sound Constitution Beta TCI Chem Gland
100 200 100 200 100 100 100 200 100 200 100 100 100 300
Drive (Walker) Intimidate +10 Medicae Survival Arms Master Bulging Biceps Furious Assault Hard Target Heavy Weapons Training (SP) Iron Jaw Leap Up Mighty Shot Prosanguine Sound Constitution (x2) Sure Strike Cranial Armour Respirator Unit (Mechanicus Implant, DH p.27)
100 100 200 300 200 100 200 100 100 100 100 200 200 200 200 200 200
S S S S T T T T T T T T T T T Implant Implant
you to find out whom, and then terminate the problem. Go my Secutor. The shuttle awaits.
The Secutors are recruited from the Standing Army of Skitarii, into the service of a single Tech-Priest. Here he is trained and augmented, to be able to perform multiple duties, but most of them involve their Masters struggles for power, knowledge and resources. They can still be called on by the fabricator general in case of war, and then become the leaders of the Skitarii on the field of battle, or sometimes form elite squads for special missions. Gear Upgrade: DLaku Crusade-Pattern Hellgun (4 Clips) or Secutor Pistol (see below), Stun Grenade, Skitarii Secutor Assault Carapace (see appendix below), Recoil Gloves, Re-Breather, Sacred Machine Oil, Combi-Tool Advance Chem-use +10 Ciphers (Acolyte) Cost 100 100 Type S S Prerequisite Chem-use Ciphers (Acolyte)
+10 Climb Command Common Lore (War) +10 Demolitions +10 Dodge +10 Drive (Hover Vehicle) Interrogation Pilot (Military Craft) Search +10 Secret Tongue (Tech) Security Berserk Charge Concealed Cavity Exotic Weapons Training (Secutor Pistol) Mimic Orthoproxy Quick Draw Rapid Reaction Resistance (Psychic Powers) Sound Constitution Talented (Inquiry) Augmented Senses Delta TCI Synthetic Muscle Grafts (Common) Vox Implant
200 200 100 100 200 100 200 200 100 200 200 100 100 100 200 200 100 200 200 200 200 200 200 500 100
Search
Ag 40
10
Gear Upgrade: Hellpistol (Lucius-Pattern, 2 Clips) or Meltagun (Mezoa Pattern, 2 Clips) or Missile Launcher (Retobi-Pattern, 5 Frag or Krak Missiles) or Aegis Anbaric Shock Blaster (2 Clips), Chain-Knife (Good Quality), Stummer, Shock Field Upgrade for armour, Multikey, Pict Recorder Advance Awareness +20 Chem-use +20 Ciphers (War Cant) +10 Common Lore (Machine Cult) +10 Demolition +20 Dodge +20 Drive (Hover Vehicle) +10 Pilot (Military Craft) +10 Pilot (Personal) Scholastic Lore (Chemistry) Scholastic Lore (Tactica Imperialis) Secret Tongue (Acolyte) +10 Secret Tongue (Military) Shadowing Silent Move Swim Air of Authority Basic Weapons Training (Melta) Exotic Weapons Training (Shock Blaster) Heavy Weapons Training (Launcher) Lightning Reflexes Melee Weapons Training (Chain) Peer (Adeptus Mechanicus) Cost 100 200 100 100 200 200 100 100 200 300 100 100 100 200 200 300 200 200 200 200 200 200 100 Type S S S S S S S S S S S S S S S S T T T T T T T Fel 30 Secret Tongue (Acolyte) Prerequisite Awareness +10 Chem-use +10 Ciphers (War Cant) Common Lore (Machine Cult) Demolition +10 Dodge +10 Drive (Hover Vehicle) Pilot (Military Craft)
Fel 30
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Sharpshooter Step Aside Swift Attack True Grit Bionic Arm (Good) Concealed Weapon Bionic (Common) Locator Matrix MIU (Good)
BS 40, Deadeye Shot Ag 40, Dodge WS 35 T 40 RT p.148 Bionic Arm Cybernetic/IH p.138 RT p.150 MUI (Common)
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(Legend) Scholastic Lore (Tactica Imperialis) +10 Scrutiny +10 Secret Tongue (Tech) +10 Security +10 Shadowing +10 Tech-use +10 Basic Weapons Training (Plasma) Foresight Heavy Weapons Training (Flame) Heavy Weapons Training (Las) Iron Discipline Paranoia Sound Constitution (x2) Strong Minded Total Recall Auger arrays (Good) Bionic Locomotion (Good) Gamma TCI Subskin Armour
200 200 100 100 200 200 200 200 200 200 200 200 200 300 200 300 300 300 1000
Scholastic Lore (Tactica Imperialis) Scrutiny Secret Lore (Tech) Security Shadowing Tech-use Int 30
WP 30, Command
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Advance Ciphers (Acolyte) +20 Command +20 Common Lore (Machine Cult) +20 Common Lore (War) +20 Interrogation +20 Intimidate +20 Logic +10 Pilot (Military Craft) +20 Pilot (Space Craft) Scholastic Lore (Cryptology) +10 Scholastic Lore (Tactica Imperialis) +20 Scrutiny +20 Search +20 Secret Tongue (Military) +20 Security +20 Tech-use +20 Blind Fighting Exotic Weapons Training (choose one) Melee Weapons Training (Power) Pistol Training (Melta) Pistol Training (Plasma) Sound Constitution Talented (Security) Bionic Heart Memorance Implant Omega TCI
Cost 100 200 200 200 200 200 100 200 300 200 200 200 300 100 300 300 200 300 300 200 200 300 200 300 300 500
Prerequisite Ciphers (Acolyte) +10 Command +10 Common Lore (Machine Cult) +10 Common Lore (War) +10 Interrogation +10 Intimidate +10 Logic Pilot (Military Craft) +10 Scholastic Lore (Cryptology) Scholastic Lore (Tactica Imperialis) +10 Scrutiny +10 Search +10 Secret Tongue (Military) +10 Security +10 Tech-use +10 Per 30
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Conscript: change the Las Pistol with a Sollex-Pattern-VII Steel Burner Heavy
Laspistol (IH p.113) Legionnaire: change the Lasgun and Overcharge Pack, with Sollex-Pattern-IX Death Light Lasgun (IH p.112). Legionnaire Veteran: change the Heavy Stubber with the Sollex Pattern-XII Rotating Death Light (see appendix below).
Appendix:
Chain Glaive
The Chain Glaive is a weapon most commonly found amongst the elite Secutors whom guard a powerful Tech-Priest, but poor quality Chain Glaives can also be found in other hands, perhaps most commonly in the hands of Beast House members across the sector. It is a two handed weapon. Talent: Melee Class: Chain Range: Dam: 1d10+5 R Pen: 3 Special: Tearing, Unbalanced 15
Power Glaive
The Power Glaive is a rare weapon which can usually only be found in the hand of a highly respected Secutor, or other servant of the Adeptus Mechanicus. It is a large polearm, and to wield it one needs to use both hands. Talent: Melee
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Class: Power Range: Dam: 2d5+5 E Pen: 7 Special: Power Field, Unbalanced Wt: 15 kg Cost: 4,500 Availability: Very Rare (Forge World only)
Head: 1 AP, Body: 6 AP, Arms: 5 AP, Legs: 4 AP The Whole Armour is of Good Quality.
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This weapon has only quite recently been seen on the battlefield, and then only in the service of the fanatical Sollex Cult of the Adeptus Mechanicus based on Haddrak. It is essentially a much smaller version of the famous multi-laser, and has been developed to provide a reliable support weapon for the Skitarii Legions of Haddrak. The Rotating Death Light has eight barrels (lenses) that rapidly rotate when fired, and the weapon itself is about 1,2 meters. It gets power through two cables that are connected to a large power source, which is usually worn as a backpack. It has no normal trigger, but must connect to the bearers neuro-jack to be able to fire, ensuring that it cannot easily be turned against them. The weapon has no recoil when fired, and as such does not have to be braced at all, making it an ideal mobile squad support weapon. Class/Talent: Heavy/Exotic (Rotating Death Light) Range: 90 m RoF: -/-/10 Dam: 1d10+4 E Pen: 5 Clip: 300* (backpack mounted power source) Rld: 3 Full Special: Reliable, Storm Wt: 24 kg +20 kg backpack (Charge Pack) Cost: NA Availability: Rare (on Haddrak only) *uses two shots for each shot, i.e. 20 each round fired.
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