MACROMUNDA
Allegiance
Adeptus Mechanicus Skitarii
Codex / Campaign
Codex · Adeptus Mechanicus

Campaign57

Scenarios1

Bracket And Break scenario
Attackerthe Skitarii maniple (pressing an advancing gunline across the mid-range)
Defenderthe opposing gang (holding a scattered line the Skitarii mean to bracket)
Deployboth gangs deploy across a wide board with multiple firing lanes and mid-height cover; the Skitarii take the edge with the longest sightlines, the defender spread to contest them
Objectivecontrol the majority of three mid-board objective markers at the end of the game (a spread of firing positions, not a single point) — the Skitarii win by dominating the field, not by holding one corner
Victorythe gang controlling 2+ of the 3 markers at the end of round 6 (or when a gang bottles out) wins; a tie on markers goes to the gang that inflicted more enemy Out of Action results
Control Tracka Skitarii win advances their Control-Track claim on the world by one step (the maniple has established fire-dominance over the district); a defender win holds the marker where it stands

The Skitarii do not storm a position; they bracket it and take it apart at range. This mission is the maniple pressing an advancing gunline across the open middle of a district, meaning to dominate the field rather than seize a single point.

ATTACKER & DEFENDER The Skitarii maniple is the attacker. The opposing gang is the defender, holding a scattered line the maniple means to bracket.

BATTLEFIELD Both gangs fight across a wide board laid with multiple firing lanes and stands of mid-height cover. Three objective markers are placed across the centre of the table, spread well apart as separate firing positions rather than a single cluster.

DEPLOYMENT The Skitarii deploy first, along the board edge with the longest sightlines. The defender deploys second, spread out to contest the lanes and deny the maniple a clean field.

THE OBJECTIVE Each gang seeks to control the majority of the three markers. A marker is controlled by the gang with the only, or the nearest, fighter within 1" of it. The Skitarii win by dominating the spread of positions, not by holding one corner.

ENDING THE BATTLE The battle ends at the close of the sixth round, or immediately when a gang fails a Bottle test and flees the field.

VICTORY The gang controlling two or more of the three markers when the battle ends is the winner. If the gangs are tied on markers, victory goes to the gang that inflicted more enemy Out of Action results.

REWARDS A Skitarii victory advances the maniple's Control-Track claim on the world by one step, its fire-dominance over the district established; a defender victory holds the marker where it stands. The winning gang collects credits and Reputation per the campaign's standard rewards.

Favours11

RollFavourPatron
2The Requisition Denied. The Requisition Denied. The forge world's high priesthood turns the maniple's petition aside — the requisition-cant is met with silence, and the gang goes to war with only what it already holds. No favour is granted for the coming battle. If this result is drawn a second time in the same campaign phase, the priesthood judges the maniple wasteful, and you may not requisition new equipment until after your next game.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
3Radium Cache. Radium Cache. The requisition delivers a crate of rad-tainted magazines to the line. Before the coming battle, choose one friendly Skitarii fighter; for that battle, a single ranged weapon it carries gains the Rad trait. The forge world spares only a handful of rounds — the favour lasts one game and no longer.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
4Doctrina Drill. Doctrina Drill. The priesthood sends fresh drill-liturgies to sharpen the maniple's cant. In the first round of the coming battle, one friendly Skitarii fighter of your choice suffers no penalty from its chosen Doctrina Imperative — it keeps the plus of its stance and pays no minus for that round.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
5Galvanic Recharge. Galvanic Recharge. Cells and power-packs arrive from the forge fully charged and blessed. Once during the coming battle, a friendly Skitarii fighter may re-roll a failed Ammo check for a galvanic, radium, arc or phosphor weapon.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
6Augur Uplink. Augur Uplink. The requisition grants the maniple a battlefield augur-feed for the coming fight. For that battle, enemy hidden setup is negated for any enemy fighter within 6" of a friendly Skitarii — the line sees through the murk on the Machine God's sufferance.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
7The Marshals Writ. The Marshal's Writ. The high priesthood confirms the maniple's field-officer in its authority. For the coming battle, a friendly Skitarii Marshal — or, if none is fielded, one friendly Champion — projects its chosen Bulwark or Conqueror Doctrina to friendly Skitarii within 9" rather than 6".the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
8Requisitioned Optics. Requisitioned Optics. A shipment of preysight lenses reaches the line. Before the coming battle, choose one friendly Skitarii fighter; for that battle, after it makes an Aim action it may re-roll a single failed ranged Hit roll.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
9Skitarii Reinforcement. Skitarii Reinforcement. The forge world musters a fresh trooper to the maniple's banner. For the coming battle only, add a single Skitarii Ranger to your crew at no cost, armed as standard. It is struck from the roster when the game ends and earns no experience of its own.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
10Doctrina Perfected. Doctrina Perfected. The priesthood uploads a flawless combat-cant into the maniple's cortex-links. When you claim this favour, choose Bulwark or Conqueror; for the coming battle, all friendly Skitarii fighters ignore the penalty of that Doctrina — the whole line fights the chosen stance and pays none of its cost.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
11Princeps Favour. Princeps' Favour. A Sicarian Princeps is seconded to the maniple for the coming fight. For that battle you may field a single Sicarian as a temporary Champion; it deploys with hidden setup and re-rolls one failed Hit roll, ranged or melee, each round. It returns to the priesthood when the battle ends and takes no lasting place in the gang.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)
12The Machine God Supplies. The Machine God Supplies. The Fabricator-General throws open the forge's stores in full. For the coming battle, claim any two other favours from this table in addition to this one, resolving each as normal. Furthermore, the first friendly construct to go Out of Action may be returned to play, fully repaired, at the start of the following round. The Machine God provides for a maniple that has earned its regard.the Fabricator-General's requisition (the forge world's high priesthood, to whom the maniple answers)

Gang Tactics36

RollTacticTiming
11Shroudpsalm Advance. Shroudpsalm Advance. Play at the start of a round. Until the start of the next round, every friendly Skitarii fighter that makes a Move, Advance or Charge action this round counts as being in partial cover until its next activation. The static-shroud rolls forward with the line, and the maniple advances behind its own murk.Start of round
12Bulwark Imperative. Bulwark Imperative. Play in your turn. Choose one friendly Skitarii fighter; for the rest of this round it adopts the Bulwark Doctrina, gaining +1 to its ranged Hit rolls and suffering −1 to its melee Hit rolls, whatever Canticle or doctrine it was under before. The order comes down and the fighter locks onto the ranged-precise cant.your turn
13Conqueror Imperative. Conqueror Imperative. Play in your turn. Choose one friendly Skitarii fighter; for the rest of this round it adopts the Conqueror Doctrina, gaining +1" to its Move and +1 Attack in the melee and suffering −1 to its ranged Hit rolls, whatever it was under before. The line switches to the aggressive cant and drives forward.your turn
14Calculated Volley. Calculated Volley. Play in your turn, when a friendly Skitarii fighter makes an Aim action. For its ensuing ranged attack this round, it re-rolls all of its failed Hit rolls — the shot worked out to a certainty before the trigger is pulled.your turn
15Doctrina Stack. Doctrina Stack. Play in your turn. Choose one friendly Skitarii fighter; for the rest of this round it takes the benefit of both Doctrinas at once — +1 to its ranged Hit rolls and +1 Attack in the melee — but it may not make an Aim action this round, the cortex too busy holding two cants at once to steady the shot.your turn
16Benediction Echo. Benediction Echo. Play in your turn, before a friendly Skitarii fighter makes a ranged attack. For that attack it re-rolls its failed Hit rolls of 1 — the Benediction of the Omnissiah carried a heartbeat past the priest's voice and settled the fighter's aim.your turn
21Rad Saturation. Rad-Saturation. Play in your turn. Choose one friendly Skitarii fighter carrying a weapon with the Rad trait; for the rest of this round, that weapon's Rad trait triggers on a Hit roll of 5 or 6 rather than only a 6. The air around the target thickens with radioactive decay.your turn
22Marksman Lane. Marksman's Lane. Play in your turn, before a friendly Skitarii Marksman makes a ranged attack. For that attack it ignores the −1 to-hit penalty for firing at Long range, and if it did not move this round it may add 6" to the weapon's Long range. The whole board becomes one clear shooting lane.your turn
23Infiltrating Cell. Infiltrating Cell. Play before the battle, after both gangs have deployed. Remove up to two friendly Sicarians from the board and set them up again anywhere on the battlefield more than 6" from any enemy fighter, using hidden setup where the mission allows it. The cell was never where the enemy thought it was.Pre-battle
24Transonic Edge. Transonic Edge. Play in your turn. Choose one friendly fighter carrying a transonic weapon; for the rest of the battle, that weapon gains an additional −1 to its AP. Its edge is driven to full oscillation early, shearing armour it would otherwise have to wear down.your turn
25Galvanic Actuators. Galvanic Actuators. Play in your turn. Choose one friendly Skitarii fighter; for the rest of this round it counts as fitted with galvanic actuators. If it is under the Bulwark Doctrina it re-rolls a failed ranged Hit; if under Conqueror it adds a further 1" to its Move. The limb-augments overclock and the doctrine bites harder.your turn
26Sydonian Charge. Sydonian Charge. Play in your turn, when a friendly Sydonian Dragoon makes a Charge action. It re-rolls its charge distance, and if it reaches an enemy it makes one bonus attack with its taser lance in the ensuing melee. The walker breaks into a full stride and runs its target down.your turn
31Target Augury. Target Augury. Play in your turn. Choose one enemy fighter within line of sight of a friendly Skitarii; until the start of your next turn, that enemy cannot benefit from cover against friendly Skitarii ranged attacks. The augurs have painted it, and there is nowhere on the field it is not seen.your turn
32Serberys Sweep. Serberys Sweep. Play in your turn, when a friendly Serberys makes a Move action (but not a Run). After the move is complete, it may immediately make a single ranged attack with a carbine or pistol as a free action. The outrider fires across its own gallop and is gone before the answer comes.your turn
33Pteraxii Drop. Pteraxii Drop. Play before the battle, after both gangs have deployed. Set up to two friendly Pteraxii in reserve instead of on the battlefield. At the start of any round you choose, they descend, deploying anywhere on the battlefield more than 6" from an enemy fighter. The sky opens and the skirmishers fall on the flank.Pre-battle
34Disciplined Retreat. Disciplined Retreat. Play as a Reaction when a friendly Skitarii fighter is declared the target of a Charge action, before the charge is resolved. That fighter immediately makes a free Move of up to 3" directly away from the charging enemy. The line gives ground in perfect order rather than be pinned at arm's reach.Reaction
35Remorseless Fist. Remorseless Fist. Play in your turn. Choose one friendly Skitarii fighter under the Conqueror Doctrina; for the rest of this round it adds 1 to the Damage of its successful melee attacks. The Chant of the Remorseless Fist drives the line's blows home with machine-certainty.your turn
36Static Shroud. Static Shroud. Play in your turn. Choose one friendly Skitarii fighter that has not moved this round; until the start of your next turn it counts as being in full cover. The incense-shroud settles thick around a static firing position and hides the marksman within it.your turn
41Layered Fire. Layered Fire. Play in your turn. Choose one enemy fighter; for the rest of this round, the second and each subsequent friendly Skitarii ranged attack made against that enemy re-rolls its failed Hit rolls of 1. Fire is layered on fire until the target has no gap to survive in.your turn
42Cold Calculation. Cold Calculation. Play in your turn. Choose one friendly Skitarii fighter that has suffered one or more Flesh Wounds; until the start of your next turn it ignores the to-hit penalty from its Flesh Wounds. The cyborg's pain-response is cut out and it calculates cleanly around the damage.your turn
43Marshals Command. Marshal's Command. Play at the start of a round in which a friendly Skitarii Marshal is on the battlefield. For that round, the Marshal projects its chosen Doctrina Imperative to friendly Skitarii within 12" rather than 6". A single order carries across the whole line.Start of round
44Phosphor Blaze. Phosphor Blaze. Play in your turn, when a friendly Skitarii fighter hits an enemy with a phosphor weapon. Until the start of your next turn, that enemy and any enemy fighter within 2" of it cannot benefit from cover, and any of them using hidden setup are revealed. The blaze lights them for the whole line to see.your turn
45Predictive Volley. Predictive Volley. Play as a Reaction when an enemy fighter makes a Move action within line of sight of a friendly Skitarii that is Standing and Active and has not yet activated this round. That Skitarii immediately makes a single free ranged attack against the moving enemy — the shot the maniple had already worked out it would take.Reaction
46Arc Lance. Arc Lance. Play in your turn. Choose one friendly fighter carrying an arc or taser weapon; for the rest of this round, that weapon re-rolls its failed Wound rolls against constructs, vehicles and Brutes. The current earths itself in armour and machine and burns through both.your turn
51Vanguard Rad. Vanguard Rad. Play before the battle. Choose one friendly Skitarii Vanguard; for the whole battle, its radium weapon triggers the Rad trait on a Hit roll of 5 or 6 rather than only a 6. Its magazine is packed with unstable rad-cores, and the fighter cares nothing for what they do to its own lungs.Pre-battle
52Skitarii Discipline. Skitarii Discipline. Play in your turn. Choose one friendly Skitarii fighter; the next time it would be required to make a Nerve test or a Cool check this round, it passes automatically. The maniple's conditioning overrides fear and hesitation alike.your turn
53Flank And Fire. Flank and Fire. Play in your turn, before a friendly Skitarii fighter makes a ranged attack against an enemy that is within 3" of another friendly fighter. For that attack, the shooting fighter adds 1 to its Hit rolls. Caught in the crossfire, the target has no clean way to turn.your turn
54Augur Scan. Augur Scan. Play at the start of a round. Until the start of the next round, enemy fighters cannot use hidden setup within 12" of any friendly Skitarii, and any enemy already hidden within that range is revealed. The maniple's augurs sweep the field and strip the shadows away.Start of round
55Sicarian Ambush. Sicarian Ambush. Play as a Reaction when a hidden friendly Sicarian is revealed to make its first attack. For that attack it adds 1 to its Hit rolls and 1 to its Damage against the target. The infiltrator arrives behind the line exactly where it meant to, and the first blow is the worst.Reaction
56Measured Advance. Measured Advance. Play in your turn. Choose one friendly Skitarii fighter; this round it does not suffer the −1 to-hit penalty for making a ranged attack after an Advance action. The fighter moves and fires as one unhurried motion, never breaking the discipline of its aim.your turn
61Relentless Precision. Relentless Precision. Play in your turn, after a friendly Skitarii fighter has made a ranged attack. That fighter immediately makes one additional ranged attack as a free action, at −1 to its Hit rolls. The maniple does not stop firing until the target is down.your turn
62Doctrina Mastery. Doctrina Mastery. Play at the start of a round. Choose one friendly Skitarii fighter; for that round it suffers no penalty from its chosen Doctrina Imperative, keeping the plus of its stance and paying none of its minus. For one round the fighter has perfected both cants at once.Start of round
63Kill Bracket. Kill-Bracket. Play in your turn. Choose one enemy fighter; if it is hit by two or more friendly Skitarii ranged attacks this round, it is immediately Pinned and cannot remove the Pinned condition until the start of your next turn. Bracketed by converging fire, it is nailed to the ground the maniple chose for it.your turn
64Shielded Line. Shielded Line. Play as a Reaction when a friendly Skitarii fighter within 3" of another friendly Skitarii would suffer a Wound from a ranged attack. Roll a D6; on a 4+ the Damage of that attack is reduced by 1, to a minimum of 1. The line closes ranks and takes the shot on its shared front.Reaction
65Rapid Redeploy. Rapid Redeploy. Play in your turn. Choose one friendly Skitarii fighter that has not activated this round; it immediately makes a free Move action of up to its full Movement. The line shifts its firing position before the enemy can bring anything to bear on it.your turn
66The Maniple Calculates. The Maniple Calculates. Play in your turn. Until the start of your next turn, every friendly Skitarii fighter re-rolls its failed ranged Hit rolls of 1, and one friendly Skitarii of your choice re-rolls all of its failed ranged Hit rolls for its next attack. For a moment the whole maniple fires to a single solved equation, and the enemy simply falls where it was calculated to.your turn

Alliances2

The Hammer And The Anvil alliance
Whoa Cult Mechanicus maniple of the same forge world (any Cult House — generic, chosen when the muster is called, NOT a fixed named gang)
Termscampaign-only combined muster: neither gang joins the other's battle roster permanently; on a shared objective they field a single combined maniple, capped, for that game only

The Hammer and the Anvil. Where a Cult Mechanicus maniple of the same forge world holds ground on a contested world, the two armies of the Omnissiah may muster as one. The Cult is the anvil — its slow, durable construct wall fixes the enemy in place — and the Skitarii are the hammer, the mobile gunline that manoeuvres behind that wall and falls on the flanks it shields. This is a campaign-only combined muster: neither gang joins the other's battle roster for good. Once both Mechanicus gangs hold ground on a world, in the local phase before the Endgame, they may field a single combined maniple, capped for that game alone, on a shared objective. When the battle ends the two forces part again, each to its own liturgy. Any Cult House may answer the call — the pact is sworn to the Machine God, not to a single named gang.

The Omnissiahs Requisition alliance
Whoan Inquisition warband (any Ordo — the Machine God serves the Throne, and lends its enginewrights where the Inquisition operates nearby)
Termsthe Inquisition fields a Mechanicus Enginseer + gun-servitors by reference from this House's roster; NO cross-faction unit joins the Inquisition's permanent gang list, and the Mechanicus armoury is never duplicated into the Inquisition book

The Omnissiah's Requisition. The Adeptus Mechanicus are the Imperium's enginewrights, and where an Inquisition warband operates in the same region the Machine God lends the Throne its servants. In the local phase, once an allied Inquisition warband is present, the Skitarii maniple supplies a Tech-Priest Enginseer and a handful of gun-servitors — the weapon-mounted Servitor bodies — to serve as the Inquisitor's engine-seer and battle-escort. These units are drawn from this House's roster at battle time and returned when the fight ends; they are never kept, and no Mechanicus fighter joins the Inquisition's permanent gang list. The Mechanicus armoury is never copied into the Inquisition's book. This is the single agreed source of that support across the campaign — the requisition is offered here, on the maniple that answers directly to the forge, and nowhere else.

Legendary Names3

Iron Strider Adept Sydonian Dragoon or mounted rider

XP cost (random): 6

XP cost (chosen): 12

Iron-Strider Adept. A rider so long fused to its walker that flesh and machine move as one — a Sydonian Dragoon or mounted Honoured whose every stride is swifter and surer than the rest of the maniple. This fighter gains +1" to its Move characteristic and re-rolls its charge distance, running the enemy down before he can set his feet. Yet it is too vast, too fast, and too committed to the advance to ever slow: this fighter can never benefit from cover of any kind.

The Calculated Skitarii Ranger or Marksman

XP cost (random): 6

XP cost (chosen): 12

The Calculated. Some marksmen of the maniple pass beyond discipline into something colder — a Ranger or Marksman whose targeting-cortex has been honed until every shot is a solved equation. Once per battle, a single ranged Hit this fighter scores is treated automatically as a critical hit, inflicting maximum Damage with no roll. But the same rewiring that perfects its aim has scoured away every instinct for the close fight: this fighter suffers −1 to all of its melee Hit rolls, a killer to its cortex and all but helpless at arm's reach.

Vexilus Princeps Sicarian Princeps

XP cost (random): 8

XP cost (chosen): 14

Vexilus Princeps. The maniple's most distinguished infiltrator, a Sicarian Princeps whose kill-tally is spoken of across the forge world. At the start of each round this fighter projects its chosen Doctrina Imperative to all friendly Skitarii within 6", and it re-rolls one failed Hit roll, ranged or melee, each round. But the conditioning that makes it lethal has left it bound by kill-compulsion: in each of its activations it must, if able, target the closest enemy fighter it can reach or fire upon, and it may never voluntarily make a Retreat action.

Sub-Plots2

Doctrina Perfected sub-plot

Reward: Choose one Skitarii fighter: once per battle for the rest of the campaign, it may adopt both the Bulwark and Conqueror Doctrina benefits at once without either penalty. This sub-plot can be claimed only once per campaign.

Doctrina Perfected. The maniple's signature play is discipline layered on discipline, and a gang that masters it earns a lasting edge. This sub-plot is achieved when your gang wins three campaign battles, in each of which it fielded a Skitarii fighter stacking a Doctrina Imperative on an active Canticle of the Omnissiah. When it is claimed, choose one Skitarii fighter: for the rest of the campaign, once per battle, that fighter may take the Bulwark and Conqueror Doctrina benefits at once without suffering either penalty. This sub-plot can be claimed only once per campaign.

The Decorated Maniple sub-plot

Reward: That fighter permanently gains +1 to its Hit rolls when firing at Long range. This sub-plot can grant this bonus only once per fighter, across the whole campaign.

The Decorated Maniple. Honour in the maniple is measured in confirmed kills at range. This sub-plot is achieved when a single Skitarii fighter has personally caused ten or more enemy Out of Action results with ranged attacks, tallied on its fighter card across its whole career. When it is achieved, that fighter permanently gains +1 to its Hit rolls when firing at Long range. A given fighter can be granted this bonus only once, and it stands for the remainder of the campaign.

Terrain2

The Augur Array terrain

The Augur Array. A tall sensor-mast bristling with dish-augurs and scanning vanes, sweeping the battlefield in slow mechanical arcs. While a friendly Skitarii fighter is within 3" of the Augur Array, enemy hidden setup is negated for all enemy fighters within 12" of the mast, which are treated as revealed. While within 3" of the Array, a friendly Skitarii also ignores the −1 to-hit penalty for firing at Long range against any target within 12" of the mast. Only one fighter need stand within 3" for the Array to remain active.

The Radium Cache terrain

The Radium Cache. A shielded munitions store of rad-tipped magazines and galvanic cells, its warning-runes long since ignored by fighters who breathe worse with every passing day. A friendly Skitarii fighter that ends its activation in base contact with the Radium Cache may upgrade a single ranged weapon it carries to gain the Rad-phage trait for the rest of the battle; a given fighter may do this only once. In addition, a friendly Skitarii within 3" of the Radium Cache re-rolls its failed Ammo checks.