MACROMUNDA
Allegiance
Adeptus Mechanicus Skitarii
Codex / Skill Access
Codex · Adeptus Mechanicus

Skill Access13

Pteraxii
PrimaryAgilityCunningShootingSignature
SecondaryBrawnCombatFerocitySavagery

The Pteraxii advances as an aerial skirmisher, its access built around movement and fire: Primary on Agility for the jet-pack, Shooting for the strafe, Cunning for the angle, and the Signature set for its Doctrina. Brawn, Combat, Ferocity and Savagery are Secondary — the Pteraxii wins by arriving where it is not expected, not by holding the ground it lands on.

Serberys
PrimaryAgilityCunningShootingSignature
SecondaryBrawnCombatFerocitySavagery

The Serberys advances as a mounted outrider, and its access matches that role: Primary on Agility for the gallop, Shooting for the fire-on-the-move, Cunning for the flank, and the Signature set for its Doctrina. Brawn, Combat, Ferocity and Savagery are Secondary — the Serberys is the fast screen and the moving gun, not the anchor of a melee.

Servitor
PrimaryBrawn
SecondaryCombatFerocityShooting

The Servitor barely advances at all — a mindless construct learns little. Its only Primary access is Brawn, the raw labour of the servo-arm, with Combat, Ferocity and Shooting as Secondary. It has no access to the maniple's doctrine or fieldcraft; it does the one task it is given and is mended when it fails.

Sicarian
PrimaryAgilityCombatCunningFerocitySavageryShooting
SecondaryBrawnSignature

The Sicarian is the maniple's most versatile killer, and its access is the widest of the gangers: Primary on Agility, Combat, Cunning, Ferocity, Savagery and Shooting — every craft the infiltrator needs to strike from ambush and win the exchange it starts. Only Brawn and the Signature set are Secondary; the Sicarian fights on speed and surprise rather than the stacked doctrine.

Skitarii Gunner
PrimaryCunningShootingSignature
SecondaryBrawnCombatFerocitySavagery

The Skitarii Gunner advances toward the perfect shot with its special weapon. Its Primary access is Shooting and Cunning — placing and landing the heavy burst — with the Signature set for its Doctrina alongside. Brawn, Combat, Ferocity and Savagery are Secondary; the Gunner grows into a firing position, not a fighting one.

Skitarii Marksman
PrimaryAgilityCunningSavageryShootingSignature
SecondaryFerocity

The Skitarii Marksman advances as the maniple's purest shooter. It takes Primary access on Shooting, Cunning, Agility and Savagery — the long shot, the hidden position, the patient repositioning and the killing instinct — and on the Signature set for the Bulwark Doctrina it lives under. Ferocity alone is Secondary; nothing about the Marksman is built for the close fight.

Skitarii Marshal
PrimaryAgilityCombatCunningFerocityLeadershipShootingSignature
SecondaryBrawnSavagery

The Skitarii Marshal is the maniple's broadest advancer, an officer equally at home in the firefight and the melee. It takes Primary access across Agility, Combat, Cunning, Ferocity, Leadership and Shooting, and Primary on the Signature set that carries the Doctrina it projects to the line. Only Brawn and Savagery fall to Secondary — the Marshal leads by precision and command, not raw muscle.

Skitarii Ranger
PrimaryCunningShootingSignature
SecondaryAgilityCombatFerocitySavagery

The Skitarii Ranger advances along the gunline's narrow, exact path. Its Primary access is Shooting and Cunning — the marksman's craft and the calculating position — together with the Signature set that governs its Doctrina. Agility, Combat, Ferocity and Savagery are all Secondary; the Ranger sharpens its aim and its fieldcraft long before it learns to fight up close.

Skitarii Vanguard
PrimaryAgilityCunningShootingSignature
SecondaryBrawnCombatFerocitySavagery

The Skitarii Vanguard advances as the moving half of the line, and its access reflects it: Primary on Agility for the advance, Shooting for the rad-carbine, Cunning for the field, and the Signature set for its Doctrina. Brawn, Combat, Ferocity and Savagery fall to Secondary — the Vanguard's edge is closing the range while still firing, not winning the brawl at its end.

Sydonian Dragoon
PrimaryAgilityBrawnCombatFerocityShooting
SecondaryCunningSavagerySignature

The Sydonian Dragoon advances as a fast walker Brute, its access weighted toward the charge and the gun: Primary on Agility, Brawn, Combat, Ferocity and Shooting — everything the striding machine needs to run a fighter down or shell the line. Cunning, Savagery and the Signature set are Secondary; the walker fights on speed and strength rather than the stacked doctrine.

Tech Priest Dominus
PrimaryCombatCunningFerocityLeadershipSavagerySignature
SecondaryAgilityBrawnShooting

The Tech-Priest Dominus advances as the maniple's commander and its most dangerous single fighter. It draws Primary on Leadership to hold the gang to its liturgy and on the Mechanicus Signature set to deepen its command over the Canticles, with Combat, Cunning, Ferocity and Savagery all close at hand. Agility, Brawn and Shooting come only as Secondary — a priest that leads from the litany, not the firing line.

Tech Priest Enginseer
PrimaryBrawnCunningLeadershipSavagerySignature
SecondaryAgilityCombatFerocityShooting

The Tech-Priest Enginseer advances as the maniple's wright and second in the liturgy. It draws Primary on Brawn for the servo-arm's work, on Leadership and the Signature set for its place in the priesthood, and on Cunning and Savagery besides. Agility, Combat, Ferocity and Shooting are Secondary — the Enginseer's value grows in what it repairs, not what it fells.

Tech Priest Manipulus
PrimaryBrawnCunningLeadershipSavagerySignature
SecondaryAgilityCombatFerocityShooting

The Tech-Priest Manipulus advances as the maniple's specialist adept, closest in role to the Enginseer. It takes Primary access on Brawn, Cunning, Leadership, Savagery and the Signature set — the litany and the esoteric wargear it wields — while Agility, Combat, Ferocity and Shooting come as Secondary. Its growth deepens the Canticle it can raise and the Rites it can work.