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		<id>http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=340783</id>
		<title>Missile Launcher</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=340783"/>
		<updated>2017-05-15T03:42:12Z</updated>

		<summary type="html">&lt;p&gt;2601:246:C701:7E4B:20E8:C8D8:DF4B:862B: &lt;/p&gt;
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&lt;div&gt;The &#039;&#039;&#039;Missile Launcher&#039;&#039;&#039; is a very simple weapon, being little more than a tube capable of firing different kinds of explosive payload, similar to the [[Mortar]]. The Missile launcher is capable of firing a variety of payloads, chief amongst which are the anti-personnel Fragmentation (&amp;quot;Frag&amp;quot;) missiles, and anti-vehicle Krak missiles, though anti-air &amp;quot;Flakk&amp;quot; missiles were braught in  with the advent of flyers in [[Warhammer 40,000 6th edition]].  Missiles with defoliant chemicals or chemical weaponry can and have been used, as well. The main advantages of the Missile launcher are that it is cheap to manufacture, able to take several kinds of munitions, and portable.&lt;br /&gt;
&lt;br /&gt;
==Imperium==&lt;br /&gt;
The Missile Launcher is one of the most common explosive weapons fielded by the [[Imperium of Man]], employed very commonly by [[Imperial Guard]] Heavy weapons teams, and extensively used amongst [[Space Marine]] squads of all kinds. It also sees use among the ranks of the [[Chaos Space Marines]]. Its incredible versatility in payload allows it to be a potent anti-infantry and anti-vehicle weapon when the situation calls for it. Its anti-vehicle capabilities are only outstripped by the [[Lascannon]] and [[Imperial Ordnance|vehicle-mounted weapons]], and it is easy to learn and easy to use.&lt;br /&gt;
&lt;br /&gt;
Back in the days of the [[Great Crusade]], these things were the goofiest looking weapons ever, with banana-shaped top-fitted magazines (as seen in some recent [[Forge World]] weapons packs). [[Dark Eldar]] laughed at how oddly shaped and impractical they were. Seriously.&lt;br /&gt;
&lt;br /&gt;
They stopped laughing after said missiles evaporated them.&lt;br /&gt;
&lt;br /&gt;
Aside from the two standard Missile Launchers, the Astartes short launcher and the longer Imperial Guard version that shoots long, almost torpedo-like missiles, the Imperium also employs several other large missile weapons.&lt;br /&gt;
&lt;br /&gt;
===Hunter-Killer Missile ===&lt;br /&gt;
&lt;br /&gt;
A single-use fire-and-forget krak missile packaged in a launch tube that is easily mounted to any vehicle.  In-game, they are a cheap upgrade for most Imperial vehicles and walkers, as a quick way to add a bit of anti-armor punch to an armored personnel carrier or other light armor. However, being one shot only you&#039;ll never actually hit anything with it as it has the incredible ability to miss everything every time it is fired. (Unless you stick one on Knight Commander Pask&#039;s tank, BS4 with re-rollable 1&#039;s to hit and to wound, use it to stun enemy artillery or instagib a warlord of Toughness 4 or below with no Eternal Warrior)&lt;br /&gt;
&lt;br /&gt;
===Hellion Missile ===&lt;br /&gt;
Attached to the side of the Epic Stormblades casemate was a single shot Anti-Titan missile. Designed with an adamantium penetrator, it was there to help kick in the teeth of any titan that came around the corner, but fairly pointless against Gargants.&lt;br /&gt;
&lt;br /&gt;
===Manticore Missile===&lt;br /&gt;
The primary weapon of the [[Manticore Rocket Launcher|Manticore]], the individual missiles of a Manticore can evaporate anything that is not dressed in Power Armor.&lt;br /&gt;
&lt;br /&gt;
===Deathstrike Missile===&lt;br /&gt;
An explosive set to [[Angry Marines|Maximum Fuck]] and strapped to a [[Deathstrike Missile Launcher]], an impact of this weapon will fucking END anything hit by it. A single ICBM made of [[Rage|FUCK YOU]] out for your blood would make anyone think twice.   Batteries of these helped out in the Battle for Armageddon when fired from literally the opposite side of the planet. An even deadlier variations exists as the [[Warp Weapons|Vortex Missile]].&lt;br /&gt;
&lt;br /&gt;
===Ironstorm Missile Pod===&lt;br /&gt;
Mounted on the back of an [[Imperial Knight]], it is used against massed infantry assaults, and it is most effective against light- to medium-armoured opponents (72&amp;quot; S5 AP4, Heavy 1, Large Blast, Barrage).&lt;br /&gt;
&lt;br /&gt;
===Stormspear Rocket Pod===&lt;br /&gt;
Another pod mounted on the [[Imperial Knight]], it fires self-propelled projectiles tipped with armour-penetrating warheads and is used against heavily armoured infantry or moderately armoured vehicles (48&amp;quot; S8 AP3, Heavy 3).&lt;br /&gt;
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===Apocalypse Missile Launcher===&lt;br /&gt;
Strapped to the back of a [[Reaver Battle Titan]], the Apocalypse Missile Launcher does just that: spraying an area in explodey goodness capable of devouring waves of infantry and tanks alike.&lt;br /&gt;
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===Doomstrike Missile Launcher===&lt;br /&gt;
So huge it can only be used by the [[Imperator Battle Titan]], this is a highly accurate missile launcher with a high rate of fire. It gains its accuracy by way of leveling the entire half of the continent that the enemy is on so that his destruction is assured.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
The [[Chaos Space Marines]] [[Havoc]]s use a man-portable missile launcher just like the Imperial model (presumably left over from their loyalist days).  Their Titans also have the same missile launchers available, although the Cyclone, Hunter-Killer, and Manticore missiles weren&#039;t developed until after the [[Horus Heresy]], so they aren&#039;t available to the Chaos Space Marines.  Apparently they couldn&#039;t steal some after they were invented, [[Derp|and none of the Chapters who turned traitor later brought any with them.]] Its just as likely that they have never gotten their hands on any substantial manufacturing complexes for them, meaning they have to use the limited Imperial Ordanance they do get from their looting and stolen factories in apocalypse battles. &lt;br /&gt;
&lt;br /&gt;
===Havoc Launcher===&lt;br /&gt;
The Havoc Launcher is a small multiple missile pod that hooks onto Chaos vehicles (it was used on all Imperial vehicles during the [[Great Crusade]] and both sides of the [[Horus Heresy]], though it&#039;s [[Chaos]]-only now) and can fire off a cluster of long-ranged explosive shells, perfect for dispatching clusters of small enemies - it&#039;s particularly effective against [[Ork]]s, [[Dark Eldar]], the [[Tyranids]], [[Kroot]], and the [[Imperial Guard]]. The weapon has the following profile:&lt;br /&gt;
&lt;br /&gt;
Range: 48&amp;quot; | Strength: 5 | AP: 5 | Heavy 1, Blast, Twin-Linked&lt;br /&gt;
&lt;br /&gt;
It can be thought of as a rough equivalent to the Imperial Hunter-Killer or Cyclone missile launchers, as it is an upgrade easily applied to any vehicle for some extra firepower, but where the Hunter-Killer missile is meant to damage or kill a single strong unit (with only one shot, mind), the Havoc Launcher is meant to handle mass infantry and attack weaker units - and unlike the Hunter-Killer missile, can be fired all damned game long. Be warned, though; [[Tau]], &#039;Ard boyz, [[Necron]]s, Storm Troopers, and [[Space Marines]] can generally weather its offensive - though the Havoc Launcher will reliably cause wounding hits, its poor AP value means most forces still get their saves. It&#039;s still a decent deterrent to infantry-heavy armies (Tyrablobs, Guard blobs, and Orks), though, and not a bad investment for the points. Also, once your Rhino has disgorged its angry Berserkers and been immobilised, your opponent tends to forget that it&#039;s a threat. [[Awesome | This can result in the paralysed transport causing the final wound to a special snowflake Space Marine character when both armies in a 800pt annihilation game are otherwise exhausted, tabling the opponent.]]&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
===Eldar Missile Launcher===&lt;br /&gt;
Unlike the ones used by the [[Imperium]], Eldar missile launchers consist of several pods of small missiles, using a cluster of small projectiles instead of a single large one to deal damage. Of note is that the number of openings on the launcher does not reflect the number of missiles that it is capable of holding: each firing tube is connected to several smaller chambers, in which the missiles are held and fired from.  In addition, the Eldar eschew fragmentation rounds in favour of an unstable plasma core round, which has a small degree more penetrative prowess. &lt;br /&gt;
&lt;br /&gt;
===Reaper Launcher===&lt;br /&gt;
The Dark Reapers aspect warriors use a variation on the Eldar Missile Launcher: the Reaper Launcher. Firing a hail of small missiles over a very large distance, they can do considerable damage to Space Marines and all but the largest of [[Tyranid]] organisms. Exarchs of the Dark Reapers can use either a regular Eldar missile launcher or the Tempest Launcher: a modified Reaper Launcher that shoots its projectiles in an arc, bombarding a large area with lethal projectiles.&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tau==&lt;br /&gt;
The [[Tau]] also use missile launchers, albeit only on their battlesuits and vehicles -- Fire Warrior squads are instead given markerlights and are expected to designate targets for the vehicles to shoot at, rather than carry missiles themselves. This is because the hunter cadre is far more integrated, the vehicles and infantry work as one.  They are generally not as powerful as their Imperial equivalents, but they can be more accurate if their targets are illuminated by markerlights.&lt;br /&gt;
&lt;br /&gt;
=== Missile Pod ===&lt;br /&gt;
A missile pod is a small rack of miniature missiles mounted on the arm or shoulder of a Battlesuit.  It isn&#039;t quite as strong or armor-piercing or long-ranged as an Imperial missile launcher, but it is an assault weapon, rather than a heavy weapon.&lt;br /&gt;
&lt;br /&gt;
=== High-Yield Missile Pod ===&lt;br /&gt;
The High-Yield Missile Pod is large rack of High Explosive Missiles mounted on the hands of XV-88 Broadside Battlesuit in place of the normal Twin-Linked Heavy Rail Rifle, designed as a Light Vehicle killer this thing fires double the normal amount of missiles compared to its lighter cousin and spells the end of any light vehicle caught in its range.&lt;br /&gt;
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=== Smart Missile System ===&lt;br /&gt;
A smart missile system&#039;s munitions have even less strength, range, and armor-piercing ability than those of a missile pod, but they include advanced built-in target tracking and guidance systems.  The operator must remain steady to designate a target, but can then unleash four missiles that will Robotech around obstacles on the way to their target allowing for multiple simultaneous and devastating offensive missile strikes.&lt;br /&gt;
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=== Cluster Rocket System ===&lt;br /&gt;
One of the two primary weapons of the XV12-8 Stormsurge Suit, these over grown missile pods replace the Suits arms and can vomit forth enough ordnance to threaten anything with T:7 or lower, or an AV of 11, with the ability to fire up to 4d6 attacks, or 8d6 if it stabilises at a range of 48&amp;quot;, so long as Lady Luck, and Admiral Awesome smile on you, this thing will earn back its points, and then some solely with amount of infantry it can annihilate&lt;br /&gt;
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=== Nexus Meteor Missile System ===&lt;br /&gt;
Because the Cluster Rocket Pod wasn&#039;t producing a big enough boom. This &#039;&#039;thing&#039;&#039; can only be mounted on the KX-139 Ta&#039;Unar Supremacy Suit, and boy does it show. A swarm killer of the highest order this weapon lays down one Apocalyptic Mega Blast Template that starts out as strong as a Railgun, and ends up as weak as a Pulse Rifle, with an explosion bright enough to blind anyone left standing.&lt;br /&gt;
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=== Seeker Missile ===&lt;br /&gt;
The seeker missile is the Tau Empire&#039;s primary indirect fire support weapon, equivalent to the Imperial hunter-killer missile.  Prior to 6th edition, they could only be activated remotely by a markerlight, which they made up for by being BS5. The 6th edition Tau Empire codex made them able to be fired like normal weapons as well - without anyone else to give them markerlight rules, they are &#039;&#039;identical&#039;&#039; to hunter-killer missiles. &#039;&#039;With&#039;&#039; markerlights it is a slightly different story. They can be remotely fired even if the vehicle carrying them would be unable to use them (because it has moved, or does not have line-of-sight to a target, for example).  The Tau Empire realized that having a vehicle carry missiles but be unable to fire them itself would be silly, and so most vehicles dedicated to carrying seeker missiles, like the [[Skyray Missile Gunship]], mount networked markerlights that allow them to designate targets themselves.  Other largish Tau vehicles can mount a smaller number of seeker missiles purely for infantry anti-armor support.&lt;br /&gt;
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=== Destroyer Missile ===&lt;br /&gt;
Take a seeker missile, feed it steroids made of hate, and then give it something to destroy, there you&#039;ve got a Destroyer Missile. Mounted on the XV12-8 Stormsurge suit in sets of 4 these missiles normally act at S:8, AP1, but can be fired at S:D by spending a Markerlight Token&lt;br /&gt;
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{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Orks==&lt;br /&gt;
Those of us boyz who wanna crack open da humie [[Rhino|metal boxes]] get da Rokkit Launcha an&#039; da Tankhammer. Da Launcha got&#039;z a button dat shoots rokkits at da tank. Even snots know dat. Tankbustas who like krumpin in melee can use da Tankhammer, its just a buncha &#039;splosives on a stikk. Hit da humie wagon an&#039; it goes bang. Dem [[Mekboy]]z dat muck about wit bigga n&#039; blastier rokkits put [[grot]]z in &#039;em. Humies call &#039;em &amp;quot;smart bomms&amp;quot;. Any propa git knows deyze called Grot Bomms.&lt;br /&gt;
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[[Category:Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:246:C701:7E4B:20E8:C8D8:DF4B:862B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Skitarii&amp;diff=430667</id>
		<title>Skitarii</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Skitarii&amp;diff=430667"/>
		<updated>2017-05-14T22:10:02Z</updated>

		<summary type="html">&lt;p&gt;2601:246:C701:7E4B:20E8:C8D8:DF4B:862B: &lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
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[[File:Myrmidon Secutor.jpg|thumb|right|In the name of the Quest for Knowledge, I shall now take your head off.]]&lt;br /&gt;
The &#039;&#039;&#039;Skitarii&#039;&#039;&#039; (singular &#039;&#039;Skitarius&#039;&#039;, also known as Tech-Guard) (The most accurate pronunciation is &#039;&#039;&amp;quot;ski-tar-ih-ee&amp;quot;&#039;&#039;, meaning a short &#039;&#039;i&#039;&#039; as in &amp;quot;sit&amp;quot; followed by a longer &#039;&#039;i&#039;&#039; as in &amp;quot;sheep&amp;quot; (usually displayed as [http://la.raycui.com/vowel.html#sect2 ī] with a top bar to simplify pronounciation for English speakers). [https://en.wikipedia.org/wiki/Latin_declension#Second_declension_.28o_stems.29 This is because &#039;&#039;skitarius&#039;&#039; is most likely a second declension masculine noun ending in &#039;&#039;-us&#039;&#039;, with nominative plural ending in &#039;&#039;-ī&#039;&#039; with a long &#039;&#039;i&#039;&#039;]. Some of you are taught to pronounce &#039;&#039;-ii&#039;&#039; as &amp;quot;ee-aye&amp;quot;, though. Use what you&#039;re comfortable with, but [http://www.grammarphobia.com/blog/2010/02/garden-variety-latin.html read this] or [http://la.raycui.com/vowel.html something like it] before you continue the Linguistic Crusade about a made-up pseudo-Latin word.) are the private army of the [[Adeptus Mechanicus]]. Under the Treaty of Mars, [[Forge Worlds]] are not required to give manpower over to the [[Imperial Guard]] under the [[Imperial Tithe]], so they are allowed to raise, train, and equip their own [[Planetary Defense Forces]]. Standing somewhere between the Guard and the [[Space Marines]] in terms of ability, the Skitarii have access to absolutely &#039;&#039;everything&#039;&#039; the Adeptus Mechanicus can create. The only things they don&#039;t use are the [[Land Raider]] (which is due to a decree by the [[God-Emperor of Mankind|Emperor]] reserving it for the Adeptus Astartes during the [[Great Crusade]])(like that stops the [[Inquisition]]...) and [[Dreadnought]]s (though in theory they could, they just prefer carving up your brain and making you a servitor instead). Like the Guard, there is little standardization among Skitarii units. For example, they can&#039;t quite seem to agree if the greater unit is called a cohort or a brigade. Additionally, Skitarii will vary from simple gun-[[servitor]]s under a few commanders to gene-enhanced augmented humans with major equipment.&lt;br /&gt;
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Having existed since at least the Great Crusade, a Skitarii brain is altered to maintain their loyalty and obedience. Some are just psycho-surgically or biochemically altered, while others are full-on lobotomised. According to recent lore, one way the Tech Priests control legions of Skitarii are by messing with their brains from SPEHHS, firing off signals to make each and every one of those little bastards think they&#039;re being manipulated by the Omnissiah himself. On the plus side if, after their &amp;quot;indoctrination&amp;quot;, they have anything resembling a working brain left, it&#039;ll usually be capable of some high level multitasking: a Tech-Guard officer will proficiently dual-chainsword-duel with you, while happily chatting with his fellow Skitarii on the [[vox]] in binaric cant, simultaneously catch up on his unread messages, recompiling the kernels in his cybernetic implants and trolling all the boards of future-#chan at the same time. So yeah, they&#039;re different than their service/slave counterparts. And speaking of differences, Skitarii from different forgeworlds don&#039;t always share the same look. Some prefer the classic &amp;quot;red-robe-with-hood&amp;quot; Martian style, while others wear Imperial Guard-like uniform, and some could be purely functionalist with no clothes beside armour  - just name the style, and somewhere in the galaxy there is a forge world with similarity dressed Skitarii (except for THAT style, you sick fuck). One of the most popular styles the Skitarii employ is to wear fabulous fur coats, fang talismans and grizzly trophies, commonly associated with [[Death World]]ers and [[Space Wolves]]; these are intended to terrify opponents. As if half-robot/zombie soldiers aren&#039;t terrifying enough.&lt;br /&gt;
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They are generally the first line of defense on Forge Worlds and other Mechanicum installations. However, they also serve as marines (in the traditional sense) for some Explorator ships, and act as dedicated infantry and vehicle support for Titan Legions when they are deployed.  Because the Mechanicum also likes to make friends and has allies, and Forge Worlds, everywhere, the Skitarii also serve as mercenaries or allies in many Imperial armies and crusades.  Additionally, most Space Marine chapters can call on Mechanicum support in the form of Skitarii should need arise.  This is double so for the Grey Knights, as Titan itself is a forge world.&lt;br /&gt;
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Also, they can be played on the tabletop, like a weird hybrid of Tau, Necron, Craftworld Eldar, and &amp;lt;s&amp;gt;guardsma... ahem.. ASTRA MILITARUM&amp;lt;/s&amp;gt; Imperial Guard, and seem to be the 40k equivalent of the Skaven, except that they&#039;re not fucking fleabags! Who needs Emrpah loving humies/post-humie/heretic/xenos scum anyway?! Everyone knows the Omnissiah is where it&#039;s at!&lt;br /&gt;
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==Types of Skitarii==&lt;br /&gt;
The Skitarii comes in many range and flavours, some more deadlier then the other. All of them can twist your head off and shit down you neck. Here are the examples:&lt;br /&gt;
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===Skitarii Alpha===&lt;br /&gt;
&lt;br /&gt;
Skitarii Alphas are the &amp;lt;s&amp;gt;ALPHA WOLVES!&amp;lt;/s&amp;gt; FUCK OFF! Anyways, they are the squad commanders of Adeptus Mechanicus Skitarii formations. These cybernetic warriors have the highest level of augmentation among their kind, a position of high prestige in Martian culture. To become an Alpha, one must pass the Crux Mechanicus, the point where your body is more machine than flesh. Their human components have often been reduced to a simple organic brain. They are the leaders of any Skitarii and are equivalent to a Space Marine Captain.&lt;br /&gt;
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[[File:SkitRangerArt.jpg|240px|right|thumb|Time to smoke out some bitches and blow....literally.]]&lt;br /&gt;
Of particular note is the fact that many Martian Skitarii Alphas were failed Imperial Knight nobles of House Taranis. Although failure to bond with an Imperial Knight typically drives the would-be pilot insane, emotive-suppressors and memory-catheters are able to keep their rages in check. House Taranis asks in return that their Skitarii cohorts are assigned to fight alongside their Knights, so that the Nobles can still fight alongside their former brothers.&lt;br /&gt;
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===Skitarii Ranger===&lt;br /&gt;
&lt;br /&gt;
The Mechanicus&#039; equivalent of the [[Eldar]] [[Eldar Ranger|Rangers]] but more [[Awesome]]. They are relentless hunter-killer infantry, and are known that they will hunt their prey across the galaxy for decades if need be. Mindful of the harsh terrain of Mars, their legs have been removed from the knees down, replaced by cybernetic augmentations. This has made their stamina legendary, and they are known to hunt a foe until it exhausts itself. Skitarii Rangers themselves are split into the &#039;&#039;&#039;Skitarii Fresh-forged&#039;&#039;&#039; which are essentially the most recent additions to a Skitarii Ranger team. They differ to normal Skitarii as their remaining flesh is still raw from the surgery involved in bionic modification. There is also the &#039;&#039;&#039;Skitarii Specialists&#039;&#039;&#039; who are given the holy duty of carrying and maintaining the Skitarii kill team’s more unusual weaponry.&lt;br /&gt;
&lt;br /&gt;
Their weapon of choice are Galvanic Rifles, though others may be armed with Arc Rifles, Transuranic Arquebus&#039;, or Plasma Calivers. A Skitarii Rangers team is led by an Alpha, normally equipped with Radium Pistol or Arc Pistol as well as a Power Sword, Taser Goad, or Arc Maul. &lt;br /&gt;
[[File:SkitariiVanguardArt.jpg|240px|left|thumb|The funny thing is, that gun is the least of your worries.]]&lt;br /&gt;
&lt;br /&gt;
===Skitarii Vanguard===&lt;br /&gt;
&lt;br /&gt;
Skitarii Vanguards, known informally as Rad-Troopers, are a type of Skitarii infantry used by the Adeptus Mechanicus. Skitarii Vanguards are so soaked in radiation from their Radium Carbine weaponry that even to approach them is to [[FATAL|invite death.]] Eventually, the radiation burns through even their heavy armor plating, [[Grimdark|slowly poisoning them to death.]] Mindful of the harsh terrain of Mars, their legs have been removed from the knees down, replaced by cybernetic augmentation. Their augmentations and radioactive conditioning has allowed Skitarii Vanguards to be deployed to the most hazardous war zones the galaxy has to offer.&lt;br /&gt;
&lt;br /&gt;
A Skitarii Vanguard squad is led by an Alpha, equipped with either a Phosphor Blast Pistol, Radium Pistol or Arc Pistol as well as a Power Sword, Taser Goad, or Arc Maul. These guys are there to [[Rape]] infantry in close quarters.&lt;br /&gt;
[[File:RuststalkerArt.jpg|140px|right|thumb|[[Eversor Assassin|*WWWRRRRRYYYYYYYYYY!*]]]]&lt;br /&gt;
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===Sicarian Rustalkers===&lt;br /&gt;
&lt;br /&gt;
Sicarian Ruststalkers are the elite Skitarii assassins of the Adeptus Mechanicus and the guys that can make an [[Eversor Assassin]] look like a rehabilitated good Samaritan. Initially an elite assassination squad, the Sicarian Ruststalkers proved so effective at the art of killing that they were repurposed as front-line, physics-manipulating commandos. Their Transonic Weapons hum and resonate with efficiency, passing through the strongest armor as if it simply didn&#039;t exist, [[Wat|though the effect of the damage often takes several seconds to manifest.]] These highly trained and augmented squads known as Killclades are led by Princeps.&lt;br /&gt;
&lt;br /&gt;
As with their Infiltrator brothers, every Sicarian was once a Skitarii who was grievously injured in battle. If these fallen are judged still fit to serve the Omnissiah, they are not incinerated but instead taken back to be augmented into lethal killing machines. This process can take place as long as a Tech-Priest possesses a head, torso, and some limb-stumps.&lt;br /&gt;
&lt;br /&gt;
Sicarian Ruststalkers also called &amp;quot;shivs&amp;quot;, a reference to a way they repeatedly plunge their transonic weapons into their enemies, visible only as a blur of blue and arcing sprays of scarlet blood.&lt;br /&gt;
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===Sicarian Infiltrator===&lt;br /&gt;
[[File:SicInfArt.jpg|260px|left|thumb|AYE AYE AYE! &amp;lt;s&amp;gt;Power Rangers!&amp;lt;/s&amp;gt;  Fellow Skitarii! We request support for &amp;lt;s&amp;gt;Zordon&amp;lt;/s&amp;gt; The Ommnisiah!]]&lt;br /&gt;
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The sneaky counterparts to the Skitarii forces that also bears an uncanny resemblance to Alpha-5 from Power Rangers. Sicarian Infiltrators are the brutal Skitarii scout troops of the Adeptus Mechanicus, renowned as perhaps the most sinister warriors of the Mechanicum. Heavily augmented into [[Star Wars|more machine than man,]] the Sicarian Infiltrators are a hideous, frightening strike force - the height of Adeptus Mechanicus posthuman engineering. When hunting, they emit from their domed helmets a white noise that fills all sensory spectrum&#039;s with static, leaving their foe disorientated and helpless and incredibly irritated. Enemies fall, deafened and blinded by the scree of a brutally disruptive audiovisual assault; battles are often decided before even a single kill is confirmed. Infiltrator squads can bypass enemy defenses with ease, though not because of their stealth but rather their disruptive wavelengths they broadcast when on the move. These scout squads are led by Princeps. Regular Skitarii warriors sent to fight alongside Infiltrators are given null-codes that can transmute their disorientated wavelength frequencies, allowing for efficient combined-arms assaults.&lt;br /&gt;
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As with their Ruststalker brothers, every Sicarian was once a Skitarii who was grievously injured in battle. If these fallen are judged still fit to serve the Omnissiah, they are not incinerated but instead taken back to be augmented into lethal killing machines. This process can take place as long as a Tech-Priest possesses a head, torso, and some limb-stumps.&lt;br /&gt;
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Heavily modified for their scouting missions, almost their entire human heads have been replaced with a specialized domed helm allowing a three-hundred and sixty degree view of the battlefield. They are equipped with a wide array of weapons including Stubcarbines, Power Swords, Taser Goads, and Flechette Blasters.&lt;br /&gt;
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===Skitarii Protector===&lt;br /&gt;
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Protectors were soldiers and guards that worked in the Adeptus Mechanicus.&lt;br /&gt;
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They were genetically engineered and augmented Humans that wore red robes and bronze masks that showed green mechanical eyes. Members of the Protectors typically carried weapon staves and served as the personal guards within a techpriest&#039;s forge. They were noted to smell of spoilt, decayed meat and oils.&lt;br /&gt;
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==See Also==&lt;br /&gt;
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*[[Warhammer_40,000/Tactics/Skitarii_(7E)|Skitarii tactics]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=xyxOXjZHl9U This sums up the Skitarii (be sure to kitbash your squad alpha so he gets an abbs mounted heavy weapon!)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=vFULVMSd5JY And again with related images]&lt;br /&gt;
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