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Techmarines


Chaplain Killmer

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Hello,

 

I don't remember where i got him but I have a model of a techmarine on a space marine bike, that I never used but it fell into my hands when I was checking out my miniatures how much of a Ravenwing army I could field. So I started thinking about what to do with him.

 

The situation is to field ravenwing you need Sammael and or ol' Az. Well at least if you want them as troops. Then you might want a retinue of the black knights which are reading nice on the paper. They get a grenade launcher do weaken the targeted unit - so I was thinking well maybe add a techmarine to that group to beef up the body count and maybe with one of these scanners, the visor or the powerfield they could improve the performance of knights or any other squad as a whole.

 

What do you guys think?

Is there anything that speaks against upgrading him with the 2nd arm?

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I am in a similar situation with having a techmarine on a bike already modeled, and wondering how to field him. The add-on to a RW command squad seems an obvious choice. Another option I'm considering is giving him a Power Field and having him ride behind an important tank to give it extra survivability. A similar role I've considered is having him accompany a regular RW squad or even a single attack bike in a first turn run-up-the-field to deploy a teleport homer in the enemy backfield for a Deathwing alpha strike. Again, his role being to us a power field help that squad doing the forward deployment not get totally obliterated.

 

On a related note, I'm wondering if a new melee weapon is in order for my techmarine, given the new rules for the servo arm. My existing guy has a power axe, but now that the servo arm is sort of just a powerfist, I'm thinking of switching that axe for a lightning claw. If I'm reading all my rules correctly, he will then be able to attack either with the claw or the servoarm, but in either case gain a bonus attack for two weapons. Am I missing something that prevents this from working?

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Dark Angels Techamarines only CCW is a Servo Arm. It is no longer extra attacks, it is now exactly the same as a power fist....except for the whole able to repair vehicles thing. A servo harness just gives you 2 of them.

 

On another note...you can definately have a LC and just alternate between the two.

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I am in a similar situation with having a techmarine on a bike already modeled, and wondering how to field him. The add-on to a RW command squad seems an obvious choice. Another option I'm considering is giving him a Power Field and having him ride behind an important tank to give it extra survivability. A similar role I've considered is having him accompany a regular RW squad or even a single attack bike in a first turn run-up-the-field to deploy a teleport homer in the enemy backfield for a Deathwing alpha strike. Again, his role being to us a power field help that squad doing the forward deployment not get totally obliterated.

 

On a related note, I'm wondering if a new melee weapon is in order for my techmarine, given the new rules for the servo arm. My existing guy has a power axe, but now that the servo arm is sort of just a powerfist, I'm thinking of switching that axe for a lightning claw. If I'm reading all my rules correctly, he will then be able to attack either with the claw or the servoarm, but in either case gain a bonus attack for two weapons. Am I missing something that prevents this from working?

I would do one or the other.

 

Remember the power field protects friend or foe, so enemy models you engaged in cc would get the save too.

 

DM

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A Tech marine comes with a Servo-Arm {powerfist}, and Bolt Pistol...

 

He can upgrade to Servo-Harness, giving him an additional Servo-Arm {powerfist} a Flamer and Twin linked -Plasma Pistol.

 

He can exchange his Bolt-Pistol for any Melee or Ranged weapon.

 

Now he gets +1 A for two Specialist Weapons {powerfists} if he is using a servo-harness.

 

He can also use a lightning claw/Powerfist/Thunderhammer as a replacement for his Bolt-Pistol and also get +1A, but he has to choose fist/claw/hammer for the 2 attacks in melee.

 

If he also upgrades to a servo-harness, he still only gets +1A due to only being able to use 2 melee weapons at a time.

 

If he upgrades BP to a Powerweapon, he only gets 1 A from servo or from Powerweapon... He could upgrade ServoArm to Power weapon, but you are paying 15pts for a downgrade...

 

The servo harness also allows 2 seperate shooting attacks, chosen betwen a flamer, plasma-pistol, and the Tech's weapon (bolt-pistol, an exchanged weapon like a SB, or the twin-bolters on a Bike)

 

Upgrading to a servo-Harness gives +1 A at strength 8, as well as an additional shooting attack for the price of a PF.

 

Another advantage of the Servo-Arm is it is AP 1... Tank Killer :)

 

 

So, you can give a Techmarine a Servo-Harness on a Bike, and then also give him a (power weapon, lightning claw or Thunderhammer)  but will only get 2A with Servo-Arm, LC or TH. If he uses a PW he only gets 1 attack, despite having 3 weapons.... (yes very strange rules) 

 

The LC upgrade will allow striking at Init 4 with 2A at str 4 or Init 1 with 2A at Str 8... so it is an expensive option [15] to allow a second attack at init 4.

 

The Harness is almost a NO Brainer upgrade, second attack, second shot... for price of a PF.

 

 

here is a thought... Tech, upgrade to SH, on a SM Bike, upgrade BP to Combi-Flamer, add a Powerfield... 135 pts....

with a RW command squad, has relentless, scouts, skilled rider, jink, hit and run, hammer of wrath... gives entire squad a 4++ invulnverable save.

Can fire TWO flamers(once). Gets 3 STR 8 AP 1 attacks on charge at init 1, gets a HoW Attack on charge.

 

The only issue is the 4++ invul save that goes to the enemy within 4"... but you can have the tech with the PF be very careful how he moves and join/detachs /charges units to max/min the enemy effect of 4++

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A Techmarine is also armed with a bolter, per the Errata. It says "Techmarine/Techmarines: Add Boltgun to Wargear." The Techmarine has plenty of options to play with in regards to kitting him out exactly how you want him.

 

I completely missed that erratta... then a lot more options open up. He could then replace bolter with a PW and still get +1A...

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