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I've tried looking around, but I can't seem to find any reference that states how the new IG Tech Priest interacts with Super Heavies in regards to making repairs. 'Weapon Destroyed' results getting fixed are easy enough, but I'm wondering if they could also fix drive train damage or (rather far-fetched) repair structure points. The first two may be easy enough to assume, but it would be nice to have some sort of 'official' opinion before I go fielding this combination.
My gut ruling on this would be that they can do Weapon Destroyed and Drive Damaged results, but not be able to do structure points. I've got no "hard" evidence to back up this assertion, but it seems to me to be in keeping with the intended spirit of the techpriest - making bodge-job battlefield repairs to keep the tank going, not rebuilding large sections of it from scratch.
I think you'll find that opponents (other than righteous RAW'ers) will find this a reasonable compromise.
I have too many armies to list in my signature!
weapon destroyed and drive damaged can be done but structure points is a big no no.
Well, from a morally justified reading of the rules as they are presented-- weapon destroyed is okay, drive damaged is not. Super-heavies are designed to work completely differently from normal vehicles, as such they don't suffer Immoblized results the way normal vehicles do. If you want to talk about the spirit of the rules though, Techpriests weren't written with super-heavies in mind, and super-heavies weren't written with Techrpiests in mind. That's the thing about Apocalypse, stuffing an additional rules set on top of normal 40k pretty much always requires some discussion with the people you're playing with, because the rules are truly not balanced or even coherent most of the time.
Super-heavies are already designed to be very difficult to inflict meaningful damage on, and have lots of additional protection already built in like primary weapon saves and damage control.To my mind, adding a techpriest w/ servitors who can keep a 10'' blast Destroyer weapon going on a 2+ is just too powerful. At the same time, repairing a drive damaged result (which as written doesn't work) is a lot less game-breaking than repairing a primary weapon. You really should talk to your gaming group and figure out what you guys think works best, maybe the techpriests could augment damage control rolls or help in restoring void shields. That's probably the most balanced thing to do-- stick to the existing framework for super-heavies and just have the Techpriest give them a boost.
You think repairing a weapon or structure point is cheesy? You haven't seen cheese until you've seen some idiot use the Replacement strategic asset to bring back a Imperator Titan.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2