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Ok i collect raven guard and TBH until now my army has been gun tastic as i love shooting but as time has gone by im beginning to feel like a bit of a traitor for not using Raven guard as they should be used, by this i mean in a fast attack role, they strike hard and fast before the enemy has time to react.
So iv begun to plan a new army. This means more assault squads and a few extra land speeders (gota love the assault cannon)
So i went about planning my army and begun to look at the options open to me and then i had a plan.
The techmarine with all his servo arms is worth its points. 3 attacks as standard 2+ armour save and you can fire 2 servo mounted weapons (flamer and twin linked plasma pistol) now to me that rox.
Now put a jump pack on him and give him a power weapon (unless the servo arms count as one??) and a bolt pisol. 136 pts
On the charge he has 5 power weapon attacks pluss he can fire his flamer and plasma pistol before he gets in there. OK hes no chaplin or force comander but for the cost hes damn gd.
The question is what do you lot think? this is only and idea for a cool model that could work well in cc and for those who like fluff he could be there to fix the land speeders (hence the jump pack to keep up with them.
Even better, why not give him a power fist so he gets 7 powerfist attacks? What else can do that kinda hurting? Also, I wouldn't count on him fixing much on his own. Now, some are going to argurethat you can't give him a servo harenss and a jump pack, but nowhere, let me repeat, Nowhere, has this been offically published. Someone, who might be a Gamesworkshop staff member came on their forum, and their forum only and said that you couldn't.
It does say in the codex that he can have ANY equipment from the armoury.... saying that could he be given termie armour.. lol now that would be funny and an amazing looking model
As for the powerfist thats not a bad idea although he would start to get a bit point heavy and where does he get these 7 attacks from? hmmm
My full idea was to put him in an assault squad with a chaplin. this would mean 5 plasma shots before you even go into CC (vet sgt has a plasma pistol)
Last edited by Easy G; April 26th, 2006 at 11:27.
A techmarine already has a power weapon to start with. They also have 2 attacks. Give him a pistol and Term. Honors and then charge into a unit. He'll have 5 power weapon attacks. If he has the servo-harness he'll also have 2 power fist attacks from the servo-arms. So yeah, he can be pretty beastly in CC.
You can give him a jump pack but only if he's not in Term Armor. No it's not in the book but I've seen it floating around some place. Tech-Marines options are all kinds of confusing, GW should make a small blurb about it in the next FAQ.
And as for the machine repairs ability, it's generally worthless simply because it's nearly impossible to do, and the conditions for trying are so exact. Plus on speeders it's even more pointless. Landspeeders should not be moving less then 6" under any circumstances. Which means if they are immobilized at that speed they crash and are removed. And if they slow down enough for the tech to fix them (say a weapon destroyed) they will more then likey be clay pigeons for your opponent on his next turn.
But that's my read of the situation. Your mileage may vary.
May your aim be true, and your targets plentiful.
I equip my Techmarine as follows:
Extra wound from Scions of Mars
Gives him 4 powered attacks, with 2 power fist attacks. His I4 does hinder him some, but this guy has rarely died in combat for me. I try to keep him away from anything that attacks faster than him., to give him a better chance of living.
It makes me glad to finally come across a thread where the Techmarine isn't immediatly put down and belittled! The Techamarine is an awesome unit that can fit in nicely in just about any army and is helpfull in many different roles.
Again, you probably won't be doing much repair on your Land Speeders, as they should be moving constantly, and if they are immobilized while moving...well, lets just say its gets a little messy and there isnt much left to repair. This means you can put the Blessing of the Omnissiah rule out of your mind and focus on the other roles of your Techmarine, like shooting and assault.
The Raven Guard focus on fast assault with thier Blessed Be the Warriors trait, but you also said you enjoy being a little bit shooty. The Techmarine can provide both quite efficiently. Upgraded with a full Servo-Harness, Termi Honors, and Bolt Pistol instead of Bolter, means that he gets upto five I(4), Power weapon attacks from his axe and an additional two I(1) PowerFist attacks, for a grand total of 7 attacks on the charge, all of which ignore armor. Not even a Chaplain can get that many attacks!
The same loadout will provide you with a twin-linked plasma pistol, bolt pistol, and flamer, two of which can be used in the shooting phase, no other space marine troop unit can do that. The plasma pistol and bolt pistol allow him to move and shoot and both have the same ranges, so they work well together. He also gets one to hit re-roll in the shooting phase that he can give to anyone he's attached to from his signiture Signum; a piece of wargear that only the Techmarine can get. He can easlily add on cheap servitor versions of devistators for even more shooty firepower.
Unfortunatly, his options for mobility is limited. He is not allowed a drop pod, and the only viable option to move him with his servitor retinue is either a rhino or razorback; though aren't the greatest of options, but still viable none the less. Another idea to solve his mobility problem is to use his IC status to attach him to a 9 man squad with thier own rhino/razorback in the first turn of the game, then load them to move them. Techmarines are allowed to buy any piece of wargear from the armory, and as such are allowed to take jumppacks or bikes to increase thier mobility, but there seems to be some controversy on the subject.
As Dingareth had mentioned, there are no current official rulings that Servo-Harnessed Techmarines lose the ability to choose Jump Packs and Bikes for thier wargear, though this is supported very adamently by many. I personally subscribe that, though it would make sence that it should be allowed since the Techmarine is horribly slow, it also could open up some pretty unfair combos that GW hadn't intended. These combos have been turned away from tournaments for those same reasons, they begin to become unfair or one-sided. Some players might not let you use them, even in friendly games because of the controversy. As mentioned before, GW really needs to put out an offical FAQ or erreta to settle this once and for all. This being said...its your army and models, do whatever you want with them!
So in short, yes, I would definatly reccommend a techmarine to be included in your army, as he would make a powerful, useful, and fluffy addition.
Not sure if you're referring to the Term Armour not getting a jump pack or the Techie getting a jump pack. I've not seen a thing saying Techie can't take a jump pack, but I know a Termie can't. There's no "T" next to the jump pack listing in the Armoury summary.Originally Posted by Escaflowne
"The internet perceives censorship as damage, and routes around it."
the techmarine that come with the blood angels honour guard can defenitly take a jump pack.
However he only has a servo arm. Seeing as the servo harness is HUGE, obviously heavy, and it replaces the original backpack. Id say that there is no possible way a jump pack would get his heavy ass off the ground. Additionally the jump pack has to be balanced, if it is mounted too high, the marine would spin. If its too low hell just slide forward untill he trips. Heh imagine that, a tech marine rigs a jumpack to his servo harness, soon as he turns them on he gets his face rammed into the ground ^ ^.
So fluffwise, theres is no possible way a jump pack would fit onto a servo harness because of all the arms and tools sticking out, secondly it would be way too heavy. However i can see a techmarine with a servo harness. riding a modified attack bike, being a trike its much more stable and would be able to support his weight. Normal bikes on the other hand would be waaay too topheavy with the techie on board, i suppose it IS possible for him to ride one, but it would have to be at much reduced speed to remain in control, which pretty much makes him as slow as normal infantry anyway.
As for termie armour, a techmarine with a servo arm can pretty much do anything because it does not take up as much room. I think the deathwing has rules for using a techmarine in terminator armour. Termie armour howerver is very blocky, very slow, it supposendly requires "rare skills" to make, and logically must be very hard to modify. A simple servo arm is pretty much a backpack swap or a third arm mounted on your shoulder. Thats an easy change, but a servo harness is a backpack strapped to your back with a lot of arms and guns sticking out, now where the heck would they put that on a termiantor? Terminator armour is allready reinforced to be able to carry the weight of itself, adding a heavy backpack would just be too much.
So personally if i was making house rules, i would make it so that:
1. A techmarine with a servo arm can do anything a normal marine can.
2. A techmarine with a servo harness must either footslog, hitch a ride in a transport, OR replace the weapon gunner on an attack bike.
Last edited by Sempervigilans; April 27th, 2006 at 00:22.
Not any more, as the BA:FAQ pulled the Honour Guard Techmarine out and made him an Elite/IC, as per the rest of the SM Codex.the techmarine that come with the blood angels honour guard can defenitly take a jump pack
Rocket launchers rock
Missile launchers miss
Yeah, but wouldn't it LOOK awesome?Originally Posted by Sempervigilans
though not as awesome as an entombed techmarine dreadnought, with big ol power claws and servo arms everywhere. MUAHAHAHAAHAA