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Not your mother's Techmarine...
To go along with the fluff with my Stormcrows Chapter, I've put together this monster techmarine. Needless to say, fixing stuff is not his main purpose. He is designed to be the 40K Doc Oc. Here are his figures;
0K unit (1#, 160 Pts)
1 Techmarine @ 160 Pts
Servo-Harness; Plasma Pistol (x1); Power Weapon (x1)
1 Iron Halo
1 Terminator Honors
In the end he sports a +2 save, with a +4 inv save and the ability to ignore the wounds that do get through on a 6 (this is to make up for having only 2 wounds). In an assault he gets either 2 plasma pistol shots or a plasma pistol/flamer, then closes in for 7! attacks, 2 of them as powerfists, the rest power weapon. Rounds after that he has 6 attacks. Each round he would get to reroll one miss, on top of all that.
He is mainly designed to take on squads, although he could tackle vehicles with the powerfists, and even some IC. Mostly though, he is designed to go against Imperial Guard or Tau or Orcs or Eldar (non-Marine or Necrons - their high saves would make squad fights = suicide). Against these more lightly armored squads, with a total of 9 attacks on the initial assault, he should be able to become a threat unto himself, quite possibly crippling the squad the first turn. And he gets there by riding either a rhino or a razorback, both valid support choices for him.
Thoughts? Too many points on a Techmarine? To be honest, the figure sold this idea for me, regardless of actual combat ability.
Last edited by Dremmen; July 10th, 2006 at 20:10.
Why are you concerned about the armor save of your opponent with this guy? All of his attacks are power-something, so they ignore saves. Frankly, I would think he'd fair better against higher saved units simply because they're spending more points for a trait that won't be used. Orcs could care less about a power weapon, however Marines hate the things.
You play your game, I'll play mine.
It's funny because he's writing like we don't know how each piece of equippment works while he's the one misunderstanding the power weapon's use. I suppose he was also going to tell us commoners that Techmarines can repair vehicles too?
He's also broken the rule stating to never post the cost of individual upgrades.
Last edited by <E!_Mance>; July 10th, 2006 at 20:03.
Post your army lists in the ARMY LIST section! Not that hard!
Excellent point Bob. I was thinking survivability, since this is a big point sink. But this guy could wreck some 3+ save stuff real efficiently with his plasma pistols and power weapons. And a squad of marines is easily 160 points and more, so if I could break them on the charge (not easy, but possible if taken to 50% strength), then sweep 'em, it could make up its points quick.Originally Posted by Bob Dole
Well, thanks Mance, real classy. I was drawing it out for my own benefit. I'm new to the game, so since I was asking the opinion of supping up such a little-used unit (in the battle reports I've read at least), I wanted to spell it out to make sure I wasn't doing something wrong when calculating the attacks, or some of the assumptions I was making. Bob was nice enough to spell out a better use for him and pointing out something obvious to y'all, but not so much to a noob like me. I am aware of the functionality of power weapons, but still hesitant to throw a 2 wound 160 pnt IC into a full squad of Necrons or Marines, units known for their resilience in battle.Originally Posted by <E!_Mance>
But to see the result of that, I guess I'll just have to try it out and see the outcome.
Yes. This is the most amazing techmarine I have ever seen.
But, the only problem with him is that he is SO expensive, and not very all-purpose. Think about what else 160 points could get you... a squad of Space Marines, and, say, a powerfist for the Sargeant? If a SINGLE fist attack made it through your 4+ invulnerable, he's dead.
But still, I think it's a pretty sweet idea. You should at least make the model and test it out. Although I'm pretty sure after a few opponents, everyone's lascannons are going to bring him down pretty quickly.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Well, he has 2 wounds so at least he might survive one wound getting through. The thought was to drive him into the thick of it with a rhino, then drop him off and hopefully for him to spend the majority of the battle locked in combat, out of the sights of missile launchers or lascannons.Originally Posted by Abraham Lincoln
But like they say, the best laid plans of mice and men..urr..marines...
I was talking about a single powerfist attack, which would double his toughness. You know, all it really takes is some moron with a powerfist to take care of any less-than-amazing monsters...Originally Posted by Dremmen
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Again and again I read about people sweeping Marines (once even not only theoretically but in a battle report). I sure hope your talking about Traitors (who often are Fearless, but if not: way to go!), because ours (do) no(t) retreat! And I don't think a Techmarine will ever outnumber a squad of Marines by 2:1 or more...Originally Posted by Dremmen
I used a similar Techmarine in a game against Tyranids recently, though I didn't give him bionics (a waste in my eyes, unless you have those points and don't know how else to spend them). Instead, I gave him the extra wound from the Scions of Mars trait and used him as my HQ. It probably wasn't the most bright of choices, but all those plasma shots and power weapon / fist attacks wrecked hell even against a Swarm Tyrant he fortunately survived close combat with. I'd use him against my Chaos friend, drawback over more conservative HQs is for example his Initiative, though. And of course his foot-slogging. For me he was a countercharge unit, although you waste the plasma shots then most of the time. But if you want to rush him in a transport...
I've heard reports of uber-techmarines really bringing down the house.
If you wanna be sick-er, you could take Scions of Mars and give him a third wound.. protection from insta-kill via an adamantine mantle might be more valuable than the iron halo at that point, though.
So does power axe+the servoharness twin-linked PP count towards the extra attack for 2 1-handed weapons? I was never quite clear about that, or if he needed a 1h weapon in his HAND for that to count. *ponders techmarine with combi-melta, just in case.. yes, I know it's cost is rediculous*