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So I was thinking: 'Damn, Techmarines are worthless. Why? Why are they so dire a choice? Wouldn't it be good if they were actually competitive?'
Being the nerd I am, I came up with this:
Techmarine - Elites choice . . . . . . . . 25 pts
Name WS BS S T W I A LD SV
Techmarine 4 4 4 4 1 4 1 8 2+
Servitor 3 3 3 3 1 3 1 8 4+
- 0-10 Servitors
Replace Boltgun and/or Bolt Pistol with:
-C. Combat Weapon . . . . . . . . . . Free
-Storm Bolter . . . . . . . . . . . . . . . 3pts
-Combi-weapon . . . . . . . . . . . . . 10pts
-Power Weapon or Plasma Pistol . 15pts
-Storm Shield . . . . . . . . . . . . . . . 20pts
-Thunder Hammer . . . . . . . . . . . 30pts
Replace Servo Arm with Servo Harness . 20pts
Take any of:
-Melta Bombs . . . . 5pts
-Digital Weapons . 10pts
-Teleport homer . 15pts
-Bike . . . . . . . . . 35pts
Take up to 10 Servitors . 10pts Each
Replace Servo Arm with:
-Heavy Bolter . . . 5pts
-Multimelta . . . . . 5pts
-Plasma Cannon . 15pts
May purchase any vehicle with a transport capacity as a Dedicated Transport (see appropriate page)
For every vehicle unit included in the army (inc. Dedicated Transports, but never Drop Pods or Artillery), you may purchase a single Techmarine outside of the Force Organisation chart. This Techmarine cannot take a Dedicated Transport, nor may it have more than 3 Servitors.
A Rhino taken by a Techmarine as a Dedicated Transport may purchase a Repair Rig . 15pts
Master Machinist: Techmarines, along with their Servitors and any unit they've joined, are Stubborn so long as they are within 6" of a friendly vehicle. In addition, the first Techmarine aboard a transport vehicle doesn't occupy a space within it (though any Servitors still do)
BOTO: As usual, with the following addition:
In addition, once per game turn a Techmarine embarked on a transport may attempt to make a single Emergency Repair; should the vehicle suffer a single Vehicle Destroyed result, the Techmarine can may take a BOTO test at -1 to the score. Should the test be passed, the Vehicle Destroyed result is reduced to a Crew Stunned result.
(Note this cannot be used for Vehicle Explodes results, and multiple Vehicle Destroyed results can only be Emergency Repaired if there are multiple Techmarines)
Thrall Retinue: Servitors count as an ordinary retinue for the Techmarine who purchased them, with the following exceptions:
- The Techmarine may still join other units (and share transports with other units) as per an independent character - the Servitors join the unit as well, and leave the unit when the Techmarine leaves.
-Should the Techmarine perish, the Servitors deactivate or run amok and are immediately removed.
Repair Rig: Any BOTO tests made within 2" of a Rhino with a Repair Rig add +1 to their scores
Thoughts? C&C will be appreciated, insults and silliness won't
Last edited by Accountant13B; July 30th, 2010 at 14:45. Reason: Corrected Typos, upped price of Plasma Cannon and Servo-Harness
They have artificer armour but it says 3+ in the stats.
I think he's a bit cheap and its a very cheap way to spam plasma cannons.
10 servitors with 10 plasma cannons is only 200 points!
Add Techmarine to that and stick them in some cover and they will cause some serious damage!
Excluding that he is a bit cheap as he has a power fist plus the ability to fix vehicles .
I'd go with
A techmarine and servitors counts as an Elite choice but do not take up a slot on the FOC
Techmarine 50 4 4 4 4 1 4 1 10 2+
Servitor 15 3 3 3 3 1 3 1 8 4+
Techmarine is armed with Bolter, boltpistol, grenades, Servo arm, artificer armour
Servitor is armed with carapace armour and servo arm
Rules: Techmarine :
Blessing of the Omnissiah:
As long as there is a techmarine with 6", any vehicle may force the opponent to reroll one damage roll on that vehicle. Once per techmarine per turn.
A techmarine can repair a damaged vehicle by moving into base contact with it.
Roll a D6, on a 5+ the Techmarine can remove an immobilized state or repair one weapon. Add +1 if there is a servitor with Servo arm in base contact with the vehicle or the techmarine. Add +1 if equipped with a servo arm. The Techmarine counts as being in base contact with the vehicle he is embarked on and does not have to get out to attempt a repair.
Mindlock: The servitors must take a Ld test at the start of every turn they are not in the same unit as a techmarine. If they fail they do nothing but can attack back in combat as normal.
techmarine may take servo arm(+25), replace bolter with combi weapon(+10 ), storm bolter(+5) or storm shield(+25), replace bolt pistol with plasma pistol(+10 )
He can take a power weapon(+15) or thunderhammer(+30 ), bike(+35)
For every techmarine in the list a unit of servitors may be taken
between 1 and 5 servitors at +15 each
Servitor can replace servo arm with Heavy Bolter(+10 ), multimelta or plasma cannon (+20 )
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
Well spotted on the armour save, it should say 2+.
10 plasma servitors are not a severe threat. Even with the 3+ cover - a situational benefit at best - 10 T3 models will go down very quickly to any anti-infantry fire, especially LR Eradicators and anything mobile with a heavy flamer or stronger. The unit is static, and 36" is not a great range. S7 is admittedly terrifying for infantry, but not a hassle for any vehicle of AV12 or more; and AP2 is manageable enough with cover and inv. saves. That said, I think you have a point, so I'll bump the cost up another five points. At 250pts, 10 Plasma Cannon Servitors in ruins make an excellent defence mechanism, if nothing else.
Looking at your effort, I suppose the generic area buff is quite good, and being able to take infinite Techmarines isn't broken considering their niche use. I still think it, and the servitors, are overpriced for such a niche, unreliable and fragile unit however, and the servitor gun prices are a joke.
I'm interested in a debate here, and any ideas on how to make Techmarines useful and efficient will be appreciated.
Master-Crafter: A Techmarine can nominate a single ranged weapon at the beginning of the game. That weapon counts as being twin-linked for the duration of the battle.
I would use the current rules, plus the one above. Since he is not currently worth his points, this would effectively make up for the difference (in other words, his cost from the codex remains the same). This rule would also be unavailable if the Techmarine is manning a Thunderfire Cannon (just like BotO).
Being able to twin-link something like a Demolisher Cannon or a Multi-Melta is powerful enough to warrant taking a Techmarine over other units competing for the same slot (although Dreadnoughts and Terminators will of course still be a worthy choice), but it will also make the holder of that weapon a higher priority target for the opponent. That means it could also be a good way to make a unit into a good bait for the enemy (not that you can count on them biting). It also make the Techmarine worthwhile without having to purchase a lot of extra stuff for him, so players could field "naked" Techmarines joined to some unit for much cheaper than other Elites.
--•-My 40K projects-•--
I think the servitors should be a 0-5 choice as otherwise it takes the focus away from the techmarines primary purpose which is fixing up the vehicles and makes it a gun line squad (ie. the 10 x plasma cannons). Gun points as per omegokus post. Though I do think they should have the Relentless special rule as gun servitors are little more than walking gun platforms and this would allow for keeping up with the vehicles and maintaining some fire support.
I would also like to see techies being Independant Characters. I used to have mine attached to a tactical squad in a Landraider which was awesome.
Onther nice rule would be like Telions, the ability to guide one of the Servitors shots using a BS 4 or perhaps 5 due to some pimped out gadgetry.
Finally, perhaps repair rig could be a Razorback only upgrade which means BOTO tests can be taken without disembarking from the vehicle. My thoughts,
And now my bitter hands cradle broken glassOf what was everything... - Black by Pearl Jam
I like what you've done. I actually undertook a similar effort recently to make them better. I figured the main issue was that they took up a whole slot unto themselves.
Basically, my solution was to add apothecaries, tank commanders (like Chronus but toned down), and a couple others, with techmarines into a "Specialists" elites slot, which would have a 1-5 for numbers and have similar rules for joining units like the Wolf Guard have.
Mainly this came from my desire to have apothecaries be available for units outside of BA, but Techmarines fit in their perfectly too.
As for your rules, I like a lot of them. The only thing that might be OP is the emergency repair rule, since it could be paired with Servo-harnesses, Servitors. Doubly so if you have a repair rig. Maybe make it so it keeps it alive only if it would be destroyed from a glancing hit? (already immobilized and without weapons. The logic being that the techmarine is actively repairing it due to its current damage, so more glancing hits might be negated, whereas a big missile wouldn't be negated)
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"Why is there a big red button on the bridge that says 'Exterminatus?'" "Why wouldn't we have one of those? I love that thing."
I've just noticed all these responses; thank you guys. I like the master crafter and signum/telion Bs bump suggestions. I especially like the specialist slot stuff, although I would say that applies to 40K in general (ie for units like IG priests, ratlings, stealth suits, rippers etc.)
Last edited by Accountant13B; September 18th, 2010 at 18:40.
I've just read the 5th ed and Techmarines are somewhat usefull for their points. I repeat "somewhat". 1) Mobile repair is very usefull, I have my tech follow my Dread and/or Ven Dread. The Dread provides visual cover and mobile armour as well as a blocking unit for assault troops, while the tech repairs anything broken and allows dread to continue fighting. Two plasma Servitors provide fire support.
Usefullness is all about finding where any unit fills it's role best and bringing together two or more units that equal more than sum of it's parts. The Techmarines support vehicles so choose one that's vital to the mission to focus a tech's repair skill on and anything else they offer is a bonus.
For the Kir'La Sept, For the Ta'Ro'Cha, For the Survival the Galaxy against the Great Devourer. - Shas'O 'Dark Fire' Skilled Tyranid Hunter.