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POINTS 150 + MODELS
Sometimes a Space Marine Master of the Forge may decide to take to the field of battle accompanied by his most promising iniates; those who are travellers on the path of the machine, but have not yet become Techmarines in their own right. These initiates may assist the Master in battle in the way best suited to their own specialties, be they bionic installation and repair, weapons crafting and combat routines, or other more esoteric disciplines. They may also be granted the boon of carrying an icon of the armoury; a Machina Opus or other symbol which represents the pact between the Chapter and the Priests of Mars, a reassuring sight to the Space Marines who rely on their arms and armour.
1 Master of the Forge
1 Techmarine Initiate Squad (Command Squad)
Combined Squad: The Master of Sancity begins the game attached to the Command Squad and loses his Independent Character rule unless the Initiate Squad is wiped out.
Apprentices: Whilst accompanied by the command squad, the Master of the Forge adds +1 to his Blessing of the Omnissiah repair rolls for each member of the squad remaining (this is in addition to any bonus for having a Servo-Harness).
Large Scale Repairs: A Master of the Forge with a servo-harness accompanied by an Initiate Squad can attempt to use Blessing of the Omnissiah to restore a structure point to a super heavy, provided that the super heavy has not moved that turn.
If this is attempted, no modifiers may be applied to the roll. If a 5 or 6 is rolled, one structure point is restored to the super heavy. Note that this may not take it above its starting number of structure points, and may not be used if the super heavy has been reduced to zero structure points.
Combat Engineers: The formation allows you to use the Master of the Forge's Bolster Defences rule to improve the save of an extra D3 ruins, and grants the owning player the Obstacles battlefield asset.
"Thus do we invoke the Machine God. Thus do we make whole that which was sundered." -From the Hymn of Reforging
I love this rule set! i have a question though, if the unit is in base to base contact with more than one vehicle in need of repairs could they fix more than one in a turn?
Iron Hands 3000+ pts
DIY Imp. Guard 1800 pts
thanks for the reply! As for replying multiple vehicles, I would say not. The apprentices grant bonuses to the MotF and allow him to attempt repair of super heavy structure points, but they are just assisting him rather than carrying out repairs of their own.