Techmarine

(Entry)
Type: upgrade
Categories: Techmarine, Independent Character
EntryId: 8a17-88d4-c890-0966
Hidden: false
Costs: 65 pts

Constraints:

max: 3
Options (1)
Rules (3)
Attached Deployment
Each Independent Techmarine must be assigned to a unit of non-jump pack infantry before the battle beings. He may not purchase a Jump Pack. If there is a Space Marine Bike Squadron or Attack Bike Squadron included in the army he may purchase a Space Marine Bike, but must be attached to one of those instead.
Armoured Support
The Independent Techmarine may attempt to repair a Space Marine Vehicle with his servo-arm, even if he is being transported within it. It will repair an immobilized vehicle on a 5 or 6.
Signum
Each turn, you may re-roll one missed to hit shooting dice for the Command squad the Techmarine belongs to.

Profiles:

Unit WSBSSTWIALdSv
Techmarine

4

4

4

4

1

4

1

9

2+

Weapon RangeSAPType
Boltgun

24"

4

5

Rapid Fire

Servo-Arm

Melee

Melee

1

User x2

Makes a single attack, hitting on a 4+. independently of the Techpriests attacks. Ignores all armour saves.