Techmarine

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 038c9946-9e76-da67-28ef-4cbf249cdf9d
Hidden: false
Costs: 50 pts
Options (7)
Rules (4)
Bolster Defences
After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece's cover save is increased by one for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.
Blessing of the Omnissiah
In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each Servitor with a servo-arm in his unit, and an additional 1 if the Techmarine has a servo-harness. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.
And They Shall Know No Fear
A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
Furious Charge
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Techmarine

Infantry (Character)

4

4

4

4

1

4

1

8

2+

Used By (2)