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View Full Version : Crazy Idea: Techmarine Dreadnought



Grenadier
03-16-2012, 06:56 PM
There's a Librarian and Chaplain Dreadnought out there. So why not a Techmarine one?

First off: there's an argument for it and against it in terms of story:

For:

Techmarines, having a strong association with the Priesthood of Mars, may well view becoming a Dreadnought as a step bringing them closer to the Omnissiah. Since it seems every techpriest's goal in life is to be more machine than man why not extend this to Techmarines?

Against it:

Since Techmarines are basically the mechanics and armorers of any Space Marine chapter one would imagine their daily tasks would be much more difficult to perform if they were now a Dreadnought. And since a Techmarine occupies a very special status, which is also affected by his association with the Adpetus Mechanicus, it is unlikely one would be able to become a dreadnought. After all, it seems to become a dreadnought you have to be a warrior of such skill that you're talents must not be allowed to die. I assume the person who determines who is allowed this honor is the chapter master. And he may well regard Techmarines unworthy of the honor due to that special status they possess.

But then this raises the question: Is not a techmarine's skill MORE valuable to a chapter than any warriors? Without him the chapter is going to be in a lot of trouble. And do not Techmarines fight just as fiercely as any warrior, especially when it comes to recovering vehicles? Clearly a Techmarine has just as valuable combat skills on top of his vast knowledge.

Technological point: Techmarines replaces their limbs with all manner of gizmos. They also have the servo harnesses. And we can assume they too can create those mechanical tentacles the techpriests use. So if you think about it even in Dreadnought form he'd be able to perform repairs to things. Of course on the battlefield he's now a bigger target. And surely a huge machine stomping around in the workshops onboard Space Marine ships isn't practical. He likely still could contrail servitors in his Dreadnought state as well to assist him. Still, it's an interesting idea to explore.

So what would one look like?

I'd imagine he'd be the baddest of them all in Dreadnought terms. His armor would be stronger than the other variants. As would his weaponry. A conversion beamer would likely be one potential weapon carried by them. Or maybe a modified Thunderfire cannon. In addition to all the other weapons available. I assume Dreadnought are capable of swapping out arms before battles so the possibilities are endless.

But I would imagine he would also have a lot of demolition and repair equipment built into him. After all, who knows better how to take out a bunker or tank than a Techmarine? So he likely would have a dreadnought sized servo harness mounted to his hull. Or perhaps his close combat weapon is some horrific thing consisting of plasma cutters, saws, pneumatic hammers, and other gadgets.

What kind of abilities would he get in game terms? A boost to destroy tanks? Or perhaps some enhanced repair capability?

Just for the sake of fun I'd like to build a Techmarine Dreadnought.

karlthepagan
03-16-2012, 08:10 PM
I've always wanted techmarines to have more capabilities. Maybe another rank that improves their ability to command multiple servitor units, orders, buffs for vehicles, and of course... dreadnought upgrade.

It would make for a really cool model. I guess that it could be unique enough to merrit just being an IC.

bloodangel 83
03-16-2012, 08:13 PM
Hey Grenadier, that would be interseting and i would like to see some pics when you do built him. BA83

Kawauso
03-16-2012, 08:40 PM
Would make a neat model - I love the Chaplain dread from FW and have one in my vanilla marine army.

I'd love to see better rules for regular techmarines, also. They're really neat, but they don't really do much on the table, in my experience...
They should be more reliable when it comes to repairs...or maybe buff vehicles passively/all the time in some way - an aura like Sanguinary Priests, maybe? I dunno. Just waxing philosophical.

MaltonNecromancer
03-16-2012, 08:46 PM
Something like these?

I made them back in 2007 for an AdMech project; sold two of them on eBay as I wasn't too happy with them.
http://i206.photobucket.com/albums/bb183/MaltonNecromancer/Techmarine%20Dreadnought/DSC00030.jpg
http://i206.photobucket.com/albums/bb183/MaltonNecromancer/Scout%20Dreadnought/DSC00027.jpg
http://i206.photobucket.com/albums/bb183/MaltonNecromancer/Heavy%20Dreadnought/DSC00029.jpg
http://i206.photobucket.com/albums/bb183/MaltonNecromancer/Completed%20Adeptus%20Mechanicus/Sentinel-Gladiator002.jpg

I keep toying with the idea of making a proper AdMech army now and again. Seriously: the fluff is, was, and ever shall be made up. Make up what you like; 40K is about models first, fluff second. If the model is awesome, the fluff goes with it. You want a Techmarine Dreadnought? Make the damn thing, then post pictures! If it's cool, who cares if there are rules or not?

Forge World certainly don't...

MaltonNecromancer
03-16-2012, 08:48 PM
Here's a better shot of the front of the first Dreadnought.

http://i206.photobucket.com/albums/bb183/MaltonNecromancer/Techmarine%20Dreadnought/DSC00031.jpg

Grenadier
03-16-2012, 09:00 PM
Malton you're the man! Those look great. Tell me, the first one..is that just an ordinary assault cannon? It appears to be a bit beefier and meaner. Did you go go with some VDR thing with it?

Yes, those are along the lines of what I'm thinking. But when I make one I think I'll focus more on non-weaponry attachments. Treat it more like a walking repair vehicle. With the VDR rules I think it's possible to tweak a Dreadnought to be able to act as a wrecker or even a recovery vehicle. A Techmarine Dreadnought might be a better supporting unit as opposed to one which fights directly. It could make an excellent defense unit as well. And as Karl said maybe it could buff vehicles. Perhaps it could act as kind of mobile targeting system and could bestow some kind of benefit to tanks in the shooting phase.

Either way, Dreadnoughts are fascinating things I think GW has not fully explored their potential. Also, I'd like to know more about them in terms of the experience becoming one. For example, when a marine is mortally wounded is he offered the honor? Does he get a choice? Or does he simply wake up one day and discover he's now a Dreadnought?

I imagine its not easy for a Marine to undergo the transformation. I assume a lot of his body is amputated to fit him in the sarcophagus. So he's nothing more than a torso and head connected to all sorts of things. He probably has to be trained by Techmarines in terms of getting used to his new body. How to walk. Before a battle is he arbitrarily assigned a weapons load out? Or does he get to pick? I would think outside of battle, when they sleep, a dreadnought's main body is just a shell. The sarcophagus removed and put in stasis. Weapon mounts are modular. It makes sense a Chaplain would devote extra attention to the Dreadnoughts to keep up their morale. After all, now they no longer can sense the world like a normal Marine. No longer can that participate in things their brothers get to. Like feasts and so forth. And at the same time I'd imagine they have an incredible sense of power and invulnerability that needs to be reigned in sometimes.

MaltonNecromancer
03-16-2012, 09:55 PM
It's a styrene rod and plasticard scratchbuild. Very simple conversion. No VDR (and aren't they about seven years out-of-dae anyway, on account of being horribly broken and totally ineffective as a game design tool?). It's just a regular assault cannon in-game. I couldn't care less if it makes my Dradnought a bigger target. I just hate the stupidly small assault cannon Dreadnoughts come with :) Where do they keep the ammo?! In real life, miniguns need an appalling amount of ammunition to keep them going (to the point where the ammo storage is usually three or four times the size of the weapon.

For those who haven't seen the A-10 Avenger Cannon, it's worth seeing:

http://cursor.org/images/avenger.jpg

Now, I hate Metal Gear Solid, but I like this:

http://images.wikia.com/metalgear/images/2/22/Vulcan_Raven.jpg

I mean, that just looks awesome. Insanely impractical, but not if you're a power-armoured supersoldier.

Hence, giant assault cannon. It's not going to help me win, but it is going to help me suspend my disbelief a little better. (Though notice, not actually succeed in suspending my disbelief; it is still 40K, the most unrealistic setting this side of Narnia.)


I think GW has not fully explored their potential. Also, I'd like to know more about them in terms of the experience becoming one. For example, when a marine is mortally wounded is he offered the honor? Does he get a choice? Or does he simply wake up one day and discover he's now a Dreadnought?

I can tell you've not read Fantasy Flight's Deathwatch game and supplements. "Rites of Battle" has about five pages of rules and information on effectively roleplaying a marine who becomes a Dreadnought. It can be boiled down to "You're really good at killing stuff, but otherwise your life sucks in every way imaginable". Because, you know, you're a multiple amputee who can never see anyone, touch anything, eat anything, drink anything, interact with anyone on a human level any more (because humans are terrified of you, and your marine brothers worship you as a relic of the Chapter. You have total sensory deprivation, don't sleep, but are never truly awake, experiencing life as a kind of eternal waking nightmare composed of eternities of doing absolutely and feeling nothing with brief interludes of statistical data about how many things you're killing. And the only reason you can survive and not go stark raving mad is because your religious fanaticism is too jealous a madness to let any other mania take hold.

To quote Warren Ellis' excellent comic "Global Frequency", I suppose they might be kind enough to put a little wire into your brain to simulate sexual pleasure when you kill people, but that would be about it. But yeah, being a dreadnought basically sucks.

If you've not read "Deathwatch" or "Rites of Battle", well, even by GW standards, they're expensive books, but worth reading; you should give it a go.

Grenadier
03-16-2012, 10:11 PM
I've not read any of that no. I've only recently began collecting 40k books.

I do agree the assault cannon is rather small. And what better gun to be inspired by than the mighty GAU 8? When I was in the Air Force my job was going to be working on the weapons of the A-10. But I ended up getting a different assignment before being discharged for medical reasons. But what a mighty weapon eh? I love that roar it emits. "Bwwwwwaaaaarrrrrrrrrr!" In my humble opinion the A-10 is the king of ground support aircraft. Rugged and durable and armed to the teeth.

As for VDR I refuse to abandon them when making custom vehicles. I would like to see a new VDR that is not broken but that's unlikely to happen. I do find the basic guidelines presented in them to be helpful. And of course, as it say, the best thing to do is to modify existing models as opposed to just dreaming up a super killing machine of vast power.

SotonShades
03-17-2012, 05:16 AM
Way ahead of you. I actually wrote a special character iron hands iron father dreadnought as part of the application process for the assistant games developer job in the design studio. Must have been pretty decent as it's got me through to the final interview stage. Not on my computer at the moment, but will post the rules and background for him soon as I can

SotonShades
03-17-2012, 09:20 AM
Got on to my laptop now, so here he is; Aereus Getrievun, Iron Father Patrius, Harbinger of the Omnissiah. A Dreadnought techmarine of the Iron Hands chapter.

Mortally wounded during the Moirae Schism, Iron Father Aereus Getrievun had already served the Iron Hands for over 250 years; nurturing their mortal and machine spirits with an air of unbroken, authoritative precision. Indeed, the damage that ended his life was dealt while he ministered to a damaged Predator tank amidst the chaos of a battle against his former brothers that had sided with the Ur-Council of Nova Terra. A Lascannon blast destroyed the noble machine while Getrievun had his arms deep within the bowls of its engine. The shrapnel from its armour plates shredded what little of his mortal flesh that still remained and shattered his bionics beyond repair. As the Great Clan Council exiled the dissidents from the Chapter, the mortal remains of Getrievun were interred within the sarcophagi of one of the Dreadnought chassis he had administered to for his dedication to his brothers and the Omnissiah.
For a full century Getrievun slumbered, unable to be roused for war by the Techpriests and Iron Fathers of the Iron Hands, no matter what methods they tried. Just as the Great Council came to the decision that his entombment was a mistake, Getrievun brought himself out of his artificial hibernation, powering up his systems and declaring in Binaric cant that he had been in communion with the Omnissiah. He insisted upon returning to his duties as an Iron Father and to that end his chassis was modified to carry dextrous tools to once again tend to his wards.
Enshrined within his adamantine hull, Getrievun claimed an almost unique connection with the Omnissiah and took a pilgrimage to Mars, taking with him a retinue of Medusan Servitors. There he learned the greatest secrets of the Adeptus Mechanicus and shared what he had learnt from his meditation with the Machine God. Although the priests of the Martian cult petitioned him to join their search for hidden Archeotech, Getrievun refused, simply stating that his place was with his battle-brothers.
His return to the Chapter heralded an unprecedented era of success in the history of the Iron Hands. While recovering their losses from the Moirae incident, they achieved victory after victory, guided by Getrievun, recovering repositories of cached technology.
In more recent times, Getrievun has led many techno-crusades in to the Eye of Terror to destroy the Daemon Forges and blasphemous machines within. A regular attendee of the Great Clan Councils, his advice and wisdom accumulated over more than five millennia is sought after by Iron Fathers and Commanders from all of the Iron Hands Clans and their successor chapters. In battle, Getrievun is a sight to behold; an avenging harbinger of the Omnissiah, equally adept at repairing stricken Imperial vehicles or wreaking destruction up on those of the enemy.


Getrievun is a HQ choice for an Iron Hands Space Marine army.

////////////////////|---Armour---|//////////
WS...BS...S...Front...Side...Rear...A
5......5....6.....13......12.....10...2(3)


tioUnit Composin:
• 1 Venerable Dreadnought (Unique)

Unit Type:
• Vehicle (Walker)

Special Rules:
• Venerable
• Blessed of the Omnissiah
• Omnissiah’s Guidance

Wargear:
• Dreadnought close combat weapon (with built-in Meltagun)
• Dreadnought close combat weapon (with built-in twin-linked Plasma Pistol)
• Carapace mounted Kheres Assault Cannon
• Smoke Launchers
• Searchlight
The extra attack for having two close combat weapons is included in the profile given.

Options
• Getrievun may take a unit of Medusan Servitors for 30 Points (See unit entry below). They do not take up any Force Organisation Chart selections, but are otherwise treated as a separate HQ unit.


Blessed of the Omnissiah
An Iron Father before his interment into a Dreadnought sarcophagus, Getrievun insisted that he be able to continue his duty to the Iron Hands and the venerable machines he administered to. The many artificers of the chapter acquiesced to his request, crafting a multi-limbed weapon mount to his chassis and granting him the dexterity required to maintain their most prized relics.

If Getrievun is in base contact with a damaged vehicle in his front arc at the start of his shooting phase, he can attempt to repair it. He may not fire his Meltagun or plasma pistol, but may fire his Kheres Assault Cannon as normal. He may not attempt to make a repair if suffering the effects of a Crew – Stunned or Crew – Shaken damage result or if he is locked in combat.

To make the repair, roll a D6. On a 3+, either a Weapon Destroyed result or Immobilised result (owning player’s choice) will be repaired. If a Weapon Destroyed result is repaired, that weapon can be fired in the following shooting phase.

Getrievun cannot use this ability to repair himself, or if both of his Dreadnought close combat weapons have been destroyed.


Omnissiah’s Guidance
A master of machines and privy to many of the greatest secrets of Mars, Getrievun can use his knowledge to wreak havoc upon enemy vehicles, as though the Omnissiah itself were taking vengeance upon their infernal hulls.

Getrievun always rolls 2D6 for armour penetration instead of the usual D6.


Kheres Assault Cannon
Originally intended for the Contemptor pattern Dreadnought and a relic of the Horus Heresy era, Getrievun had a Kheres Pattern Assault Cannon affixed to his armoured carapace after having a leg sheared off in battle against the Tyranids of Hive Fleet Tiamet. Unable to extol his revenge upon the hideous xenos that swarmed beyond arm’s reach, he vowed to never again be so debilitated.

The Kheres Pattern Assault Cannon uses the profile given below;
Range....Strength.....AP.....Type
24”............6..........4.......Heavy 6, Rending


Medusan Pattern Servitors
Unlike many Space Marine Chapters, the Iron Hands see Servitors as having an unparalleled union with the Omnissiah. Battle-Brothers who are mortally wounded in battle, but unable to be interred with the adamantium sarcophagus of a Dreadnought are often transformed into Medusan Servitors. More capable and survivable than normal Imperial Servitors; they possess a spark of their former selves and are thus able to act more autonomously. Despite this, they see Getrievun as their spiritual leader and often flock to him in the midst of battle to do what they can to prevent him from falling again.

WS...BS...S....T....W....I....A....Ld...Sv
3......3....4....4....1.....3...1.....8....4+

Unit Composition:
• 3 Medusan Servitors

Unit Type:
• Infantry

Wargear:
• Servo-arm

Special Rules:
• Mindlock
• Chosen of the Iron Father

Options:
• May include up to 7 additional Medusan Servitors
.............................................+10 Points per model

Chosen of the Iron Father
Medusan Servitors automatically pass their Mindlock test if they start their movement phase within 6” of Getrievun. In addition, if they are in base contact with him at the start of their shooting phase they may attempt to repair him instead of running. For each Medusan Servitor in base contact with Getrievun, roll a D6. For each 6 rolled, either a Weapon Destroyed result or Immobilised result (owning player’s choice) will be repaired. If a Weapon Destroyed result is repaired, that weapon can be fired in the following shooting phase. Medusan Servitors cannot attempt to repair Getrievun if they have gone to ground or are falling back.


I haven't made a model for Getrievun yet, but rest assured I know exactly what he looks like in my mind, and it is deffinitely a project I plan on getting too quite soon, along with a good sized squad of Medusan Servitors!


As for background reading, also check out 'Know No Fear', the latest Hruos Heresy novel. Decent amount of story is dedicated to how one of the Ultramarine's Dreadnoughts experiences life, both during battles and between times.

Shades

MaltonNecromancer
03-17-2012, 09:58 AM
I've not read any of that no. I've only recently began collecting 40k books.

The core book:
http://www.amazon.com/Warhammer-40K-RPG-Deathwatch-Rulebook/dp/1589947789/ref=sr_1_4?ie=UTF8&qid=1331999207&sr=8-4

The supplement with detailed Dreadnought rules:
http://www.amazon.com/Deathwatch-Battle-Fantasy-Flight-Games/dp/1589947819/ref=sr_1_3?ie=UTF8&qid=1331999207&sr=8-3

As I say, massively expensive, but really rather good.

As for VDR, the problem for me has always been theone the design team pointed out, which is that is relies on the assumption that a mathematical formula can adequately account for the relative tactical utility of given stat ratings across all armies. Which is total nonsense.

AV 14 is worth FAR more to the Dark Eldar because they dont have access to it. BS 5 is worth FAR more to the Orks, because they just don't have access to it. Access to the Melta rule is worth FAR more to the Tyranids, because they don't have access to it.

A set of VDR rules would have to have a different set of points costs tailored to each army, based on the relative worth of each value to that army, relative to that army's accessibility to it.

Also, the big problem with VDR is that by and large, people design vehicles to have... well. let's jst say I've seen a lot of VDR "vehicles" that were basically an ugly box covered in spare weapons from the IG Heavy Weapons Team sprues at random angles, without rhyme or reason, other than "My tank has the most guns!!!!111!!!"

They you ask "So, what's this vehicles batlefield purpose? Is it an MBT, IFV, APC? Does it provide fire support, what does it do?"

And nine times out of ten, the answer boils down to "It lets me win without having to use tactics".

The sort of characterful vehicle design would be awesome to see, but any set of "official" VDR would be so complex and ultimately game-breaking on every level as to be pointless. Which is a shame, because it used to be quite fun to design vehicles back in 1st edition.

I suppose there's always Apocalypse - the VDR rules of "Just play with it and work out what it's worth" seem the best to me, though the lack of hard and fast rules undeoubtedly put many off.

TheStrategist
03-17-2012, 02:28 PM
@ SotonShades: Great fluff and rules. Kudos for the hard work.

Grenadier
03-17-2012, 08:31 PM
Soton:

That's absolutely awesome! Thanks for taking the time to share it with us. When you get that model built be sure to share pics!


Malton:

I agree with your view on the VDR's failing. I myself only use the VDR as a basic guideline. Being terrible at math means I don't want to fool with the formula and trying to figure out the vehicle's points. But my method of using it appears to work well and thus far my efforts have created reasonable vehicles that serve a purpose but are not "super-killy game winning death machines."

I think the best way to approach VDR is as follows:

1: Decide what race your vehicle will belong to. And then only choose weapons and characteristics found in that race.

2: "Keep it real" to your race. If you're making something for the Ork army then don't jack up the BS to 5 or some other un-Orky thing. The whole point is to create something in keeping with your army.

3: Decide what role the vehicle has. Plan it out in your head and on paper. Do you want it to be an assault tank? Is it a tank killer or a troop killer? What is its purpose?

4: After deciding on the roll only equip it with weapons that support that role. Likewise only give it the kinds of upgrades and traits that make sense for that role.

My Mastodon for example: I wanted an big ugly ponderous tank that looked like it was built only to transports Ogryns. This meant it was going to be an assault vehicle. So I worked out the weapons based on what this tank would be doing on the battlefield. It's hauling my boys into a hail of gunfire. So it needed to have strong armor. And since my boys then disembark to maul the enemy in hand to hand it made sense to me that it's armament should be anti-infanty. So I gave it an eradicator cannon and two twin linked autocannons. Now it's strong enough to shake the enemy out of their roost and thin them down some. And just in case the bad guys are lurking in a bunker it has a multi-melta it can use when it gets close enough.

This tank was perfect for its role in my opinion.

5: Points: the best thing to do with this is find some comparable existing vehicle if possible and use the points for that model. If your model is much better than it then you tack on additional points. To be fair err on the side of too many points being added on to it. Be willing to pay over the points to make it fair.

For example, the Landraider is closest to what my Mastodon does. And the Landraider is better than my Mastodon for many reasons. But they're essentially very similar. With this in mind I feel 255 points is a suitable amount to pay for my Mastodon. After all, it is pretty powerful for its designed role. But it is also at the mercy of enemy armor. And it lacks the BS 4 and P.O.M of the Landraider.

6: Just like the original VDR says don't go into it with the idea of creating the ultimate machine. It's better to take an existing model and modify it. Players do go overboard. With my Mastodon I was not tempted to go overboard because although it was a new machine it was purposefully designed for one certain role.

7: Test it out extensively. If its too awesomely powerful and kills everything in sight without so much as getting a dent you've went too far.

Brother Dvorn
03-18-2012, 12:29 AM
There are some quite good rules spartan249 made over on the bolterandchainsword, they also seem pretty well balanced in my opinion too

http://www.bolterandchainsword.com/index.php?showtopic=219918

pyroclasm
03-18-2012, 03:57 AM
Hmmm.... a dreadnought Techmarine. That sounds like he should definitely be unlocking other dreads as Heavys and Elites, like a Master of the Forge. And one arm conversion beamer, one arm that looks like a weird 4- pincer servo-harness. I feel that that would look so awesome. And very grimdark if you make the servo-harness hand reminiscent of a torture device. I really liked the servitor rules. Maybe make Techmarines not use a slot at all, if they are picked with a Dreadnought? Sounds like a lot of fun.

gendoikari87
03-18-2012, 09:43 AM
well most high ranking members of the machanicus are basically machines with brains. Basically just small versions of dreds.

as to combat ability, There's even warrior techpriests that make even grey knights shudder in fear.

Vangrail
03-18-2012, 09:54 AM
Id love a tech marine dreadnought my sons if medusa would be so happy. I would have a lot of fun modeling it too. Base of it would be a contempter dread make it a massive harness with big versions of all the normal guns (heavy flamer, plasma gun or cannon?) two extra dread cc weapons. Then model it with a massive tech marine axe or thunder hammer........i might have to do this lol i feel really inspired to do so

Lane
03-18-2012, 04:38 PM
B the fluff marines that are badly wounded, and exceptionally skilled, may be made into a Dreadnaught. I would say the criteria would be if they need greater than 60-75% bionic replacement parts.

Techmarines OTOH will often chose to take bionic replacement even if not needed. In the Deathwatch RPG at higher levels they can also take a Machinator Aray which boost strength, toughness and allows weapons on servo arms. The Machine Body upgrade is also an option which adds to natural armor. He can also get skills that allow firing heavy weapons when moving. The net result is a Techmarine that can fight like a Terminator or better. A fully upgraded Techmarine in Deathwatch could be the 40K equivalent of T7 with better armor than a Terminator.

Emerett
03-18-2012, 05:03 PM
Looks like fun, but I think it would take quite a bit of play testing to see if it's viable.

Grenadier
03-18-2012, 08:46 PM
So is it safe to say that a Techmarine may well be the most badassed member of a Space Marine chapter. Better than even Terminators?

I don't know. Being fully upgraded would boost them beyond the superhuman level of regular marines. But at the same time they'd be losing a lot of things that the flesh has an edge over machinery. Such as being able to touch and feel, taste and smell. By losing more of their humanity it might lower certain capabilities of the marine. And then there is the psychological aspect. I'd imagine when you're more of a machine than man you'll be in a completely different frame of mind. Your mind will work like a computer analyzing everything. You may be less or more prone to taking risks. And you may well lack the compassion and fellowship that allows you to fight alongside your brothers. So you may be less apt to aid a brother in need during the middle of a fight.

Javin
03-18-2012, 09:13 PM
I would think Ironclad with some extra upgrades, perhaps like the comptemptor style upgrades. Give it rules to repair itself or other vehicles.

kellyj
03-19-2012, 12:49 AM
I built one ages ago; essentially replaced the DCCW with a Tech-marine servo pack and gave it the bolster and repair rules (yes, it could repair itself, the same as an embarked Tech could fix its own transport).
For fluff my Chapter was cut off by Warp Storms. Their last tech-marine was mortally wounded in battle. To prevent the loss of that last asset he had his servitors modify an available dreadnought hull and had himself entombed in the device...bringing him closer to the Omnisiah than any of his brethren before him.

For regular games he counted as a regular dreadnought, the servo-arm acting as the DCCW equiped with a heavy flamer.
Unfortunately I lost him a few years back when someone stole my Army.

commissar camenzuli
03-19-2012, 01:26 PM
didnt they make an adeptus mechanicus baneblade? why not make a techmaribe specufic veichle?

gendoikari87
03-19-2012, 01:31 PM
So is it safe to say that a Techmarine may well be the most badassed member of a Space Marine chapter. Better than even Terminators?

I don't know. Being fully upgraded would boost them beyond the superhuman level of regular marines. But at the same time they'd be losing a lot of things that the flesh has an edge over machinery. Such as being able to touch and feel, taste and smell. By losing more of their humanity it might lower certain capabilities of the marine. And then there is the psychological aspect. I'd imagine when you're more of a machine than man you'll be in a completely different frame of mind. Your mind will work like a computer analyzing everything. You may be less or more prone to taking risks. And you may well lack the compassion and fellowship that allows you to fight alongside your brothers. So you may be less apt to aid a brother in need during the middle of a fight.

Yeah, pretty much they'd be nigh unstoppable save for two things 1) they don't really see any combat time. and thus have less experience and 2) their upgrades are focused on fixing things, not breaking them. Sure you can bash someones face in with a wrench but a lascannon is much better.

Secutors on the other hand devote their lives to the study of warfare, and weaponsmithing their bodies into being the perfect weapons. They, in the fluff, are some of the most frightening opponents on the 40k battlefield.

Grenadier
03-19-2012, 01:54 PM
It's funny, I like Techmarines more and more now. I only have one in my army but I very rarely fielded him. Mainly because his limited role as mechanic wasn't as useful to me in the game. I always kept him in back with his own Razorback to take him to any vehicle in need. So he never really saw any action. Once or twice he got to take some pot shots at nearby enemies. But by and large he just runs about the battlefield trying to fix things.

Mud Duck
03-19-2012, 05:01 PM
My thoughts on the subject of tech dreds.
1.The number of dreadnoughts in a chapter is limited. The modifications to the frame may work for gearhead Bobby there, but be wasted or even in the way when bother Tommy is interned. Plus, this things are Relics! We can't go around modding a Relic! It just isn't cricket!
2.Any marine interned is a marine of untold bravery, courage, battle lore and skill, the epitome of the Chapter's ideal ; and for the most part a tech marine is/has most of these qualities. Ok, this is more or less for codex Chapters; but the tech marine has split loyalties between the Chapter and Mars which negates the 'Ideal' to the Chapter. This I see as the major sticking point to a tech-dred.
3. A Techmarine is largely modified to point that any damage that would be to the point of interment, would probibly just straight out kill the Marine in question.

As for the models here in the thread, Cool! I see/hear in my mind the "BRRRRAAAAAPPPPPP" and a horde of things disappearing in a cloud of dust and red mist.

Grenadier
03-19-2012, 07:32 PM
So no new dreadnought frames are ever constructed? I'd imagine a techmarine, being trained by the Adeptus Mechanicus, and having so much experience maintaining the armory, would at least have some knowledge of how to build them. After all, some parts would be entirely destroyed in battle and necessitate creating new parts. Surely there's some spark of creativity that would allow a techmarine to at least create parts of if not the entire dreadnought.

This made me remember another questions:

Can a techmarine repair non-Marine vehicles? I'd imagine so. But let us think in game terms. I field Guard and Templars both, often in the same battle. Could my techmarine then repair an Imperial Guard vehicle? Or a techpriest repair a marine vehicle?

Vangrail
03-20-2012, 01:54 AM
new dreads are made, ven dreads are not bc of they have old parts.

also i am doing the contempter conversion!

Wolfshade
03-20-2012, 02:54 AM
Surely there's some spark of creativity that would allow a techmarine to at least create parts of if not the entire dreadnought.
There may have been creativity, but the whole technology/priesthood of mars would frown upon such endeavours. Technology is their cult and any progression/deviation/inovation would be seen as heretical

gendoikari87
03-20-2012, 07:31 AM
new dreads are made, ven dreads are not bc of they have old parts.

also i am doing the contempter conversion!

IIRC some dreds are actually even repaired from using mechanicus robot parts.

Grenadier
03-20-2012, 06:26 PM
What a strange concept huh? I mean, if you worship technology then you would think the next logical extension of it would be to create new technology or improve existing technology. Instead they go about it in a backwards way. I suppose they see existing technology as perfect. Yet they're always hungering to discover more technology via lost STC fragments. So that urge to discover can represent a creative motive to learn more. It's as if their brains have the creative spark but somehow lost the capability of actually translating the creative spark into creating things. This is worsened when the Imperium has ample evidence of technology existing beyond their primitive STC constructs. You know, xenos tech. Much of which performs better than Imperial technology. When they're faced with the evidence that alien species are in fact creative and capable of creating technology while they themselves do not create it surely must trigger some urge within the techpriests.


There may have been creativity, but the whole technology/priesthood of mars would frown upon such endeavours. Technology is their cult and any progression/deviation/inovation would be seen as heretical

Lucian Kain
03-20-2012, 10:01 PM
This has me thinking about terminators with servo harness's,I was finding it hard to imagion a Tech-Dread on its own,except for the servitors it has no ability to repair internal damage on a machine as it can't fit inside anything untill you get to Thunder Hawks, imagination I suppose is the only limiting factor for its size it could have a huge mass of mechanical tendril's that swarm in to produce an intense amount of digital lasers/weapons/lights/tools to make up for it.

What is its specific battle field roll...it obviously carries out repairs on the battle field but is it designed to repair super heavy's?

Nissesity is the mother of all invention

I'm warm to the idea though

Grenadier
03-20-2012, 10:07 PM
I would think a tech-dread could still perform repairs on vehicles despite its size. Because it would be fitted with an array of repair arms. In addition Techpriests have these mechanical tentacle types of things. So why not a Dread? All it would need to do is stand close to the damaged vehicle and use an array of repair arms and those mech-tentacles. And it could still have servitors to help it out.

wittdooley
03-21-2012, 09:38 AM
I would think a tech-dread could still perform repairs on vehicles despite its size. Because it would be fitted with an array of repair arms. In addition Techpriests have these mechanical tentacle types of things. So why not a Dread? All it would need to do is stand close to the damaged vehicle and use an array of repair arms and those mech-tentacles. And it could still have servitors to help it out.

Right with you there.

While reading this thread, I've been trying to think of some other rules that could be fun for a Technought. As they're so large, and could potentially have an abundance of mechandrites like Gren noticed, perhaps they could have a larger repair radius, or be able to make more than one repair attempt a turn?

Obviously another use for them could be walking platform for conversion beamers or other old, powerful, weapon tech. I don't know what, exactly (maybe some sort of badazz, upgrade plasma weapon?).

I also wonder if technoughts existed if they'd be placed into hibernation stasis like the other 'noughts. I'd imagine they couldnt be, as they'd have a lot more functional, everyday responsibilities that the typical 'nought wouldn't.

Grenadier
03-21-2012, 03:48 PM
That's a good idea. Let them be mobile weapons platforms for more ancient and exotic weaponry. Or maybe even make them a Marine's version of a smaller Titan. Something smaller than the Warhound or Knight perhaps. I'd not mind seeing new body designs for dreadnoughts. Maybe different kinds of leg articulation.

One thing is clear in this topic: we all love dreads!

MrGiggles
03-21-2012, 04:16 PM
Well, Dreads are fun and having a Techmarine Dread makes sense.

Though as a happy Ork player, I'll just point out three words: Kustom Mekka Dread :D

astrocometer
03-21-2012, 04:24 PM
I think its a cool concept, just whether or not you can pull it off, maybe try using the forgeworld imperial supports tanks or summin

Kawauso
03-21-2012, 04:33 PM
Speaking of old and exotic weapons (and the techmarines who tend them)...
what about a Thunderfire weapon option? Or any of the other arcane options Marines have that are a bit more obscure - obviously the Conversion Beamer has been done by FW, but it's another neat option to think about.

gingerkid
03-21-2012, 05:14 PM
This has got to be the most interesting subject in 40k EVER. Tech marines and dreadnoughts are my favourite things in 40k so the thought of mashing them together is just mind blowing for me. I would love to see the finished model when you're done...........it'll be awesome.

MaltonNecromancer
03-21-2012, 05:35 PM
This has me thinking about terminators with a servo harness

What, like this?

http://i206.photobucket.com/albums/bb183/MaltonNecromancer/Slagfest%20Entry/Entrypic2.jpg

Really easy conversion too.

troglodytesrus
03-21-2012, 06:02 PM
I think its only a matter of time before GW make one, they will run out of ideas and ways to make each space marine chapter unique before long. would be cool to have one in an Iron Hand flavour though, I feel that would be more fitting than a random chapter such as Black Templars or whatever getting it.

Tzelanit
03-26-2012, 09:42 PM
I just want to say that the idea of this fills me with nice happy grimdark feelings. :D

Pendragon38
03-27-2012, 02:50 AM
This is what i came up with last year, just need to finish painting it..(Master of the Forge) the servo arm rotates around and he's magnetized at his mid section and servo arm. http://i1062.photobucket.com/albums/t499/Pendragon38/100_0050.jpghttp://i1062.photobucket.com/albums/t499/Pendragon38/100_0049.jpghttp://i1062.photobucket.com/albums/t499/Pendragon38/100_0051.jpg