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Techmarine: Interpreting loadout options


9x19 Parabellum

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The new Techmarine Wargear Options are listed as follows:

 

-replace bolt pistol with 1 of the following: 1 boltgun; 1 weapon from Combi-Weapons list; 1 weapon from the pistols list

-replace power axe with 1 weapon from melee weapons list.

-can additionally be equipped with the following: 1 flamer, 1 plasma cutter, 1 servo-arm.

 

So...my question is how to parse that bottom line of the Wargear Options.

 

When replacing the bolt pistol, the options are delimited by semi-colons.  In tandem with the preceeding wording of that line that requires 1 and only 1 weapon instead of a bolt pistol, it seems to suggest that the semi-colons are effectively taking the place fo the word "or" (ie, this model can take 1 boltgun OR 1 combi-weapon OR 1 pistol instead of a bolt pistol).

 

Now the last line of the Wargear Options are delimited by a comma, suggesting that the model can just choose to take none, some, 1 or all of the options that are presented.  is that how you guys read this?

 

Essentially, then, in tandem with the way shooting works, a Techmarine fully kitted out could fire

-a combi-special weapon of his choosing (plasma, for example)

-the boltgun shots from the combi-weapon

-the flamer from his servo harness

-the plasma cutter from his servo harness.

Do I have all that right?

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The final bullet point is all or nothing: it gives you a list of the things you add to the Techmarine, it's not a list of options.

 

It's essentially the Servo-Harness, broken down into its constituent parts rather than as a separate item.

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Yeah it's a bit over the top to call a flamer garbage just because it doesn't make use of his BS2+ especially as it's not his only weapon! I've found it quite useful for dishing out extra shots (that D6 can add a lot), as well as very nice for when he's charged.

 

As Kallas said the servo harness was changed in 8th to not be a particular upgrade, but instead the composite parts. It's a shame that it doesn't help with repairs any more but that just means that you can take Techmarines on a budget and still get the same repair support :)

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To be honest, given the short range of the servo harness' other weapons, a flamer is at the right spot.

As I've seen with the TFC gunner - the mixture of flamer, assault plasma pistol and servo arms is nice enough at short range. A techmarine on bike with combi-flamer becomes a ridiculous lead-and-flame-thrower, but with Legends on its way it won't last long...

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Techmarines can be surprises for any opponent. "I'm going to kill your gunners/repair crew" Then suddenly they find he has 2+ save, multiple attacks, 3 weapons to fire with and even in combat he starts throwing around a couple of power fist attacks. Kinda stacked to be honest. Was even better when the servo arms were in addition to his attacks in prior editions, the dude was pumping out attack numbers in melee like a captain!

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