Deathwatch Techmarine

Deathwatch Techmarine

Techmarines are those brethren schooled in the forbidden knowledge of the Omnissiah— the Machine God. Those aspirants who display an affinity for the operation of machines undergo special trials and tests, to discern their suitability to receive additional truing under the Adeptus Mechanicus. The most critical of their tasks is to operate, maintain, and, if necessary, repair the myriad of war machines used by the Space Marines.

Starting Skills
The Deathwatch Techmarine begins play with Speak Language (Techna-Lingua) and Tech-Use as Trained Advanced Skills.

Special Abilities

Improve Cover
The Techmarine can add a number of Armour Points equal to his unmodified Intelligence Bonus to any cover. Improving cover requires one Full Action.

Blessed by the Omnissiah
The Techmarine begins the game with the Mechanicus Implants Trait and the Electro-Graft Use and Mechadendrite Use (Servo-Arm) Talents.

Deathwatch Techmarine Characteristic Advances

Characteristic Simple Intermediate Trained Expert
Weapon Skill 500 1,000 1,500 2,000
Ballistic Skill 500 1,000 1,500 2,000
Strength 200 500 1,000 1,500
Toughness 200 500 1,000 1,500
Agility 750 1,500 2,000 5,000
Intelligence 200 500 1,000 1,500
Perception 500 1,000 1,500 2,000
Willpower 750 1,500 2,000 5,000
Fellowship 750 1,500 2,000 5,000

Rank 1 Deathwatch Techmarine Advances

Advance Cost Type Prerequisites
Lore: Forbidden (Adeptus Mechanicus) 400 Skill -
Security 400 Skill -
Speak Language (Techna-Lingua) 200 Skill -
Tech-Use 400 Skill -
Autosanguine 500 Talent -
Electro-Graft Use 600 Talent -
Feedback Screech 500 Talent Techmarine
Mechadendrite Use (any) 500 Talent Techmarine
Technical Knock 500 Talent Int 30
The Flesh is Weak 1 800 Talent -

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Deathwatch Techmarine

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