“The Omnissiah protects us.”
A Techmarine is a Space Marine engineer initiated into the Cult Mechanicus as well as their Chapter. They serve as mechanics and combat engineers, maintaining the Chapter’s equipment and war machines.
Melee Resistance Aura
This unit takes 40% less damage from melee weapons. Passive ability.
Teleporter Relay Beacon
Allows allied infantry to reinforce and emits a healing aura. When the retreat beacon is active, units will retreat to the Relay Beacon instead of the HQ.
A turret emplacement armed with heavy bolters that can suppress enemy infantry. Limited firing arc. Can be upgraded to missile launchers, effective against vehicles.
Drop Pod | T1
Call in a Drop Pod that instantly reinforces nearby Space Marine squads, then remains on the field as a reinforcement point. Cannot reinforce Terminators or non-Space-Marine squads. Cooldown 300 seconds.
Repair an allied vehicle or building for 10 health per second. Does not work on biological units. Cooldown 5 seconds.
High Powered Shot
Fires a single, powerful shot at an enemy infantry unit, inflicting 140 sniper damage and suppressing the target. Range 45, Cooldown 40 seconds.
For 10 seconds, the Techmarine's plasma gun fires with 90% reduced cooldown and 50% reduced damage without reloading. At the end of the overcharge, the weapon overheats and cannot be fired for 6 seconds. Cooldown 45 seconds.
Construct an infiltrated mine that detonates when enemy units come too close. Mines do up to 150 explosive damage in radius 7, suppress infantry, and reduce the speed of vehicles by 70% for 15 seconds.
Strike out with servo-arm and bionic enhancements, doing 40 melee damage and weapon knockback to enemies in radius 5 around the Techmarine. Cooldown 30 seconds.
Signum targeters mark an enemy unit, increasing its received damage by 40% for 10 seconds. Range 30, Cooldown 45 seconds.
Orb of the Omnissiah
Throws a grenade that does 150 damage to vehicles, disables vehicles for 12 seconds, reduces rotation rate of vehicles to 0, inflicts 70% damage to deployable Energy Shields, and burns 100 energy from all targets in radius 10. Range 20, Cooldown 50 seconds.
Activates a distortion field that lowers the accuracy of enemies attacking the Techmarine by 20% and causes damage to reduce energy rather than health.
Master-Crafted Bolter | T1
100 30 20
Equips a bolter effective against infantry. Grants the High Powered Shot ability which causes suppression and deals 140 sniper damage. 37.92 piercing DPS.
Artificer Armor | T1
110 25 20
Enables the Proximity Mine ability, allowing the Techmarine to lay mines which suppress, snare vehicles, and deal up to 150 explosive damage. Also increases the Techmarine's health by 200 and health regeneration by 3 hp/s.
Orbs of the Omnissiah | T2
110 20 15
Grants the Orbs of the Omnissiah ability, grenades which disable vehicles for 12 seconds and deal 150 damage. They also burn 100 energy from any unit caught in the blast.
Plasma Gun | T2
120 30 15
Equips a plasma gun effective against heavy infantry. Grants the Plasma Overcharge ability which increases rate of fire for 10 seconds.
Bionics | T1
100 20 20
Grants the Powerful Sweep ability that will knock away enemies that get too close, and dealing 45 melee damage. Increases the Techmarine's health by 150, health regeneration by 1 hp/s, and melee damage by 15%.
Refractor Field | T2
110 20 15
Grants the Refractor Field ability which allows the Techmarine to absorb damage at the cost of energy. 5 damage absorbed for every point of energy lost. Also decreases the accuracy of enemies attacking the Techmarine by 20%.
Axe of the Mechanicum | T2
100 20 20
A melee weapon effective against infantry. Drains 15 energy on hit. Increases the Techmarine's melee skill by 10 and enables a range 12 melee charge. 55 power melee DPS, 7.82 plasma DPS.
Signum Armor | T2
150 30 20
Increases health by 50, ranged damage by 10% and weapon range by 5. Grants the Mark Target ability, which increases damage taken by the targeted unit by 40%.
Meltagun | T2
100 30 15
Equips a melta gun, which is effective against all armor types but has limited range. 41.18 melta DPS.
Blessing of the Omnissiah | T1
Initiate automated repairs on all allied vehicles. Vehicles regain 15 hp/s for 30 seconds. Cooldown 100 seconds.
Drop Pod | T1
Call in a Drop Pod that spawns a Tactical Marine Squad, then remains on the field as a reinforcement point. Cannot reinforce Terminators or non-Space-Marine squads. Cooldown 300 seconds.
650 100 350
Teleport in a Terminator Squad to the targeted location. Terminators are immune to suppression but cannot fall back. The sight of Terminators killing enemy units inspires nearby troops, temporarily increasing their combat effectiveness. Cooldown 420 seconds.
600 50 300
Deliver a Venerable Dreadnought by drop pod. The sight of this powerful melee walker killing enemy units inspires nearby troops, temporarily increasing their stats. Cooldown 420 seconds.
Orbital Bombardment | T3
Call in a massive orbital strike capable of destroying even the heaviest units. The player chooses the targets of 3 orbital cannons. Each beam deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, they deals 500 explosive damage in radius 6 and an additional 150 explosive damage in radius 11. Cooldown 120 seconds.