Techmarine

“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.

Unit stats
typeinfantry
squad1
health630
energy100
courage100
Model stats
typeinfantry
armorcommander
sizesmall
xp500
global30
health630
melee skill60
speed5
rotation1000
sight40 (5)
charge speed-
charge range-
charge duration-
charge cooldown-
leapno
12345678910
health630662695729766804844886931977
health regen0.50.530.550.580.610.640.670.70.740.78
energy100110120130140155165175185200
energy regen11.051.11.161.221.281.341.411.481.55
melee skill60616263646566676869
melee damage11.041.071.111.151.191.231.271.321.36
range damage11.021.041.061.081.11.131.151.171.2

Default


sm_bolter_techmarine

piercing_pvp damage
60 damage per hit
35 damage per second

sm_fist_techmarine

melee_pvp damage
18 damage per hit
18 damage per second

Master-Crafted Bolter


sm_master_crafted_bolter_techmarine

piercing_pvp damage
65 damage per hit
37.92 damage per second

sm_fist_techmarine

melee_pvp damage
18 damage per hit
18 damage per second

Plasma Gun


sm_plasma_gun_techmarine

plasma_pvp damage
90 damage per hit
37.06 damage per second

sm_fist_techmarine

melee_pvp damage
18 damage per hit
18 damage per second

Meltagun


sm_meltagun_techmarine

melta damage
100 damage per hit
41.18 damage per second

sm_fist_techmarine

melee_pvp damage
18 damage per hit
18 damage per second

Axe of the Mechanicum


sm_power_axe_techmarine

melee_power_weapons_pvp damage
110 damage per hit
55 damage per second

sm_plasma_pistol

plasma_pvp damage
20 damage per hit
10.42 damage per second

Melee Resistance Aura

This unit takes 40% less damage from melee weapons. Passive ability.

Teleporter Relay Beacon
200 25 25

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.

Tarantula Turret
200 30 15

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
200 100

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

Repair an allied vehicle or building for 10 health per second. Does not work on biological units. Cooldown 5 seconds.

High Powered Shot
45

Fires a single, powerful shot at an enemy infantry unit, inflicting 140 sniper damage and suppressing the target. Range 45, Cooldown 35 seconds.

Overcharge Plasma
50

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 8 seconds. Cooldown 45 seconds.

Proximity Mine
40

Construct an infiltrated mine that detonates when enemy units come within a radius 2 of the mine. Units within a radius 7 receive 75 explosive damage and are suppressed, while units within a radius 3 receive 150 additional explosive damage. Vehicles within a radius 7 of the detonation have their speed reduced by 70% for 15 seconds.

Powerful Sweep
30

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.

Mark Target
40

Signum targeters mark an enemy unit, increasing its received damage by 40% for 10 seconds. Range 30, Cooldown 45 seconds.

Orb of the Omnissiah
50

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.

Refractor Field
1 for every 5 damage

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
125 25 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
120 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 2.5 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 powerful plasma gun that does 37.06 dps and is effective against heavy infantry. Grants the Plasma Overcharge ability which increases rate of fire for and dps of the plasma gun to 69.23 plasma dps for 10 seconds.

Bionics  | T1
120 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 20%.

Refractor Field  | T2
120 25 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 25 20

A melee weapon effective against infantry. Drains 15 energy on hit. Increases the Techmarine's melee skill by 10, his health by 100 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 and ranged damage by 10%. Grants the Mark Target ability, which increases damage taken by the targeted unit by 40%.

Meltagun  | T2
140 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
150

Initiate automated repairs on all allied vehicles. Vehicles regain 15 hp/s for 30 seconds. Cooldown 100 seconds.

Drop Pod  | T1
350 125

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.

Deep Strike Terminator Squad  | T3
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.

Venerable Dreadnought Drop Pod  | T3
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
500

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.