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==Techmarine== ''If you include a Techmarine or Master of the Forge in your army, Dreadnoughts, Ironclad Dreadnoughts and Waking Dead Dreadnoughts may be taken as Heavy Support choices as well as Elites choices.'' :50pts :Techmarine:...........WS4 BS4 S4 T4 W1 I4 A1 Ld9...Sv2+ :Master of the Forge:WS4 BS5 S4 T4 W2 I4 A2 Ld10 Sv2+ :'''Unit Composition''': 1 Techmarine :'''Unit Type''': Infantry :'''Wargear''': Artificer armour, Servo-arm, Boltgun or bolt pistol, Frag and krak grenades :'''Options''' *One Techmarine in your army may be upgraded to a Master of the Forge - +30pts *A Master of the Forge may replace his servo-arm and boltgun with a conversion beamer - +45pts *Upgrade servo-arm to a servo-harness - +25pts *Replace boltgun with: :-a storm bolter - +3pts :-a combi-flamer, -melta or -plasma - +10pts :-a flamer: +5pts :-a meltagun: +10pts :-a plasma gun - +15pts *Replace bolt pistol with a plasma pistol - +15pts *Take one of the following: :-a close combat weapon - +5pts :-a power weapon - +15pts :-a thunder hammer - +30pts *May take: :-Meltabombs +5pts :-Dreamcatcher - +10pts :-Signs of the Sleepless - +15pts :-Structural Knowledge - +15pts :-Prophetic Schematics - +20pts :'''Dedicated Transports''': If accompanied by a retinue of servitors, may select a Rhino or Razorback :'''Special Rules''': Icelus Assault, And They Shall Know No Fear, Combat Tactics, Independent Character, Blessing of the Omnissiah, Bolster Defenses :'''Icelus Assault''': A mass deployment of Icelus dreadnoughts will always be accompanied by many techmarines. Both to support walkers in the field and maintain their stealth systems before combat. For every Techmarine or Master of the Forge in your army, you may take one Icelus Dreadnought as a Troops choice and one as an Elite choice. :'''Prophetic Schematics''': Like many in the Chapter, a Techmarine may be visited by nebulous visions of the future. However, even in dreams these scions of the Omnissiah are far more analytical than their fellows. Upon waking some techmarines retain knowledge on the weaknesses of enemy armour. At the beginning of the game roll a D6 for each enemy vehicle in the game, just as you would for Prophetic Dreams. On the roll of a 1 the Techmarine and any squad he joins will gain the Tank Hunter rule against this vehicle. The Techmarine counts his weapons as Master Crafted when attacking such targets. :'''Structural Knowledge:''': The Emperor's Nightmare Techmarines know Dreadnoughts and their contemporaries better than anybody outside the Adeptus Mechanicus. A Techmarine will always hit walkers on a 4+ unless he would hit them on less. This includes planting grenades.
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