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Made in au
Courageous Questing Knight






Australia

Hi guys, A new troop or elite choice I thought of.

hope it is liked.

Tech adepts are special scout marines who have decided to follow the path of the tech marine, and maybe reach the position of Master of the Forge.

During their long tenure of training they are pitted in combat, as any adept marine is.
Thought they are still considered adepts, they are often used in more mobile armies, when full tech-marines are unavailable.

Tech adepts are capable of doing repairs, and can hold their own in combat. Thought hey often die in the field, a special few manage to make their way through to marine-hood, and this is often an even more honourable position then becoming a battle brother.


Tech adept squad 130 pts
Tech-adept sergeant WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 3+
Tech-adept WS3 BS3 S4 T4 W1 I4 A1 Ld8 Sv 3+
1 Tech-adept Sergeant
4 Tech-adepts

May include up to 5 more tech adepts … 20 pts
If the squad numbers 10 models, the one tech adept may exchange his bolter for:
Another Adept may exchange his bolter for:
Missile launcher or Heavy bolter … 10 pts
(special weapons, maybe?)
The Sergeant may take:
Combi weapon … 10 pts
Plasma pistol … 10 pts
Power weapon … 15 pts
Power fist … 25 pts
The sergeant may take:
Melta bombs … 5 pts
Teleport homer … 15 pts

Wargear:
•Bolter
•Bolt Pistol
•Modified carapace armour
•Frag and Krak grenades

Special rules:
•And they shall know, no fear,
•Combat tactics
•move through cover (?)
•Adept repairs

Adept repairs:
Roll 2D6 on a 12 or higher the tech-adepts may repair one immobilised or damaged result on a vehicle. If you get double ones, you take 2 wounds for the squad.
Add +1 to your result for every second tech marine (to a maximum of 5.)

May take a rhino or razorback as a transport, for usual costs.

Reasoning:
Tech marines are said to “have a gift for technology” and they must complete training. That still means they will be simple scouts before then, but instead of being scouts, they become tech adepts. Once they complete their training they go off to mars to become tech-marines and that they may be able serve their chapter at a new light.

Statline:
WS, BS, S, T, W, I, A and LD all taken from scout marines,
Armour saves:
Improved armour it seems to me that ALL tech-marine type units under the imperium have better armour then their infantry counterparts, I assumed that this was because they all modified their armour.

So, tech-adepts modify their armour accordingly.

This also gives a slightly different aspect on how tech-marines might come to be.

Thoughts?



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Made in us
Infiltrating Hawwa'





Australia

Captain Solon wrote:

Tech adept squad 130 pts
Tech-adept sergeant WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 3+
Tech-adept WS3 BS3 S4 T4 W1 I4 A1 Ld8 Sv 3+
1 Tech-adept Sergeant
4 Tech-adepts

May include up to 5 more tech adepts … 20 pts
If the squad numbers 10 models, the one tech adept may exchange his bolter for:
Another Adept may exchange his bolter for:
Missile launcher or Heavy bolter … 10 pts
(special weapons, maybe?)
The Sergeant may take:
Combi weapon … 10 pts
Plasma pistol … 10 pts
Power weapon … 15 pts
Power fist … 25 pts
The sergeant may take:
Melta bombs … 5 pts
Teleport homer … 15 pts

Wargear:
•Bolter
•Bolt Pistol
•Modified carapace armour
•Frag and Krak grenades

Special rules:
•And they shall know, no fear,
•Combat tactics
•move through cover (?)
•Adept repairs

Adept repairs:
Roll 2D6 on a 12 or higher the tech-adepts may repair one immobilised or damaged result on a vehicle. If you get double ones, you take 2 wounds for the squad.
Add +1 to your result for every second tech marine (to a maximum of 5.)

May take a rhino or razorback as a transport, for usual costs.

Reasoning:
Tech marines are said to “have a gift for technology” and they must complete training. That still means they will be simple scouts before then, but instead of being scouts, they become tech adepts. Once they complete their training they go off to mars to become tech-marines and that they may be able serve their chapter at a new light.

Statline:
WS, BS, S, T, W, I, A and LD all taken from scout marines,
Armour saves:
Improved armour it seems to me that ALL tech-marine type units under the imperium have better armour then their infantry counterparts, I assumed that this was because they all modified their armour.

So, tech-adepts modify their armour accordingly.

This also gives a slightly different aspect on how tech-marines might come to be.

Thoughts?




Why in the world would you take a unit that wounds itself on doubles, only repairs damage on a 12, 13, or 14 on 2d6...and costs more than a generic Tac Marine?

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Made in au
Courageous Questing Knight






Australia

Can you offer an improvement please?

when I play tested, it was a 2D6 and repaired on a 10,11,12. but I thought it was too OP.

I was also gonna give it WS/BS 4, but I thought that was OP too.

what would you suggest for points?

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Infiltrating Hawwa'





Australia

Captain Solon wrote:Can you offer an improvement please?

when I play tested, it was a 2D6 and repaired on a 10,11,12. but I thought it was too OP.

I was also gonna give it WS/BS 4, but I thought that was OP too.

what would you suggest for points?


Clarify if the doubles on the 2d6 repair roll, still suceeds (double 6's for example.)
Simplify the rules. (do the same with everything you post in Proposed Rules.)

Remove "Move Through Cover"
3+ save? At this point, they're as good as normal Techmarines...they can actually fight, and can still repair at a +6 on 2d6 (aka, 50%)

Fluff: Aspiring Techmarines are sent to Mars, for 30 years I believe. The fluff is clear on that.

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Made in au
Courageous Questing Knight






Australia

Fluff: they have to become marines first. (oh shush. GW would do the same.)

It seems like every tech-unit gets a +1 to their armour save, but yeah, nerfing it to 4+ would be fine.

Instead of heavy weapons, "if the squad numbers 5 men, it may get a servo arm" for 15 pts
and again at 10 pts.

Make it 2D6, repairs on a 11,12. and you get +1 for having a servo arm

how can I nerf/improove them.

The move through cover was a (?) that tends to mean a "should I" with me.

Is that any better?

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Made in gb
Bryan Ansell





Birmingham, UK

Che-Vito wrote:

Remove "Move Through Cover"
3+ save? At this point, they're as good as normal Techmarines...they can actually fight, and can still repair at a +6 on 2d6 (aka, 50%)

Fluff: Aspiring Techmarines are sent to Mars, for 30 years I believe. The fluff is clear on that.


If they are still scouts adepts then 4+ save would be fine. regardless of upgrades 3+ just puts the on a par with marines.

'Move through cover' Drop this, I don't see a tech adepts actually scouting since it would be a waste of training and resources. If you think about it surely you would keep your mechanics with the chapter vehicles where their skill could be used, rather than forwards sneaking up on xenos scum.

Overall I like the adept idea, a new take and the creation of tech marines.

   
Made in au
Courageous Questing Knight






Australia

Thankyou. but as I've said, I would have removed MTC because it's in question marks.

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Longtime Dakkanaut





Eh....
Im finding it very hard to believe that you actually playtested this at all.
   
Made in us
Blood Angel Terminator with Lightning Claws




Montgomery, AL

From a fluff stand point, most chapters would have only a handful of Tech marines, let alone a whole squad of trainers. I also believe that after they are battle brothers, they travel to Mars to learn the ways of the Tech-priest. This does not fit with your units.

On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie.  
   
Made in au
Courageous Questing Knight






Australia

Why jbunny? you think every scout marine becomes a marine?

one in every 15 are lucky to get out of tenth company, let alone live that long.

I did playtest it. JB, Is that a comment worth making?

I thought MTC because their armour is supposed to be lightweight and easy to carry. thats what gives a scout MTC.

This message was edited 1 time. Last update was at 2010/03/18 09:21:39


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Montgomery, AL

Not every scout becomes a marine, however they don't become Tech-Marines until after they are through the scout stage. After they are full Battle-brothers are they sent to Mars to train.

And I made no comment on Playtesting.


On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie.  
   
Made in gb
Bryan Ansell





Birmingham, UK

Captain Solon wrote:Why jbunny? you think every scout marine becomes a marine?

one in every 15 are lucky to get out of tenth company, let alone live that long.

I did playtest it. JB, Is that a comment worth making?

I thought MTC because their armour is supposed to be lightweight and easy to carry. thats what gives a scout MTC.


Some chapters may be blessed with an abundance of Librarian aspirants or those who have an affinity with the machine spirit. All Scouts, however, are inducted as warriors to replace fallen brothers. If they show an aptitude for a particular role they will then go off and train. Fluff isn't really too clear but it would be safe to assume that none of this happens until after scout is accepted as a battle brother and is issued power armour et al.


Back to the rules: make them an elite choice rather than troops and tie them in to taking a compulsory techmarine, or not, they are your rules after all.

This message was edited 1 time. Last update was at 2010/03/18 13:37:15


 
   
Made in au
Courageous Questing Knight






Australia

My mistake Jbunny, JP*.

How about they can be taken as a retinue, up to 9 of them with a techmarine to lead them?

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Made in us
Storm Trooper with Maglight



Buffalo NY, USA

I would honestly prefer Captain Solon's take on the Techmarine fluff to anything that GW has hashed out in the past few years. It's kind of like a squad of Sea Bee's which I like.

According to their statline they are full Marines or at least MEQ. This seems in line with the current fluff, he just needs to revisit the background.

ComputerGeek01 is more then just a name 
   
Made in au
Courageous Questing Knight






Australia

jbunny wrote:Not every scout becomes a marine, however they don't become Tech-Marines until after they are through the scout stage. After they are full Battle-brothers are they sent to Mars to train


so, after they are full battle brothers

TOTALLY!

they have to become battle brothers, but they wouldn't just be scouts, they'd be special core group.


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Made in gb
Morphing Obliterator





Captain Solon wrote:
jbunny wrote:Not every scout becomes a marine, however they don't become Tech-Marines until after they are through the scout stage. After they are full Battle-brothers are they sent to Mars to train


so, after they are full battle brothers

TOTALLY!

they have to become battle brothers, but they wouldn't just be scouts, they'd be special core group.



No they would just be scouts. Any aptitude is dealt with AFTER they have becomes fully fledged marines. Training to become a marine takes far too much time and effort to concentrate on other things, and since the job of SM is only to fight, scouts have to learn to fight first.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
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Stone Bonkers Fabricator General






A garden grove on Citadel Station

Honestly, I don't like it at all. I don't like the numbers/balancing, I don't like the repair ability (seems useless/bad), and I don't like the fluff concept that contradicts the GW canon. Seems unnecessary to me. A similar unit might fit in the Imperial Guard though.

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Made in au
Courageous Questing Knight






Australia

then I'm glad I'll never play you!

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Stabbin' Skarboy





Melbourne

Yet another bad unit spawned by captain solon. Still, he's the only guy keeping the proposed rules section alive, so I guess I cant blame him.

Look, its not that your ideas are bad, it's just they need to be thought through more. This isn't a bad idea. It just doesn't make sense game wise or fluff wise.
On Behalf of the dakka community, just think a little before you post these okay? I'm not trying to be rude at all, I fully encourage trying to come up with rules and having fun while doing it. They just need to be a little better and thought through more. Have you tried looking up some background sites? Take inspiration from their, and find some canon that fits your ideas.
I'm happy if you keep making ideas, just don't be suprised if you get some negative responses, okay?

This message was edited 1 time. Last update was at 2010/03/19 10:43:40


MeanGreenStompa wrote:
penek wrote:wtf is wrong with GW ???

It's being run by people with short term vision and enough greed to extinguish a sun.

Perhaps they're the C'tan.
 
   
Made in no
Drew_Riggio




Norway

jbunny wrote:From a fluff stand point, most chapters would have only a handful of Tech marines, let alone a whole squad of trainers. I also believe that after they are battle brothers, they travel to Mars to learn the ways of the Tech-priest. This does not fit with your units.

Yes, but GW just made librarian-dreadnoughts. Their fluff is so constantly changing that a unit along these lines may pop up anytime now.
@Solon: This is actually not a bad idea, and certainly the first one of your ideas i would let my opponent use
Cheers!

This message was edited 1 time. Last update was at 2010/03/19 19:18:12


The God Emperor
He almost died and got put on life support for your sins.
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Ollanius Pius - Savior of the Emperor






Gathering the Informations.

ComputerGeek01 wrote:I would honestly prefer Captain Solon's take on the Techmarine fluff to anything that GW has hashed out in the past few years. It's kind of like a squad of Sea Bee's which I like.

According to their statline they are full Marines or at least MEQ. This seems in line with the current fluff, he just needs to revisit the background.

Except that's not how the Adeptus Astartes or the Mechanicum work.

Tech-Priests and Techmarines are not combat engineers who are assigned frontline duties and go out to blow away enemy fortifications, etc. That's for the Imperial Guard's Special Weapons Squads or the Devastator Marines.

But anyways, other fluff inconsistencies:

Aspiring Techmarines are sent after they've done their stint in the vehicle crews. Which they(depending on the Chapter) do after completing their stints as a Scout and in the Devastator squads.

So, with that out of the way:
No. Wouldn't let this be put on the tabletop, like most of Solon's proposed rules. Tech-Adept "squads" is a silly idea, and while not game-breakingly overpowered...is just completely unnecessary from both a fluff and a rules perspective.
   
Made in au
Courageous Questing Knight






Australia

Kan, They've given reasons for why bolters work, even though they're physically impossible (they'd be the size of a minigun.) so why can't they have tech adepts.

why are they 'silly'?

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Stalwart Space Marine





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Aren't those servitors



Dreadnoughts: Dying is a thing of the past....... 
   
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Gathering the Informations.

Captain Solon wrote:Kan, They've given reasons for why bolters work, even though they're physically impossible (they'd be the size of a minigun.) so why can't they have tech adepts.

why are they 'silly'?

Really?

If you're going to try to use fluff comparisons for making your rules--please do read the fluff. The Techmarines that you see are (from every piece of fluff I've seen) full-fledged Battle Brothers who are then picked out during their times of service in the vehicle/support Companies and sent to Mars for further training.

To put it simply:
It isn't done that way, in even the Chapters that have ridiculously close ties to the Adeptus Mechanicus. You won't have Scouts becoming Techmarines, because those Scouts haven't done their tours in the vehicle/support Companies. And once a Marine becomes a Techmarine, he pretty much stops being a 'normal' Marine and becomes dedicated to his charges--namely, the vehicles and warmachines he tends.
   
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Courageous Questing Knight






Australia

we could go to the gold ol' days where vehicle crews counted as a squad.

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Captain Solon wrote:Kan, They've given reasons for why bolters work, even though they're physically impossible (they'd be the size of a minigun.) so why can't they have tech adepts.

why are they 'silly'?


Bolters are the size of miniguns? Lolwut? More like the size of two shotguns cased into a giant casing. An accurate comparison since a bolter fires propelled grenades that explode. You do know we have a shotgun now that does the same thing, right? It fires grenades that explode on contact and are literally the meanest thing one person can carry and fire at a range of 50 yards, at least.

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Bryan Ansell





Birmingham, UK

Captain Solon wrote:Kan, They've given reasons for why bolters work, even though they're physically impossible (they'd be the size of a minigun.) so why can't they have tech adepts.

why are they 'silly'?


Lorgar's_Blessed wrote:
Captain Solon wrote:Kan, They've given reasons for why bolters work, even though they're physically impossible (they'd be the size of a minigun.) so why can't they have tech adepts.

why are they 'silly'?


Bolters are the size of miniguns? Lolwut? More like the size of two shotguns cased into a giant casing. An accurate comparison since a bolter fires propelled grenades that explode. You do know we have a shotgun now that does the same thing, right? It fires grenades that explode on contact and are literally the meanest thing one person can carry and fire at a range of 50 yards, at least.


Real Boltguns:
http://en.wikipedia.org/wiki/Gyrojet
back OT....
   
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Bonkers Buggy Driver with Rockets





It's over-complex and doesn't fit with the fluff.

If a fully proven Battle Brother shows a special aptitude for technology - all are trained in basic maintainance, the correct rituals to appease the Machine Spirits of weapons and vehicles and is of a certain mindset, they will be put forward to be trained by the Mechanicus.

If they are selected, they spend many years learning the arcane secrets of the Machine God.


The Adepts of the Mechanicus wouldn't waste their time with the puppies of the Scout companies...

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Drew_Riggio




Norway

Miraclefish wrote:It's over-complex and doesn't fit with the fluff.

If a fully proven Battle Brother shows a special aptitude for technology - all are trained in basic maintainance, the correct rituals to appease the Machine Spirits of weapons and vehicles and is of a certain mindset, they will be put forward to be trained by the Mechanicus.

If they are selected, they spend many years learning the arcane secrets of the Machine God.


The Adepts of the Mechanicus wouldn't waste their time with the puppies of the Scout companies...

The Blood Angels has deep-striking Land Raiders, Librarian Dreadnoughts and makes a deal with necrons. Fluff is dead

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Stabbin' Skarboy





Melbourne

Here's an idea. How about every time Captain Solon posts a proposed rule without any thought, we give him a web-smack? I'll start, shall I? *Smack*

MeanGreenStompa wrote:
penek wrote:wtf is wrong with GW ???

It's being run by people with short term vision and enough greed to extinguish a sun.

Perhaps they're the C'tan.
 
   
 
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