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Games Workshop Warhammer 40k - Space Marine Techmarine Primaris

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A Techmarine (known as a Frater Astrotechnicus in High Gothic) is a Firstborn or Primaris Space Marine technician and engineer as well as a full Astartes battle-brother of his Chapter. They are fully initiated members of both the Cult Mechanicus and their Chapter. Many are unique, and all are sealed within the Vault at the heart of each Watch Fortress. Just as the Librarian has exclusive access to the reams of forbidden knowledge in each of these archives, so the Deathwatch Techmarine keeps his portion of the Vault sealed to all but his fellow Techmarines. There are weapons kept within the Vault the likes of which are thought to be unique in the galaxy, their secrets impenetrable even to the highest of the Tech-priests of Mars. This +1 to hit buff is especially useful now in 9th when legion tanks have lost access to hit rerolls. It also helps negate the -1 to hit for shooting through dense terrain. On top of this, the Primaris Techmarine is on hand to repair any damage your tanks may take from opposing forces, keeping your tanks in top shape to destroy the foes of the Imperium! Budget Combat Character Uncompromising Fire – 2CP –One INFANTRY unit in your army that is performing an action can shoot without that action failing. Very handy for something like Deploy Scramblers, where you might want to deep strike a unit in and be able to shoot something and still do the action. B+ The Master of the Forge is an Astartes Chapter's most senior Techmarine, charged with the maintenance of the Chapter's fleet of armoured fighting vehicles, such as Rhinos, Land Raiders and Predators. His knowledge of the arcane sciences has been refined over centuries of service, and rivals that of the senior Tech-priests of the Adeptus Mechanicus of Mars.

To add depth and definition to the armor, apply Agrax Earthshade generously. Focus on the creases, recesses, and edges of the armor plates. Let the shade settle and dry, enhancing the contrast and creating shadows. Hero of the Chapter – 1CP –Use before the battle if your Warlord has the Adeptus Astartes keyword. One ADEPTUS ASTARTES CHARACTER (excluding named characters) can be given a Warlord Trait. You can only use this once per game in Combat Patrol/Incursion, twice in Strike Force, and three times in Onslaught. As with relics you can’t have duplicate traits or double up on traits on one guy.Replace the Thunderfire Cannon. I don’t think anyone who has built a TF Cannon recently will weep at its retirement. It’s a fiddly resin kit. In its place is an idea borrowed from both the Orks and the Eldar. Make a multiple build kit that replaces the Thunderfire with 3-4 Primaris only heavy weapon options. Similar to the Ork Big Gunz or the Eldar Support Weapon kits. Make the weapon itself be atop a bulky grav platform that matches the Primaris vehicle aesthetic. Each weapon would come on a large base and is manned by either a pair of Tech marines, or a single one and servitors. In effect a counterpart to these: Looks pretty standard. The legs are already preposed and the shoulder pads are separate so you can swap them out to your specific chapter if you want. The main options for customization come in the left arm. You can use either the “join the dark side” open hand or the pistol arm. There are also two heads that can be swapped out for another one if you really wanted to. Dreadnought ( Castraferrum Dreadnought • Siege Dreadnought • Hellfire Dreadnought • Ironclad Dreadnought • Venerable Dreadnought • Mortis Dreadnought • Chaplain Dreadnought • Librarian Dreadnought • Furioso Dreadnought • Death Company Dreadnought • Redemptor Dreadnought ( Brutalis Dreadnought • Ballistus Dreadnought) • Wulfen Dreadnought • Doomglaive Dreadnought) • Nemesis Dreadknight • Invictor Tactical Warsuit As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Psychic Scourge (Witchfire, WC 6). Choose an enemy unit within 18″ and roll a D6, then add your Ld value. Your opponent does the same. If you score higher, that unit takes D3 mortal wounds. If you score equal, they take 1 mortal wound. Basically a worse Smite, and not something we’re going to use very often. It’s slightly better for Ultramarines since their Chapter Tactic gives them a +1 boost to Ld, but there are almost always going to be other powers you’d rather use. D Chainsword, Lightning Claw, Power Axe, Power Fist, Power Lance, Power Maul, Power Sword, or Thunder Hammer (as replacement for Omnissian Power Axe) Huge, diverse range. Space Marines have an answer to basically any question, and usually several. If you find yourself struggling against a particular opponent or army, you can probably find something in the book to help. Techmarines can also be accompanied by a retinue of servitors, including Gun Servitors, Combat Servitors, and Tech Servitors.

Rob was a little worried about this kit after building the Silent King. This is the Easier to Build style, so hopefully, it goes better than the Silent King. Let’s see how it goes! Instructions & Sprues Skilled Riders – 1CP –When your opponent shoots a BIKER, LAND SPEEDER, or STORM SPEEDER unit that Advanced in your turn, make them -1 to hit until the end of the phase. It’s ok but a serious downgrade, and requiring you to advance to use it is rough for a lot of chapters for what you get now. B- Iron Priest Harl Greyweaver of the Space Wolves - Harl Greyweaver is an Iron Priest of the Space Wolves Chapter who has been seconded to the elite xenos-hunting Deathwatch -- the Chamber Militant of the Ordo Xenos. He has been the Forge Master of Watch Fortress Erioch since his predecessor answered a summons to serve the Achilus Crusade a decade ago. He is notoriously intolerant of other Chapters' brands of tech-craft, but his efficacy in conjuring the tools of war is so great that no one has yet been able to oust him.

The Imperium’s Sword: Re-roll charges, and get +1S/A when you charge or make a Heroic Intervention. A fantastic trait – the Strength thing is mildly less relevant now because of how weapon modifiers work in 9th, but it’s still very good. A Aspiring Techmarines train for 30 standard years on Mars, steeping themselves in rites of activation and hymnals of maintenance; how to call forth a Machine Spirit or placate its wrath. Techmarines return to their Chapter as aloof and mysterious figures steeped in superstitious awe. From that point forth they are men of dual loyalties, pledged by blood to their Chapter, but bound in mind and spirit to the mysteries of the Cult Mechanicus' Omnissiah.

Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades Warded. When a model with this Tactic suffers a mortal wound, it can roll a D6, and on a 5+ that wound is negated. A neat ability if you’re going up against lots of Smites, but ultimately very situational and not strong enough to take over the other options unless mortal wounds become much more common in the meta. Do not let Chase fool you with his ideas about this being worth trading for Inner Circle in his Dark Angels – he is a madman. D Suppression Fire – 1CP –Use in your Shooting phase when firing a Whirlwind. Until the end of the phase, if you hit with a weapon with Blast, then until the start of your next turn the target cannot fire Overwatch or Set to Defend, and cannot fight until all eligible units from your army have done so. Cute although less essential than it might have been since Overwatch is less of a thing, and the ‘fight last’ effect is less good than the Judiciar one since you can use Counter-offensive to break out of it. Also you have to take a Whirlwind and those are ok at best now. B A Chapter may have any number of Techmarines who exist outside the company organisation, belonging instead to the Armoury. Most Space Marines receive vehicle training during their time in Reserve Companies to ensure a degree of flexibility, and so are capable of acting as drivers, pilots and gunners themselves, but such positions are typically held by Techmarines. This is especially true when boarding alien spacecraft, for the team might be faced with a wholly alien environment, in which even the most innocuous looking item might prove to be a deadly weapon system. In the second instance, it is long-standing doctrine that, if possible, examples of alien technology should be recovered so they may be studied by the xenos-savants of the Inquisition. Such a task is dangerous in the extreme, but vital to the continued mission of the Deathwatch, and potentially the very survival of Mankind.

Primarch’s Wrath: A powered-up boltgun at Rapid Fire 2, S5 AP-2 D2. Has always been fine. Is still fine. Lots of things in this section are fine, but with like 40 choices this isn’t the one you’re leaning on. C Aspiring Techmarines train for standard years, steeping themselves in rites of activation, maintenance and repair. Upon returning to their Chapter, they become custodians of the Chapter Armoury -- Space Marines of dual loyalties, pledged by blood to their Chapter, but bound in mind to the Omnissiah.Combi-weapon (Combi-flamer, Combi-melta, Combi-plasma or Combi-grav) or Storm Bolter (as replacement for Bolt Pistol) We’re not rating these for obvious reasons – you want to use them if you want more relics or traits on your list and if you don’t then they’re irrelevant. Marines have good traits and relics in abundance so it would be surprising if you never wanted to, but it all depends on what your list is doing. Strategic Ploy Stratagems Now, it’s time to build up the color on the armor. Layer Evil Sunz Scarlet on top of the basecoat. Concentrate on the raised areas and edges, leaving the shaded areas intact. This layering technique adds highlights and dimension. Warhammer Community: Warhammer 40,000 Preview: New Models Revealed! (posted 7/4/2020) (last accessed 7/4/2020) Terror Troops – 2CP –Use in your Command phase. Select one REIVER unit, which until your next Command phase gains an aura which means that an enemy unit within 3″ loses Objective Secured or similar abilities, and additionally, until the end of the turn, when that REIVER unit makes a Normal Move, Advance move, or charge move within 3″ of an enemy unit that is performing an action, roll 2D6 – if you beat their Leadership, their action automatically fails. This is ok but probably not good enough to make Reivers worth taking – however, the Reiver Lieutenant also has the REIVER keyword and otherwise costs no more than a normal Primaris Lieutenant. Using him as a platform for this stuff is a great way to get the benefit without having to actually use Reivers. B

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