Space Marines Reviews: HQs Part 21: Techmarines



Up for review, the Techmarine! For more reviews, lists, bat reps and tactics, check out the Tactics Corner.

The Techmarine, like the Master of the Forge, is a battle brother of a Space Marine chapter that straddles the line between the Adeptus Mechanicus and Adeptus Astartes. He is both a potent fighter and in tune with the Machine Spirits of the Chapter’s vehicles.




The Techmarine is very, very similar to his big brother, the Master of the Forge. In fact, he’s so similar that this review is going to be very brief as his function is almost identical. The primary difference is that he has further limitations on wargear (no Relics or Conversion Beamer) and 1 less wounds, WS and LD8. He’s expensive, fragile, and there is almost no reason to take him over the superior Master of the Forge. He weighs in at half a Thunderfire Cannon, +25pts for the Servo-harness.


  • 2+
  • Bolt Pistol
  • Bolter
  • Servo-arm
  • Grenades
  • Options for: Melee Weapons, Ranged Weapons, Special Issue Wargear, Power Axe for 15pts.

Special Rules:

  • Repair vehicles on a 5+ in lieu of shooting. +1 for a Servo-harness, for each Servo-arm servitor or for Iron Hands CTs
  • Bolster Defenses
  • Chapter Tactics
  • IC


By and large, read the Master of the Forge tactics to understand how to play a Techmarine. The primary difference here is that you pay almost the same amount of points (15pts less) for a model with lower stats and only a single wound. He is pricey for what you get and honestly, not worth it. He does bolster a unit fairly well but not for the price tag.

The only reason to bring this guy is in a themed list, for superior vehicle repair capability (but for his points you could just take another vehicle), and that’s about it. Not much of a compelling reason in a competitive list and you will most likely never see one in a tournament.

A fun little unit though, is the Geek Squad! Take 2 Masters of the Forge and 2 Techmarines either on foot with 5 Servitors with Servo-arms as a goofy, yet hard hitting assault squad. Or, take them on bikes and have a hipster, techno biker gang unit! Haha, again, not even remotely competitive but that would look awesome if converted up and it actually does pack a punch. Stick a Shield Eternal on a Master of the Forge to tank wounds (all 2 of them!) stick them in a biker squad with Grav Guns and a Multi Melta and you have a pretty ludicrous unit that is actually a lot of fun. Just don’t expect them to do a whole lot.

In short, if you want this type of model, spring for the extra 15pts to get the real thing: the Master of the Forge.

Edit: And, as folks pointed out, he doesn’t take up an FoC slot, so he has that going on. However, haha, I still think he sucks! Prove me wrong though, in the comments section and I will happily redact my opinion. Granting Chapter Tactics is the only saving grace I can see here!

Edit: Fluger suggested paying the 50pts for an ultra cheap ally to add ATSKNF to a unit of say, IG, and also getting an improved  cover save that can fix a nearby vehicle. Not bad!


About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

14 Responses to “Space Marines Reviews: HQs Part 21: Techmarines”

  1. Avatar
    Brian October 18, 2013 7:22 pm #

    the big advantage for tech marines is that they are not a HQ, but are essentially seperate slots. the reason to take a tech marine over a master of the forge is because you are already taking a Librarian and a Chapter Master

    • Reecius
      Reecius October 18, 2013 9:17 pm #

      True, but he still stinks, IMO! haha

  2. Avatar
    Hotsauceman1 October 18, 2013 8:13 pm #

    Here is one fun thing. An achilles with two Servo harness tech marines with the IH chapter tactics. You would not kill that thing. It is regenerating hull points on a 3+

  3. Avatar
    Hippesthippo October 18, 2013 8:52 pm #

    Yeah, you kinda missed a biggie here.. They don’t take up an FOC slot, which is fantastic. Anything that functions outside of the normal rules of the game is probably eligible to be broken somehow, someway.

    Off the top of my head, the only thing that springs to mind is a fun “herohammer,” unit, BUT.. I’ve put zero thought into it.

    Brainstorm, anybody? With SM access to a variey of Battle Brothers and thus a myriad of wargear/lores, I’m sure there’s something more than “don’t ever take this shit.”

    • Reecius
      Reecius October 18, 2013 10:32 pm #

      I mentioned the Nerd Squad! I even called them the Hipster Bike team! hahaha, but, I honestly still think the Techmarine is balls, 1 wound on a model that expensive is just too much, IMO.

      But fair enough, being totally negative is lame.

      OK, you can use him with RG Cts to Scout a unit up the field, maybe an IG blob squad? Termies?

      WS CTs give you H&R…..OK, cool, that is nice with say, some Grey Hunters?

      Uh….BT, he gets better in a challenge….yeah.

      I just can’t think or a reason to take him, honestly. The Master of the Forge is better!

      OK wait, Ally with SM, take 3 Master of the Forge, 3 Techmarines and for the IT Tech Support Squad of Dooooooom!!

      • Avatar
        Jrandom October 21, 2013 3:31 pm #

        You could have Iron Hands, allied with Iron Hand Successors. 3 MotF + 1 Tech Marine, inside 4 Landraiders. AV 14, self-repairing + Tech-repairing FTW!

  4. Avatar
    Km October 19, 2013 1:31 pm #

    Off the top of my head, they would maybe be useful if u were running a heavy mech army for some reason, as if u shoved them on bikes they could move around the board repairing any vehicle that got hit (if u took a few of them with iron hands tactics)… Does repair only work on space marine vehicles, because if it doesn’t a few of them may be fun as allies to eldar to repair wave serpents in serpent spam (no idea at all if thats legal and don’t have rulebook or either codex on me)

    • Reecius
      Reecius October 21, 2013 3:44 pm #

      Yeah, that is a viable choice, I agree. Still not optimal but better than my very negative outlook! haha

  5. Avatar
    englishmaninukraine October 19, 2013 10:45 pm #

    Cool review. It’s a shame the techpriest aint too viable these days, I love the concept.
    Quick question – I may be going blind here, but how do you put stormshields on your MOTFs? (as you suggest in the geek squad part) I don’t see it as one of their purchase options.

    • Reecius
      Reecius October 21, 2013 3:46 pm #

      No, I’m the blind one! Haha, they can’t take them, I missed that. Thanks for pointing that out.

  6. Avatar
    fluger October 20, 2013 7:41 am #

    I used a DA version for a while with my IG as a second HQ to get ATSKNF. Getting the improved cover save is nice too. Essentially, for 50 pts, you upgrade a blob and get better cover somewhere. Additionally, if he has CT white scars, they now have hit and run.

    I’m not saying OMG take him, but if you run two big fighty blobs of IG and then ally in a cheap as chips HQ from SM (Libby and Techmarine), and then 5 cheap scouts. You get two blobs with ATSKNF and Hit and Run! 170 pts total. Not bad.

    • Avatar
      Jrandom October 21, 2013 3:24 pm #

      I approve of fluger’s statement.

    • Reecius
      Reecius October 21, 2013 3:45 pm #

      That’s actually the best use for him I have heard. I will add that to the review, thanks!

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