Space Hulk: Deathwing - Enhanced Edition

Space Hulk: Deathwing - Enhanced Edition

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Pokemastuh May 23, 2018 @ 2:04pm
Techmarine
Hey devs, if you're looking for a fancy new class to perk up your game take a look into this. Please...I need to praise the omnissiah...
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Showing 1-8 of 8 comments
Nahmy May 23, 2018 @ 2:45pm 
Techmarines/Tech Priests only appear as escort objectives in Space Hulk as a whole, and even then, they don't appear in Terminator armor. I also don't recall them ever appearing in any of the novels except to burn fallen Marines until there is no DNA trace left (which is contrary to narrative in Space Hulk: Deathwing the game, lol).

On that matter, only Wargear is recovered, if you die during an away mission vs Genestealers your Progenoids and everything else is purged because they can't risk contaminating the Chapter with Tyranid DNA.

IDK why Techs don't make an appearance as Terms but in all these decades they haven't and it's likely because there's not much need for them on the battlefield. Space Hulk solutions involve recovering it if it's not bolted down and destroying it if it is.
Pokemastuh May 23, 2018 @ 2:47pm 
Originally posted by Nahmy:
Techmarines/Tech Priests only appear as escort objectives in Space Hulk as a whole, and even then, they don't appear in Terminator armor. I also don't recall them ever appearing in any of the novels except to burn fallen Marines until there is no DNA trace left (which is contrary to narrative in Space Hulk: Deathwing the game, lol).

On that matter, only Wargear is recovered, if you die during an away mission vs Genestealers your Progenoids and everything else is purged because they can't risk contaminating the Chapter with Tyranid DNA.

IDK why Techs don't make an appearance as Terms but in all these decades they haven't and it's likely because there's not much need for them on the battlefield. Space Hulk solutions involve recovering it if it's not bolted down and destroying it if it is.
I tried to read up about that once. I believe it was because they were considered specialists or something in TT
Nahmy May 23, 2018 @ 2:59pm 
They certainly can wear Terminator armor and would be helpful on the field, but my suspicion is after hundreds of years of experience, most First Company know all of the basics of Imperial systems and can't justify bringing an engineer along. A Tech would be there strictly to operate gun emplacements and servitors to establish breachheads like we see in the first mission as second line support to the away teams.

Wouldn't mind seeing them, though.
The only Problem witha techmarine is teh amount of Tech Priests they ahve running around already
Pokemastuh May 23, 2018 @ 3:09pm 
One of his perks could be hacking turrets to fire on enemies without the need for manual operation
Laserfrog May 23, 2018 @ 3:11pm 
I remember a discussion similar to this coming up on the old forums. Essentially, while techmarines can wear termie armor, their super-secret martian training makes it where no chapter command (outside of the Iron Hands and their successors) trusts them enough to let them into the First Company.

This goes double for the Deathwing. Techmarines' dual loyalties to the Imperium and the Mechanicum exclude them from ever getting a spot in the Inner Circle.

That said, techmarines are freakin' awesome and I wouldn't care too much if the game decided to break the lore so I could chop 'stealers to bits with my omnissian axe whilst popping shots with my flamethrower/plasmagun robotic spider arms.
DeviousDave May 23, 2018 @ 4:08pm 
Some power ideas:

Omnissiahs Will - Swaps a/multiple gun emplacement(s) to your teams side causing it/them to fire on enemies and can remotely unlock and open/close and lock doors from a distance (allowing you to open locked doors without destroying them)

Ease the Machine Spirit - Deploys a AoE heal generator that restores health slowly over time (not as quickly as the Apoths heals) while also providing a damage resistance buff in its zone of effect.

Warth of Mars - Deploys a Tarantula heavy bolter turret via teleportation to the techmarines location - the turret lasts until it is destroyed or it runs out of ammo - bonus if the tech marine got a hud change that allowed him to see how much ammo was left in the turret (like in Aliens when you see the sentry guns mowing down the xenomorphs and the ammo counts go racing down and a warning starts beeping when they get low :) )

+ A perk could increase the powers cooldown but allow for the deployment of two turrets at once



Pokemastuh May 23, 2018 @ 4:37pm 
Originally posted by DeviousDave:
Some power ideas:

Omnissiahs Will - Swaps a/multiple gun emplacement(s) to your teams side causing it/them to fire on enemies and can remotely unlock and open/close and lock doors from a distance (allowing you to open locked doors without destroying them)

Ease the Machine Spirit - Deploys a AoE heal generator that restores health slowly over time (not as quickly as the Apoths heals) while also providing a damage resistance buff in its zone of effect.

Warth of Mars - Deploys a Tarantula heavy bolter turret via teleportation to the techmarines location - the turret lasts until it is destroyed or it runs out of ammo - bonus if the tech marine got a hud change that allowed him to see how much ammo was left in the turret (like in Aliens when you see the sentry guns mowing down the xenomorphs and the ammo counts go racing down and a warning starts beeping when they get low :) )

+ A perk could increase the powers cooldown but allow for the deployment of two turrets at once
Here's another one

Hymn of the Machine: Allows you to unlock a previously locked door

Also I feel like the turret could screw you if it gets stuck in the hallway
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Date Posted: May 23, 2018 @ 2:04pm
Posts: 8