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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.
Wouldn't mind seeing them, though.
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.
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
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