Bless the Warplate
One armored ally gains +1 Defense against the next attack before your next turn.
An Astartes trained in machine rites, wargear maintenance, vehicle support, servo-arms, battlefield engineering, repairs, and communion with machine spirits.
Iron within. Oil without. War between.
The Techmarine is the Chapter's warrior-artificer: Astartes battle-brother, forge initiate, warplate priest, machine negotiator, and siege engineer.
A Techmarine does not merely repair things. They command warplate spirits, awaken weapons, bless engines, punish corrupted machines, and remind ancient armor that the Chapter still requires violence.
The class fantasy is simple:
A Techmarine survives through gene-seed, warplate, servo-harness strength, forge doctrine, machine-spirit favor, and the certainty that flesh fails before iron does.
The Techmarine should not play like a mortal mechanic with a bigger toolbox. The class should create moments like:
Forge Rites are the Techmarine signature class mechanic.
Rite DC = 8 + Proficiency Bonus + Intellect modifier
Forge Rites are special. Techmarines do not gain a new Forge Rite every level.
Machine-Spirit Favor represents temporary harmony with a weapon, armor system, vehicle, or machine ally.
| Techmarine Level | Forge Rites Known |
|---|---|
| 1 | 3 |
| 5 | 4 |
| 9 | 5 |
| 13 | 6 |
| 17 | 7 |
This progression is a working draft. Final class balance may change after all classes are designed.
One armored ally gains +1 Defense against the next attack before your next turn.
One weapon gains +1 to its next attack or ignores one minor malfunction.
Make a servo-arm strike, lift, brace, shove, or repair with +2 to the roll.
A hostile machine, vehicle, turret, drone, or corrupted device must resist or lose Reactions until next turn.
Restore limited function to damaged armor, weapon, vehicle, door, engine, or battlefield machine for one scene.
Ask the GM one question about a structure, vehicle, fortification, weapon, machine, or breach point.
Spend 1 Favor to grant an ally temporary Vitality equal to Proficiency Bonus if they are armored or cybernetic.
Techmarine progression uses Rite Trees.
A Techmarine may specialize deeply in one tree or spread Rite Points across several to become a broader artificer, armor warden, vehicle keeper, siege engineer, or scourge of corrupted machines.
Each rank costs 1 Rite Point and requires the previous rank in that tree unless future rules say otherwise.
Techmarines gain 1 Rite Point at every even level.
| Techmarine Level | Rite Points Gained |
|---|---|
| 2 | +1 |
| 4 | +1 |
| 6 | +1 |
| 8 | +1 |
| 10 | +1 |
| 12 | +1 |
| 14 | +1 |
| 16 | +1 |
| 18 | +1 |
| 20 | +1 |
This progression is a working draft. Final class balance may change after all classes are designed.
Gain +1 to Athletics or Tech checks using servo-harness assistance.
Once per turn, add +1 damage with servo-arm or power axe attacks.
Once per scene, repair, draw, brace, or interact with a machine as a Bonus Action.
Restrain, lift, or pin a target with servo-harness force if it fails against your Rite DC.
Once per safe rest, make a servo-harness strike adding your Techmarine level to damage, or complete an impossible repair under fire.
The extra limbs are for maintenance. Sometimes the enemy requires maintenance.