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Lexicanum

Techmarine

An Astartes trained in machine rites, wargear maintenance, vehicle support, servo-arms, battlefield engineering, repairs, and communion with machine spirits.

Astartes ClassesMachine-Rite SpecialistAvailable in 1.0

Class Dossier — Techmarine

Working Draft · v0.1

Techmarine

Iron within. Oil without. War between.

Astartes ClassAvailable in 1.0Working Draft

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.

// Design Philosophy

The Techmarine should not play like a mortal mechanic with a bigger toolbox. The class should create moments like:

  • I bless the warplate before the enemy fires.
  • I wake the weapon spirit and it remembers how to kill.
  • I repair the engine while it is still being shot.
  • I ask the wall where it wants to break.
  • I rebuke the corrupted turret and it hesitates.
  • I answer the charge with the servo-arm.

Signature Mechanic — Forge Rites

Signature Mechanic

Forge Rites are the Techmarine signature class mechanic.

// Rules Draft
  • Starts with 3 Forge Rites at level 1.
  • Uses restored after safe rest.
  • Draft Uses: Proficiency Bonus per safe rest.

Rite DC = 8 + Proficiency Bonus + Intellect modifier

Forge Rites are special. Techmarines do not gain a new Forge Rite every level.

Machine-Spirit Favor

Favor

Machine-Spirit Favor represents temporary harmony with a weapon, armor system, vehicle, or machine ally.

// Rules Draft
  • Gain Favor when you repair, bless, stabilize, or awaken a machine under pressure.
  • Hold up to Proficiency Bonus Favor.
  • Spend Favor to empower Forge Rites.
Forge Rites Known Progression
Techmarine LevelForge Rites Known
13
54
95
136
177

This progression is a working draft. Final class balance may change after all classes are designed.

Forge Rites

Working Draft
Forge Rite

Bless the Warplate

One armored ally gains +1 Defense against the next attack before your next turn.

Forge Rite

Awaken the Weapon Spirit

One weapon gains +1 to its next attack or ignores one minor malfunction.

Forge Rite

Servo-Harness Intercession

Make a servo-arm strike, lift, brace, shove, or repair with +2 to the roll.

Forge Rite

Machine Rebuke

A hostile machine, vehicle, turret, drone, or corrupted device must resist or lose Reactions until next turn.

Forge Rite

Repair Under Fire

Restore limited function to damaged armor, weapon, vehicle, door, engine, or battlefield machine for one scene.

Forge Rite

Siege Calculation

Ask the GM one question about a structure, vehicle, fortification, weapon, machine, or breach point.

Forge Rite

Iron Benediction

Spend 1 Favor to grant an ally temporary Vitality equal to Proficiency Bonus if they are armored or cybernetic.

Rite Trees

Progression System

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.

// Rite Points Progression

Techmarines gain 1 Rite Point at every even level.

Rite Points
Techmarine LevelRite 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.

Doctrine: Servo-arms, mechadendrites, tools, and industrial violence.

Role: Utility and melee tech combat.

Rank 1Harness Leverage

Gain +1 to Athletics or Tech checks using servo-harness assistance.

Rank 2Servo Strike

Once per turn, add +1 damage with servo-arm or power axe attacks.

Rank 3Multi-Tasking Rite

Once per scene, repair, draw, brace, or interact with a machine as a Bonus Action.

Rank 4Iron Grasp

Restrain, lift, or pin a target with servo-harness force if it fails against your Rite DC.

Rank 5Harness Unleashed

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.

Doctrine: Armor spirits, power systems, seals, and protective rites.

Role: Defensive armor support.

Doctrine: Vehicles, walkers, turrets, and heavy war machines.

Role: Vehicle and emplacement support.

Doctrine: Fortifications, breaches, explosives, barricades, and structure killing.

Role: Siege and battlefield engineering.

Doctrine: Anti-machine violence, corrupted devices, and heretek punishment.

Role: Offensive machine control.

Linked Rites & Archives

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