Allows allied infantry to reinforce and emits a healing aura. When the retreat beacon is active, units will retreat to the Relay Beacon instead of the HQ.
Call in a drop pod from orbit that does 50 explosive damage and ability knockback in radius 8 and instantly reinforces allied infantry squads in radius 35. Cooldown 300 seconds.
Deliver a Venerable Dreadnought via Drop Pod. The sight of this powerful melee walker killing enemy units inspires allies in radius 45, removing suppression, reducing received suppression by 20%, and increasing damage by 20% for 20 seconds. Cooldown 420 seconds.
Teleport in a Terminator Squad at the targeted location. Terminators are immune to suppression and weapon knockback but cannot retreat. The sight of Terminators killing enemy units inspires allied infantry in radius 35, increasing their damage by 5% and reducing their received suppression by 10% for 15 seconds. Cooldown 420 seconds.
Calls in 3 massive precision strikes from orbiting Strike Cruisers. After 4.5 seconds, the gravity well of the first beam begins to capture infantry in radius 10, disabling them with ability knockback. 1.5 seconds later, non-monstrous creatures in radius 4 of the beam begin to take 30 heavy melee damage per second. Finally, 6.5 seconds later, the bombardment completes, doing 150 piercing damage in radius 11, and a further 500 heavy melee damage in radius 6. Timing of the subsequent beams are staggered by 2 seconds, events triggering after 6.5 and 8.5 seconds respectively. Cooldown 120 seconds.
For 10 seconds the Techmarine's plasma gun fires with 90% reduced cooldown, 50% reduced damage, and no need to reload (see DPS calculations). At the end of the overcharge, the weapon overheats and cannot be fired for 6 seconds. Cooldown 45 seconds.
Construct an infiltrated mine that detonates when enemy units come too close. Mines do up to 150 explosive damage in radius 7, suppress infantry, and reduce the speed of vehicles by 70% for 15 seconds.
Throws a grenade that does 150 damage to vehicles, disables vehicles for 12 seconds, inflicts 70% damage to deployable Energy Shields, and burns 100 energy from all targets in radius 10. Cooldown 50 seconds.
Activates a distortion field that causes damage to reduce energy rather than health and lowers the Techmarine's received accuracy by 20%. Field strength is 5 damage taken per 1 energy drained.