TECHNOPOD ARMY LIST




CharactersUp to half the points cost of the army.
SquadsAt least a quarter of the points cost of the army.
SupportUp to half the points cost of the army.
SpecialAny race except Tyranids, including Chaos, may ally together when fighting against Technopods.



Special Rules

These special rules apply to all Technopods, barring specific exceptions or other rules which are given in the appropriate listing.

Psychology: Technopods are immune to all psychological effects as described in the Warhammer 40,000 Rulebook. They cannot be affected by fear, terror, or any psychology.

Break: Technopods are mindless units of the Overmind and have no concern for their own safety or the fate of their comrades. They will never break and automatically pass any leadership based test that they are required to take. Also, they will continue to fight even if they are on fire or under the effects of shrieker ammo, as their bodies are controlled by computer brains linked into the Overmind. (Note: They may still explode as a result of the shrieker ammo, or be injured as a result of the flames. Also, they are immune to all other manner of toxins, gasses, viruses and poisons.) The Technopods Leadership is never used, but is included for comparison.

Save: A Tecnhopod's mechanized body is partially armoured giving him a saving throw of 5 or more on a D6. This may be improved by any normal armor worn, and is so noted as appropriate. This also increases their Toughness by +1. This is already accounted for in the profiles below.

Reckless: Technopods are notoriously uncaring about their own individual safety. Only the continuation of the Overmind matters. For this reason, Technopods may never hide. Understanding it's tactical value however, they may benefit from and make use of any form of cover.

Fields: Technopods rely on signals and information relayed from the Overmind, through the commander's Hypercomm Transmitter and similar Transmitters on Dreadnaughts and Focal Points. Units that incorporate Transmitters may never be equipped with any form of field as it disrupts the transmissions. Also, any other Technopod that wears any type of field always acts as if the commander has been destroyed (i.e. They may only act each turn by first rolling a 4+ on a D6. See the Commander entry for more details on this.)

Strategy: The Overmind is constantly adapting and learning new strategies which it then tests in battle. To represent this, the Technopod army has a Strategy Rating of D6, which is rolled prior to each battle.

Wounds: Technopods are mechanical creations that inhabit the dead and decaying bodies of their victims and enemies. Their wounds characteristics represents damage to their vital computer and mechanical systems. Due to this, no Technopod may benefit from the use of a Medikit, or have their wounds restored in any other normal way. The only way a Technopod may have wounds restored is by the Technopod Wargear card Field Repair Kit.




Characters


1 Commander........................................................100 points

Acts as a focal point for the Overmind on the battlefield, utilizing a large hypercom transmitter to communicate with the distant Overmind. Transmits the decisions of the Overmind to the mindless troops which he commands. For this reason, he is given strong armour to protect him. If he is destroyed, then the lesser troops will be less effective in battle as they must act apart from the total Overmind.

Army commander, strategy rating of D6. Equipped with a bolt pistol, frag grenades and power armour. The Commander may have up to Three Wargear cards, one of which must be Hypercom Transmitter, and any combination of additional wargear allowed by the Technopod wargear list. He may not, however, be equipped with any form of field as it interferes with his hypercomm transmitter.

ProfileMWSBSS TWIALD
Commander4775 647310

Save: The Commander is particularly well armoured, and has a saving throw of 1 or more on a D6. This is a combination of his Power Armour and his Mechanized Body. (Note: If he is given Terminator Armour, the save is still only 3+ on 2D6, the Armour is part of the Mechanized Body, as it has been fused to the Technopod Commander permanantly.)

Destroyed: If the Commander is Destroyed in battle then his troops will be at a disadvantage, stopping to make decisions in the battle. Before any Character, Squad or Support unit can act each turn, they must first roll a 4+ on a D6. If they fail, they simply stand around contemplating their next move. No unit can fail this roll two turns in a row, and it will therefore automatically pass the test on the turn after the one that they failed. The rule is suspended if they are engaged in hand to hand combat, as they are programmed to continue fighting once a fight has begun.




0-2 Implanters.....................................................40 points

Armed with bolt pistol, frag grenades and Implants. The Implanter may have up to one Wargear card, and any combination of additional wargear allowed by the Technopod wargear list.

ProfileMWSBSS TWIALD
Implanter4554 52519



0-2 Machinists.....................................................40 points

Armed with bolt pistol and frag grenades. May have up to two Wargear cards and any combination of additional wargear allowed by the Technopod wargear list.

ProfileMWSBSS TWIALD
Machinist4554 52519

Repair: A machinist may attempt to repair damaged vehicles or support weapons in the same way as a Techmarine, Tech-Priest, or Squat Engineer can. See the rules for these units for additional information.




0-1 Overmind Focal Point...........................................100 points

Armed with bolt pistol and Power Fist. May have up to two Wargear cards and any combination of additional wargear allowed by the Technopod wargear list, except Armour and Vehicles (ie, it can not ride a bike.) It may never in any way be equipped with a field as this interferes with it's transmitter.

ProfileMWSBSS TWIALD
Focal Point4665 **6310

* The Focal Point is essentially a Technopod Dreadnaught that may not be equipped with heavy weapons. It's Transmitter range is 14". It uses all of the same rules, Damage Tables, etc. as a Technopod Dreadnaught, but it is equipped and treated as a character for all other purposes.




Psyker.................................................................40 points
Psyker Champion.................................................70 points
Master Psyker....................................................125 points
Psyker Lord.......................................................175 points

ProfileMWSBSS TWIALDMastery Level
Psyker4334 524171
Psyker Champion4444 534172
Master Psyker4554 545283
Psyker Lord4664 546394

All Technopod Psykers are of Eldar origin as only the Eldar mind retains enough Psychic ability to be of any use as a Psyker.

Technopod Psykers use Technopod Psychic Powers as their primary discipline, and Eldar powers as their tertiary skills.




Any Character except the Technopod Focal Point may ride a Bike or Jetbike at a cost of +20 points.




Squads


Tech-Human Tactical Squad.........................................165 points

Squad consists of 10 Tech-Humans armed with lasguns and frag grenades. Up to one model may be equipped with a heavy weapon and up to one model may be equipped with a special weapon chosen from the Technopod wargear list. Any squad member may replace his lasgun with a bolter for +2 points per model. The entire squad may be equipped with krak grenades for +30 points. Each model may be equipped with up to one Bionic Part.

ProfileMWSBSS TWIALD
Tech-Human4333 41317




Tech-Human Assault Squad..........................................165 points

Squad consists of 10 Tech-Humans armed with laspistols and krak grenades. Up to one model may be equipped with a special weapon chosen from the Technopod wargear list. Any models may be equipped with any number of additional Assault Weapons, and up to one Bionic Part. The entire squad may be equipped with jump packs for +50 points.

ProfileMWSBSS TWIALD
Tech-Human4333 41317




Tech-Squat Squad...................................................110 points

Squad consists of 5 Tech-Squats armed with lasgun, laspistol and frag and krak grenades. Any number of models may be equipped with special or heavy weapons chosen from the Technopod wargear list. Any model may replace his lasgun with a bolter for +2 points per model. Any models may be equipped with up to one Bionic Part.

ProfileMWSBSS TWIALD
Tech-Squat3433 51219




Tech-Ork Squad....................................................150 points

Squad consists of 10 Tech-Orks armed with bolt pistol, axe and frag grenades. Any number of models may be equipped with additional assault weapons chosen from the Technopod wargear list, and one model may have a special or heavy weapon. The entire squad may upgrade WS and I by +1 for +30 points. Any models may be equipped with up to one Bionic Part.

ProfileMWSBSS TWIALD
Tech-Ork4334 51217




Tech-Gretchin Squad.......................................7 points per model

Squad Consists of 10 to 40 Tech-Gretchin armed with an autopistol and knife. Any model may replace his autopistol with an autogun for +1 point. Any models may be equipped with up to one Bionic Part.

ProfileMWSBSS TWIALD
Tech-Gretchin4233 41215




Tech-Eldar Squad..................................................150 points

Squad consists of 5 Tech-Eldar armed with lasguns and laspistols. One model may be equipped with a special weapon chosen from the Technopod wargear list. Any model may replace his lasgun with a bolter at +2 points per model. Any models may be equipped with additional Assault Weapons, and up to one Bionic Part. The entire squad may be equipped with Swooping Hawk wings at a cost of +30 points, and or Krak grenades at +15 points.

ProfileMWSBSS TWIALD
Tech-Eldar5333 41418




0-2 Tech-Genestealer Squad............................................225 points

Squad consists of 5 Tech-Genestealers armed with claws (-3 save) and chitinous armour which when combined with the normal Technopod armour grants them a save of 4+ on a D6. Any models may be equipped with up to one Bionic Part.

ProfileMWSBSS TWIALD
Tech-Genestealer6706 517410




0-2 Tech-Human Space Marine Squad.....................................350 points

Squad consists of 10 Tech-Humans in Power Armor (2+ save on a D6, when combined with their Mechanized Body) armed with a bolt pistol and frag grenades. One model may be equipped with a Heavy Weapon, and one with a Special Weapon chosen from the Technopod wargear list. Any models may be equipped with up to one Bionic part. The entire squad may be equipped with krak grenades for +30 points.

ProfileMWSBSS TWIALD
Tech-Space Marine4444 51418




0-1 Tech-Human Terminator Squad.......................................425 points

Squad consists of 5 Tech-Humans in Terminator Armor (3+ save on 2D6) armed with a storm bolter and power fist. One model may be equipped with a Terminator heavy weapon chosen from the Technopod wargear list. Any model may replace their power fist with a power sword or chainfist, or can replace their storm bolter and power fist with a thunder hammer and storm shield or a pair of lightning claws at no additional points cost. Any models may be equipped with up to one Bionic part.

ProfileMWSBSS TWIALD
Tech-Terminator4554 51519





Support


Support Weapons.....................................................12 points

You may take up to three support weapons for every machinist included in the army. Consists of a support weapon and crew of one Tech-Human. The support weapon is chosen at additional cost from the Technopod wargear list. The Tech-Human may be equipped with any additional Assault Weapons and up to one Bionic Part.

ProfileMWSBSS TWIALD
Tech-Human4333 41317




Vehicles.........................................................see Datafax

The army may include any of the vehicles listed in the Vehicle section of the Technopod wargear list (see relevant Datafax for details of the vehicle). With the exception of bikes and jetbikes, the points cost of the vehicle includes the crew, armed with a bolt pistol, and up to one Bionic Part each. Bikes or jetbikes may be bought as transports for any Technopod character or squad. If bought for a squad, then all members of the squad must ride the same type of vehicle. The Technopod army must include at least one Machinist to have any vehicles

ProfileMWSBSS TWIALD
Tech-Human4333 41317




Technopod Dreadnaught............................................see Datafax

The Technopod army must include at least one Machinist to have any Dreadnaughts. These Bio-Mechanical monstrosities are created by the Technopods to carry massive weaponry into battle, and to provide a heavily armored battle platform. The Technopod Dreadnaught includes a massive Hypercom system that allows it to function similar to the army's commander.

Transmitter: If the army commander is Destroyed and there is at least one functional Dreadnaught on the table, the rule for Destroying the commander is suspended for any models within 10" of the Dreadnaught as long as it is operational. (If it can still move and/or fire a weapon, it is considered operational.) As such, an operational Dreadnaught is itself always immune to this rule.




Return to Codex: Technopods