Hypercom Transmitter .......................... 25 points |
The Hypercom transmitter is a Technopod's link to the Overmind that is the driving force of the Technopod race. It is this link which allows the units to fight as a coherent group. If the link is broken, the Technopods must use hard-wired tactics that are much slower due to extra processing required by their smaller computer brains. Units within 10" of the Hypercom transmitter recieve their orders quicker and may therefore either add 2" to their base movement rate or fire a basic, special or pistol weapon twice that turn. |
Bolt Fist ..................................... 25 points |
The Bolt Fist is a combination of a Power Fist and a Bolt Gun. It acts just like the model had both on one arm. He may fire the bolt gun in the shooting phase, or use the Power Fist in the Close Combat Phase. Unit HU-UM-1000 is so well programmed at using the Bolt Fist that it allows him to Parry as well. |
Field Repair Kit .............................. 25 points |
The Field Repair Kit is a special tool developed by the Tech-Priests who created the Technopods. They designed it to be easily carried by any Technopod, and just as easily used. The kit itself lends the Technopod the required program routines to use it. Therefore a Technopod equipped with a field repair kit may opt to use it even if they would not normally be able to act that turn (Due to the Commander being destroyed or the if model is wearing a field.) To use the field repair kit, you must declare so at the beggining of your turn, at the same time you are declaring charges. The model is then allowed to move it's full charge distance to attempt to get into base to base contact with the intended target. (slain models in range of a repair kit- armed model are left on the board until the end of the next movement phase) The Technopod must then spend the entire turn doing nothing but repairing the target, who may also do nothing else. At the end of the turn, roll a D6. On a roll of 4+ the target has been repaired and one lost wound is then restored. If the model had been slain, then it is considered operational again. If the roll is less than 4, the Technopod may remain in place during the next turn and roll again. (Note that if a Commander is restored to life, his Hypercomm Transmitter is assumed to be destroyed and may no longer be used. The army, including the Commander himself, still suffers from the effects of his demise. |
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Modifier | Armour Penetration | Special |
Close Combat | Close Combat | - | - | 10 | D10 | -6 | D6+D10+10 | See Below |
D6 Roll | Serious Injury |
1-2 | The model is merely wounded as normal, it suffers no additional effects. |
3-4 | The model has lost an arm! It's attacks are reduced by 1. When the model is reduced to 1 arm, it may no longer use two-handed weapons. If all arms are lost, the model may no longer use any weapons and attacks by kicking at enemies. (Special head or body mounted weaponry is unaffected by this.) |
5 | The model has lost a leg. The model's movement is halved when it is reduced to one leg. If all legs are lost then the model may drag itself 1" per turn. |
6 | The model is criticaly wounded. It recieves an extra D3 wounds! |