Technopod Wargear Cards



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.

Technopod Commanders only

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.

Unit HU-UM-1000 Only

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.
Technopods Only




Technopod New Wargear Data



Implants: Implnts are constructed by Technopod Implanters to be placed in the bodies of fallen enemies. The inplants are capable of re-animating a corpse or dying individual in a few moments after Implantation. The host's brain is mostly replaced by a computer, and injuries are repaired by cybernetic enhancements. The warrior then stands up and resumes the battle as a new Technopod unit. Only Implanters are programmed to use these Implants properly.

In game terms, the Implants function in a similar fashion to the Medikit, although it is used on fallen enemy units. Any enemy models which are killed within an Implanter's run range are left on the table until after the Implanter's next movement phase. If he comes into base contact with one, the rest are removed. He must spend the rest of the turn Implanting the new unit. Roll a D6. On a 5+, the unit is operational and will stand and fight as a basic Tech-Unit of the given race, with the standard stat line for a squad member from that race. The model is armed as it had been before it was killed, but all Wargear Cards are assumed to be destroyed by whatever killed the model. On a 2-4, the Unit is successfully Implanted, but requires extra repairs to the body before it can become functional. The model is removed from the field, but will soon fight as a new Technopod. On a 1 the model is not implanted and dies as normal. The Technopod army only recieves half the normal victory points if the Implant a Character than if they had killed them outright. Squad members and support crews still count as killed.


Technopod Buzzsaw: The Technopod Buzzsaw was originally invented by the Technos VI Tech-Priests who created the Technopods. It was designed along the same concept as the Chainfist, but with a more powerful blade and stronger power field. The weapon has the following profile:

Short RangeLong Range To Hit ShortTo Hit LongStrength DamageSave ModifierArmour PenetrationSpecial
Close CombatClose Combat --10D10-6 D6+D10+10See Below

The Technopod Buzzsaw is a terrible weapon capable of cutting through armour just as easily as flesh and bone. If a model suffers more than 1 wound in a single hit from the Buzzsaw and they are not killed, it is possible that the model has incurred a serious injury. Roll on the table below to determine what happens.

D6 RollSerious Injury
1-2The model is merely wounded as normal, it suffers no additional effects.
3-4The 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.)
5The 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.
6The model is criticaly wounded. It recieves an extra D3 wounds!


Bionic Parts
Basic Technopod troops are often enhanced with some form of bionics to increase their combat effectiveness. This usually involves a targeting system built into their eye, or a mechanical limb replacement to increase strength or speed. Note that squads of Technopods must be equipped with the same bionic part. You may not equip them differently.

Bionic Leg: Any Technopod equipped with a Bionic Leg adds a +1 to both M and I.

Bionic Arm: Any Technopod equipped with a Bionic Arm adds +1 to both S and A.

Bionic Eye: Any Technopod equipped with a Bionic Eye adds +1 to their BS.

Thickened Armour: Any Technopod equipped with Thickened Aarmour adds +1 to their basic armour saving throw. This upgrade may not be taken by models wearing Power Armour or Terminator Armour.

Repair System: Any Technopod equipped with a Repair System will negate each wound inflicted from any source on a D6 roll of 6. This enhancement may not be taken by squads of Technopods, only characters may take it.



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