WARHAMMER 40,000: PONIES

of 14

  • date post

    19-Oct-2015
  • Category

    Documents

  • view

    153
  • download

    4

Embed Size (px)

description

Basic unit details nothing more, may be edited or replaced in the future.credits to: kefkafloyd for artworkAll details byNicaetinismo PraetorsTivaroxEdited by: theronpony

Transcript of WARHAMMER 40,000: PONIES

  • My Little Pony Codex for Warhammer 40k

    BETA version 1.5

  • Wargear

    Apple cannon: 48" str 5 ap 3, heavy 1, blast Apples: apples are assault grenades Armored hooves: single close combat weapon, reroll to-hit Boulder throw: 24" str 7 ap 3 heavy 1, small blast, unpredictable when rolling to scatter, roll 3d6 instead

    of 2d6 Claws: claws count as two close combat weapons Disintegrator hoof: a disintegrator hoof is a power weapon Disintegrator leg: a disintegrator leg is a powerfist (this is a temporary name) Dragon claws: attacks using dragon claws are resolved at +2 str and count as using two close combat

    weapons Heavy apple cannon: 60" str 7 ap 2, heavy 1, large blast Heavy disintegrator hoof: a Heavy disintegrator hoof is a dreadnought close combat weapon Heavy flamethrower: template str 5 ap 4 assault 1 Hoof claws: a hoof claw is a lightning claw Hooves: hooves count as a single close combat weapon Fire breath: x" str 5 ap 4, heavy 1, choose a point within 6" of the dragon, and place the flamer template

    starting at that point instead of the dragon's base (the template must still not cover any friendly models) (this attack is a template weapon in all respects)

    Fireball: 24" str 4 ap 4, rapid fire Flamethrower: template str 4 ap 5 assault 1 Focussed fire breath: 24" str 8, ap 1, heavy 1, melta Lightning:

    storm: if a a model wielding one of these weapons shot at the same unit it is currently targeting in your previous shooting phase, increase the amount of shots this weapon can make by 1 for the current turn (i.e. assault 3 becomes assault 4)

    Small lightning: 24 str 2 ap -, assault 3, storm Medium lightning: 24 str 3 ap 6, assault 3, storm Large lightning: 24 str 4 ap 5, heavy 4, storm Lightning storm: 24 str 4 ap 4, heavy 15, lightning storm can only be used if the squad numbers

    at least 5 pegasi, otherwise it counts as only a large lightning. 5 pegasi (including the bearer of the lightning storm) must give up all other shooting in order to use the lightning storm (i.e. if there are 5 pegasi in the squad, the only shooting attack that squad can make is the lightning storm). The lightning storm may be used as a large lightning instead.

    Magic: Magic Dissipation: the weapon counts as ap 4 if the target is within half of its maximum range,

    and ap 3 if within 1/4 of its max range; if the attack uses a blast template, determine the distance the center hole is away from the caster after rolling to scatter (use the center hole to determine the ap of the weapon). if it is too close to tell, use the weaker of the two aps.

    Magic dart: 24 str 4 ap -, assault 1, magic dissipation Magic bolt: 24" str 5 ap -, assault 1, magic dissipation Magic missile: 24" str 6, ap -, heavy 1, blast, magic dissipation Magic burst: 36" str 7, ap -, heavy 1, blast, magic dissipation

    Magic blast: 48" str 8, ap -, heavy 1, large blast, magic dissipation Magic blade throw: 36" str 6 ap 1 heavy 1 Rock-it launcher: 18" str 4 ap 3 heavy 2 Rapid apple launcher: 48" str 5 ap 5, heavy 4 Scorpion tail: poisoned (3+) Sonic Rainboom:(one time use) 12" str 9 ap 1, assault 1, large blast, after the attack is resolved, every

    model still under the large blast template must move the minimum distance necessary to move it out from underneath the blast marker, then place rainbow dash's model where the center of the large blast marker was; any unit hit by the attack must take a pinning test with a -4 modifier

    this attack may not be used if rainbow dash is attached to a squad, and cannot be used if rainbow dash did not move at least 24" away from her starting position during the movement phase meaning that she can only make the attack if she turbo-boosted. Rainbow dash may not assault

  • during a turn in which she uses her sonic rainboom. Suppressive apple cannon: 36" str 4, ap 5, heavy 2, blast, pinning, a unit that was hit by at least one shot

    from a suppressive apple cannon moves as though it were moving through difficult terrain until the beginning of your next turn

    Talons: talons are a single close combat weapon Throw pastries: X" str X ap X, assault d6, the range of this attack is a number of inches equal to 12+4d6,

    its strength is equal to 2d3 and its ap value is equal to 2d3+1 (i.e. a result of a 1 and a 3 on the 2d3 will give it an ap value of 5, a result of two 3's will give it an ap value of -). make all these rolls immediately before selecting a target for the attack

    Tornado: 24" str 9 ap 1, heavy 1, large blast, unpredictable when rolling to scatter, roll 3d6 instead of 2d6 the Tornado can only be used it the unit includes at least 5 pegasi, if the tornado is used, 5 pegasi

    from the unit may not use any other weapon during that shooting phase Battle armor: the model has a 4+ armor save Heavy battle armor: the model has a 2+ armor save Light armor: the model has a 5+ armor save Magic shield: the model has a 4+ invulnerable save Magic ward: the model has a 5+ invulnerable save Magical creature hide: the model has a 3+ armor save Royal battle armor: the model has a 2+ armor save and a 3+ invulnerable save Strengthened magic shield: the model has a 3+ invulnerable save Tactical armor: the model has a 3+ armor save

  • Psychic Powers

    Cloud of smoke: used at any time during your turn until the beginning of your next turn, the unit the psyker is attached to (or the unit of battle

    unicorns) counts as being armed with defensive grenades. Contain: used at the beginning of any of your opponent's phases

    a target enemy unit within 12" of the caster has any movement it would be able to make that phase reduced by 1d6"

    Dull the pain: used at the beginning of your enemy's turn target unit within 12" has the "feel no pain" special rule until the end of the turn Flight: used at the beginning of your movement phase the caster of the spell counts as jump infantry for the rest of the game, however: every time the

    unit the caster is attached to makes a morale test (even if the unit is currently fearless), this spell must be cast again; if the test is failed or the power cannot be cast, the effect ends immediately

    Heal the wounded: used at the end of any player turn choose a unit within 12" of the caster (can be the unit the caster is a part of), that unit can regain

    1d3-1 wounds. If the squad consists of single-wound models, up to two such models (depending on the dice roll) may be returned to the battlefield in unit coherency with a model not returned to play using this power, if the unit contains models with multiple wounds, such models may regain wounds according to the amount rolled (i.e. a dragon with only one wound left is targeted with this power, and a 3 is rolled; the dragon may regain 2 wounds, bringing up to 3 wounds). this power may not take the unit past its starting size, and no other uses of this power may be used on a unit affected by this power until the beginning of your next turn.

    Improve armor: used at the beginning of any turn

    for the rest of that turn, a target unit within 12" of the caster may reroll any armor saves it makes. in addition, the reroll is made as though the model's armor was 1 better (i.e. if the model has a 5+ armor save normally, it has 4+ armor on the reroll), if a model has no armor save it gains a 6+ armor save that is not modified for the reroll; if a model has a 2+ armor save, the reroll is still made at 2+

    Menacing darkness: used during your shooting phase a unit within 18" moves as though it were moving through difficult terrain until the end of its next

    turn Save life: used when the unit the caster is attached to takes any number of unsaved wounds

    Roll 1D3, then roll that many D6s, for every 3+ ignore an unsaved wound as though it were saved note: if the unit takes more unsaved wounds after this power is used, this power has no effect upon those wounds unless it is cast again

    Shield: used any time during your turn choose any friendly non-vehicle unit within 12 of the psyker (or any model in a unit of battle

    unicorns), the unit can be the unit the psyker is attached to. Every model in the target unit gains a 5+ invul save until the beginning of your next turn. If any model in the unit already has an invul save, that save is improved to 4+ (if the model has a 3+ or better save, this power has no effect upon that model)

    Speed boost: used at the beginning of your movement phase the caster of the spell counts as cavalry for the rest of the game, however: every time the unit the

    caster is attached to makes a morale test (even if the unit is currently fearless), this spell must be cast again; if the test is failed or the power cannot be cast, the effect ends immediately

  • Solar flare: used during your shooting phase a unit within 18" of casting model must immediately make a morale test, if the test is passed, the

    unit must still fall back but only falls back 1d6" as opposed to any other fall back movement it normally has. a unit that has been affected by a solar flare may not be affected by any other uses of solar flare in the same turn as the first. This power has no effect upon units with the fearless special rule.

    Teleportation: used at the beginning of your movement phase the psyker and the unit it is attached is removed from the table and immediately deep strikes back

    onto the table, (this may be used if the unit is locked in close combat; if that is the case, the psychic test must be made at -4 leadership). this power can be used to deploy the unit from reserves; if the test is failed, the unit must immediately enter the battlefield in a manner it would normally be able to enter the field (i.e. if it has the infiltrate special rule, it ma