warhammer 40,000: ponies

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

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  • 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 may enter the battlefield using that rule)

    Special Rules:

    Alicorn: alicorns have the Pony, Pegasus, and Unicorn(3) special rules, and are therefore psykers, and can count as both jump infantry and cavalry. However, if a model with this special rule moves as jump infantry, it may only assault 6 that turn, if it moves as normal infantry it may assault 12 like cavalry that turn (it may not take advantage of both being jump infantry and calavry in the same turn)

    Friendly support: a psyker with this special rule may reroll failed leadership tests when making such a test

    to use a psychic power, it may not be rerolled if the first roll was passed (even if it was double 1's). It may only make this reroll if the starting size of the unit the psyker is part of numbered at least 5 models and is above 50% of its starting size

    Pegasus: counts as either jump infantry or jetbike depending on the model Pony: usually counts as cavalry (some models are slowed down by extra armor and dont count as cavalry) Save life: whenever a unit with this special rule takes any number of unsaved wounds, roll a D3, the unit

    may roll that many D6s, for every 2+, the unit may ignore that many of the unsaved wounds (exactly as though the wounds were saved)

    Special talents: each unit of ponies has a special talent and gains a bonus described in its section Strength of friendship: a unit with this special rule gains the "fearless" special rule when the unit is under

    50% of its starting size, it gains this rule at the end of the phase in which it has been reduced to under 50%, if the unit is falling back, it regroups immediately. If the unit is brought back above 50%, they lose the "fearless" rule.

    Unicorn(#): counts as a psyker and can use # number of psychic powers per turn (if no number is provided,

    the model has a special rule defining how it uses psychic powers) The mane 6: you may take up to three models with this special rule in an army (remember that you may

    only take one of each as they are unique!), they count as a single HQ choice

  • HQ

    Princess Celestia - 215 points

    (jump infantry, cavalry, character) terminator base (40mm) squad size: 1 (unique) Special rules: Fearless

    Eternal warrior Friendly support Alicorn

    Fleet of hoof Independent character Relentless Special talent (Ruler of Equestria): any non-

    vehicle unit that contains models with the Pony, Pegasus, or Unicorn special rules within 6 of Celestia have the fearless special rule. In addition any unit subject to this special talent must attempt to assault into the close combat if Celestias unit is assaulted during your next assault phase (if it is not already part of the close combat)

    Royalty: if Celestia joins a unit of Celestian guard, any celestian guard model in the squad gains 1 additional attack

    Wargear: Disintegrator hoof Magic dart

    Royal battle armor Magic missile

    Psychic powers: Shield Save life Solar flare Upgrades: Celestia can choose up to two additional

    psychic powers: dull the pain - 20 points cloud of smoke - 5 points teleportation - 25 points contain - 20 points heal the wounded - 30 points improve armor - 15 points

    Celestia may exchange her magic missile for one of the following:

    magic burst - 10 points magic blast - 20 points Celestia may exchange her disintegrator hoof and magic dart for one of the following:

    Disintegrator leg 10 points Hoof claw 10 points

    Princess Luna - 215 points

    (jump infantry, cavalry, character) terminator base (40mm) squad size: 1 (unique) special rules: Fearless Friendly support Alicorn Fleet of hoof

    Independent character Relentless Night Vision Special talent (lunar princess): at the

    beginning of any game turn in which Luna is on the battlefield, roll a d6, on a 5+ night fighting rules apply until the beginning of the next game turn.

    Royalty: if Luna joins a unit of Lunar guard, any lunar guard model in the squad gains 1 additional attack

    Wargear: Pair of disintegrator legs Royal battle armor Psychic powers: shield save life menacing darkness Upgrades:

    Luna can choose up to two additional psychic powers:

    dull the pain - 20 points cloud of smoke - 5 points teleportation - 25 points contain - 20 points heal the wounded - 30 points improve armor - 15 points Luna can take one of the following: magic bolt - 5 points magic missile - 10 points

    Luna may replace her disintegrator legs with a pair of Hoof claws - free

    ws bs s t w i a ld sv isv 5 7 5 5 3 5 2 10 2 3+

    ws bs s t w i a ld sv isv 7 5 5 5 3 5 3 10 2 3+

  • Twilight Sparkle - 190 points

    (infantry, character) normal base (25mm) squad size: 1 (unique) Special rules:

    Strength of friendship Friendly support Independent character The mane 6 Unicorn(3) Special talent (magic): If Twilight Sparkle

    suffers a perils of the warp result, roll a d6: on a 3+ ignore the perils of the warp

    Wargear: Magic burst Strengthened Magic shield

    Psychic powers: Shield Dull the pain Save life Twilight may also know any of the following psychic powers: cloud of smoke - 5 points teleportation - 25 points contain - 20 points heal the wounded - 30 points improve armor - 15 points

    flight - 5 points speed boost 5 points

    Rainbow Dash - 175 points

    (jetbike, character) normal base (25mm) squad size: 1 (unique) Special rules: Fearless Strength of friendship

    Independent character The mane 6

    Pegasus Special talent (supersonic): rainbow dash

    can move up to 36" when she uses turboboosters, in addition: rainbow dash always benefits from a 5+ cover save.

    Wargear:

    Large lightning Armored hooves Sonic rainboom Tactical armor

    Upgrades: may replace her armored hooves with one of the following:

    disintegrator hoof - 10 points disintegrator leg - 20 points

    Applejack - 185 points

    (cavalry, character) normal base (25mm) squad size: 1 (unique) Special rules: Stubborn Strength of friendship Feel no pain

    Independent character The mane 6

    Pony Special talent (bucking strength): close

    combat attacks made by applejack are resolved at +2 strength

    Wargear:

    Armored hooves Heavy battle armor Magic ward Apples

    Upgrades:

    applejack may replace her armored hooves with a disintegrator hoof - 10 points applejack may take an additional disintegrator hoof - 20 points

    ws bs s t w i a ld sv isv 3 7 3 4 3 3 1 10 - 3+

    ws bs s t w i a ld sv isv 5 5 5 4(5) 3 6 3 10 3+ -

    ws bs s t w i a ld sv isv 7 2 5 5 4 4 5 10 2+ 5+

  • Pinkie Pie - 150 points

    (cavalry, character) normal base (25mm) squad size: 1 (unique) Special rules:

    Strength of friendship Pony Independent Character Think insde the chimney: an army that

    includes Pinkie pie may steal the initiative on a roll of 5 or 6

    Special talent (reality breaker): Pinkie pie has the following series of rules:

    4th wall breaker: if Pinkie pie moves off the side of the table, place her model on the opposite table side directly across from where she left the table edge, she continues whatever movement she was making in the same direction she was moving as though she had not left the table edge. If Pinkie is making a fall back move when this rule takes effect, she immediately regroups after this movement. If pinkie pie is attached to a

    squad when this rule takes effect, remove the squad as you would normally do, but treat pinkie as if she has detached from the squad (and continue her movement according to this rule)

    Whats walking?: Pinkie pie is never slowed by difficult or dangerous terrain and automatically passes dangerous terrain tests. In addition, she may use the teleportation psychic power without having to make a psychic test, but she can only use the power if she is alone.

    Put 2 and 2 and 2 together: Pinkie pie makes 6+2d6 attacks in close combat, if doubles are rolled on the 2d6, she only makes 6 attacks that turn

    Pinkie senses: Pinkie has a 3+ invul save

    Wargear:

    Hooves Throw pastries Apples

    Fluttershy - 140 points

    (jump infantry, character) normal base (25mm) squad size: 1 (unique) Special rules:

    Strength of friendship The mane 6 Pegasus Independent Character Special talent (aura of kindness): any unit

    within 6 of Fluttershy (including the unit Fluttershy is attached to) gains the save life special rule

    Hospitalier: Fluttershy may use any of her psychic powers without making a psychic test, she can use up to two powers per turn

    Animal friend: woodland creature swarms count as troops choices in an army that includes Fluttershy

    Too adorable: Fluttershy has a 4+ invulnerable save

    Psychic powers: Dull the pain Heal the wounded

    Rarity - 150 points

    (infantry, character) normal base (25mm) squad size: 1 (unique) Special rules:

    Strength of friendship Friendly support Unicorn(2) Independent character Special talent (gem finder): Rarity can claim

    objectives; in addition, if she is attached to a unit, that unit can claim objectives up to 6 away

    Wargear:

    Magic Missile

    Psychic powers: Shield Improve armor

    Upgrades:

    Rarity may take any of the following psychic powers:

    Teleportation 25 points Flight 5 points Cloud of smoke 5 points Contain 20 point

    ws bs s t w i a ld sv isv 3 3 3 4 3 6 6* 10 - 3+

    ws bs s t w i a ld sv isv 1 1 2 4 3 1 1 10 - 4+

    ws bs s t w i a ld sv isv 1 5 2 4 2 2 1 9 - 4+

  • Pegasus Commander - 155 points

    (jump infantry, character) normal base (25mm) squad size: 1 Special rules:

    Strength of friendship Pegasus Independent character Special talent (weather commander): any

    model in a unit joined by this model with the Pegasus special rule may count its weapons as twin-linked

    Wargear: Medium lightning Armored hooves Tactical armor Magic ward

    Upgrades:

    Upgrade to jetbike (toughness becomes 4(5), initiative becomes 6) 30 points May exchange Medium Lightning for Large lightning 10 points

    Unicorn Commander - 155 points

    (infantry, character) normal base (25mm) squad size: 1 Special rules:

    Strength of friendship Friendly support Unicorn(2) Independent character Special talent (magic commander): at the

    beginning of your turn this model may take a leadership test, if the test is passed, any model with the unicorn special rule in this models unit may reroll any invul save it makes until the beginning of your next turn. If the test is passed this model suffers a single wound with invul saves allowed.

    Wargear:

    Strengthened Magic Shield Magic missile

    Upgrades:

    May choose two of the following powers: Shield 15 points Dull the pain 10 points Cloud of smoke free Teleportation 15 points Contain 10 points Heal the wounded 20 points Improve armor 5 points Flight 5 points Speed boost 5 points

    May replace Magic missile with one of the following:

    Magic burst 10 points Magic blast 20 points

    May be upgraded to Experienced commander which allows it to use up to 3 psychic powers per turn and may choose one more power from the list 15 points

    Pony Commander - 155 points

    (cavalry, character) normal base (25mm) squad size: 1 Special rules:

    Strength of friendship Furious charge Pony Independent character Special talent (battle commander): every

    model in this models unit with the Pony special rule gains +1 attacks

    Wargear:

    Two disintegrator hooves Heavy battle armor Apples

    Upgrades:

    May replace both of its disintegrator hooves for one of the following:

    Disintegrator leg free Pair of disintegrator legs 15 pts

    May take one of the following: Rock-it launcher 10 points Throw boulder 25 points

    ws bs s t w i a ld sv isv 4 5 4 4 2 5 2 9 3+ 5+

    ws bs s t w i a ld sv isv 2 6 2 4 2 3 1 10 - 3+

    ws bs s t w i a ld sv isv 6 2 4 5 2 4 3 10 2+ -

  • Troops

    Battle Ponies - 85 points

    (cavalry) normal base (25mm) squad size: 5 (may include up to 10 additional Battle

    ponies 17 points per model) Wargear:

    Hooves Battle armor Apples

    Special rules:

    Strength of friendship Furious charge Pony Special talent (hoof to hoof combat): each

    model always counts as being armed with two close combat weapons

    Upgrades:

    The entire squad may take a disintegrator hoof +13 points per model

    Battle Pegasi - 80 points

    (jump infantry) normal base (25mm) squad size: 5 (may include up to 10 additional Battle

    pegasi 16 points per model) Wargear:

    Hooves Small lightning Light armor

    Special rules: Strength of friendship Hit and run Pegasus Special talent (fleeting flyers): battle pegasi

    have the hit and run special rule

    Upgrades: The entire squad may exchange its small

    lightning for medium lightning +9 points per model

    Battle Unicorns - 80 points

    (infantry) normal base (25mm) squad size: 5 (may include up to 10 additional Battle

    unicorns 16 points per model) Special rules:

    Strength of friendship Unicorn Friendly support (use the units total size) Special talent (herd magic): the unit counts

    as a single Unicorn(1) for the purposes of using psychic powers; the unit always uses 8 ld for the psychic test, even if it has been joined by a character with higher leadership. If the result of the psychic test is a perils of the warp, choose a battle unicorn randomly from the unit to suffer the wound

    Wargear:

    Magic dart Magic ward

    Psychic powers:

    Shield Cloud of smoke

    Upgrades: The entire squad may exchange its magic

    darts for magic bolts +9 points per model

    ws bs s t w i a ld sv isv 5 0 4 4 1 4 2 7 4+ -

    ws bs s t w i a ld sv isv 3 3 4 4 1 4 2 7 5+ -

    ws bs s t w i a ld sv isv 1 5 2 3 1 2 1 8 - 5+

  • Elites

    Canterlot guard - 45 points*

    (infantry) terminator base (40mm) squad size: 3 (may include up to 7 additional

    Canterlot guard 15 points per model*)

    Special rules: Strength of friendship Fleet of hoof Special talent (guardian of royalty):

    Canterlot guards have a 6+ invulnerable save

    Wargear: Armored hooves Apples

    Upgrades:

    *Each model must choose one of the following :

    Pegasus: +1 ws, +1 str, counts as jump infantry, and gains a Medium lightning, gains the Pegasus special rule 15 points Unicorn: +1 ld, gains the Unicorn(1) special rule, gains the friendly support special rule, and gains a magic bolt 15 points

    The unit may choose one of the following for 20 points

    Celestian guard: each model in the unit gains the relentless special rule Lunar guard: the unit gains the night vision special rule

    Each Pegasus model may choose one of the following:

    Replace Medium lightning with Large lightning 10 points Replace Medium lightning with Lightning storm 25 points

    Each Unicorn model may choose one of the following psychic powers:

    Shield 10 points Cloud of smoke free Flight 5 points Teleportation 15 points Dull the pain 10 points Speed boost 5 points

    For every 5 pegasi in the unit, the unit may take a tornado 25 points For every 5 unicorns in the unit, up to two models may replace their magic bolt with a magic missile 10 points per model For every 5 unicorns in the unit, one model may replace its magic bolt with a magic burst 20 points If the unit consists entirely of unicorns, one model may exchange its magic bolt with a magic blast 30 points

    Warmages - 60 points

    (infantry, chracter) normal base (25mm) squad size: 3 (may include up to 7 additional

    Warmages 20 points per model)

    Special rules: Strength of friendship Friendly support Unicorn(1) Special talent (squad leader): before the

    battle, each warmage has the option to split off from its unit to lead another unit of any kind of Ponies, Pegasi, or Unicorns; after joining a unit, it counts as the same army organization slot as that unit for the rest of the game. No other warmages may join a unit that is already being led by a warmage

    Wargear:

    Magic bolt Magic shield

    Upgrades:

    Each warmage may choose up to two of the following psychic powers:

    Shield 15 points Cloud of smoke free Teleportation 15 points Flight 5 points Contain 10 points Dull the pain 15 points Save life 10 points Speed boost 5 points

    Any warmage may be upgraded to a wise warmage (becomes Unicorn(2) and can choose an additional power from the list) 15 points

    ws bs s t w i a ld sv isv 4 4 4 4 2 4 2 8 3+ 6+

    ws bs s t w i a ld sv isv 1 5 3 4 1 3 1 9 - 4+

  • Magic walker 165 points

    (vehicle: walker) dreadnought base (60mm) squad size: 1 walker

    Special rules:

    Fearless Pony controller: The points cost for the

    magic walker includes the cost of a single Warmage, this warmage can be upgraded just like any other warmage and may choose and use psychic powers like any other warmage (using ld 9). This warmage, since it is by itself, can never be subject to the friendly support special rule. This warmage may not join any other squad using the squad leader special talent.

    Wargear:

    Rock-it launcher Heavy disintegrator hoof

    Upgrades:

    The walker may exchange its rock-it launcher for one of the following:

    Heavy disintegrator hoof (change ws to 4 and bs to 3) 5 points Boulder throw 20 points Flamethrower free Heavy flamethrower 5 points

    If the controller is upgraded to a wise war-mage, the walker may exchange its rock-it launcher for a magic blade throw 20 points The walker may also be equipped with one of the following:

    Rock-it launcher 10 points Flamethrower 5 points Heavy flamethrower 15 points (if the walker is therefore equipped with two of the same weapon it counts as being armed with a single, twin-linked version of that weapon)

    Heavy pony squad - 90 points

    (infantry) terminator base (40mm) squad size: 3 (may include up to 7 additional Heavy

    ponies 30 points per model)

    Special rules: Strength of friendship Feel no pain Pony Special talent (tough as rocks): heavy ponies

    have the feel no pain special rule

    Wargear:

    Heavy battle armor Apples

    Upgrades:

    Any model must take one of the following: Pair of armored hooves free Disintegrator hoof free Pair of disintegrator hooves 5 pts Disintegrator leg 10 points Single hoof claw 10 points

    Fast Attack

    Woodland creature swarm - 60 points

    (beasts) terminator base (40mm) squad size: 3 (may include up to 7 additional swarms

    20 points per base)

    Special rules: Swarms Distracting: for every successful hit scored

    by a woodland creature swarm,

    roll a d6: on a 4+, an enemy model in the close combat (chosen by its owner) reduces its weapon skill by 1 (to a minimum of 1), these penalties must be placed on the same model until the models weapon skill is reduced to 1, then pick another model in the close combat and repeat the process. This rule has no effect on models without a weapon skill.

    ws bs s F S B i a 2 5 5 12 11 11 4 2

    ws bs s t w i a ld sv isv 5 0 5 5 1 3 2 8 2+ -

    ws bs s t w i a ld sv isv 2 0 2 4 3 6 4 6 5+ -

  • Parasprites - 75 points

    (beasts) terminator base (40mm) squad size: 1

    Special rules:

    Fearless Swarms Plague creatures: at the end of every assault

    phase in which a parasprite base was locked in combat, place a new parasprite base for every close combat a parasprite base was locked in. the new base must be placed in unit coherency with at least one parasprite base in the close combat, the new parasprite base has a number of wounds equal to the number of unsaved

    wounds caused by parasprites in that close combat up to 5; if more than 5 unsaved wounds were caused by parasprite bases in that close combat, place an additional parasprite base for every 5 unsaved wounds caused by parasprites in that close combat

    The devourers: for every wound caused by a parasprite base (saved or unsaved), decrease the save of one enemy model, chosen by its owner that was locked in the close combat, by one (i.e. a model with a 2+ save would have it decreased to 3+), the model chosen does not have to be a model already affected by this rule

    Too fast to touch: parasprite bases have a 5+ invulnerable save

    Phoenix - 75 points

    (jetbike) normal base (25mm) squad size: 3 (may include up to 7 additional

    phoenixes 25 points per model)

    Wargear: Talons Fireball

    Psychic powers:

    Solar flare

    Special rules: Fearless

    Magical creature: phoenixes have a 4+ invulnerable save, and count as psykers that can use one psychic power per turn

    Beacon of hope: friendly units within 6 of a phoenix may reroll failed leadership or morale tests

    Reborn from ashes: whenever a phoenix is removed as a casualty, place a marker where it died; at the end of each turn after that, roll a d6, aon a 5+ the phoenix returns to life, place the model as close as possible (not within 1 of enemy models) to the marker

    Wonderbolts - 150 points

    (jetbike) normal base (25mm) squad size: 5 (may include up to 5 additional

    wonderbolts 30 points per model)

    Special rules: Strength of friendship Pegasus Special talent (speed): wonderbolts count as

    jetbikes and always benefit from a 5+ cover save

    Wargear:

    Medium lightning

    Upgrades: Any model can exchange its medium lightning for large lightning 10 points For every 5 models in the squad, one wonderbolt can exchange its medium lightning for a lightning storm 15 points

    ws bs s t w i a ld sv isv 2 0 3 3 5 6 5 7 - 5+

    ws bs s t w i a ld sv isv 2 2 2 2(3) 1 5 1 10 - 4+

    ws bs s t w i a ld sv isv 4 4 4 4(5) 1 6 2 7 3+ -

  • Heavy Support

    Apple Artillery - 65 points*

    (artillery) weapons - terminator base? (40mm) squad size: 1 (may include up to 2 additional weapons

    65 points per weapon*) Wargear:

    *Each weapon group must pick one of the following:

    Apple cannon free Heavy apple cannon 15 points Rapid apple launcher 5 points Suppressive apple cannon 5 pts.

    Crew:

    2 battle ponies (armed normally) (the stats for the battle ponies are shown above) 1 warmage

    Special rules:

    Fearless Special talent (unerring aim): apple artillery

    counts all weapons as twin-linked

    Manticore - 95 points

    (Monstrous creature) dreadnought base (60mm) squad size: 1

    Special rules: Fearless Furious charge

    Wargear:

    Claws Scorpion tail

    Dragon - 185 points

    (monstrous creature) Trygon base? (big) squad size: 1

    Special rules:

    Fearless Flight: dragons move as though they were

    jump infantry, and automatically pass all dangerous terrain tests

    Wargear:

    Fire breath Focused fire breath Dragon claws Dragonscales

    ws bs s t w i a ld sv isv 5 0 4 4 1 4 2 7 5+ -

    ws bs s t w i a ld sv isv 5 0 5 5 3 4 2 9 3+ -

    ws bs s t w i a ld sv isv 5 4 7 7 4 3 3 10 3+ 5+