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Dark Scribe of the 38th Company, Iron Warriors Legion, come to bring the glory of Chaos to the realm of Pony.

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Dec
11th
2017

Codex: 38th Company (Part 3 - Revision 2) · 6:12am Dec 11th, 2017

So here's the part with all the Codex-specific rules and pony-oriented wargear. With this you can use the Pony Captain template to make your own totally illegal OC profile for use in... well, your head, I guess. There are worse ways to kill an afternoon.
I guess next would be the human and Iron Warrior special characters, and then units that are unique to the 38th Company detachment, but that doesn't seem as much fun. Ah, well.

Codex: 38th Company
The 38th Company is a fleet of Iron Warriors that have been saddled with the crucial yet inglorious task of acting as raiders and resource convoys for the Legion’s vast fortresses and siege operations. Despite the relatively high importance of its operation, the Company tends to be assigned the least motivated and capable Chaos Space Marines, or those that other warbands wish to be rid of for one reason or another. Although this means the 38th Company lacks the martial excellence and most skilled Chaos Space Marines that their Legion has to offer, those that end up with the Company are inevitably very well-supplied, at least. The Company also plays host to a considerable number of mercenary units and rogues, which has ultimately lent their operations a surprisingly “moderate” and economical culture for a Chaos fleet; since they do not rely exclusively on cultist fanatics and slaves to top up their manpower, this allows for more professional army structures that would otherwise not be seen in Chaos warbands. It also means that the 38th Company soldiers are somewhat less obsessive in their lingering hatred of the Imperium and its defenders; long experience at piracy and trade operations in Imperial space has made their conduct of war far more business-like in general.
A notable exception to their unusual ambivalence is in regard to the Emperor’s Children, and by extension their patron God, Slaanesh. Warsmith Solon suffered personally at the hands of the Children when they betrayed the Iron Warriors and attempted to sacrifice their Primarch Perturabo, and that wound has festered much more deeply than his lingering resentment of Loyalist Space Marines. To Solon, Slaanesh is a forsaken corner of the pantheon of Chaos; a wellspring of hedonism and incompetence that no soldier under his command may dally with. To the 38th Company, bearing the Mark of the Whore God is grounds for immediate and brutal execution.
Army Rules:
• As the Company frequently makes use of professional mercenaries, pirates, and non-Astartes traitors in its operations, a 38th Company detachments may be taken from Codex: Chaos Space Marines, Codex: Astra Militarum, and/or Codex: Adeptus Mechanicus in addition to the various Units developed in these supplements. All units from these books with Faction Keyword Imperium replace it with Chaos. This necessarily means other Armies of the Imperium cannot be included in battle-forged armies, even if the 38th Company detachment is composed entirely of Astra Militarum or Adeptus Mechanics (which are ostensibly Imperial armies) or ponies. Any of the available codices can be used to form the army Detachments, in any combination. Detachments allied with a 38th Company army may never contain models with the Faction Keyword: Slaanesh.
• Codex: Chaos Space Marines has the following limitations and changes:
o No models may have the Faction Keyword: Slaanesh under any circumstances
o No Elites units from the Codex may be taken aside from Helbrutes (Dreadnoughts) or Chosen. This restriction does not extend to Codex Supplement Elites choices (such as Contemptor Dreadnoughts, or the Elites option listed in part 8 of this Codex, for example), and may be circumvented if a certain class of unit is treated as a troops choice because of a special rule.
o No Obliterators may be taken; they’re far too valuable to end up assigned to the 38th Company. You can still take Mutilators, I guess, but c'mon.
o No unique characters may be taken aside from those listed in Codex: 38th Company. Obviously Abbadon isn’t going to be found leading a charge of Company shock troopers, much less Lucius.
o The Death to The False Emperor rule grants additional attacks when targeting units with the Imperium OR the Slaanesh Faction Keywords.
o All Chaos Space Marine units have Keyword: Iron Warriors in place of <Legion> and use the Siege Lords Legion Trait.
• Codex: Astra Militarum is used with the following changes:
o No unique characters can be taken by the Astra Militarum detachments. There are no other HQ restrictions or changes, although presumably the models' functions and attitudes would be very different in service to Chaos rather than the Imperium.
o Guardsmen and Veterans are replaced by Mercenaries and Veteran Mercenaries. While these men and women of fortune are just as skilled and well-armed as their Imperial counterparts, they’re not nearly as willing to die for the cause; their cause is money, and money is unhelpful to the dead. All Mercenaries and Veteran Mercenaries, including their Sergeants, are at -1 Leadership, but have the Better Part of Valor special rule. This does not affect other units such as Officers or Stormtroopers, who go through a much stricter training regime and presumably severe indoctrination as well.
• Codex: Adeptus Mechanicus is used with the following changes:
o No unique characters can be taken by the Adeptus Mechanicus detachments. There are no other restrictions.

Better Part of Valor: Models with this rule are very quick to abandon any pretense of valorous courage on the battlefield, not having any greater ideal to fight for beyond their immediate survival and future payday. Although this means that they will gladly fall back if given the slightest excuse, such an attitude can be quite useful for keeping valuable guns from the enemies blades or claws. If every model in a unit has the Better Part of Valor rule, then the unit may choose to flee when targeted by a charge rather than firing Overwatch. This must be declared immediately after the charge is declared, before the charge roll is made. The unit being charged immediately moves d6" in any direction (away from the enemy being an ideal choice) before the unit charging makes its roll and determines whether its charge is successful. Whether or not the charge is successful, the unit with this rule cannot advance, shoot, or charge during its next turn, just as if it had fallen back normally (it may still move, however, to get even more space between it and the front lines).

The following sections are dedicated to special equipment that can be taken by Equine characters and/or certain other models in a 38th Company army. These wargear tables are for pony models only; human and post-human characters select equipment from their relevant Codex armories. Each armor suit, ranged weapon, or close combat weapon taken replaces any wargear of the same type that the model is initially equipped with. Other types of wargear do not replace default equipment except where specifically stated. This means that it is effectively impossible for a pony to wield more than one shooting or melee weapon at once, unlike human soldiers (hands. Go figure). Please note that where a specific pony race is listed as a requirement, alicorns count, of course, as all pony races.

Armory
This is the generic armory, consisting mainly of Company equipment available to even low-ranking pony officers for moderately improved battlefield performance. All of it is relatively safe and easily modified for equines to use, and, naturally, far superior to the assortment of melee weapons and ceremonial armor in the equivalent Equestrian barracks.

A Pony with access to the Armory may exchange their armor for one of the following:
Carapace Armor (5 points): made of lightweight and expertly fit polyceramic plates – often scavenged from dead Fire Warriors and refurbished – this armor suit offers a 4+ armor save to the wearer.
Magic Cloak (10 points): very nearly the only piece of equine-made equipment that was still deemed useful after gaining access to Imperial and Chaos wargear, the magic cloak is a cape that is enchanted to harden to an utterly indestructible barrier on command, and can even be used by non-unicorns (although they find it harder to use). It has been noted, however, that it takes an unfortunate amount of time and concentration to harden the cape to deflect a blow – two things which are not readily available in the midst of a firefight or swirling melee – and that the hardened cloak usually keeps the wearer from retaliating until the fabric has been returned to its pliable and effectively useless state. When the humans asked why ponies didn’t enchant pieces of jointed armor to be indestructible on command, they were told that “magic doesn’t work that way”. Imagine that. The cloak imparts a 5+ Invulnerable Save.

A Pony with access to the Armory may exchange their ranged weapon for one of the following:
Boltgun (5 points): using a boltgun requires a lot of practice for a pony – not to mention a much more complex ballistics harness – but those few equines that master the weapon swear by its stopping power, able to put a gaping hole in any Ork or griffon that happens within range.
| Range: 24" | S: 4 | AP: - | D: 1 | Rapid Fire 1 |
Plasma Gun (20 points; unicorns only): a plasma gun is identical to a lasgun in terms of recoil and lack of jamming, and several orders of magnitude more powerful. However, in terms of reliability the laser weapon has the clear advantage of not burning one’s face off when it overheats. After seeing the horribly maimed bodies of those humans that had taken such weapons to the field, no ponies would dare to touch plasma weapons. Luckily, the unicorns have never had to touch their weapons in order to use them.
| Range: 24" | S: 8 | AP: -3 | D: 2 | Rapid Fire 1 |
Melta Gun (15 points; pegasi only): a specialist weapon occasionally taken up by the pegasi, melta guns are less dangerous to their users than plasma guns, but far more dangerous to everything else around. Pegasi seem the most comfortable with them, as their ability to hover lets them get into optimal range quickly and allows for angles of attack where no friendlies are at risk.
| Range: 12" | S: 8 | AP: -4 | D: d6 | Assault 1 | When within 6" of the target, roll 2 dice when determining damage and take the higher number.
Flamer (5 points; earth ponies only): Favored special weapon of the earth ponies, who have the back to carry the voluminous promethium supplies, and the constitution to march amongst the withering heat from their own weapons. They don't pack quite the high-tech, armor-dissolving punch that melta guns or plasma guns do, but there's a certain comfort in taking to battle with a good old-fashioned spray of deadly fire.
| Range: 8" | S: 4 | AP: - | D: 1 | Assault d6 | This weapon automatically hits its target
Boarding Shield (15 points; earth ponies only): made of heavy adamantium plates that are shaped into a tower shield, these are typically only used by humans and post-humans during boarding actions, as they’re only likely to face incoming fire from the front and thus won’t have to try to block multiple angles of attack. In open combat they’re generally considered a liability unless paired with heavy powered armor to help carry them (which may render shields redundant). Earth ponies are smaller than humans, and yet those with combat training are quite a bit stronger than the average human soldier. Earth ponies that take to battle with boarding shields typically take two, holding one ahead of them while the other is cut into sections and draped over their sides to block flanking fire. It’s a crude method of armoring an equine, but surprisingly effective in increasing survivability without requiring the much higher technologies of powered armor. It does, unfortunately, preclude the pony taking any sort of ranged weapon. A boarding shield increases their Armor Save by 2, to a maximum of 2+.

A Pony with access to the Armory may exchange their melee weapon - or, if it doesn't have one, exchange their lasgun - for one of the following:
Power Sword/Lance (10 points): humans were quite surprised to learn that not only could ponies handle melee weapons with their jaws or legs in lieu of hands, but they were actually half-way decent at it. Heavy crushing weapons such as mauls, axes, and gauntlets proved far too imbalanced for their “grip”, but slashing weapons such as swords and piercing ones such as lances were already among their armories. Producing such weapons out of advanced metals with mono-molecular edges went a long way toward updating their melee capability, but power weapons naturally proved most popular for their ability to cut through equally advanced armors with contemptuous ease.
Power Sword | Range: Melee | S: User | AP: -3 | D: 1 |
Power Lance | Range: Melee | S: User | AP: -1 | D: 1 | If the model using this weapon charged this turn, then its Strength, AP, and Damage characteristics improve by 1.
Crescent Blade (10 points): a simple weapon specifically designed to be wielded by ponies, this lightweight melee weapon fits comfortably and firmly in the jaws at the “grip”, and then has two long, curved blades extending from either side and pointing forward. The ultimate effect is to allow a pony to attack with each turn of its head, rather than only half of them (since a sword will only stick out of one side of the mouth), and is far easier for a pony to use than a weapon designed for hominid use.
| Range: Melee | S: User | AP: -1 | D: 1 | This weapon can re-roll failed rolls to hit

A Pony with access to the armory may take one of the following.
Wingblades (5 points; pegasi only): a set of mono-molecular edged blades that attach to the outermost edges of the wings, these weapons are extremely lightweight and easy to use. In combat they rarely inflict great damage on their own, but they allow the pegasi to turn their wings into another set of dangerous limbs, inflicting glancing cuts on the foe and creating openings for their more substantial weapon. A model with wingblades adds +1 to its hit rolls in the Fight Phase.
Tail Lash (5 points): a rather… controversial piece of pony war equipment, this armament is a cruelly barbed and bladed scourge that can be affixed to the tail of an equine and used to swipe at enemies between blows to distract them or ward away attackers from behind. Despite being one of the few tools that takes advantage of equine physiology rather than compensating for it, ponies don’t much like them. Partially because of the nature of the tool, but mostly because of the amount of training and practice it takes to use without cutting up their rear. Models with a tail lash have +1 Attack.
Augments (5 points): augments are the go-to solution in the 38th Company for crippling wounds, organ failure, or just replacing a few body parts that just don’t seem to do enough in your day-to-day. The Dark Mechanicus doesn’t especially like using their expertise and resources helping ponies, whom they see as generally useless and inferior creatures, but when pressed to construct bionic components the Dark Techpriests would see it as an insult to their craft to create a limb that is merely the equal of its biological equivalent rather than being a substantial improvement. A model with an Augment has +1 Strength.

Wargear from the Forge of the Warsmith
These selections of equipment are rare and highly specialized pieces of equipment personally designed, constructed, or at least scavenged and modified by Warsmith Solon himself. Besides being extremely useful and resilient, some of the wargear offers tactical abilities or combat power beyond even that of the Iron Warriors’ usual wargear and weapons. Solon resents being used as the go-to blacksmith for equine soldiers, to be sure, but as usual nopony cares. All weapons on this list count as Master-Crafted, and all Power Armor suits add +1 Wound and +1 Strength in addition to its 3+ Armor Save and any other item-specific bonuses.
A model can take 1 suit of armor and 1 weapon from this list, but unlike Armory wargear they increase a model's power rating for those not using points.

Pulse Blaster (15 points/+1 power rating): the pulse blaster is an assembly of a pair of Tau pulse rifle assemblies with their stabilizer coils shortened and their plasma cyclers optimized. The weapon barrels fire one at a time, but can do so in rapid sequence and with equivalent accuracy to Imperial combat rifles. The result is a weapon that has a rate of fire almost as good as a burst cannon and a range almost as good as a pulse rifle. It is also light enough to be mounted to the forelimb and be fired at a moment’s notice. While this does make it very easy for a pony to fire immobile, it does mean they find it very difficult to fire while running.
| Pulse Blaster | Range: 24” | S: 5 | AP: -1 | D: 1 | Heavy 3 |
Flechette Cannon (15 points/+1 power rating): these weapons are essentially heavy assault shotguns that are made to fire a wide spread of mono-filament shards on the charge, eviscerating a spread of infantry or tearing a hole in an armored target immediately previous to a unit reaching melee to land finishing blows. Mounted on the shoulder, these weapons have a limited rate of fire and short range, but have a fantastic spread and compensates handily for the fact that many ponies find it difficult to hurl a grenade in the middle of an assault charge.
| Flechette Cannon | Range: 12” | S: 3 | AP: - | D: 1 | Assault 2d6 |
Lascaster (15 points/+1 power rating): surprisingly traditional in its technology type, the lascaster is nonetheless very much on the “deadly” end of laser technology, far removed from the oft-maligned “flashlight” lasrifle. A lascaster can be mounted onto a pony’s shoulder, helmet, or even built directly into the skull, and fires a streaming laser that causes remarkable damage in relation to its energy efficiency and heat management. These lasers can be fired easily on the move, at a good range, and are powered by a power backpack or enhanced suit reactor rather than fiddly power cartridges.
| Lascaster | Range: 24” | S: 4 | AP: -1 | D: 1 | Assault 3 |
Hunter Armor (35 points/+2 power rating): a power armor suit that emphasizes ranged combat, it features greatly enhanced combat visor systems and autosenses, as well as improved ballistics mountings for more easily firing the ranged weapon of choice. Hunter Armor grants +1 to hit rolls in the Shooting Phase in addition to its other benefits.
Predator Armor (40 points/+2 power rating): this power armor suit is the mirror image of the hunter armor, geared for maximum close combat ability. It is fixed with multiple miniature impulse thrusters and antigrav greaves to allow the wearer to skim over the ground and quickly close with the enemy, and each boot also contains powered cutting blades for making each thrust of the hoof considerably more lethal. Models with predator armor can Advance and still fire and charge as normal. In addition, they get +1 Attack.
Wraith Armor (40 points/+2 power rating): this power armor suit is derived from Tau stealth suit technologies and designed to not only deflect incoming blows, but protect the wearer from even being seen by the enemy. Any attacks resolved against the bearer suffer -1 to hit.
Black Auspex (20 points/+1 power rating): this optical array features an extremely powerful logic engine that reduces the burden of hitting entrenched targets from challenge to more of a chore. It tracks the movements of targets to predict and time shots when a target is exposed, and can identify portions of cover weak enough for a specific weapon to penetrate. A model with a Black Auspex can target Characters even when they're not the closest unit and are unaffected by penalties to BS from moving and firing heavy weapons, shooting at fast fliers, shooting at units using smoke launchers, or any other such penalty (Overwatch attacks still only hit on a roll of 6). In addition, units targeted by the model with the Black Auspex receive no bonus from being in cover. This wargear option can be taken without replacing any items.
Null Blade (30 points/+2 power rating): the technologies that lie behind the construction of this sword are so esoteric and arcane that asking Solon to explain them results in a stream of utterly foreign gibberish (even BEFORE taking into consideration his characteristic slur); human science, much less pony science, has not even encroached upon the theories behind its workings (the non-sword aspects, at least). The only thing that the wielder of this weapon can be reasonably sure of is that its power is generated with material technologies rather than Chaos Sorcery, and that its gently humming, luminescent edge will destroy everything and anything it touches.
| Null Blade | Range: Melee | S: User +2 | AP: -4 | D: d3 |

Corruptions
Corruptions are a collection of abilities and wargear that quite explicitly use daemonic Warp energy to either power the abilities or change the user to make the ability possible. Needless to say, this is not always pleasant for the individual subjected to the corruption, and the Iron Warriors make no secret of the dangers. Ponies don’t take corruptions lightly, since – unlike certain unlucky humans – they must choose to walk the path of Chaos willingly for its power to touch them. It also makes Princess Celestia far more reluctant to hand out her most powerful magical artifacts, because she’s just super uncool like that. That said, the powers they grant are quite real and useful, and every corruption seems to make the next just a little bit easier to accept…
A model that purchases a Corruption can never take a Sacred Relic. A model can also never have more than one Chaos Mark; if a model that can purchase Corruptions already has a Chaos Mark of any type, it may not purchase another one to add to or replace the default Mark. Corrupted Psykers that gain access to new Disciplines through a Mark can still select powers from their usual Discipline if they wish. Further limitations are included in each entry.

Mark of Khorne (10 points): the Mark of Khorne grants +1 Strength and +1 Attack. Unicorns and alicorns may not take a Mark of Khorne.
Mark of Nurgle (10 points): the Mark of Nurgle grants +1 Toughness. Psykers with the Mark of Nurgle may select psychic powers from the Dark Hereticus Discipline.
Mark of Tzeentch (10 points): the Mark of Tzeentch increases a model’s Invulnerable Save by 1, to a maximum of 2+. This is cumulative with other invulnerable save bonuses (up to the stated maximum) and grants an Invulnerable Save of 6 if the model otherwise has no Invulnerable Save. Psykers with the Mark of Tzeentch may select psychic powers from the Dark Hereticus Discipline.
Daemonic Mutation (10 points): Roll a d6 and apply the following bonus. 1) +1 WS. 2) +1 Strength. 3) +1 Wounds. 4) +1 Attack. 5) +1 Leadership. 6) +1 Armor Save (max 2+).
Daemonic Aura (5 points): the pony’s mannerisms and appearance become far more primal, they seem to shrug off debilitating blows and a primal sense of dread surrounds those in close contact. Enemy units within 6" suffer -1 Leadership.
Warptouched (10 points): Unicorns only. The model has learned to break through the protections granted by their pony heritage; a terrible idea most of the time, but useful when in desperate straits . The model gains the Touched by Darkness special rule.
Flamegaze (15 points): Unicorns with the Tzeentch keyword only. This model can use the Infernal Gaze psychic power in the Shooting Phase as if it were a piece of Psionic wargear (they must charge it as normal rather than using another psychic power).
Stone Bones (10 points): Earth Ponies only. Already dense bones harden further and regenerate when damaged, making the equine warrior even harder to put down. Grants +1 Wound.
Venom Breath (10 points): models with the Nurgle keyword only. A massive exhalation of internal toxins that fan out from the user, attacking flesh and corroding armor. It does not replace a ranged weapon. Venom breath is a shooting attack with the following profile:
| Venom Breath | Range: 6" | S: 4 | AP: - | D: 1 | Assault d6 | This attack hits automatically, and may re-roll wounding rolls of 1
Bloodwing (10 points): Pegasi only. The pony’s wings become much harder and heavier than usual, with spines growing from the bones and feathers developing hardened cutting edges that turn them into full-fledged combat limbs. This grants +1 Attack.
Blood Aura (20 points): models with the Khorne keyword only. The blessing of the Blood God allow this model (and its unit, if it has one) to re-roll its advance and charging rolls.

Sacred Relics
Despite the 38th Company’s long history of warfare and the considerable cache of technologies it has to offer, it would be utterly false to claim that Equestria has no weapons of similar power at its disposal. Just as the Dark Mechanicus claims mastery of the physical laws of the universe (and even some metaphysical laws of the Warp) to make its tools of destruction, Equestria has long practiced powerful magics that are every bit the equal of Chaos sorceries (and usually much safer). The Elements of Harmony, the Alicorn Amulet, the odd book of dark magic… these tools and more are scattered across that magical land, waiting and willing to lend a frankly irresponsible level of magic might to anypony foolish, desperate, or enterprising enough to take advantage of them. Some are quite dangerous to the user as well as their enemies, while others are so obviously useful that the Company struggles to understand why Celestia apparently leaves such artifacts lying around the countryside for anypony to pick up if they need or want them.
If your army's Warlord is a Pony, then you may choose one Sacred Relic to give to a single Character with the Pony keyword. It may not be given to a Unique Character, nor one who took an option from Corruptions. No, not even the sketchy relics; Celestia isn’t letting any tainted ponies into her secret magic stash, period. None of these items will replace a model’s default wargear.

Tome of Starswirl the Bearded: a model with this tome may select an additional Psychic Power from the Harmony Discipline and cast an additional Psychic Power in each of the owner's Psychic Phases.
It’s true; Starswirl the Bearded never did figure out the magic of friendship. But you know what? He knew enough about every OTHER kind of magic to be regarded as the best Celestia-damned magus in recorded history, and that’s probably good enough. You don’t see any ponies fighting to get any of Princess SPARKLE’S books.
Helm of Valor: this helm does not replace armor (or, in fact, effectively deflect blows well enough to improve an Armor Save). The model bearing it has +1 Weapon Skill, Strength, and Attacks. The model loses the Friendship is Magic special rule and any aura abilities.
Throughout its history, the ponies bearing the Helm of Valor have always been Equestria’s mightiest, bravest, and – by far – least popular warriors. It grants the bearer unparalleled martial power and grace, along with all the egomania and contemptuous self-importance one would expect from a pony who actually EARNED such traits through pure effort rather than magic trinkets. But its effectiveness as a weapon can hardly be denied, so here we are.
Phoenix Egg: if a model with the Phoenix Egg loses its final Wound, a friendly unit within 6" must make a Morale Check (all bonuses and modifiers from casualties apply at the time of the check). This occurs at the end of the turn phase in which the Wound was lost and may not use the egg-bearing model’s Leadership (since they’re dead or dying). If the test is passed, then the possessor of the egg is returned to its former position with all its wounds restored. This only occurs once; subsequent deaths will be permanent. If the test is failed, or if there are no friendly models close enough, the model with the phoenix egg is removed without further effect.
The egg of the phoenix is one of the most treasured healing agents known to modern medical magic, a miracle cure that can instantly return a pony to life and health from anything save the ravages of age itself (there’s a different spell for that). Such items are, naturally, extremely coveted on the battlefield. The problem being, of course, that the recently deceased is unable to imbibe the egg themselves once the killing blow has fallen. Subordinates can usually be trusted to use the egg on the commanders rather than sneaking off with it, but they cannot always be relied upon to administer the item in the midst of a firefight, swirling melee, or after being brutally dismembered themselves.
Heart of Discord: a model with the Amulet of Discord receives +1 Weapon Skill, Ballistic Skill, Strength, Toughness, Attacks, and Initiative, and -1 Leadership. The model must make a Morale Check on 2d6 at the beginning of every turn, using its own Leadership (ignoring any rules that would normally allow it to use another model’s Leadership value in place of its own) and without the benefit of the Friendship is Magic rule. If the test is passed, then the model may act normally during that turn. If the Leadership test is failed, then the model is “stunned” and may not act at all during the owning player turn, except to strike blows if already in close combat (the sense of madness and disconnection from reality not QUITE enough to distract from an axe descending on one’s face).
Nopony is sure if the unnaturally neon-colored jewel called the Heart of Discord is actually his heart or not; conventional logic says that he’d probably need his heart, and wouldn’t give it out to ponies as a questionable magic power-up. But then, conventional logic does not always apply to him. Whatever its origin, Discord’s influence is quite clear. When in possession of the Heart, a pony possesses unnatural strength and skill of arms, but their thinking patterns become a mess and they’ll have a tendency to get distracted, stopping to argue with deeply offensive shrubberies or suddenly rearranging their munitions in order of use in a hypothetical situation far removed from the current battle. Some have drawn parallels to the Alicorn Amulet and its influence, to which Discord himself simply snorts and mumbles something about ancient magi being shameless copycats.
Moon Shroud : confers a +4 Invulnerable Save. The Moon Shroud bonus is not cumulative with a Magic Cloak.
The moon shroud is a simple, stunningly effective, nearly indestructible magic garment that almost seems to swim around the bearer, deflecting blows and even laser bolts as if it had a mind of its own. Luna constructed the shroud herself, and when asked (as she has been many times) why she doesn’t make more, Luna coolly informs the inquisitive soul that she painstakingly sewed the shroud for decades of her 1000-year imprisonment on the moon, and that she just doesn’t have that kind of time anymore. The extra-inquisitive souls that ask why she didn’t make more while trapped up there with nothing better to do usually find themselves flung from the castle ramparts.

Comments ( 6 )

Ok I love some of these want a idea for ten actual relic weapons from Equestria?

I wonder what weaponized Poison Joak would do if put into Warhammer rules...

4746013
Ten is a lot, but sure, go ahead.

4746765
Hay was out. Ill pm you the list and what they are.

Ps edit sent the concept need to adjust it fully but it has potential.

I don't know why but I keep thinking the 38th and the Alfa-Legion would get along, they both as crazy as each other.

4746030
plague marines who want a hug lol

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