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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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  • 2 weeks
    Cult Ponies

    I'm pretty sure people would rather have story updates instead of art updates, but it turns out most artists draw faster than I write.
    Also, uh, due to my last image hosting site failing, I don't actually know what art I've posted before so here we go!


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    7 comments · 229 views
  • 26 weeks
    Character Roster (Updated)

    I'm re-posting the roster with fixed links and a few updates.

    Read More

    4 comments · 633 views
  • 28 weeks
    Crabapple

    The automata that started it all...
    The Tykan-Pattern Probe Automata

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    8 comments · 401 views
  • 29 weeks
    Iron Cavalry

    Ever since the advent of the Strider-class equine battlesuit the commanders in the 38th Company have been thinking up new tactical approaches to using their new assets. The obvious approach is to use them like the Sentinels they were modeled after: for scouting and light fire support. But the Chaos pirates already possessed Sentinels and had not gotten a new field unit in quite some time, so they

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    14 comments · 415 views
  • 39 weeks
    Praying to the Dark

    "You wanted to know more about us, grayskin?
    Do you want to know why humans turn to Chaos?
    Sometimes we convert at gunpoint. Sometimes we trade our souls for petty comforts or advantages. Sometimes we need to think that there's some kind of greater intelligence and will standing behind this cruel, merciless universe, and wish to align ourselves with it."
    Gaela smiled.

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    11 comments · 501 views
Oct
29th
2015

Codex: 38th Company (Part 1 - revision) · 8:03pm Oct 29th, 2015

Now revised with corrected rules, points values, flavor text, and nifty illustrations provided by Omny87. Are you watching, Games Workshop?! Hire me, damn you!

Ha! Just kidding. I doubt I'd have either the free time to write pony stories or the money to have them illustrated working in that sweatshop.

This section contains pony Special Characters, as well as the Harmony Psychic Discipline.

Codex: 38th Company Section 1 - Detachment Equiis Special Characters and Special Rules

Special Rules

Friendship is Magic: The bond of trust and cooperation between true friends is deeper than that of even the most disciplined professional soldiers, which helps adjust their weapon aim, apparently. If all models in a unit (of at least two models) have this special rule, the unit gains the Preferred Enemy special rule.

Unicorn: Models with the Unicorn special rule are psykers, and will have a level just like normal psykers. They may choose psychic powers from a discipline specified in their unit entry, although it may be the case that they don’t have access to any particular psychic powers, in which case there will be no discipline listed. However, unlike other psykers, when a unicorn uses a psychic power they never suffer a Perils of the Warp result. In addition, all unicorns have +1 bonus to their invulnerable save to represent their mastery of telekinesis to move cover, deflect enemies’ aim, and other forms of clever desperation. If the model has no invulnerable save, then it imparts an invulnerable save of 6. Finally, unicorns are immune to damage from the Gets Hot! rule, as they don’t actually need to touch their weapons. Blast and Template weapons with Gets Hot!, such as plasma cannons, will still need to roll for an overheat, but will not wound the attached model.

Pegasus: Models with the Pegasus special rule count as Beasts and Jet Pack Infantry for the purposes of movement. As such, they can move 12 inches in the movement phase, ignore difficult and dangerous terrain, and make a move of 2d6 inches in the Assault Phase even if they do not declare a charge. They do not (necessarily) have the Relentless, Fleet, or Deep Strike special rules.

Earth Pony: Models with the Earth Pony special rule have +1 Strength and +1 Toughness due to their denser musculature. Models that come with this rule will have it included on their profile. Yes, I know that makes them as tough and strong as Space Marines stat-wise. Shut up.

Alicorn: Models with the Alicorn special rule have the advantages of all three pony races, and may induce Fan Rage.

Flying Ace: Models with this special rule can move in the same manner as Flying Monstrous Creatures with the following exceptions: a model in Swooping Mode that fails a Grounded Test will suffer the fall at Strength 5 thanks to its lesser mass. If a unit of more than one model has this rule and one model involuntarily changes flight modes without being removed as a casualty, then the entire unit changes flight modes. In addition, they may perform Vector Strikes, and in doing so inflict one hit per model at their normal Strength with AP -. Models in Swooping Mode cannot move in the Assault Phase.

Psionic Wargear: Certain pieces of equipment require psychic energy to function rather than using more conventional power sources. Such wargear will be followed by a (PSI-X), where “X” is the required Warp Charge to power the wargear. In order to use Psionic Wargear, a model simply expends the required number of Warp Charge points during the Psychic Phase. No test is required, and the opponent may not attempt to Deny the Witch to prevent the equipment from working. After that point the wargear will function as described until the owning player’s next Psychic Phase. In the case that the wargear has more than one number listed as a Warp Charge requirement, there will be a different effect listed for each cost and the player may choose which cost to pay, if any (but may not use more than one option at a time).

Wargear from the Forge of the Warsmith: All wargear designated as such has been constructed by Warsmith Solon, and is often customized and greatly enhanced in ways that astound even the Magi of the Dark Mechanicus. All such weapons are Master-Crafted. All Power Armor and Terminator Armor with this distinction add +1 Strength and +1 Wounds (which will be included in the model profiles) in addition to any other unique abilities.

Touched by Darkness: A model that is Touched by Darkness has learned to overcome the protections granted to the pony race from the malicious nature of the Warp and reach the true power of that nightmare realm. Although they are typically quite reluctant to use such energies, should it come down to a matter of life and death, they’re often quite willing to risk their sanity for the sake of survival. Any time a pony with this special rule fails a Psychic Test, it may choose to re-roll the test. This re-roll receives a free bonus Warp Charge for the purposes of the Psychic Test, but can suffer a Perils of the Warp result like most other psykers.

Most of the units described in this supplement do not have a force organization category listed. Models listed without a force organization categorization function as Elites choices for the purposes of classification, but do not take up any slots in a detachment organization chart.

Elements of Harmony

Twilight Sparkle (120 points - HQ choice)

Celestia's most faithful student. LOL.
Twilight Sparkle is the leader of Equinought Squadron, and arguably the most important tactical asset to come from Equestria and join the band of pirates and psychotic cultists that ended up saving it. Although troubled by the clearly malevolent nature of Chaos, to say nothing of Celestia's persisting disapproval of the 38th Company's presence, Twilight has maintained a relentlessly cheerful outlook and hopes that the friendly affection and benevolence of the equine race will enlighten and redeem the twisted soldiers and reavers. It's adorable, really.
In combat, Twilight performs an effective combination of roles. Her considerable psychic powers combine with the wargear gifted to her by Warsmith Solon to make her a deadly adversary under any conditions, and her extensive research and review on battle tactics makes her a respectable leader despite a dearth of serious experience at war. She does have a habit of getting in over her head when dueling, however, often challenging enemy leaders in close combat and then regretting it when they turn out to be especially skilled or well-armed. It's almost like she thinks she's a storybook heroine or something.

| BS: 4 | WS: 3 | S: 5 | T: 4 | I: 3 | A: 2 | W: 3 | Ld: 9 | Sv: 3+/4+ |

Unit Type: Infantry (Character)
Special Rules: Independent Character, Alicorn (Psyker Level 3), Friendship is Magic, Twilicious
Wargear from the Forge of the Warsmith: Power Armor, Force Harmonizer (PSI-1, PSI-2), Psionic Manifold

Twilicious: Twilight Sparkle benefits from her extensive schooling in the art of magic by her mentor, Princess Celestia, as well as the experience of many rather dangerous encounters that said mentor has sent her to. Twilight successfully harnesses Warp Charge on 3+ rather than 4+ and has a 5+ invulnerable save, which combines with her Alicorn bonus to become 4+. Also, she has the Eternal Warrior special rule. Why not.
Force Harmonizer: This unit can take on several useful configurations without requiring the concentration of a proper spell, although Twilight still finds it challenging to aim properly on the move. It may only be used for one function per game turn.
Shield Mode (PSI-1): Twilight’s unit gains a 3+ Cover Save.
Blade Mode (PSI-1) | Range: M | S: user +2 | AP: 1 | Melee, Extra Attack |
Beam Mode (PSI-1) | Range: 30” | S: 5 | AP: 4 | Salvo 4/8 |
Heavy Beam Mode (PSI-2) | Range: 48” | S: 9 | AP: 2 | Heavy 1, Blast |
Psionic Manifold: This psychic booster creates a contained Warp-energy “bubble” when the user’s normal access to Warp energy is compromised, protecting Twilight from attempts to shut down her psychic abilities. Twilight Sparkle always generates Warp Charge as normal during the Psychic Phase and will always succeed in harnessing Warp Charge on 3+ for each Warp Charge expended when trying to use a power, regardless of any special abilities or wargear that would normally affect this. Please note that this does not affect an opponent’s ability to Deny the Witch.
Twilight Sparkle chooses Psychic Powers from the Harmony Discipline.

Rarity (45 points)

One of the more hesitant converts to the forces of Chaos, Rarity's service to Equinought Squadron and the 38th Company is mostly performed through her attachment to Norris Delgan, the fleet Trademaster. Although this doesn't especially affect the nature of her duties, it does ensure that at the very least her efforts are directed toward an explicit profit motive rather than any obtuse religious nonsense or meaningless military cruelty.
Although she disdains combat, Rarity has proven surprisingly good at it. Most unicorns have difficulty aiming a weapon through levitation, but Rarity's keen eye and deft telekinesis allows her to match the combat accuracy of most Iron Warriors with her chosen weapons. In close combat she's quite capable with a power sword, although she hardly measures up to the heroes of the galaxy in terms of skill. She makes up the difference with Solon's wargear, which surpasses that of nearly anyone she might be called upon to face. She only wished it didn't look so tacky.

| BS: 4 | WS: 4 | S: 4 | T: 3 | I: 3 | A: 3 | W: 2 | Ld: 7 | Sv: 3+/5+ |

Unit Type: Infantry (Character)
Special Rules: Independent Character, Unicorn (Psyker Level 1), Friendship is Magic, Fabulous, Shiny
Wargear from the Forge of the Warsmith: Power Armor, Time Dilation Engine (PSI-2), Power Sword, Plasma Gun

Fabulous: Rarity has a +6 invulnerable save, which her Unicorn bonus increases to +5. In addition, while engaged in a Challenge Rarity may re-roll any failed saves. A lady does NOT allow a power fist to cave her face in, especially when everyone is watching!
Shiny: Rarity’s armor is obnoxiously bright and eye-catching, and very easy to pick out even in low-visibility conditions. Rarity never benefits from the Stealth or Shrouded special rules.
Time Dilation Engine (PSI-2): When this machine is powered, it shifts the flow of time around the user to slow down surrounding events and give the user additional time to react. This results in a +2 bonus to the Ballistic Skill, Weapon Skill, Initiative, and Attacks characteristics.

Rainbow Dash (40 points)

Element of "Fly Into Your Face and Fill It Full of Ninja Stars". Rainbow Dash was most certainly among the ponies happy to embrace their future of deadly combat and brutal piracy, to the point that she badgered Warsmith Solon for specialized wargear in order to contribute more fully to future battles. Eventually she got exactly what she asked for, and - surprisingly - doesn't even regret it, despite numerous concussions and increasingly dangerous battlefield engagements.
Rainbow's combat style matches her personality: she's reckless, dangerous, and showy. She has no head for tactics, and rarely considers the danger posed by enemy units, presuming that she can overwhelm or avoid them with sheer speed. Due to her speed and high-altitude mobility, she also has difficulty operating with the rest of Equinought Squadron, which encourages her to make near-suicidal runs at important enemy targets by herself or operate as Tellis's "wingmare" as he neglects the mission at hand in order to find a more satisfying fight. To Rainbow's credit, such "battle plans" actually work out as often as not, and even on the occasions it doesn't she's proven tough enough to bounce back into the fight after being dragged out of her impact crater and having her armor repaired.

| BS: 3 | WS: 4 | S: 4 | T: 3 | I: 7 | A: 4 | W: 3 | Ld: 7 | Sv: 3+ |

Unit Type: Infantry (Character)
Special Rules: Independent Character, Pegasus, Friendship is Magic, Flying Ace, Rainbow Crash, Ace Jink
Wargear from the Forge of the Warsmith: Power Armor, Shuriken Catapult, Kinesis Refraction Field

Rainbow Crash: Unlike other models with the Pegasus special rule, Rainbow Dash has to make dangerous terrain tests when beginning or ending any move in difficult terrain. In addition, she passes Grounded Tests on a 4+ rather than 3+.
Ace Jink: Rainbow Dash is really hard to hit when she pours on the speed and concentrates on dodging. When Rainbow Dash chooses to Jink, she has a cover save of 2+, but cannot make a vector strike during her next turn. In addition, when in Swooping flight mode, Rainbow Dash can make a turbo-boost move in the Shooting Phase of up to 24 inches.
Kinesis Refraction Field: Allows for a distinctly reckless tactic RD likes to call the Rainbow Buster. Rainbow Dash may choose to use the Kinesis Refraction Field while making a Vector Strike, in which case it occurs at Strength 8, AP 3.

Fluttershy (40 points)

By far the most reluctant convert to the cause of Chaos, Fluttershy remains utterly skeptical of the 38th Company and its "heroic" defense of Equestria and its pony citizens. Even her unexpected rapport with daemons, who seem bizarrely servile and gentle in her presence, has not helped endear her to the Chaos forces; she considers it just about criminal the way they treat the monsters, and completely oblivious to the absolute terror that they inspire in ponies and mortal humans.
In combat, Fluttershy's contributions just about match her devotion to the cause. She's completely helpless in melee fighting, and the art of tactical warfare is lost on her. Even with an area-affect weapon and the most sophisticated targeting wargear Solon had to offer, her offensive contribution can best be characterized as "not obstructive". She has shown some talent as a combat medic however, displaying a strong tolerance for the horrific wounds suffered by the Company's warriors and a healthy detachment from their obvious suffering. Combined with her ability to easily calm and guide daemon-controlled war machines, Fluttershy has eventually become a significant tactical asset, just not in a way that anyone had predicted.

| BS: 2 | WS: 2 | S: 4 | T: 3 | I: 2 | A: 1 | W: 2 | Ld: 5 | Sv: 3+ |

Unit Type: Infantry (Character)
Special Rules:Independent Character, Pegasus, Friendship is Magic, Daemonfriend
Wargear from the Forge of the Warsmith: Power Armor, Photon Grenade Launcher, Defensive Grenades, Narthecium Apparatus, Cloaking Field

Daemonfriend: Fluttershy may embark upon any vehicle with the Daemonic Possession rule, even if it is not a transport. She treats such non-transport vehicles as open-topped Transports with Transport Capacity 1, and follows all the normal rules for embarking, disembarking, and shooting from such vehicles. While embarked on a Daemonically Possessed vehicle, its Weapon and Ballistic Skill are at +1 (assuming the characteristic wasn’t 0 to begin with) and any It Will Not Die rolls the vehicle makes will succeed on a +3 rather than a +5 (again, only if the vehicle has that rule). Please note that the vehicle does not actually become Open-Topped, and does not suffer a penalty on damage rolls against it, even when Fluttershy is a passenger.
Photon Grenade Launcher | Range 30” | S: 1 | AP: - | Assault 1, Blast, Blind |
Narthecium Apparatus: This medical system allows for the speedy and effective treatment of debilitating battlefield wounds. A model with this system grants any unit it’s attached to the Feel No Pain special rule.
Cloaking Field: A unit with a Cloaking Field may activate it at the at the end of the Movement Phase so long as it is not joined to a unit of models without cloaking fields or embarked upon a vehicle. The field’s activation cycle lasts until the unit’s next Movement Phase. So long as it is active, the model cannot shoot, declare a charge, or strike blows in close combat. However, any enemy unit that fires at the user while the field is active can only fire Snap Shots. Template weapons (but not blast weapons) will function as normal against cloaked units, despite not being able to fire Snap Shots. In close combat the user of the Cloaking Field can only be hit on a roll of 6, and has the Hit and Run special rule.

Applejack (50 points)

One of the more enthusiastic recruits to Equinought Squadron, Applejack always considered the war for Equestria more personal than most other ponies. Having unwillingly hosted the very first battle between Tau and Chaos forces on Centaur III on her orchard, Applejack was quick to side against the aliens who had destroyed her home and nearly killed her family despite Twilight Sparkle's pleas for neutrality. Getting her own suit of terminator armor fully sealed her fate as a warrior of the 38th Company, and she had taken up the life of a space pirate without remorse.
In battle Applejack favors a bull-like, uncomplicated approach well-suited to her wargear loadout. She charges into the fray with flamer roaring and legs kicking, and she relies on others to work out the bothersome details of tactics and objectives. She's proven shockingly durable on the few occasions that her armor hasn't completely protected her from the enemy's weapons, and surprisingly capable in melee despite her inability to hold a sword.

| BS: 4 | WS: 4 | S: 5 | T: 4 | I: 3 | A: 3 | W: 3 | Ld: 7 | Sv: 2+/5+ |

Unit Type: Infantry (Character)
Special Rules: Independent Character, Earth Pony, Friendship is Magic, Applebucker, Stubborn
Wargear from the Forge of the Warsmith (mostly): Terminator Armor, Heavy Flamer, Gravity Lash, Stetson

Applebucker: The Apple siblings have spent their formative years learning how to kick trees such that they’ll shake the apples loose without wasting the energy splitting the bark and trunk. When this technique is strengthened with proper power armor and applied to breaking bodies inside armor shells, the results are appropriately devastating. Close combat attacks by models with this rule have Rend.
Gravity Lash | Range: 18” | S: 6 | AP: 3 | Assault 1, Precision Shot, Tractor Beam, Strikedown
Tractor Beam: If an infantry unit is hit by this weapon and a model is not removed (either because it failed to Wound, was saved, or did not reduce a model to 0 Wounds), the target model of the Gravity Lash can be immediately moved up to 2d6 inches in any direction as determined by the shooting player. Unless a Precision Shot is rolled, the target will be the closest model in the unit. If a Precision Shot was rolled, then the shooting player determines the model moved (subject to Look Out, Sir!). This can (and probably should) move the targeted unit out of proper coherency. Vehicles hit by the Gravity Lash are not moved, but may only move d6 inches in any given phase until the end of the next player turn. This rule has not effect on Monstrous Creatures or Gargantuan Creatures (or their flying equivalents), or Super-Heavy Vehicles of any type.
Stetson: Applejack’s hat grants the Eternal Warrior special rule and I don’t have to explain why.

Pinkie Pie - Contemptor Version (150 points - Heavy Support)

Quite possibly the most enthusiastic one of the Elements of Harmony to join the 38th Company, Pinkie Pie has taken to a life of warfare and carnage with a childlike glee that frankly disturbs both her friends and even many of the hardened warriors she now counts as her allies. Having initially "borrowed" a Dreadnought shell from a lesser-known pilot who was curiously never heard from again, Pinkie Pie has been recorded as a casualty in combat three time since, and has each time, somehow, escaped completely unharmed. Her fellow Dreadnought pilots, in a remarkable and utterly uncharacteristic show of camaraderie and benevolence, have apparently continued to lend her their walkers as each of hers gets destroyed, allowing her to continue acting as Equinought Squadron's armored support. That's her story, and she's sticking to it.

| BS: 3 | WS: 3 | S: 6 | AV Front: 13 | AV Side: 13 | AV Rear: 11 | I: 3 | A: 3 | HP: 4 |

Unit Type: Walker (Character)
Special Rules: Character, Pinkie Sense, Party Time, Eject Button
Wargear: Butcher Cannon, Power Fist with integrated Heavy Flamer, Pink Barrier

Pinkie Sense: Pinkie’s inexplicable ability to sense incoming danger helps her avoid accurate anti-armor fire, although dodging incoming lasers and missiles is admittedly hard to do in a huge, lumbering assault walker. It's much more effective if there's a lot of cover around to duck behind. Pinkie Sense grants the Stealth special rule.
Party Time: Pinkie Pie is far more comfortable in the chaotic tumult of open warfare than she has any right to be. Pinkie Pie has the Rampage special rule, and automatically treats Crew Stunned results as Crew Shaken instead.
Eject Button: There is no eject button, and nobody knows how Pinkie keeps escaping unscathed every time her dreadnought blows up or wrecks. Eliminating Pinkie Pie never grants victory points, even for secondary objectives such as First Blood. For the purposes of determining First Blood or other objectives that rely on eliminating enemy models, treat this unit as if it never existed.
Pink Barrier: A bizarre modification to the Contemptor's usual energy shielding, the most obvious feature of this barrier is the bright pink bubble that appears when it absorbs a shot and the spray of confetti-like sparks that come from the point of impact. This feature is bizarre enough that it usually distracts attention from the shield's genuinely impressive capabilities. The Pink Barrier provides an Invulnerable Save that functions as follows: on a roll of 5 or 6 the damage is negated as normal. On a roll of 3 or 4 the damage is not saved, but a penetrating hit will be downgraded to a glancing hit. This can even reduce the damage caused by Destroyer weapons, but only if Pinkie Pie would be entitled to a save in the first place.

Other Pones

Big Macintosh “Ironside” Apple (50 points)

First among equines to be granted a personal suit of powered armor, Big Macintosh's inadvertent rise to fame and glory happened after a disastrous run-in with a Tau strike force that assaulted Sweet Apple Acres. After being dragged repeatedly into the conflict between the Tau and Chaos Space Marines, Big Macintosh was struck by a pulse rifle salvo, becoming the first equine casualty of the conflict. Miraculously, he survived, and even more miraculously, literally woke up with top-grade bionics and power armor.
Big Macintosh has not actually joined the 38th Company, is in no way responsible to them, and holds no formal rank among the pirates. However, he frequently joins his sister Applejack on combat deployments as a matter of course, and many of the human and post-human warriors have come to regard him as a valuable ally. His performance was impressive enough to earn him the nickname of "Ironside"; an honor that still utterly embarrasses him every time it comes up.

| BS: 3 | WS: 3 | S: 7 | T: 5 | I: 3 | A: 2 | W: 3 | Ld: 7 | Sv: 3 |

Unit Type: Infantry (Character)
Special Rules: Independent Character, Earth Pony, Friendship is Magic, Applebucker, Relentless
Wargear from the Forge of the Warsmith: Power Armor, Grendel-Pattern Heavy Bolter, Special Augments

Grendel-Pattern Heavy Bolter | Range: 30” | S: 5 | AP: 4 | Heavy 4 |
Special Augments: Big Macintosh has had a third of his body rebuilt quite extravagantly with advanced augmetic replacements and xenotech, including an artificial heart, left legs, lungs, and rib cage construction, to say nothing of the combat stimulant injectors. All of these upgrades combined grant him +1 Strength and Toughness (included on profile), as well as the It Will Not Die special rule. In addition, Big Mac may trade his normal allotment of close combat attacks for a single attack with the following profile:
| S:9 | AP: 2 | Melee, Concussive |

The Great and Powerful Trixie (50 points)

Brought into the 38th Company early on during the Iron Warriors' campaign in the Centaur system, Trixie had the unusual role of a formal entertainer. She used her mastery of psychic tricks and sharp-ish wit to amuse the diversion-starved mortals serving the piratical Chaos Space Marines, and even picked up a sketchy knowledge of some human weapons during her routine of challenging the audience to contests of skill. Ordinarily even the 38th Company wouldn't stand for something as asinine as a magic show, but High Sorcerer Serith's endorsement ensured that Trixie was protected from any great scrutiny as to the value of her entertainment and the cost of her salary.
Due to a sudden whim of Serith's, Trixie ended up being granted a suit of power armor in a similar fashion to Big Macintosh. Although Trixie hadn't considered it at the time, this allowed her to be deployed on combat duty and contribute in a much more direct and meaningful way to the Company's war efforts. She duly regrets not considering it at the time.

| BS: 2 | WS: 2 | S: 4 | T: 3 | I: 3 | A: 1 | W: 2 | Ld: 6 | Sv: 3+/5+ |

Unit Type: Infantry (Character)
Special Rules: Independent Character, Unicorn (Psyker level 2), Touched by Darkness, Great and Powerful
Wargear from the Forge of the Warsmith: Power Armor, Fireburst Launcher (PSI-1, PSI-2), Hololith Projectors (PSI-1)

Great and Powerful: Trixie’s mastery of magic tricks is quite impressive, at least to those that aren’t students of Princess Goddamn Celestia. Trixie’s master of telekinesis improvisation and sleight-of-horn improves her Unicorn Invulnerable Save to 5+. Trixie knows Serith’s Disassembly power, as well as the Hat Trick power of her own design.
Fireburst Launcher (PSI-1) | Range: 24” | S: 3 | AP: 6 | Assault 2, Blast, Soul Blaze, Ignores Cover |
Fireburst Launcher (PSI-2) | Range: 24” | S: 4 | AP: 5 | Assault 3, Blast, Soul Blaze, Ignores Cover |
Hololith Projectors (PSI-1): When she can spare a few moments of concentration in the middle of a firefight, Trixie can generate several illusory soldiers to confuse the enemy’s fire, often combining the images with voice-throwing cantrips and even some heat flares to throw off sensors. It doesn’t take much in the way of scanner technology or willpower to see through the projections, but for the ill-disciplined or dull-witted it can prove an effective decoy. So long as the Hololith Projectors are active, any units declaring a shooting attack at Trixie’s unit (including Overwatch) must pass a Leadership Test. If the test is failed, then the attacking unit may not fire, and its Shooting Phase (or Overwatch fire) is wasted. A unit that has its Shooting Phase negated this way is not treated as having fired at a unit come the Assault Phase for the purposes of declaring a charge.
Disassembly (Warp Charge 2): This is a Malediction psychic power with a range of 24” that can target any enemy vehicle in range, including Zooming Flyers. The vehicle immediately makes three separate rolls on the Vehicle Damage Chart and applies all three results. Please note that this power does not cause Hull Point damage unless an Immobilized vehicle rolls an Immobilized result, or an Immobilized result is rolled more than once on the Damage Chart. In the case of vehicle squadrons, the player must choose a single model in range and apply all three damage results to that vehicle.
Hat Trick (Warp Charge 1): This is an Augment psychic power that affects Trixie, activating a prepared portal inside her hat that links to one of the Iron Warrior’s armories and draws out several guns of the same type. When this power is successfully used, Trixie immediately makes a roll on the table below and gains that weapon profile for the rest of the game turn. Effectively, Trixie gains an extra shooting weapon that she may use to shoot, although depending on the result the player may decide to power up her main weapon and use that instead (remember that only one weapon profile can be fired in a single phase!). Although this power may ultimately target an enemy unit, any attempt to Deny the Witch must be made in the Psychic Phase against Trixie using an Augment power on herself; the bullets that will be flying at them later will take more than an act of will to divert!
The weapon profile may be used for Overwatch in the opposing player’s subsequent Assault Phase, so long as it would normally be allowed with that weapon type. Come Trixie’s next Psychic Phase she loses the weapon profile; it is assumed that the weapons are spent, jammed, abandoned, flung at enemies who came too close, or are otherwise unusable anymore.
1: Boltgun Swarm | Range: 24” | S: 4 | AP: 5 | Salvo 15/20 |
2: Frag Grenade Bouquet | Range: 12” | S: 3 | AP: - | Assault 4, Blast |
3: Heavy Bolter Storm | Range: 36” | S: 5 | AP: 4 | Heavy 15 |
4: Flood of Flamers | Range: Template | S: 6 | AP: 4 | Assault 1, Torrent |
5: Plasma Gun Salvo | Range: 24” | S: 7 | AP: 2 | Salvo 5/10, Gets Hot! |
6: Plasma Cannon Barrage | Range: 36” | S: 7 | AP: 2 | Heavy 3, Blast, Gets Hot! |

Harmony Discipline Psychic Powers

Primaris Power - Magic Missile (Warp Charge 1)
Every pony mage that expects to see combat soon learns this spell. Best used against the darkness.
Magic Missile is a witchfire power with the following profile:
| Range: 24” | S: 3 | AP: - | Assault 3 |

1 - Power of Friendship (Warp Charge 1)
Whether by a dramatic monologue, a display of magical heroism, or a subtle bit of mind-warping, this spell brings together those who otherwise have... trust issues.
PoF is an augment power that grants a single friendly unit within 24” the Friendship is Magic special rule (which in turn grants the Preferred Enemy special rule). Note that units consisting of a single model will still not benefit from this.

2 - Hope (Warp Charge 1)
Kind of like the Friendship thing, but more focused on not running away as everyone dies around you.
Hope is an augment power that targets a single friendly unit within 24”. That unit may re-roll all Leadership tests and gains the Stubborn special rule. Any regroup tests the unit makes while this power is in effect are made on its normal Leadership, even if the unit is at less than 25% of its original model count.

3 - Sunspot (Warp Charge 1)
A more direct manifestation of Celestia's will, delivered via scorching rays of light from above.
Sunspot is a witchfire power with the following profile:
| Range: 48” | S: 3 | AP: - | Barrage 1, Large Blast, Blind, Light |
Light: Units hit by weapons/attacks with the Light special rule gain no benefit from the Stealth special rule until the end of their next turn.

4 - Advanced Telekinesis (Warp Charge 2)
The most powerful pony mages can move dozens of objects at once, at a good range, and with enough strength to knock over an earth pony. With a few seconds of concentration, the battlefield itself could be used to batter and hold an opponent fast, or the guns might just fly right out of their hands. Won't stop an ursa minor, though...
Advanced Telekinesis is a malediction power that targets one enemy unit within 18”. Non-vehicle units are pinned, even if they normally pass pinning checks automatically. A non-vehicle unit type that is normally unable to go to ground, such as bikes, act as if they are pinned but receive no bonus to their cover save. Vehicles targeted with this power suffer Crew Stunned results, but do not suffer hull point damage. Monstrous Creatures, Gargantuan Creatures, and Super-Heavy Vehicles are immune to this power.

5 - Shield Dome (Warp Charge X)
Hardened shields are a trick that only the best pony mages know. Unfortunately, they were developed without the complexities that allow you to fire out from the inside. And ponies have never really had to deal with lascannons before...
Shield Dome is an augment power that targets one friendly unit within 12”. If successfully used, any shooting or close combat attacks that hit that unit treat it as a Super-Heavy vehicle with AV11 on all facings and a number of hull points equal to the number of Warp Charge harnessed for the power. The shield will lose hull points as normal with glancing and penetrating hits, and collapse as soon as it is reduced to 0 hull points (the collapse causes no explosions of any magnitude). Any glancing or penetrating hits scored in excess of the shield's hull points are automatically allocated to the augmented unit as wounds, using the AP value of the corresponding weapons; the firing unit may then continue shooting at the unit with any weapons that are still available to them, resolved against the unit rather than the barrier. So long as the shield has hull points remaining, the unit inside cannot shoot, run, charge, or strike blows in close combat. If the shield is reduced to 0 hull points during a close combat, then all models in the unit may attack in the next initiative step (even if that would be initiative step 0), regardless of their usual initiative; it can be assumed that they were readying themselves for the eventual breach.

6 - Group Teleport (Warp Charge 2)
Teleporting is not for the soft of mind, heart, or body. The calculations required are onerous, the strain is intense, and the displacement can be so jarring that the majority of unicorns decide that they'd rather focus their talents on walking instead. But it's quite handy for getting a group of guns to a better angle, and it's widely agreed that the ponies do it better than the humans.
Group Teleport is an augment power that targets the psyker's unit. The unit may immediately move to any point on the tabletop within the psyker's line of sight, arranged as if they had arrived via Deep Strike. The unit does not scatter, and only counts as having moved if it moved normally during its Movement Phase. It may not declare a charge that turn.

Comments ( 16 )

Earth Pony: Models with the Earth Pony special rule have +1 Strength and +1 Toughness due to their denser musculature. Models that come with this rule will have it included on their profile. Yes, I know that makes them as tough and strong as Space Marines stat-wise. Shut up.

*Rage intensifies*

3505766
That would be the exact opposite intention of a Chaos-based Codex :rainbowwild:

Heh, very nice. I see a lot of the same logic (and coincidental stats) I was putting into my Codex Equestria. Of course that project got sidelined when the NEW edition of the rules came out and I was stuck with a rulebook that was obsolete after just 2 years leaving me ask why bother lol.

It'd be awesome if you wanna theorycraft the codex to see how powerful it is and balance it vs the current factions.

This was something I was hoping to see for a while now! Good to see it around now! I like a lot of these. :P

3506060
Unfortunately the most recent rules updates have completely revamped psychic powers, which are of course pretty important to Ponyhammer.
What's "Theorycraft"?

3506196
:eeyup: Now I just have to wrap up Visions of Darkness with Sliver's sob story, put out a 38th character codex, and maybe do a short story that explains what the hell happened to Gear Works.
...... For a story that's already complete, Iron Hearts has been keeping me awfully busy.

3506245 Basically we play with the rules as is and the rules as they've released and try to balance it for the game as well as other stuff. Like with Codex Ponies if it were meant to be a standalone codex i'd have no problem tweaking the points values to make all the units and named characters cheaper than expected for a regular codex - to balance the lack of special rule and equipment like tanks, artillery and flyers and monstrous creatures.

There is so much things I want to ask you.... xD
1. Is Solon working together with Dark Mechanicus on his ship? If yes how much is or can be his fleet affected. As I see it's not problem for Solon to create new Terminator armor or construct new deamon engine walker with machine spirit of Solons liking.

2. Are the Dark Mechanicus and Solon only the one who take interest in technology, or there are also few Chaos Techmarines "educated" under the roof of 38th company? And if they are, can they have their little workshop where they can mantain their or their brothers equipment or simply just work on something during the long travels? :rainbowlaugh:

3. With the new captured Tau technology and personel, I assume the 38th company also got few nice blueprints for the Tau stuff. So would it be possible to see Chaos/Tau hybrid walkers, Power armors, weaponry, etc...?

4. What about personal equipment? Can a space marine go to Dark Mechanicus and ask for Rail Rifle and some photon granades?

3507000
Because the ponies function as an add-on to Codex: Chaos Space Marines, they basically share all the vehicles and other kinds of units they lack with the 38th Company. For now.
How would a mock game of 40K over the net work, exactly?

3507095
1) The Dark Mechanicus try to stay out of Solon's love life. Besides, Celestion is sailing just fine.
Or... wait, did you mean his SPACE ship?

2) Yes, there are several 38th Company Warpsmiths. One of them is actually in charge of the Company armies still on Centaur III while the main fleet is away. And presumably they would have their own workshops and personal projects and such.

3) There are surely some experiments going on involving the combination of Tau and post-Imperial technology, although such projects are unlikely to be adopted widely throughout the army.

4) They could, but the Space Marines don't. They're a conservative bunch, and tend to stick to the weapons they've been using for millennia on end. The human mercs aren't so picky, however.

3507241 :rainbowlaugh: Yes I mean his spaceship. The point is if the Dark Mechanicus are willing to use and mass produce some of Solons inventions.
And by the way: Celestion?! Oh my gosh! :pinkiegasp: Wait... in which position it would place Luna? Haven't she adopted Solon as her father? What kind of realitionship it would create between her and Celestia, if Celestia started dating Solon? Oh, and I toughed WH40k universe is free from romance drama. What a terrible mistake... :rainbowlaugh:

3507485
It would be extremely awkward and horrible for everyone, I'm sure.
But jokes about enemy-shipping aside, I didn't understand your question about the Harvest of Steel. You asked if he's working on it with the Dark Mechanicus, but there isn't any particular work to be done on the fleet's flagship.

The DarkMech would love to mass-produce Solon's creations, but they can't. Reverse-engineering is something of a lost art in the 41st Millennium, and they tend to treat his inventions as revered artifacts too important and valuable to be taken apart. As for Solon, he usually doesn't share blueprints or notes with the Techpriests. Often this is because there are no blueprints, sometimes it's because the blueprints would be basically useless to them, and the rest of the time it's because he recognizes that his wargear is more valuable if the Dark Mechanicus can't churn out a thousand copies on their own.

3507547 Oh.. I didn't mean work on Harvest of Steel specifically. When I said: "Is Solon working together with Dark Mechanicus on his ship?" I meant cooperating together with techpriests, which are present on Harvest of Steel, on producing power armors, weapons, walkers, etc., since their production can be really difficult and time consuming. But that was answered in second paragraph. Dark Mechanicus are great guys, but I wouldn't even think about that they could understand how Harvest of Steel works... Sorry guys. :pinkiesmile:
Hehe, and by the way. I can clearly Imagine Solon releasing another Terminator Armor, and all techpriests with their lens wide open, beeing like: "Ooooh, shiny!" And then with oil phials and rugs polishing it so it won't rust. :rainbowlaugh:
Thanks for all of your answers. :twilightsmile:

3507241 tbh it wouldn't. The best we could do it build a unit, compare it to existing units, and then under or over cost it based on the upgrades or rules that were swapped in and out.

eg. (from my codex in progress)

Unicorn: all unicorns poses the ability 'unicorn magic'. 'Unicorn magic' allows for a variety of spells but virtually all unicorns use magic for levitation making them virtually indistinguishable from telekinesis. All Unicorns posess 'Unicorn Magic' unless stated otherwise. Once per player turn a unicorn may cast one 'spell' from the following list:

- Telekinesis Primaris Power, Assail. A Unicorn may also fire one shooting weapon in addition to the Assail attack.
- Unicorn may 'cast' Searchlight as if it were a vehicle with the following changes:
* the unicorn using searchlight may do so BEFORE it and its entire unit fires its weapons.
* When firing after using searchlight the unit may only fire snap shots.
* A unicorn independent character attached to a unit is treated as part of the unit while using this ability.
- Levitate Weapon: Each Unicorn in the unit may levitate a second shooting weapon and fire it in addition to its regular shooting attack. The 'levitated' weapon fires at normal BS and count as Slow and Purposeful when firing that weapon. If the unicorn ever makes a run move and uses Levitate Weapon in the shooting phase it's BS is always 1.

Because they are not psychers and magic does not draw it's power from the Warp unicorns are not subject to ordinary 'perils of the warp'. When a Unicorn suffers a perils of the warp result it has drawn the attention of the creatures of the warp indirectly; these creatures did not fact burst out from the unicorn's mind as they would a psycher. A unicorn may take regular armor saves against the perils attack.

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Compared to

Unicorn: Models with the Unicorn special rule are psykers, and will have a level just like normal psykers. They may choose psychic powers from a discipline specified in their unit entry, although it may be the case that they don’t have access to any particular psychic powers, in which case there will be no discipline listed. However, unlike other psykers, when a unicorn uses a psychic power they never suffer a Perils of the Warp result. In addition, all unicorns have +1 bonus to their invulnerable save to represent their mastery of telekinesis to move cover, deflect enemies’ aim, and other forms of clever desperation. If the model has no invulnerable save, then it imparts an invulnerable save of 6. Finally, unicorns are immune to damage from the Gets Hot! rule, as they don’t actually need to touch their weapons. Blast and Template weapons with Gets Hot!, such as plasma cannons, will still need to roll for an overheat, but will not wound the attached model.

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Comparing your entry rules to mine the big differences are:

*Psycher: Magic has a psycher ability without having psycher characteristic. This is hard to balance because some psychers have ordinary options that are powerful but they are also vulnerable to certain specific weapons.
*Perils of the Warp. Armor save vs immunity. Your unicorns would cost a little more.
*Searchlight (mine). +1 point cost at most across all codexes :P
*+1 invulnerable save (yours). Cost can be compared to Mark of Tzeentzch.
*Ignore 'gets hot' rule. Variable points costs probably have to be calculated because it's not the same to ignore the rule on a 1-shot plasma pistol vs rapid firing for two hits on a plasmagun vs firing a plasma cannon. In essence it gives a unicorn the advantages or a Walker with few of the detractions.

3507241
3509435

Well, if you two really wanted to try something out, it might be possible to rig something up on the roll20 system.
https://roll20.net/

The virtual tabletop could serve the purpose you need.

In advance of me giving a full critique on the stats presented - how would one represent Phage Squadron, or are their stats given elsewhere? (The two Nurgle-related entries in the pony army list don't really represent them)

4555712
At the moment they don't have stats. The most accurate way to represent their distinct abilities and equipment and let them form a unit would be to field three Pony Captains. I'll probably to another Codex at some point to include Phage Squadron rules, Striders, and maybe formations.

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