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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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Feb
2nd
2016

Codex: 38th Company (Part 4 - revision) · 3:32am Feb 2nd, 2016

This is the newly updated codex page for the Lunar Guard. I won't be updating any more of the Codex pages, because hardly anyone pays attention to these things anyway, and I'm pretty much out of ponies for Omny to draw.

Section 4 supplemental codex: Lunar Guard
The Lunar Guard comprises those ponies who exclusively serve the Night Court, Princess Luna’s domain and primary office of administration. In theory, the Night Court is the other half of Equestria’s royal sovereignty, and can perform every function of the Celestial Day Court when the latter is at rest or otherwise unavailable. In practice, the Night Court is a sad shadow of its daytime equivalent, owing in part to its sudden and unexpected establishment after Luna’s return to power. Its bureaucratic and administrative personnel are generally inexperienced, its legal remit is confusing, and there is little to no pressure to improve its workings due to the unsurprising dearth of petitioners. Some say that Princess Luna herself is the problem, far preferring a personal approach to matters of state and disliking the minutiae and bureaucracy so common to modern government. To be certain, the Princess of the Night has never developed the talent for governance that her sister had mastered since building Equestria from its foundations, to say nothing of being its sole ruler for a full millennium. At the least, however, she cannot be blamed for the gross lack of activity, seeing how she once waged a revolution over the matter.
One area that the Night Court enjoys unusual competence is martial affairs and security, however, and the Lunar Guard is taken far more seriously among Canterlot’s citizens than their daytime counterparts. In part this is because the force consists almost entirely of batponies, an uncommon and grim breed of equestrian hailing from various cavernous territories within Equestria’s borders. The origin of the batponies, also known as thestrals, is cloaked in myth and rumor, but it is well understood that they’ve generally had little to do with Equestria at large since Nightmare Moon’s exile up until Luna’s purification. As such, nearly every one of the batponies is a brooding survivalist who grew up without knowing the comfort or (supposed) security of Equestrian society, and this has lent their kind a type of bitter militancy starkly at odds with the attitudes of the common pony.
The Lunar Guard was quite nonplussed when its mistress swore herself to the service of the Iron Warriors; a sense of hard-earned independence and skepticism of outsiders would have had most glad to stand in defense of Equestria without the humans’ help, even if such an effort was clearly futile. Their attitude has improved since beginning combat service, thankfully. While they’re rarely as popular as their harmonious and relentlessly cheerful cousins, they tend to fit in much better among the grim and fatalistic human soldiers. The Iron Warriors in particular have a fondness for the batponies, and many prefer the thestrals to pegasi as scouts and light infantry support for their nerve and determination.
Curiously, batponies of the Lunar Guard outright refuse to accommodate outright Chaos worship within their ranks, which many find odd given that the other, “harmonious” pony breeds do so without censure. Batponies that are found to even be considering taking Marks are shunned and quietly expelled from the ranks. When asked about this they declare that their only loyalty is to the Princess of the Night and their country. Many other ponies suspect they blame the darker powers for the corruption of their Princess so long ago, and resist its influence out of sheer spite even while serving its interests. Still others consider that they’re perhaps less upset about Chaos possibly spurring her to revolt, and more upset that it let her lose.

Rules:
Lunar Guard units may be included in any 38th Company detachment aside from a Detachment Xenis.
Lunar Guards, obviously, are well-suited to working and fighting at night. Some use magic or technological means to enhance their vision when in the dark, while others have developed special methods such as echolocation to compensate for their limited sight. All units from the Lunar Guard have the Night Vision special rule.
Batpony: batponies are considered by some to merely be another sort of pegasus, but this view is inaccurate at best. Although both species possess wings, the batponies’ are leathery and muscular, where the pegasi have light, feathered wings. Batponies, as a consequence, are unsuited to soaring or high-altitude flying, but their heavier wings allow them to hover with greater stability and control than their lighter and generally weaker cousins. This allows them to fire and control ballistic weapons easily while on the move and remain airborne even in close combat where there is little room to maneuver. Besides their wings, batponies have excellent hearing to facilitate echolocation, and naturally are experts in night-time survival and combat.
Models with the Batpony special rule count as Jetpack Infantry and have +1 Initiative. When the Night Fighting rule is in effect, all such models have the Preferred Enemy special rules as well. Batponies with access to the Armory may only select wargear available to all pony types.

HQ

Princess Luna (400 points)

Princess Luna’s volunteering service to the 38th Company was a tumultuous decision, to say the least. Putting aside Celestia’s personal feelings about both her dearest student and younger sister serving a force of murderous pirates, there were a fair number of ponies who felt that an ex-megalomaniac rebel with power almost on par with Celestia herself was not a pony they wanted under the command of evil minds. The decision was made despite them, however, and Luna quickly distinguished herself as a tactical asset a magnitude more powerful than Twilight Sparkle and even the Iron Warrior’s own leaders. Even Sliver, stubbornly opposed to the recruitment and deployment of ponies alongside his Chaos Space Marines, has been forced to accept her usefulness as a weapon. He needs little persuasion to deploy her in support of his troops if it means many Astartes lives are preserved, although he still distrusts the equine psyker enough to demand she be held in reserve until circumstances warrant her intervention.
Armed with daemon armor and deadly power fists forged by Solon himself, Luna becomes a near-unstoppable force once she takes to the battlefield, hunting down the most powerful enemies and tearing them asunder with an eagerness and fury quite uncharacteristic of most ponies. Besides engaging the most powerful foes without fear or mercy, she also possesses a somewhat bothersome flair for the dramatic, using her control of lunar satellites to blot out the sun before entering the battlefield. While the Company’s soldiers agree that it is quite a chilling and impressive effect, she doesn’t seem especially swayed by the complaints that the gun lines don’t like fighting in the dark.

Princess Luna (character) | WS: 5 | BS: 4 | S: 5 | T: 4 | I: 4 | A: 4 | W: 4 | Ld: 10 | Sv: 2+/3++ |

Special Rules: Independent Character, Alicorn (Psyker Level 4), Night Vision, Ace Flyer, Princess of the Night, The Eclipse
Wargear from the Forge of the Warsmith: Daemon Armor, Iron Gage (PSI-1, PSI-2)
Princess of the Night: Luna is pretty much the second most powerful pony who ever lived; many even say (or at least suspect) that in terms of combat power and prowess specifically, she is Celestia’s better. Luna generates 5 Warp Charge rather than 4, and her alicorn Invulnerable Save bonus is +2 rather than +1. She also has the Eternal Warrior and Touched by Darkness special rules.
The Eclipse: Luna uses her control of orbital satellites to make dramatic entrances when she takes to the field, striking terror into the heart of the enemy and hopefully cutting down on the accuracy of incoming fire. Luna has the Deep Strike special rule and MUST start the game in reserve. If she is attached to a unit, then that unit automatically gains the Deep Strike rule for the purposes of deploying with her (magic teleport, you know?). Furthermore, on the turn Luna arrives from reserve, the Night Fighting rules are in effect and will remain in effect from then on until Princess Luna is removed as a casualty.
(Note that if there is a scenario-specific reason for Luna to deploy normally, or for her to be unable to block out the local light source – such as a combat in an area with substantial other light sources, for example – then The Eclipse may be ignored where appropriate.)
Daemon Armor: This enhanced power armor is fueled by a trapped daemon rather than any conventional or even sorcerous power. The daemon is generally unhappy with its confinement, but still works to deflect and stop incoming munitions, seeing as the foe has to break through it before they can harm Luna. Daemon Armor provides a 2+ Armor Save and grants the Daemon special rule.
Iron Gage: These monstrous power fists are psykant weapons, able to float through the air with the lightest touch of Luna’s considerable will. As power fists go, they’re actually somewhat weak; without the leverage of being physically attached to a Space Marine-sized mass, their impact is more akin to what mundane humans manage with such weapons. Their free-floating and dexterous nature does, however, enable Luna to attack faster and easily find the weakest points in armored vehicles when applying them to the task of dismantling a tank or walker. Naturally, Solon also made the weapons into intensely powerful psionic projectors, because that’s kind of what he does. The beams have been compared to full-strength lascannon blasts, although Luna’s lack of a proper scope targeting (and the somewhat awkward nature of aiming a giant hand) means that they lack the range advantage of their “mundane” counterparts.
The Iron Gage counts as two weapons with the following profile (bonus to Attacks included in profile):
| Iron Gage | Range: M | S: 6 | AP: 2 | Melee, Armorbane |
The Iron Gage can also be charged as a psionic weapon in order to make a shooting attack. This does not prevent them from being used as a melee weapon.
| Iron Gage (PSI-1) | Range: 24” | S: 9 | AP: 2 | Assault 1 |
| Iron Gage (PSI-2) | Range: 24” | S: 9 | AP: 2 | Assault 2 |
Princess Luna knows all psychic powers from the Shadow discipline, detailed at the end of this supplement. In addition, she may select one other discipline among those listed in the core rulebook or the Harmony discipline, and then roll for one additional psychic power from that discipline (or simply select the Primarus Power, if she wishes).

Lieutenant (40 points)

The Lieutenants of the Lunar Guard act as front-line leaders, guiding their packs into the fray and teaching them in the field. They’re also responsible for evaluating the soldiers placed under their command, picking out the most aggressive and quick-witted Guards as well as the most cautious and intelligent. The former are moved to special assault units or schooled directly to become Lieutenants themselves, while the latter are usually promoted out of combat duty and given administration roles off the front lines. While this makes for reliably competent special combat teams, it rarely lends itself to capable paper-pushers. Thus, unlike the Royal Guard, the thestrals of the Lunar Guard make most of their decisions in the field on a lower level than most would expect (or hope for) during any given operation. Lieutenants enjoy considerable autonomy, and are rarely accountable to their superiors back at the Night Court… even when those superiors would very much like them to be.
The 38th Company can appreciate the strength of officers that personally take to the field and make decisions independently, but don’t take so kindly to assumptions of impunity. Quite a few Lieutenants were shocked to find themselves removed from duty on some human’s say-so, and outright terrified to learn that Princess Luna had intervened on their behalf to save them from execution for disobeying orders or insubordination. Discipline has thusly improved considerably as their ranks shrank. Those more cooperative with their sapien masters have found themselves duly rewarded with superior wargear, additional troops, and better pay. To be sure, the thestral Lieutenants still chafe at the command of humans and post-humans, but as ever they have adapted and endured.

Lieutenant (character) | WS: 5 | BS: 4 | S: 4 | T: 3 | I: 5 | A: 3 | W: 2 | Ld: 10 | Sv: 5+ |

Special Rules: Batpony, Night Vision, Independent Character, Infiltrate, Fleet
Wargear: Splinter Rifle, Flak Armor, Close Combat Weapon, Melta Bombs
A Lieutenant may select wargear from the Armory, Wargear from the Forge of the Warsmith, and up to one Sacred Relic.
A Lieutenant may take an Echo Blaster for 20 points, and/or a Phantom Cloak for 30 points.

Troops

Lunar Guard (100 points)

The basic infantry unit comprising the Lunar Guard’s armies, the batpony attack squads are the sentinels of Canterlot truly feared by its citizens and criminals, as they became quite infamous for taking over the investigations of detectives working in the day by launching bold raids on criminals’ homes and busting up shady meetings in the night. Many an allegedly corrupt senator or black marketer have been scared to within an inch of their lives by having armed batponies burst into their homes and seize them in the dead of night, carrying them off to the dungeons in a flurry of beating wings and angry shrieks. Of course, not many of these terrifying arrests led to convictions, as the Lunar Guard doesn’t always wait until the court has enough evidence against the suspect, but the knowledge that one could be dragged screaming from one’s bed and into the dungeons for mere suspicion of wrongdoing tends to keep would-be criminals on the straight and narrow.
The Lunar Guard eagerly took to using human wargear, even while grumbling about human control. They were enthusiastic proponents of polyceramic armors, mono-molecular blades, and extrasensory visors, which improved their armor, weight load, combat power, and enhanced their already impressive senses. They were less impressed with lasguns, which fire highly visible projectiles and also make a fair amount of noise; although the thestrals wouldn’t necessarily be running a lot of covert missions, they tend to instinctively dislike flashy weapons. A solution was found with the adoption of Dark Eldar splinter rifles, of which the Company possessed many from repeated run-ins with other space pirates. Although dismissed by humans and Chaos Marines as an inefficient terror weapon, its stealthier nature proved quite popular with the batpony soldiers. In the field, the Lunar Guards are most adept at ambush tactics, waiting within darkened hovels and improvised camouflage before leaping at a target in shrieking packs. At night their skills are – as expected – particularly potent, and Orks operating on Centaur III have quickly learned to treat the presence of mundane bats as a bad omen, reigning in their nighttime patrols and raids immediately.

Lunar Guard | WS: 3 | BS: 3 | S: 3 | T: 3 | I: 4 | A: 1 | W: 1 | Ld: 7 | Sv: 5+ |
Lunar Sergeant (character) | WS: 4 | BS: 4 | S: 3 | T: 3 | I: 4 | A: 2 | W: 1 | Ld: 8 | Sv: 5+ |

Special Rules: Batpony, Night Vision, Infiltrate
Wargear: Splinter Rifle, Close Combat Weapon, Flak Armor
Unit Composition: 9 Lunar Guard, 1 Lunar Sergeant
A Lunar Sergeant may select wargear from the Armory.
Up to two Lunar Guards may take Echo Cannons for 20 points each.
A unit of Lunar Guards may take up to 10 additional models at a cost of 10 points each.

Elites

Shades (100 points)

The elite branch of the Lunar Guard is a secretive and clandestine organization whose origin and operations are a complete mystery to the other half of Equestria’s government. Although the existence of Lunar Guards designated as “Shades” was disclosed to the Royal Guard and to the treasury to account for their equipment, training, and salaries, literally no pony from the Day Court had ever met a Shade, including Celestia and those ministers who ostensibly oversaw both military groups. Thus it was rumored that they were a clan of assassins, magically empowered by Luna to hunt down those whose dreams indicated evil deeds or thoughts of treason. The reality is much less dramatic and sinister, as Luna kept these expert agents on constant training missions doing monster control and making contact with isolated batpony tribes in hostile regions that have continued to spurn contact with Equestria. These warriors are on call at all times to defend Equestria from the greatest evils imaginable, and can be recalled within a single night when they are needed to fight. Unfortunately for the dark heroes, Equestria’s greatest enemies have an infuriating tendency to arrive in the day time, and then get trounced by Celestia’s student before the Shade units can return to Canterlot and organize a counter-attack. So it is that some of Equestria’s strongest and most able warriors find themselves performing extremely underwhelming duties while their existence is basically vilified or ignored by the citizens they were sworn to protect.
Or so it was. The Orks provided an enemy too numerous for Twilight Sparkle to defeat on her own, and too powerful for the Royal Guards to challenge with any hope of success. Moreover, the Iron Warriors were impressed enough by their capabilities and magical gear to demand the Shades’ support on the field, and in service to the Company they’ve found challenges more than a match for their skills (much more, in some unfortunate cases). The Shades move with uncanny stealth and attack with terrifying fury, selecting key opponents and pouncing in a sudden burst of swirling darkness and debilitating shrieks. Melta bombs allow these batpony commandos to annihilate enemy armor that isn’t adequately supported, while Resonance Casters allow them to render even hardened melee fighters clumsy and dazed as they swoop in for the kill. This has also improved their reputation with the populace; ironic, perhaps, since the 38th Company would gladly set them to the assassination work of which they were originally and unfairly accused.

Shade | WS: 4 | BS: 4 | S: 4 | T: 3 | I: 5 | A: 3 | W: 1 | Ld: 8 | Sv: 4+/5++ |
Shadow Sergeant (character) | WS: 4 | BS: 4 | S: 4 | T: 3 | I: 5 | A: 4 | W: 1 | Ld: 9 | Sv: 4+/5++ |

Special Rules: Batpony, Night Vision, Infiltrate, Deep Strike, Fleet, Acute Senses
Wargear: Splinter Rifle, Crescent Blade (bonus Attack included on profile), Melta Bombs, Phantom Cloak
Unit Composition: 5 Shades
One Shade can be upgraded to a Shadow Sergeant for 15 points. A Shadow Sergeant may select wargear from the Armory.
One model in the unit may be upgraded with a Resonance Caster for 20 points. This does not replace their ranged weapon.
Up to two models in the unit may trade their Crescent Blades for Power Lances or Power Swords for 15 points each, or trade their Splinter Rifles for Echo Cannons at 20 points each. Units that trade their Crescent Blade will lose their additional Attack in the exchange.
The unit may purchase up to 10 additional Shades at a cost of 20 points each.

Moon Mage (80 points)

Like other elite branches of the Lunar Guard, little is known about the Moon Mages aside from an admission of their existence and a raft of grim rumors about their fearsome skills. The truth of the Moon Mages, however, is at least as nefarious as the worst rumors, if not a little embarrassing. Borne of an ancient unicorn cult that sided with Nightmare Moon after her rise to power, the dark and secretive order quickly went into hiding upon Nightmare Moon’s exile, and proceeded to pass down their secrets of ancient and deadly black magic from generation to generation, waiting for the day that their mistress would return and seize power once more. After a millennium of anxious and exhausting secrecy and fervent training, upon the night in which the moon loomed unmoving in the night sky, they immediately gathered and headed to Canterlot to reveal themselves as loyal servants of the Mistress of Night and assist her return to ascendency.
One can only imagine how embarrassed they were to meet Princess Luna, who had already been purified by then and had no desire to usurp power from her sister anymore. After some extremely awkward meetings regarding the distinct lack of Eternal Night they were looking at, it was quietly decided that they’d reform their evil charter and join Princess Luna’s legally remitted army, the Lunar Guard, in defense of Equestria and the restored diarchy.
Unlike much of the rest of the Lunar Guard, the Moon Magi have been quite enthusiastic about siding with the 38th Company. Putting aside that they finally get to play out the dark henchpony role that they’ve been planning for a literal millennium, working for a Chaos army has provided numerous opportunities to uncover dark lore and experiment with daemonic powers. Actually worshiping Chaos and receiving Marks representing their dedication is still strictly forbidden by their order (and by the constantly suspicious Lunar Guards escorting them), but their scholars and battle sorcerers find there’s plenty of leeway for them to tamper with powers that no mortal pony was ever meant to behold. And really, that’s all they ever wanted!

Moon Mage (character) | WS: 3 | BS: 4 | S: 3 | T: 3 | I: 3 | A: 2 | W: 1 | Ld: 8 | Sv: 4++ |

Special Rules: Unicorn (Psyker Level 2), Night Vision, Touched by Darkness
Wargear: Soul Sphere, Phantom Cloak
Unit Composition: 1 Moon Mage, 4 Lunar Guards
A Moon Mage may increase its psyker level to 3 at a cost of 25 points.
The Lunar Guards attached to the Moon Mage may upgrade one of their number to a Lunar Sergeant for 10 points, and may otherwise access all the normal wargear options for a Lunar Guard unit. None of those upgrades may be granted to the Moon Mage.
A Moon Mage unit may include up to ten additional Lunar Guards at a cost of 10 points each.
Soul Sphere: These dark and mysterious trinkets don’t necessarily take the form of spheres, as each daemonic artifact is personally crafted by its wielder in a unique form that’s linked to their magical aura. Still, mysterious floating orbs are the most generic and common form of these dangerous artifacts, and the most efficient receptacles of the power leeched from its victims. When used in combat, these powerful items allow the user to draw the animating energies out of a victim, leaving bodies chilled and unresponsive and even robotic enemies struggling to remain functional.
Soul Sphere | Range: 24” | S: 1 | AP: 2 | Assault 1, Precision Shot, Poison (3+)
Moon Magi choose their powers from the Shadow psychic power discipline.

Lunar Guard Wargear

Phantom Cloak: This magic garment, when worn, actually fuses partially to the wearer’s skin and flows in an inexplicable, ghostly wind current like a floating, liquid shadow. It is difficult for anyone looking at the bearer to tell exactly where the shifting darkness ends and the warrior begins; the shifting protrusions could be nothing but inky, harmless void or thin concealment of a deadly blade. To kill something wearing a phantom cloak requires as much luck as skill as one hacks away at the writhing shadows, and deficiency in either means almost certain death. Phantom Cloaks grant an Invulnerable Save of 5+, as well as the Shrouded special rule.

Echo Weapons: The 38th Company, a Chaos army that disdains any devotion to Slaanesh, nonetheless possesses a great deal of sonic weaponry looted from the Noise Marines they’ve encountered in the past and dispatched. Although the potency of the sonic weapons are well-established, non-Slaaneshi troopers find them almost impossible to aim; without the extreme sensitivity to changes in pitch and timbre, and given the unorthodox nature of the destructive energies, a soldier using a sonic weapon cannot determine where the destructive peak of the sonic pulse will hit, or how it will interact with surrounding terrain. Sophisticated targeting systems could ultimately make these weapons useable, but these arrays were complex and easily damaged, and ultimately not considered a worthwhile investment over the traditional boltgun.
Enter the batponies, who not only possessed more sensitive hearing, but explicitly developed it to track the movement and convergence of sound waves in a cluttered environment. The sonic weapons still had to be modified, as the intensity of the sonic pulses were almost deadly to an unmodified batpony as opposed to a corrupted Space Marine, but weakening the pulse also allowed longer, higher-frequency waves to make up each volley, and some could be fine-tuned to disrupt an opponent’s neural synapses at their convergence wavelength, disorienting them. The batponies find the pulses easy to aim, and the sonic feedback creates a clear image of the terrain surrounding the enemy under otherwise distracting or obscured conditions, actually allowing them greater accuracy than with more straightforward ballistic weapons. This new generation of sonic weapons were named Echo weapons, and quickly proved more successful in the field than the usual splinter rifles that the thestrals tended to prefer. Unlike Noise Marines, the Lunar Guardsmen don’t especially like using their sonic weapons, as they find the discordant and powerful sonic pulses headache-inducing and generally unpleasant. They do, however, enjoy the sight of the enemy collapsing onto the ground with blood running from their ears and nose.
Echo Blaster | Range: Template | S: 3 | AP: 4 | Assault 1, Torrent, Blind
Echo Cannon | Range: 24” | S: 3 | AP: 5 | Assault 4, Ignores Cover, Echo
Resonance Caster | Range: 24” | S: 2 | AP: 6 | Assault 2, Blast, Ignores Cover, Blind, Echo
Echo: Batponies find that these weapons, though REALLY loud and obnoxious, are a natural complement to their echolocation. The first whine of the weapon’s build-up helps guide the rest of the volley, telling the batpony exactly how to adjust their aim for maximum effect. Weapons with the Echo special rule add +1 to their wielder's Ballistic Skill when used, even when firing Snap Shots.

Shadow Discipline

Blackvolt – Primarus Power (Warp Charge 1)
The Lunar mage’s answer to the magic missile, traditionally delivered with a tasteless pun; usually the word “shocked” is involved.
Blackvolt is a witchfire power with the following profile:
| Range: 24” | S: 7 | AP: 3 | Assault 2, Haywire |

Gloom – 1 (Warp Charge 1)
This enchantment causes despairing illusions and writhing shadows to surround the enemy target, confusing and terrifying them. Even those creatures who are nominally immune to the degrading psychology of war and death find it difficult to stand strong on the battlefield when they can no longer rely on their senses and equipment.
Gloom is a malediction power with a range of 24”. An afflicted unit has a -1 penalty to its Leadership, and must take any Leadership checks it may normally be entitled to pass automatically due to various special rules (Fearless models have to take morale and pinning checks, models with Know No Fear have to test to regroup, etc.). This power has no effect on vehicles.

Gift of Shadows – 2 (Warp Charge 2)
Magic energy seeps from the ground like tendrils of liquid darkness, surrounding and enervating the chosen soldiers rather than choking the life from them (for once). The magical darkness swirls about them, protecting the troopers while lending unnatural ferocity to their attacks. There is a SLIGHT concern about the lingering effects of being infused with shadow magic, but it’s generally agreed that it’s less concerning than the immediate effect of an enemy’s axe.
Gift of Shadows is an augment power that can target any friendly non-vehicle unit within 24”. That unit gains the Daemon, Fearless, and Shrouded special rules, while their close combat attacks benefit from Rending and Poisoned (4+) Attacks.

Starfall – 3 (Warp Charge 3)
The ultimate incarnation of dark magic, this feat of psychic might and concentration sends a rain of flaming comets crashing into the ranks of the enemies. There are few examples of supernatural destruction more potent that this power, and there is a strong argument among the Equestrian Magi councils that its usage should be completely and utterly forbidden for any besides Princess Luna herself. The Moon Magi thus take great delight in flaunting this spell on the battlefield. At least, when they can manage to cast it successfully…
Starfall is a witchfire power with the following profile. Note that as it functions as a Barrage weapon, a psyker that moved in the Movement Phase may not attempt it.
Range: 60” | S: 8 | AP: 3 | Ordnance Barrage 3, Large Blast

Comments ( 9 )

this a shame that you won't do any more of their entries. they are very fun to read.:raritycry:

I am saddened at the thought of these ending. But all good things do sooner or later. Still wonderful work, still looking forward to the next chapter.

Yeah I too find them fun to read. :twilightsmile:

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Well, actually, there is one more. I just meant that there will be no more revised codex pages with illustrations.
I still have the one with the rest of the losers from the Company. It's almost done.

It makes me giggle that the Lunar Guard looks better equipped and more formidable than the Imperial Guard...y'know...provided there's no artillery nearby

3728439
They were going to get warm sweatshirts for armor and left-over bayonets for weapons, but then Luna started with the puppy-dog eyes.

3728192
I do hope that you'll get some illustrations done for the Company members. The way you've described them begs for more artwork.

And I do like reading these, by the way, even though I know nothing of 40K rules, because your writing style in them amuses me. Maybe they'd get more attention if you posted them as a story instead of a series of journal posts?

3729135
The site rules forbid the posting of non-stories as stories.
So story-related documents that themselves aren't a narrative aren't allowed.

3729161
I find this rule offensive and biased. Your codex entries are essential background information, and required reading for every good servant of Chaos!

But really, if you dressed them up with some sort of framing device, like a pony reading the Iron Warriors New Recruit Manual, you might be able to squeak it through. If you were willing to run the gauntlet, that is.

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