//------------------------------// // Author's notes/ Blind Bag pony 40k rules // Story: Warhammer 40k: The Mission // by 40kponyguy1 //------------------------------// I will reveal that part 8 is going to see some casualties. Okay, since no one has commented or tried to guess where the staff the ponies are after originated, I shall reveal this. The weapon in question is named 'Illuminarum' (I think, I'd have to check that), and was once wielded by the Primarch Lorgar Aurelian, of the Word Bearers legion. Now, before anyone states that is impossible, I have done my research here. You'd need to read the Horus Heresy novel 'Betrayer'. Lorgar hurls this staff at an Ultramarines Thunderhawk gunship early in the book, then uses telekinesis to bring the flier crashing down. At this point in the novel, Lorgar is trying to rescue his brother Primarch Angron. If you read that portion of the book through, Lorgar never retrieves his weapon. Angron also loses his weapons in this novel. One turns up later in the book 'Battle For The Abyss', whilst the other (Gore Child) is claimed by Kharn. Now, we can assume for the purposes of my own story here, that the staff was retrieved by loyalist forces in the wake of the battle, and sealed in the cathedral to keep it hidden. However, due to it's origins with the corrupted Primarch, the weapon has become infused with the powers of the warp, which is what Twilight can sense when she finally gets the staff. I would also appreciate some more feedback if anyone else out there actually liked how this is going. I am intending to rewrite some of this story. The Imperial characters are not deep enough as it stands. Every time I look at this, I see something I can add, or something I want to alter. The story here is not going to end when the ponies get home. I also intend to introduce some more characters in chapter 9. Expect to see Luna and Discord among others. I only hope I can do these fan favorites justice. Also, I realize that some of the Warhammer 40k cast act a little out-of-character. As this is set part way through season 4, any lasting harm to the main cast would not fit in with the actual series. I cannot make the same promise for any non canon characters however. I have put a handful of movie references in to the story. Some of these are pretty obvious. The scene in part 7 where Rarity faces off against the cultists was shamelessly ripped from 'Spaceballs', and turned out quite well I thought. ********************************************************************************* As a final note here, I'll give a stat line for each of the characters in the story so they could be used in a normal 40k game: Name WS BS S T W I At Ld Sv Points Equipment Special rules Sergeant Vorenze 5 4 3 3 2 3 2 9 4+ 55 Power Sword, Las Pistol Natalia 3 4 3 3 1 3 1 7 5+ 13 Melta Gun Maria 3 3 3 3 1 3 1 7 5+ 10 Plasma Gun Fenrick 2 4 3 3 1 3 1 7 5+ 8 Sniper Rifle Leroy 3 5 4 3 1 3 1 7 5+ 25 Laser Cannon Relentless Bateman 3 4 3 3 1 3 1 7 5+ 25 2 x Plasma Pistols Vehicle Repair (6+) WS BS S Front Side Rear At Maverick (Sentinel) 3 4 5 10 10 10 1 40 Multi Laser Open Topped The unit also have a Chimera troop transport, armed with a Multi Laser and Heavy Bolter, which Bateman is the driver for. ********************************************************************************** Okay, here are the rules I made a while ago for using the blind bag scale ponies in a warhammer 40k game. These are only designed for a bit of fun, and are not expected to be used as a balanced rules set, although I have tried to make them as fair as I can. Here is the stat line for all ponies as standard. Unit strength 5-20. Wonderbolts unit strength 3-10. WS BS S T W I At Ld Sv Points Pony 3 3 3 3 1 3 2 6 n/a 15 This is for a 5 pony strong unit. Additional ponies may be added at +3 points per model. Unicorns gain a magic missile (no psychic test required), which costs 2 points per model. Range 24", St 3 AP- Pegasi become jump infantry. This costs 3 points per model. (That lack of saving throw makes them very vulnerable). Wonderbolts models are counted as Jetbikes, but do not gain a toughness boost (not mounted). This costs 6 points per model. If anyone's wondering why I gave the ponies 2 attacks, it just makes sense for them to rear up and kick with their front legs. Characters All characters use the same stat line as the normal ponies above, but with minor stat tweaks and special rules. They also follow all the normal rules for independent characters as described in the warhammer 40k rule book, but the main 6 can be placed together as a unit if you wish. Twilight Sparkle 55 points (Alicorn version +10 points) Twilight's psychic tests are done at Ld 8, but any morale checks use the normal leadership of 6. ‘Teleport’ Psychic test required. Remove Twilight and any friendly models in her unit, then immediately deep strike anywhere on the board using the normal rules. 'Magic Shield' Psychic test required. Twilight and any unit she joins get a 4+ inv save. 'Want it, Need it' A simple spell for Twilight, but can prove useful. Psychic test required. Choose an enemy unit within 24" of Twilight. That unit may be moved in the direction of any terrain feature 2D6", and count as initiative 1 if assaulted in the same turn the spell was cast. 'Familiar' +10 points each Twilight may normally only cast 1 psychic power per turn. If she has either 'Smarty Pants' (her childhood rag doll), or Spike (her dragon companion), with her, she may cast 2 spells. If both are present, she may cast up to 3 spells per turn. Rainbow Dash 45 points ‘Sonic Rainboom’ When arriving from reserves, she counts as a flier, and may be moved straight in to assault. When performing this move, she makes a single S8 AP2 attack at initiative 10, hitting on a 4+ against infantry, a 3+ against targets with an armor value, and a 2+ against anything with more than 3 hull points. Otherwise she is just classed as a Wonderbolt with +1 Initiative. Applejack 13 points ‘Bucks McGillycuddy and Kicks McGee’ Applejack’s farm life has made her capable of hitting harder than any other member of the main 6. She gains an additional close combat attack at strength 6. Pinkie Pie 35 points ‘Twitchy Tail!!’ Pinkie’s sixth sense has saved her and her friends from many dangers. She has a 4+ invulnerable save. Any friendly pony model within 2” of her gains a 6+ invulnerable save. ‘2+2+2’ Pinkie gets D6 attacks in close combat instead of the normal 2. ‘Screw Physics/ 4th wall’ Pinkie may move through any terrain, except for solid walls. She may also leave by any board edge, then re-enter play from the opposite board edge in the same turn. She may only do this on her own, no other pony has this ability. Fluttershy 15 points ‘Daawww’ Fluttershy is ridiculously cute, even for a pony. This means that enemy forces may hesitate to fire upon her. Fluttershy has a 5+ invulnerable save. If this is passed against a blast or template weapon, all hits from that shot are discarded. ‘You will not hurt my friends!’ If another member of the main 6 suffers a wound, Fluttershy gains the ‘preferred enemy’ special rule against the culprit unit. ‘Coward’ Fluttershy’s cowardice is well known. Her leadership stat is reduced to Ld 5. 'Weak' Fluttershy is not as strong as her friends. Her strength stat is reduced to 2. Rarity 10 points ‘It’s Fabulous’ Rarity may claim objectives. ‘Make Over Time’ Even in the heat of a battle, Rarity can attempt to bring her fashion skills to bear. She may forego attacking in close combat, and instead give her opponent a makeover. Usually this involves making them look ridiculous. The unfortunate embarrassed victim must pass a leadership test on 3D6 or break and run. This only affects one model, not the unit. (Okay, I was struggling a little with ideas for special rules for Rarity. Suggestions would be welcome, as long as they don't involve making the ponies overpowered. I've seen attempts at rules for them before, and seeing a rules set where the ponies are strength and toughness 4 is just ridiculous. There's no way a pony is going to out-fight a Space Marine.) Trixie "The Great And Powerful" 10 points The Show Stopper Trixie can use her showmanship to distract her foes with a display of bright lights and fancy effects, which can prove useful. Psychic test required (using a Ld of 8. Any actual leadership tests are done at leadership 6). Pick an enemy unit within 24". That unit must pass an initiative test (a roll of '6' is always a fail). If the unit fails this test, then they count as initiative 1 if assaulted, and can only snap fire the next time they are allowed to. Should I continue these?