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My Little Pony Codex

for Warhammer 40k


BETA version 1.5

Wargear
Apple cannon: 48" str 5 ap 3, heavy 1, blast Apples: apples are assault grenades Armored hooves: single close combat weapon, reroll to-hit Boulder throw: 24" str 7 ap 3 heavy 1, small blast, unpredictable when rolling to scatter, roll 3d6 instead of 2d6 Claws: claws count as two close combat weapons Disintegrator hoof: a disintegrator hoof is a power weapon Disintegrator leg: a disintegrator leg is a powerfist (this is a temporary name) Dragon claws: attacks using dragon claws are resolved at +2 str and count as using two close combat weapons Heavy apple cannon: 60" str 7 ap 2, heavy 1, large blast Heavy disintegrator hoof: a Heavy disintegrator hoof is a dreadnought close combat weapon Heavy flamethrower: template str 5 ap 4 assault 1 Hoof claws: a hoof claw is a lightning claw Hooves: hooves count as a single close combat weapon Fire breath: x" str 5 ap 4, heavy 1, choose a point within 6" of the dragon, and place the flamer template starting at that point instead of the dragon's base (the template must still not cover any friendly models) (this attack is a template weapon in all respects) Fireball: 24" str 4 ap 4, rapid fire Flamethrower: template str 4 ap 5 assault 1 Focussed fire breath: 24" str 8, ap 1, heavy 1, melta Lightning: storm: if a a model wielding one of these weapons shot at the same unit it is currently targeting in your previous shooting phase, increase the amount of shots this weapon can make by 1 for the current turn (i.e. assault 3 becomes assault 4) Small lightning: 24 str 2 ap -, assault 3, storm Medium lightning: 24 str 3 ap 6, assault 3, storm Large lightning: 24 str 4 ap 5, heavy 4, storm Lightning storm: 24 str 4 ap 4, heavy 15, lightning storm can only be used if the squad numbers at least 5 pegasi, otherwise it counts as only a large lightning. 5 pegasi (including the bearer of the lightning storm) must give up all other shooting in order to use the lightning storm (i.e. if there are 5 pegasi in the squad, the only shooting attack that squad can make is the lightning storm). The lightning storm may be used as a large lightning instead. Magic: Magic Dissipation: the weapon counts as ap 4 if the target is within half of its maximum range, and ap 3 if within 1/4 of its max range; if the attack uses a blast template, determine the distance the center hole is away from the caster after rolling to scatter (use the center hole to determine the ap of the weapon). if it is too close to tell, use the weaker of the two aps. Magic dart: 24 str 4 ap -, assault 1, magic dissipation Magic bolt: 24" str 5 ap -, assault 1, magic dissipation Magic missile: 24" str 6, ap -, heavy 1, blast, magic dissipation Magic burst: 36" str 7, ap -, heavy 1, blast, magic dissipation Magic blast: 48" str 8, ap -, heavy 1, large blast, magic dissipation Magic blade throw: 36" str 6 ap 1 heavy 1 Rock-it launcher: 18" str 4 ap 3 heavy 2 Rapid apple launcher: 48" str 5 ap 5, heavy 4 Scorpion tail: poisoned (3+) Sonic Rainboom:(one time use) 12" str 9 ap 1, assault 1, large blast, after the attack is resolved, every model still under the large blast template must move the minimum distance necessary to move it out from underneath the blast marker, then place rainbow dash's model where the center of the large blast marker was; any unit hit by the attack must take a pinning test with a -4 modifier this attack may not be used if rainbow dash is attached to a squad, and cannot be used if rainbow dash did not move at least 24" away from her starting position during the movement phase meaning that she can only make the attack if she turbo-boosted. Rainbow dash may not assault

during a turn in which she uses her sonic rainboom. Suppressive apple cannon: 36" str 4, ap 5, heavy 2, blast, pinning, a unit that was hit by at least one shot from a suppressive apple cannon moves as though it were moving through difficult terrain until the beginning of your next turn Talons: talons are a single close combat weapon Throw pastries: X" str X ap X, assault d6, the range of this attack is a number of inches equal to 12+4d6, its strength is equal to 2d3 and its ap value is equal to 2d3+1 (i.e. a result of a 1 and a 3 on the 2d3 will give it an ap value of 5, a result of two 3's will give it an ap value of -). make all these rolls immediately before selecting a target for the attack Tornado: 24" str 9 ap 1, heavy 1, large blast, unpredictable when rolling to scatter, roll 3d6 instead of 2d6 the Tornado can only be used it the unit includes at least 5 pegasi, if the tornado is used, 5 pegasi from the unit may not use any other weapon during that shooting phase Battle armor: the model has a 4+ armor save Heavy battle armor: the model has a 2+ armor save Light armor: the model has a 5+ armor save Magic shield: the model has a 4+ invulnerable save Magic ward: the model has a 5+ invulnerable save Magical creature hide: the model has a 3+ armor save Royal battle armor: the model has a 2+ armor save and a 3+ invulnerable save Strengthened magic shield: the model has a 3+ invulnerable save Tactical armor: the model has a 3+ armor save

Psychic Powers
Cloud of smoke: used at any time during your turn until the beginning of your next turn, the unit the psyker is attached to (or the unit of battle unicorns) counts as being armed with defensive grenades. Contain: used at the beginning of any of your opponent's phases a target enemy unit within 12" of the caster has any movement it would be able to make that phase reduced by 1d6" Dull the pain: used at the beginning of your enemy's turn target unit within 12" has the "feel no pain" special rule until the end of the turn Flight: used at the beginning of your movement phase the caster of the spell counts as jump infantry for the rest of the game, however: every time the unit the caster is attached to makes a morale test (even if the unit is currently fearless), this spell must be cast again; if the test is failed or the power cannot be cast, the effect ends immediately Heal the wounded: used at the end of any player turn choose a unit within 12" of the caster (can be the unit the caster is a part of), that unit can regain 1d3-1 wounds. If the squad consists of single-wound models, up to two such models (depending on the dice roll) may be returned to the battlefield in unit coherency with a model not returned to play using this power, if the unit contains models with multiple wounds, such models may regain wounds according to the amount rolled (i.e. a dragon with only one wound left is targeted with this power, and a 3 is rolled; the dragon may regain 2 wounds, bringing up to 3 wounds). this power may not take the unit past its starting size, and no other uses of this power may be used on a unit affected by this power until the beginning of your next turn. Improve armor: used at the beginning of any turn for the rest of that turn, a target unit within 12" of the caster may reroll any armor saves it makes. in addition, the reroll is made as though the model's armor was 1 better (i.e. if the model has a 5+ armor save normally, it has 4+ armor on the reroll), if a model has no armor save it gains a 6+ armor save that is not modified for the reroll; if a model has a 2+ armor save, the reroll is still made at 2+ Menacing darkness: used during your shooting phase a unit within 18" moves as though it were moving through difficult terrain until the end of its next turn Save life: used when the unit the caster is attached to takes any number of unsaved wounds Roll 1D3, then roll that many D6s, for every 3+ ignore an unsaved wound as though it were saved note: if the unit takes more unsaved wounds after this power is used, this power has no effect upon those wounds unless it is cast again Shield: used any time during your turn choose any friendly non-vehicle unit within 12 of the psyker (or any model in a unit of battle unicorns), the unit can be the unit the psyker is attached to. Every model in the target unit gains a 5+ invul save until the beginning of your next turn. If any model in the unit already has an invul save, that save is improved to 4+ (if the model has a 3+ or better save, this power has no effect upon that model) Speed boost: used at the beginning of your movement phase the caster of the spell counts as cavalry for the rest of the game, however: every time the unit the caster is attached to makes a morale test (even if the unit is currently fearless), this spell must be cast again; if the test is failed or the power cannot be cast, the effect ends immediately

Solar flare: used during your shooting phase a unit within 18" of casting model must immediately make a morale test, if the test is passed, the unit must still fall back but only falls back 1d6" as opposed to any other fall back movement it normally has. a unit that has been affected by a solar flare may not be affected by any other uses of solar flare in the same turn as the first. This power has no effect upon units with the fearless special rule. Teleportation: used at the beginning of your movement phase the psyker and the unit it is attached is removed from the table and immediately deep strikes back onto the table, (this may be used if the unit is locked in close combat; if that is the case, the psychic test must be made at -4 leadership). this power can be used to deploy the unit from reserves; if the test is failed, the unit must immediately enter the battlefield in a manner it would normally be able to enter the field (i.e. if it has the infiltrate special rule, it may enter the battlefield using that rule)

Special Rules:
Alicorn: alicorns have the Pony, Pegasus, and Unicorn(3) special rules, and are therefore psykers, and can count as both jump infantry and cavalry. However, if a model with this special rule moves as jump infantry, it may only assault 6 that turn, if it moves as normal infantry it may assault 12 like cavalry that turn (it may not take advantage of both being jump infantry and calavry in the same turn) Friendly support: a psyker with this special rule may reroll failed leadership tests when making such a test to use a psychic power, it may not be rerolled if the first roll was passed (even if it was double 1's). It may only make this reroll if the starting size of the unit the psyker is part of numbered at least 5 models and is above 50% of its starting size Pegasus: counts as either jump infantry or jetbike depending on the model Pony: usually counts as cavalry (some models are slowed down by extra armor and dont count as cavalry) Save life: whenever a unit with this special rule takes any number of unsaved wounds, roll a D3, the unit may roll that many D6s, for every 2+, the unit may ignore that many of the unsaved wounds (exactly as though the wounds were saved) Special talents: each unit of ponies has a special talent and gains a bonus described in its section Strength of friendship: a unit with this special rule gains the "fearless" special rule when the unit is under 50% of its starting size, it gains this rule at the end of the phase in which it has been reduced to under 50%, if the unit is falling back, it regroups immediately. If the unit is brought back above 50%, they lose the "fearless" rule. Unicorn(#): counts as a psyker and can use # number of psychic powers per turn (if no number is provided, the model has a special rule defining how it uses psychic powers) The mane 6: you may take up to three models with this special rule in an army (remember that you may only take one of each as they are unique!), they count as a single HQ choice

HQ
Princess Celestia - 215 points
ws bs s t w i a 5 7 5 5 3 5 2 (jump infantry, cavalry, character) terminator base (40mm) squad size: 1 (unique) ld 10 sv 2 isv 3+ Wargear: Disintegrator hoof Magic dart Royal battle armor Magic missile Psychic powers: Shield Save life Solar flare Upgrades: Celestia can choose up to two additional psychic powers: dull the pain - 20 points cloud of smoke - 5 points teleportation - 25 points contain - 20 points heal the wounded - 30 points improve armor - 15 points Celestia may exchange her magic missile for one of the following: magic burst - 10 points magic blast - 20 points Celestia may exchange her disintegrator hoof and magic dart for one of the following: Disintegrator leg 10 points Hoof claw 10 points

Special rules: Fearless Eternal warrior Friendly support Alicorn Fleet of hoof Independent character Relentless Special talent (Ruler of Equestria): any nonvehicle unit that contains models with the Pony, Pegasus, or Unicorn special rules within 6 of Celestia have the fearless special rule. In addition any unit subject to this special talent must attempt to assault into the close combat if Celestias unit is assaulted during your next assault phase (if it is not already part of the close combat) Royalty: if Celestia joins a unit of Celestian guard, any celestian guard model in the squad gains 1 additional attack

Princess Luna - 215 points


ws bs s t w i a 7 5 5 5 3 5 3 (jump infantry, cavalry, character) terminator base (40mm) squad size: 1 (unique) ld 10 sv 2 isv 3+

Wargear: Pair of disintegrator legs Royal battle armor Psychic powers: shield save life menacing darkness Upgrades: Luna can choose up to two additional psychic powers: dull the pain - 20 points cloud of smoke - 5 points teleportation - 25 points contain - 20 points heal the wounded - 30 points improve armor - 15 points Luna can take one of the following: magic bolt - 5 points magic missile - 10 points Luna may replace her disintegrator legs with a pair of Hoof claws - free

special rules: Fearless Friendly support Alicorn Fleet of hoof Independent character Relentless Night Vision Special talent (lunar princess): at the beginning of any game turn in which Luna is on the battlefield, roll a d6, on a 5+ night fighting rules apply until the beginning of the next game turn. Royalty: if Luna joins a unit of Lunar guard, any lunar guard model in the squad gains 1 additional attack

Twilight Sparkle - 190 points


ws bs s t w i a ld sv 3 7 3 4 3 3 1 10 (infantry, character) normal base (25mm) squad size: 1 (unique) isv 3+

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

Special rules: Strength of friendship Friendly support Independent character The mane 6 Unicorn(3) Special talent (magic): If Twilight Sparkle suffers a perils of the warp result, roll a d6: on a 3+ ignore the perils of the warp

Rainbow Dash - 175 points


ws bs s t w i a ld 5 5 5 4(5) 3 6 3 10 (jetbike, character) normal base (25mm) squad size: 1 (unique) sv 3+ isv -

Wargear: Large lightning Armored hooves Sonic rainboom Tactical armor Upgrades: may replace her armored hooves with one of the following: disintegrator hoof - 10 points disintegrator leg - 20 points

Special rules: Fearless Strength of friendship Independent character The mane 6 Pegasus Special talent (supersonic): rainbow dash can move up to 36" when she uses turboboosters, in addition: rainbow dash always benefits from a 5+ cover save.

Applejack - 185 points


ws bs s t w i a ld sv 7 2 5 5 4 4 5 10 2+ (cavalry, character) normal base (25mm) squad size: 1 (unique) isv 5+

Wargear: Armored hooves Heavy battle armor Magic ward Apples Upgrades: applejack may replace her armored hooves with a disintegrator hoof - 10 points applejack may take an additional disintegrator hoof - 20 points

Special rules: Stubborn Strength of friendship Feel no pain Independent character The mane 6 Pony Special talent (bucking strength): close combat attacks made by applejack are resolved at +2 strength

Pinkie Pie - 150 points


ws bs s t w i a ld sv 3 3 3 4 3 6 6* 10 (cavalry, character) normal base (25mm) squad size: 1 (unique) isv 3+

squad when this rule takes effect, remove the squad as you would normally do, but treat pinkie as if she has detached from the squad (and continue her movement according to this rule) Whats walking?: Pinkie pie is never slowed by difficult or dangerous terrain and automatically passes dangerous terrain tests. In addition, she may use the teleportation psychic power without having to make a psychic test, but she can only use the power if she is alone. Put 2 and 2 and 2 together: Pinkie pie makes 6+2d6 attacks in close combat, if doubles are rolled on the 2d6, she only makes 6 attacks that turn Pinkie senses: Pinkie has a 3+ invul save Wargear: Hooves Throw pastries Apples

Special rules: Strength of friendship Pony Independent Character Think insde the chimney: an army that includes Pinkie pie may steal the initiative on a roll of 5 or 6 Special talent (reality breaker): Pinkie pie has the following series of rules: 4th wall breaker: if Pinkie pie moves off the side of the table, place her model on the opposite table side directly across from where she left the table edge, she continues whatever movement she was making in the same direction she was moving as though she had not left the table edge. If Pinkie is making a fall back move when this rule takes effect, she immediately regroups after this movement. If pinkie pie is attached to a

Fluttershy - 140 points


ws bs s t w i a ld sv isv 1 1 2 4 3 1 1 10 4+ (jump infantry, character) normal base (25mm) squad size: 1 (unique) Special rules: Strength of friendship The mane 6 Pegasus Independent Character Special talent (aura of kindness): any unit within 6 of Fluttershy (including the unit Fluttershy is attached to) gains the save life special rule

Hospitalier: Fluttershy may use any of her psychic powers without making a psychic test, she can use up to two powers per turn Animal friend: woodland creature swarms count as troops choices in an army that includes Fluttershy Too adorable: Fluttershy has a 4+ invulnerable save Psychic powers: Dull the pain Heal the wounded

Rarity - 150 points


ws bs s t w i a ld sv 1 5 2 4 2 2 1 9 (infantry, character) normal base (25mm) squad size: 1 (unique) isv 4+

Wargear: Magic Missile Psychic powers: Shield Improve armor Upgrades: Rarity may take any of the following psychic powers: Teleportation 25 points Flight 5 points Cloud of smoke 5 points Contain 20 point

Special rules: Strength of friendship Friendly support Unicorn(2) Independent character Special talent (gem finder): Rarity can claim objectives; in addition, if she is attached to a unit, that unit can claim objectives up to 6 away

Pegasus Commander - 155 points


ws bs s t w i a ld sv isv 4 5 4 4 2 5 2 9 3+ 5+ (jump infantry, character) normal base (25mm) squad size: 1 Special rules: Strength of friendship Pegasus Independent character Special talent (weather commander): any model in a unit joined by this model with the Pegasus special rule may count its weapons as twin-linked

Wargear: Medium lightning Armored hooves Tactical armor Magic ward Upgrades: Upgrade to jetbike (toughness becomes 4(5), initiative becomes 6) 30 points May exchange Medium Lightning for Large lightning 10 points

Unicorn Commander - 155 points


ws bs s t w i a ld sv 2 6 2 4 2 3 1 10 (infantry, character) normal base (25mm) squad size: 1 isv 3+

Wargear: Strengthened Magic Shield Magic missile Upgrades: May choose two of the following powers: Shield 15 points Dull the pain 10 points Cloud of smoke free Teleportation 15 points Contain 10 points Heal the wounded 20 points Improve armor 5 points Flight 5 points Speed boost 5 points May replace Magic missile with one of the following: Magic burst 10 points Magic blast 20 points May be upgraded to Experienced commander which allows it to use up to 3 psychic powers per turn and may choose one more power from the list 15 points

Special rules: Strength of friendship Friendly support Unicorn(2) Independent character Special talent (magic commander): at the beginning of your turn this model may take a leadership test, if the test is passed, any model with the unicorn special rule in this models unit may reroll any invul save it makes until the beginning of your next turn. If the test is passed this model suffers a single wound with invul saves allowed.

Pony Commander - 155 points


ws bs s t w i a ld sv 6 2 4 5 2 4 3 10 2+ (cavalry, character) normal base (25mm) squad size: 1 isv -

Wargear: Two disintegrator hooves Heavy battle armor Apples Upgrades: May replace both of its disintegrator hooves for one of the following: Disintegrator leg free Pair of disintegrator legs 15 pts May take one of the following: Rock-it launcher 10 points Throw boulder 25 points

Special rules: Strength of friendship Furious charge Pony Independent character Special talent (battle commander): every model in this models unit with the Pony special rule gains +1 attacks

Troops
Battle Ponies - 85 points
ws bs s t w i a ld sv isv 5 0 4 4 1 4 2 7 4+ (cavalry) normal base (25mm) squad size: 5 (may include up to 10 additional Battle ponies 17 points per model) Wargear: Hooves Battle armor Apples Special rules: Strength of friendship Furious charge Pony Special talent (hoof to hoof combat): each model always counts as being armed with two close combat weapons Upgrades: The entire squad may take a disintegrator hoof +13 points per model

Battle Pegasi - 80 points


ws bs s t w i a ld sv isv 3 3 4 4 1 4 2 7 5+ (jump infantry) normal base (25mm) squad size: 5 (may include up to 10 additional Battle pegasi 16 points per model) Wargear: Hooves Small lightning Light armor

Special rules: Strength of friendship Hit and run Pegasus Special talent (fleeting flyers): battle pegasi have the hit and run special rule Upgrades: The entire squad may exchange its small lightning for medium lightning +9 points per model

Battle Unicorns - 80 points


ws bs s t w i a ld sv isv 1 5 2 3 1 2 1 8 5+ (infantry) normal base (25mm) squad size: 5 (may include up to 10 additional Battle unicorns 16 points per model) Special rules: Strength of friendship Unicorn Friendly support (use the units total size) Special talent (herd magic): the unit counts as a single Unicorn(1) for the purposes of using psychic powers; the unit always uses 8 ld for the psychic test, even if it has been joined by a character with higher leadership. If the result of the psychic test is a perils of the warp, choose a battle unicorn randomly from the unit to suffer the wound

Wargear: Magic dart Magic ward Psychic powers: Shield Cloud of smoke

Upgrades: The entire squad may exchange its magic darts for magic bolts +9 points per model

Elites
Canterlot guard - 45 points*
ws bs s t w i a ld sv isv 4 4 4 4 2 4 2 8 3+ 6+ (infantry) terminator base (40mm) squad size: 3 (may include up to 7 additional Canterlot guard 15 points per model*) Special rules: Strength of friendship Fleet of hoof Special talent (guardian of royalty): Canterlot guards have a 6+ invulnerable save Wargear: Armored hooves Apples Upgrades: *Each model must choose one of the following : Pegasus: +1 ws, +1 str, counts as jump infantry, and gains a Medium lightning, gains the Pegasus special rule 15 points Unicorn: +1 ld, gains the Unicorn(1) special rule, gains the friendly support special rule, and gains a magic bolt 15 points The unit may choose one of the following for 20 points Celestian guard: each model in the unit gains the relentless special rule Lunar guard: the unit gains the night vision special rule Each Pegasus model may choose one of the following: Replace Medium lightning with Large lightning 10 points Replace Medium lightning with Lightning storm 25 points Each Unicorn model may choose one of the following psychic powers: Shield 10 points Cloud of smoke free Flight 5 points Teleportation 15 points Dull the pain 10 points Speed boost 5 points For every 5 pegasi in the unit, the unit may take a tornado 25 points For every 5 unicorns in the unit, up to two models may replace their magic bolt with a magic missile 10 points per model For every 5 unicorns in the unit, one model may replace its magic bolt with a magic burst 20 points If the unit consists entirely of unicorns, one model may exchange its magic bolt with a magic blast 30 points

Warmages - 60 points
ws bs s t w i a ld sv isv 1 5 3 4 1 3 1 9 4+ (infantry, chracter) normal base (25mm) squad size: 3 (may include up to 7 additional Warmages 20 points per model) Special rules: Strength of friendship Friendly support Unicorn(1) Special talent (squad leader): before the battle, each warmage has the option to split off from its unit to lead another unit of any kind of Ponies, Pegasi, or Unicorns; after joining a unit, it counts as the same army organization slot as that unit for the rest of the game. No other warmages may join a unit that is already being led by a warmage

Wargear: Magic bolt Magic shield Upgrades: Each warmage may choose up to two of the following psychic powers: Shield 15 points Cloud of smoke free Teleportation 15 points Flight 5 points Contain 10 points Dull the pain 15 points Save life 10 points Speed boost 5 points Any warmage may be upgraded to a wise warmage (becomes Unicorn(2) and can choose an additional power from the list) 15 points

Magic walker 165 points


ws 2 bs 5 s 5 F 12 S 11 B 11 i 4 a 2 (vehicle: walker) dreadnought base (60mm) squad size: 1 walker Special rules: Fearless Pony controller: The points cost for the magic walker includes the cost of a single Warmage, this warmage can be upgraded just like any other warmage and may choose and use psychic powers like any other warmage (using ld 9). This warmage, since it is by itself, can never be subject to the friendly support special rule. This warmage may not join any other squad using the squad leader special talent. Wargear: Rock-it launcher Heavy disintegrator hoof

Upgrades: The walker may exchange its rock-it launcher for one of the following: Heavy disintegrator hoof (change ws to 4 and bs to 3) 5 points Boulder throw 20 points Flamethrower free Heavy flamethrower 5 points If the controller is upgraded to a wise warmage, the walker may exchange its rock-it launcher for a magic blade throw 20 points The walker may also be equipped with one of the following: Rock-it launcher 10 points Flamethrower 5 points Heavy flamethrower 15 points (if the walker is therefore equipped with two of the same weapon it counts as being armed with a single, twin-linked version of that weapon)

Heavy pony squad - 90 points


ws bs s t w i a ld sv isv 5 0 5 5 1 3 2 8 2+ (infantry) terminator base (40mm) squad size: 3 (may include up to 7 additional Heavy ponies 30 points per model) Special rules: Strength of friendship Feel no pain Pony Special talent (tough as rocks): heavy ponies have the feel no pain special rule

Wargear: Heavy battle armor Apples Upgrades: Any model must take one of the following: Pair of armored hooves free Disintegrator hoof free Pair of disintegrator hooves 5 pts Disintegrator leg 10 points Single hoof claw 10 points

Fast Attack
Woodland creature swarm - 60 points
ws bs s t w i a ld sv isv 2 0 2 4 3 6 4 6 5+ (beasts) terminator base (40mm) squad size: 3 (may include up to 7 additional swarms 20 points per base) Special rules: Swarms Distracting: for every successful hit scored by a woodland creature swarm, roll a d6: on a 4+, an enemy model in the close combat (chosen by its owner) reduces its weapon skill by 1 (to a minimum of 1), these penalties must be placed on the same model until the models weapon skill is reduced to 1, then pick another model in the close combat and repeat the process. This rule has no effect on models without a weapon skill.

Parasprites - 75 points
ws bs s t w i a 2 0 3 3 5 6 5 (beasts) terminator base (40mm) squad size: 1 ld 7 sv isv 5+

Special rules: Fearless Swarms Plague creatures: at the end of every assault phase in which a parasprite base was locked in combat, place a new parasprite base for every close combat a parasprite base was locked in. the new base must be placed in unit coherency with at least one parasprite base in the close combat, the new parasprite base has a number of wounds equal to the number of unsaved

wounds caused by parasprites in that close combat up to 5; if more than 5 unsaved wounds were caused by parasprite bases in that close combat, place an additional parasprite base for every 5 unsaved wounds caused by parasprites in that close combat The devourers: for every wound caused by a parasprite base (saved or unsaved), decrease the save of one enemy model, chosen by its owner that was locked in the close combat, by one (i.e. a model with a 2+ save would have it decreased to 3+), the model chosen does not have to be a model already affected by this rule Too fast to touch: parasprite bases have a 5+ invulnerable save Magical creature: phoenixes have a 4+ invulnerable save, and count as psykers that can use one psychic power per turn Beacon of hope: friendly units within 6 of a phoenix may reroll failed leadership or morale tests Reborn from ashes: whenever a phoenix is removed as a casualty, place a marker where it died; at the end of each turn after that, roll a d6, aon a 5+ the phoenix returns to life, place the model as close as possible (not within 1 of enemy models) to the marker

Phoenix - 75 points
ws bs s t w i a ld sv 2 2 2 2(3) 1 5 1 10 (jetbike) normal base (25mm) squad size: 3 (may include up to 7 additional phoenixes 25 points per model) Wargear: Talons Fireball Psychic powers: Solar flare Special rules: Fearless isv 4+

Wonderbolts - 150 points


ws bs s t w i a ld sv 4 4 4 4(5) 1 6 2 7 3+ (jetbike) normal base (25mm) squad size: 5 (may include up to 5 additional wonderbolts 30 points per model) isv Wargear: Medium lightning Upgrades: Any model can exchange its medium lightning for large lightning 10 points For every 5 models in the squad, one wonderbolt can exchange its medium lightning for a lightning storm 15 points

Special rules: Strength of friendship Pegasus Special talent (speed): wonderbolts count as jetbikes and always benefit from a 5+ cover save

Heavy Support
Apple Artillery - 65 points*
ws bs s t w i a ld sv isv 5 0 4 4 1 4 2 7 5+ (artillery) weapons - terminator base? (40mm) squad size: 1 (may include up to 2 additional weapons 65 points per weapon*) Wargear: *Each weapon group must pick one of the following: Apple cannon free Heavy apple cannon 15 points Rapid apple launcher 5 points Suppressive apple cannon 5 pts. Crew: 2 battle ponies (armed normally) (the stats for the battle ponies are shown above) 1 warmage Special rules: Fearless Special talent (unerring aim): apple artillery counts all weapons as twin-linked

Manticore - 95 points
ws bs s t w i a ld sv isv 5 0 5 5 3 4 2 9 3+ (Monstrous creature) dreadnought base (60mm) squad size: 1

Special rules: Fearless Furious charge Wargear: Claws Scorpion tail

Dragon - 185 points


ws bs s t w i a ld sv 5 4 7 7 4 3 3 10 3+ (monstrous creature) Trygon base? (big) squad size: 1 isv 5+

Wargear: Fire breath Focused fire breath Dragon claws Dragonscales

Special rules: Fearless Flight: dragons move as though they were jump infantry, and automatically pass all dangerous terrain tests

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