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===Characters=== *'''Kâhl:''' The head honcho retains his ''Grim Efficiency'' from last edition, letting him slap a judgement token onto a visible enemy unit once per turn. Don't think about spamming Kahls, though, because this ability can only be used ''once'' per turn. He also grants any unit he leads ''Kindred Hero'', which gives their weapons ''Lethal Hits''. Because of this, he's a bad pick for Einhyr Hearthguard with Volkanite weapons, since ''Lethal Hits'' and ''Devastating Wounds'' don't mix. His Teleport Crest will let any attached unit ''Deep Strike'', while the Rampart Crest gives the unit he leads a 5++ invuln, making for a tough little bunker of wee men that stand a good change of resisting very heavy firepower. His weapons are the same as last edition, though both melee weapons have lost a point of AP. **Makes an excellent addition to a Einhyr Hearthguard squad, in spite of the Volkanite conflict, granting ''all'' their weapons ''Lethal Hits'', meaning your [[dakka|d6 shot, ''Blast'' grenade launchers]] and melee weapons get the same buff. It's not quite the same as the autowounding [[cheese|cheese]] of last edition, but you're still capable of dumping loads of autowounding hits onto an enemy unit. As a bonus, the Kahl's Rampart Crest gives your Hearthguard a [[awesome|5++ invulnerable save]], making sure your boys will benefit for as long as possible. ** Now at 90 points regardless of wargear, you'll feel more comfortable taking multiple in case your first goes down for consistent ''Grim Efficiency'' applications. *** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Einhyr Hearthguard}} *'''Einhyr Champion:''' Still the [[Muscle Wizard|muscle]], this time a little toned down from last edition. The unit he leads (just Einhyr Hearthguard) can re-roll charges thanks to his ''Example of the Einhyr'' ability, which is great if you want to deep strike them. His ''Mass Driver Accelerators'' let his unit get a pseudo-Hammer of Wrath after charging, doing d3 mortals on a roll of 2 to 5, and on a 6 it spikes to d3+3. Can take the standard compliment of crests, with the Teleport Crest granting his unit deep strike and the Weavefield Crest granting ''himself'' a 4++ invuln, which is damn near necessary because while he's a stupidly tough guy he's not a Terminator and [[stupid|lacks a native invulnerable save]]. On the offensive side, sadly, his Darkstar Axe has been [[fail|nerfed]] to no longer ignore damage caps, but that's okay because those don't appear nearly as often and now does 2 damage per successful wound. His hammer is still the big cheese, though, hitting as hard as a lascannon, but with only a -2 to the armor save you might find it challenging to actually bust a tank with it. Definitely a side-grade to how the Champ was last edition, take him if you like running Hearthguard. ** With the Munitorum Field Manual for 10th edition coming out he's now only [[awesome|75]] points, which is damn near half of what he was last edition. *** Leads {{W40Kkeyword|Einhyr Hearthguard}} *'''Brôkhyr Iron-Master:''' This guy is your tech-priest, with his ''Brôkhyr's Guild'' ability letting him repair d3 wounds on a friendly {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Exo-Frame}} once per turn, with his Ironkin Assistant bumping that to a flat 3 so long as it's still alive. Why you want him, though is his ''Multispectral Visor'' ability, which adds 1 to his attached unit's hit rolls. His weapons are the same as last edition's, with him coming stock with a grav gun and grav hammer that get ''Anti-Vehicle +2'', and his ECOGs getting weapons that you'll forget about because you'll never use them. ** Now priced at 75 points, he's cheap enough to roll with some Thunderkyn without breaking the bank. *** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Brôkhyr Thunderkyn}} *'''Grimnyr:''' The bearded geezer returns, and now he's much more of a team player. His ''Fortify'' ability gives the unit he leads +1 to their toughness score, while ''Grimnyr's Regard'' lets his unit ignore battle-shock once per battle. Seeing as how psychic tests are no longer a thing, the CORVs he comes with seem to only provide his guns, but that's fine because it's just more guns to add to a squad. Speaking of guns, the reason you'll want to take him is probably his ''Ancestral Wrath'', which will paste marines with impunity and, on its ''Hazardous'' profile, double its shots. He's lost a lot in versatility, though, with the many good psychic powers available last edition mercilessly trimmed down. ** With the release of the Munitorum Field Manual for 10th edition he's now 75 points, which is roughly a 30% reduction to his cost last edition. [[skub|Whether or not that makes him a worthwhile addition to a squad remains to be seen]]. **If you fail your ''Hazardous'' rolls, you can put the mortal wounds on your CORVs, mimicking last edition. ***Not really; hazardous rule clearly states model with hazardous weapon takes damage, and there's nothing on datasheets allowing CORVS to intercept it. ** Leads {{W40Kkeyword|Hearthkyn Warriors}} ====Epic Heroes==== *'''Ûthar the Destined:''' The big man is back and you'll be seeing a lot more of him now that he's not faction-locked. He has the same ''Ancestral Fortune'' ability as he did last edition, though now it only affects himself, which is a fairly hefty nerf. In addition, his ''The Destined'' ability changes ''any'' damage done to him to 1, which is bonkers and will keep him on the table for a good while. Finally, he has the standard ''Grim Efficiency'' ability that all Kahls get that lets him slap a visible enemy unit with a judgement token. '''However''' this doesn't stack with other Kahls because it may only be used ''once'' per battle round, again, a hefty nerf from how it was before. Defensively, his Rampart Crest grants the unit he leads a 5++ invuln, while he himself has a 4++. After [[bullshit|what it was like last edition]], it seems old Uthar isn't the auto-take he was beforehand, but don't let the nerfs fool you. He's still a decent beatstick character that hits on a 2+ with all his weapons and retains the utility of a regular Kahl. **Now 115 points, a 30% reduction over last edition. ** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Einhyr Hearthguard}}
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