Editing
Warhammer 40,000/10th Edition Tactics/Leagues of Votann
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Detachments== ===Oathband=== ====Special Rules==== *'''Ruthless Efficiency:''' One enemy unit at the start of the game immediately starts with two grudge tokens, so prepare your biggest guns to blast the warlord to bits. Hell, you actually gain extra CP depending on how fast you kill them (3 CP if you kill them by your second Command phase, 2 CP if you kill them by your fourth Command phase, 1 CP afterwards). ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Reactive Reprisal (2 CP):''' When a marked enemy shoots one of your units, your unit can immediately shoot them back in retribution. *'''Warrior Pride (1 CP):''' During the fight phase, while a {{W40Kkeyword|Leagues of Votann}} unit is within engagement range of a enemy unit with one or more judgement tokens, you may add 1 to the AP of any attacks made by that unit. *'''Ancestral Sentence (1 CP):''' In your shooting phase, select a {{W40Kkeyword|Leagues of Votann}} unit. Until the end of that phase, that unit gets ''Sustained Hits 1'' against enemies without judgement tokens, and ''Sustained Hits 2'' against enemies with judgement tokens. </tab> <tab name="Strategic Ploy"> *'''Ordered Retreat (1 CP):''' When a {{W40Kkeyword|Leagues of Votann}} unit falls back, pop this and they can shoot and charge. *'''Newfound Nemesis (1 CP):''' When a {{W40Kkeyword|Leagues of Votann Mounted}} or {{W40Kkeyword|Infantry}} unit is reduced to below half strength as the result of an enemy's shooting or melee attack, that unit gains 1 judgement token, or 2 tokens if your {{W40Kkeyword|Warlord}} was leading that unit. </tab> <tab name="Wargear"> *'''Void Armor (1 CP):''' [[cheese|It's back.]] Relive last edition by worsening the AP of an enemy attack against one unit in either the shooting or fight phase. </tab> </tabs> ====Enhancements==== *'''Appraising Glare (20 Points):''' In your command phase you can select an objective that your opponent controls and treat any of their units within range of that objective as having one more judgement token than they currently have (to a maximum of 2). **RAW this enhancement does nothing, [[FAIL|because it specifies the that it takes place in the '''Command''' phase and ends after the phase is done.]] Until this is fixed, don't bother with it. *'''Grim Demeanour (20 Points):''' You can re-roll battle-shock tests for the unit the bearer of this is attached to, and they can ignore modifications to their characteristics (excluding saving throws) and/or to any rolls or tests made by them. This may be a sleeper hit, since this lets you ignore not only potentially crippling leadership debuffs, but also things like -1 toughness or OC. **Seeing as how weapon and ballistic skill are tied to weapons now, this probably doesn't let you ignore things like -1 to hit. *'''A Long List (15 Points):''' [[Book of Grudges|Your book is still very, very long]]. When the bearer of this destroys an enemy unit, if that unit had any judgement tokens, you can slap one more on another unit that the model can see. **Might see some play on a Brokhyr Iron-Master leading Thunderkyn, who can pop up out of reserves and start blasting. *'''Wayfarer's Grace (25 Points):''' After the bearer of this is destroyed, roll a d6. on a roll of 2 or better they pop back up with all their wounds remaining, as close as possible to where they were destroyed. **Not the worst thing to take if you're limited on points and can only take a single Kahl, but does equally well on an Einhyr Champ. ===Warspeke's Prospect (Combat Patrol)=== <div class="toccolours mw-collapsible mw-collapsed> A pretty average run-through of the Kin, but beware the missing gear... <div class="mw-collapsible-content"> '''Composition:''' 1 Kâhl Warspeke, 5 Cthonian Berserks, 3 Hernkyn Pioneers, 10 Heathkyn Warriors. *'''Kâhl Warspeke:''' Comes with a Volkanite Disintegrator and Gauntlet. While they can't give ''[Lethal Hits]'', they still auto-mark enemies. *'''Hearthkyn Warriors:''' Split between Autoch Bolters and Ion Blasters except for the HYLas Auto Rifle and Magna-rail Rifle, but lose the ability to keep objectives capped. You also get a 6+ FNP from a medipack and the Pan-Spectral Scanner's ability to get guns to ignore cover...as well as a comms array that does nothing. All of these gear is stuck on the Ion Blasters, which is a it of an issue since... **You can split the squad into two packs of 5, so ideally you'd want to keep the blasters and bolters apart. This unfortunately means that the Blasters pick up all the cool gear and likely the Magna-rail and Theyn too. The bolters get to keep the HYLas if you want to keep the range brackets equal. *'''Cthonian Berserks:''' Has one guy carry twin gauntlets and another the grenade launcher. They're still your melee menaces with their axes and gloves and they can still fight after dying. Your launcher, however, suffers from the loss of its special rule as enemies aren't affected any further from the explosions. *'''Hernkyn Pioneers:''' Comes with one bike carrying a HYLas Rotary Cannon to cover crowds while the other two kept their Magna-coil Autocannons to better affect MEQs. The Pioneers still get their option to fly into reserves at the end of an enemy turn, but this can't be used on turn 1. You also got gear that has no description, which really just shows how much care GW has when writing them. <u>'''Enhancements'''</u> *'''Waste Feeds the Void:''' Kâhl Warspeke's unit can re-roll 1s to hit with guns, making this most fit for your Hearthkyn. They can also shoot after falling back. *'''Prâgmaat Comms Uplink:''' Kâhl Warspeke's unit adds +1 to their OC and can re-roll for battle-shock. Great if you intend to camp your Hearthkyn somewhere. <u>'''Secondary Objectives'''</u> *'''Toil Earns:''' Mark one objective outside your DZ at the game start. You get 4 VP for each turn after the first where you cap the objective. *'''Settle a Grudge:''' Pick one enemy that's got a Grudge Token on every turn after the first. You get 4 VP for killing that enemy on that turn. <u>'''Stratagems'''</u> *'''Pan-Spectral Sweep (1 CP):''' One unit gains ''[Lethal Hits]'' on their shooting. *'''Payment in Kind (1 CP):''' When one of your squads dies, your remaining forces get to re-roll 1s to hit the enemy responsible. *'''Skeinwrought Physiology (1 CP):''' Improves the save of one of your units when they're shot. Pretty much Transhuman Physiology except you're the only ones that get it. </div> </div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information