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		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
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		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8943:F2E6:9E57:D9AF: /* Heavy Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!|[[Lord Solar Macharius]] (his time was later, but the sentiment was true back during the 31st Millennium)}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|In war the greatest single deciding factor is will; without the will to do so, no sacrifice is made, no initiative seized, no objective taken and no enemy vanquished - all the guns in creation are useless without the will to pull the trigger.|[[Goge Vandire]], Sermons to the Frateris Templar, Vol XIII}}&lt;br /&gt;
&lt;br /&gt;
This is the current tactics page for the [[Solar Auxilia]] in HH 2.0. The 1.0 tactics can be found [[Warhammer 40,000/Tactics/Solar Auxilia (30k)|here]]&lt;br /&gt;
&lt;br /&gt;
For the generals on how to play the game and the basics on list building (as well as other tactica rules), you may want the General tactics page. You may also find the Horus Heresy general thread as &amp;quot;/HHG/&amp;quot; on [[/tg/]].&lt;br /&gt;
&lt;br /&gt;
==Why play the Solar Auxilia==&lt;br /&gt;
[[File:SA-recruitment-poster.jpg‎|190px|thumb|left|Enlist today!]]&lt;br /&gt;
Because in a time of [[Space Marines|angels]] and [[Primarch|demigods]], it takes true grit to be a mere man and to stand among them, let alone fight them. Solar Auxilia are the elite humans of the [[Horus Heresy]], but that doesn&#039;t mean much when your going up against genetically engineered post-humans, wrapped in armour. Relying on their massed firepower, tanks and respectable 4+ armour saves to carry them to victory, while gritting their teeth and bearing the punishment that they can&#039;t brush off. It truly can be a hard time to be a mortal among demi-gods.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might&#039;ve seen their models and decided that a steampunk-fantasy 50&#039;s sci-fi cosmonaut aesthetic is your jam. And with the drip on those voidsmen, how could you not?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Amazing looking models&lt;br /&gt;
*Stormtrooper tier soldiers with Imperial guard numbers.&lt;br /&gt;
*A wholly original army just for 30k, making it pretty unique.&lt;br /&gt;
*Models with one of the coolest aesthetics GW/FW have ever produced.&lt;br /&gt;
*One of the best shooting armies in the game.&lt;br /&gt;
*The new Cohorts doctrines give Solar Auxilia some very nice diversification in their playstyles and army building.&lt;br /&gt;
*Did we mention the models?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Lost the hand holding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and blast weapons will evaporate units which each shot since they&#039;re all AP4 now. Thanks to &#039;&#039;Close-order&#039;&#039; subtype, you have a unit coherency of 1&amp;quot;, which means your dudes will die in droves the moment your enemy pulls out a pie plate. This won&#039;t be a problem for your Marine playing opponents and their 3+ armour saves.&lt;br /&gt;
*This is not the Tank edition and most of your armour is far more limited in their usefulness and which guns are effective.&lt;br /&gt;
*Most of your stuff is more expensive now compared to 1E, and that&#039;s on top of core game mechanics favoring Marines. Point-per-point, you will lose to Astartes.&lt;br /&gt;
*Dreadnaughts are one of the most effective things in this edition, and you have none. Your options of taking them out are also limited.&lt;br /&gt;
*This army is expensive to build. Forget selling your own organs, you&#039;ll have to build a drug empire and spend your nights hunting people and harvesting all of their organs. (If you didn&#039;t get into it purely for the Skaramowski aesthetic, it can be a good 3d-print or conversion-friendly army - alternatives include Anvil Industries&#039; Gothic Void Troopers,  Cults&#039; Steampunk Star models, Wargames Atlantic&#039;s Eisenkern, Necromunda&#039;s Van Saar or even Ash Wastes Nomads, and so on)&lt;br /&gt;
&lt;br /&gt;
==Core Warlord traits==&lt;br /&gt;
Solar Auxilia do not get unique warlord traits, so you better pick the generic one that grants you the extra reaction in the phase of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; +1 to combat resolution within 12&amp;quot;. Extra fighting reaction.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; Grants &#039;&#039;pinning&#039;&#039; to the shooting attacks of his unit, provided they cause at least one unsaved wound. Extra shooting reaction.&lt;br /&gt;
*&#039;&#039;&#039;Ever-vigilant:&#039;&#039;&#039; Warlord&#039;s unit uses his Initiative+1 instead of the lowest Initiative in the unit when running. Extra movement reaction.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Legate:&#039;&#039;&#039; Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS (taking it to 5).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close-Order Sub-Type:&#039;&#039;&#039; One of the key ways the army functions. The entire squad now has a unit coherency range of 1&amp;quot;, cannot run or sweep, but they can move up to half their movement speed and still be able to shoot any heavy weapons as if they stood still.&lt;br /&gt;
**It&#039;s most notably found on your Troop and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tercio &amp;amp; being in formation:&#039;&#039;&#039; &#039;&#039;Tercio&#039;&#039; is the other key way the army functions, basically allowing you to group multiple units in a single FOC slot. When units belonging to the same tercio/slot are within 3&amp;quot; of each other, they are considered &amp;quot;in formation&amp;quot;. Being in formation gives your troopers benefits such as being able to react in the same way during a reaction that requires shooting or movement, and other things depending on your Cohort Doctrine.&lt;br /&gt;
**The Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board), this gives you the WALL OF GUNS as an overwatch weapon.&lt;br /&gt;
&lt;br /&gt;
===Cohort Doctrines===&lt;br /&gt;
Honestly, the best bit of the older Militia rules applied to the Auxilia, to the point it deserves a section of its own. There are eight options to pick from, which are unlocked either by a model with the Combat Doctrines special rules, or a model without upgraded to have it via a specific Combat Doctrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The regiments that most resemble those of the early Great Crusade, such as the 1st to 10th &amp;quot;Saturnyne Rams&amp;quot;, and the cohorts based upon them. These favour an older, more elite style of warfare, [[Stormtrooper|very focused on aerial insertions and boarding actions]]. This is the elite option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Veletaris Tercios may be taken a Troop choices. The boys are fucking back!&lt;br /&gt;
**Due to the disappearance of the Flamer section from the Auxilia Infantry Tercio, using this Doctrine and taking Heavy Flamers on your Veletaris Vanguard is now the only way to get massed Flamers from Troops.&lt;br /&gt;
*All unit in a Veletaris Tercio can take Arvus Transports as dedicated transports.&lt;br /&gt;
**Provides an interesting alternate deployment method for your Veletaris; namely, Deep Striking in their flying transport. That said, it&#039;s extremely frail and will die to any sort of &#039;&#039;&#039;Interceptor&#039;&#039;&#039; fire, so think carefully.&lt;br /&gt;
*All Auxilia Veletaris Tercios taken as Troop choices gain &#039;&#039;Line&#039;&#039;, enabling you to skip Infantry Tercios altogether and build a crack close-quarters infantry core. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than one Armoured Tercio and only one Artillery Tercio.&lt;br /&gt;
**Neither of these stops you bringing some allies with tanks and artillery however, assuming the 9 tanks of the basic Tercio aren&#039;t enough. Likewise, the Artillery Tercio allows up to 9 Rapiers, so this should not be a problem. Moreover, you can always take non-Tercio units, as your Heavy Support slots aren&#039;t actually restricted. Wanted more Leman Russes? Here, take a squadron of Malcadors instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ultramar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
A new formation meant to tackle the evolution of battle in the late Crusade, pioneered by none of other than [[Roboute Guilliman]], proving himself [[spiritual liege|once again the master of all of the myriad disciplines of war]]. These are cohorts like the 255th Calth High Guard and the 204th Manachean cohort. The massed infantry option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Rifle Tercios can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; units]]. Considering you had 6 Troop slots, could take 3 units in each to begin with and had no special weapons units, this is not truly necessary.&lt;br /&gt;
*Lasrifle sections and Line Command sections gain +1 to hit while shooting when their bases are all in contact with each other.&lt;br /&gt;
**A mirror to the old Close Formation Fighting of 1.0, except holding hands buffs your shooting instead of your melee now. This can be difficult to use; it&#039;s kind of the whole point of taking the Doctrine, but using it is basically inviting your opponent to unload all of his blasts/templates on you. Since there&#039;s otherwise no FOC limitations, consider taking some Valdors to shut enemy artillery up with &#039;&#039;Shock Pulse&#039;&#039; so that your infantry can form up in peace. &lt;br /&gt;
**Alternatively, you&#039;re not required to [[Warhammer Fantasy|actually form up in a square]]; take a leaf from the Napoleonic British by forming thin lines so you can still be extremely annoying to hit with Blast/Template weapons, while most of the unit will probably still be in range because Lasrifles has 30&amp;quot; range in a game where everyone else&#039;s basic infantry has 24&amp;quot; or less. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Lasrifle sections and Line Command sections cannot take any dedicated transports. This can be problematic for the purposes of taking objectives, as &#039;&#039;Close-order&#039;&#039; prevents Running and you have reduced initiative for movement Reactions.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reborn Cohorts&amp;quot;&amp;gt; &lt;br /&gt;
Recently disbanded regiments whose veterans, upon hearing of the Heresy, decided to come out of retirement to kick some ass. While a bit more grizzled, those years have clearly taken their toll on the soldiers. The most famous example is Agathon&#039;s 1522nd cohort, better known as &amp;quot;The Lord Marshal&#039;s Own&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units in the detachment gain +1Ld and the &#039;&#039;Stubborn&#039;&#039; rule.&lt;br /&gt;
*If a unit has not moved, it may re-roll to-hit rolls of 1 when shooting.&lt;br /&gt;
**Rerolling 1s is not as good as +1 to hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The 10 Plasma/Melta weapons your HQ sections get? Reroll 1s. Gravis Lascannon Leman Russ? Reroll 1s. Valdor? Reroll 1s. Your Lasrifle sections and your Heavy Support choices all have good range, so standing still should not be a problem. You&#039;re also assumed as being stationary for the purposes of shooting during Reactions, so you get improved &#039;&#039;&#039;Return Fire&#039;&#039;&#039; and &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, which you&#039;re already very good at because your infantry come in Tercios. Rerolling 1s to-hit also makes &#039;&#039;Gets Hot!&#039;&#039; a very minute concern, so Plasma weapons/Valdors basically don&#039;t blow themselves up anymore. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The detachment cannot take more than a single Armoured Tercio and only one Artillery Tercio. See the Solar Pattern tab for comments. &lt;br /&gt;
*Infantry units are considered to have Initiative 1 for the purposes of making reactions, running and sweeping advances. They also reduce their Initiative by 1 when determining the order of attack during the assault phase.&lt;br /&gt;
**Not as bad as it sounds, as -1I isn&#039;t a big problem when you hit after Space Marines in any case (Lasrifle sections are I3, everyone else takes &#039;&#039;Unwieldy&#039;&#039; weapons to fight 2+ armour). Plus, it does absolutely nothing to hinder your shooting, which is where you did your damage.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Regiments that recruit from savage worlds or barbaric cultures, resulting in fearsome but overly aggressive troopers akin to the 142th Cthonian Headhunters or 905th Ash Scorpions from [[Flame Falcons|Lethe]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Any unit made of purely infantry models may purchase &#039;&#039;Fear (1)&#039;&#039; for +25pts. This is regardless of size, so bulk up those squad size numbers.&lt;br /&gt;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being in formation. This encourages you to cram as many models a possible into each Tercio. Also mitigates the impact of being forced to charge; even if you fail and get charged instead, you still get your +1A. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You must charge as soon as you are given the chance. So much for the famed Saturnyne Ordos discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent charging. &#039;&#039;Close-order&#039;&#039; allows charging after firing Heavy/Rapid Fire weapons, so your infantry can effectively always charge and therefore must charge. Better get them melee weapon upgrades.&lt;br /&gt;
*Loyalist armies can&#039;t handle the tribal drip (read; skulls on ropes and tribal tattoos on the armour) and treat feral cohorts as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039; regardless of what the Allies Matrix says. No word on Custodes/Sisters of Silence, who as Agents of the Emperor are &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with all Loyalist armies and do not appear on the Matrix at all. Also this being Loyalist only makes [[Ultramarines|more]] [[Night Lords|sense]] for allies with some Legions than [[Space Wolves|some]] [[Emperor&#039;s Children|others]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoured Fist Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Achtung Panzer!&amp;quot; This cohort is built around tanks and multiple Solar Auxilia armies were fielded like this during the Heresy, as the tanks helped level the playing field when facing off against the Astartes legions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios may be taken as non-compulsory troops, but each can only be made up of a single squadron of Leman Russ Strike tanks. &lt;br /&gt;
*A single Leman Russ Command tank must be selected as the Warlord (locking out any HQ choice that outranks him). The Command tank gains the Armoured Legate Warlord trait (+1 BS, 5++) and &#039;&#039;Cohort Doctrines&#039;&#039;, allowing you to skip taking a Legate Marshal.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units must begin the game embarked in transports or in Reserves. You need your Lasrifle sections to take objectives, but they&#039;re far too slow to reach objectives while footslogging in from Reserves and Dracosans are too expensive to give every squad, so expect to field squads with 10 guys in an Aurox. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Penal Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia was meant to be the elite of the [[Imperial Army]], but that didn&#039;t stop governors and Excertus officers from cutting corners in both budget and recruitment. This resulted in less cohesive cohorts, who nevertheless managed to give exemplary service on many occasions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All models gain &#039;&#039;Furious Charge (1)&#039;&#039; and &#039;&#039;Feel No Pain (6+)&#039;&#039;. Puts you up to Space Marine strength on the charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae. However, you&#039;re still T3 and will suffer ID from everything from Power Maul onwards, so watch out. &lt;br /&gt;
*Any models can replace their lasrifles and volkite chargers with a variety of S3 AP- weapons for free: autorifle/lasgun (24&amp;quot; Rapid Fire), lascarbine (18&amp;quot; Assault 2 AP6), shotguns (12&amp;quot; Assault 2 &#039;&#039;Concussive (1)&#039;&#039;) or stubcarbines (12&amp;quot; Assault 3 S3). In addition, one Auxilia in any lasrifle section may take instead a Heavy Stubber for plus 5 points per model. The stubcarbine actually does more damage when in range than the Lasrifle, the shotgun can level the playing field for Rifle sections against MEQs in melee, and there are reasons below as to why you&#039;d replace the Lasrifle with nominally inferior weapons in the lasgun/lascarbine. &lt;br /&gt;
**Dropping Volkites is as stupid as it sounds; Veletaris replace their Volkites with Storm Axes, so if you&#039;re taking a shotgun for &#039;&#039;Concussive&#039;&#039; you&#039;re not taking the Axe, defeating the whole purpose of taking &#039;&#039;Concussive&#039;&#039; to begin with, while the Volkite outperforms everything on the list damage-wise by a country mile.&lt;br /&gt;
**Bayonets only come on Lasrifles, so you cannot combine your &#039;&#039;Furious Charge (1)&#039;&#039; with bayonets for S5 if you&#039;ve taken replacement weapons. It makes zero sense for autoguns/lasguns to not get them, but it is what it is. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All your units lose the &#039;&#039;Close-Order&#039;&#039; sub-type. Enjoy the extra coherency range and say goodbye to your heavy guns.&lt;br /&gt;
**Your infantry are basically back to being [[Imperial Guard]]. Losing &#039;&#039;Close-order&#039;&#039; means you cannot move and fire Heavy weapons (AKA Lasrifles), so get your mobility back by taking Rapid Fire/Assault weapons. However, if you&#039;ve taken a Heavy Stubber, you can&#039;t move and shoot anyway, so keep the Lasrifles in that case.&lt;br /&gt;
*You can only take one Auxilia Veletaris Tercio. Not much of a drawback, as one Tercio is 3 units. If you still don&#039;t have enough short ranged firepower/melee, take Tactical Command Tercios.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Siege Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia that clearly spent too much time around the [[Iron Warriors]], and gained an affinity for siegecraft and being a bucket load of heavy artillery to rain hell upon their opponent. After all, &amp;quot;A battery of field artillery is worth a thousand Lasrifles.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Armoured Tercios and Artillery Tercios can be taken as both Heavy Support and Elite choices. Can actually be useful, as the Solar Auxilia Elites section isn&#039;t very good barring Veletaris (which come in Tercios anyway), while allowing you to spam the big guns you need to take out Dreadnoughts and the like.&lt;br /&gt;
*You can re-roll the scatter direction die when firing Blast and Barrage weapons.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You MUST purchase dedicated transports for every unit. You don&#039;t need to start the game in said transports, but that sorta defeats the purpose of having to pay for them. You want to rain hell as you advance? Mechanize. Like Armoured Fist, this means taking small infantry units or taking Dracosans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Because Forge World loves to cram battle-automata wherever they can, and we&#039;re not here to complain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Castellax and Thallax Maniples can be taken as Elites.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you keep the bots under control. Additionally, the Legate Marshal gains &#039;&#039;Master of Automata&#039;&#039; to keep with the bots.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You can only take one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. Not a big downside considering how much you can cram into a single Tercio of any type.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear of the Solar Auxilia==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon&#039;&#039;&#039; A completely different weapon from 1.0. Instead of being a 5&amp;quot; S10 AP2 pie plate of doom capable of destroying everything under it, it&#039;s now S12 AP3 3&amp;quot; &#039;&#039;Sunder Brutal (3) Rending (6+)&#039;&#039;. It won&#039;t do anything against Dreadnoughts due to being AP3, but it&#039;s an excellent anti-Automata weapon, as it wounds easily, causes lots of wounds and ignores armour. Also useful in a pinch as anti-vehicle, as S12 &#039;&#039;Sunder&#039;&#039; will more or less guarantee penetration.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Cannon&#039;&#039;&#039; Being AP4 instead of AP3 makes it basically worthless against MEQs. &#039;&#039;Ordnance&#039;&#039; S9 makes it still serviceable against vehicles, but you&#039;re not worried about vehicles this edition. Can be useful against non-Space Marine armies, but is that really a selling point in the Space Marine civil war game?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon&#039;&#039;&#039; Widely available as sponson/hull mounts on tanks. Has gained &#039;&#039;Rending (6+)&#039;&#039; for improved performance in general, but remember that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; a Defensive Weapon because it&#039;s S7, so it must fire on whatever the main cannon is shooting unless you have other special rules. This generally isn&#039;t a problem because the autocannon can do literally anything serviceably, but you can get actual Defensive weapons if you want emergency anti-infantry, while you should have taken a Lascannon if you wanted heavy duty anti-vehicle. &lt;br /&gt;
&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039; A literal modern day HMG. Widely available as a pintle mount on all of your vehicles, as you don&#039;t get combi-bolters. 3 shots of S4 AP6 really isn&#039;t much, but it&#039;s only 5 points so you&#039;ll make your points back if you kill just 1 guy. Also a Defensive weapon due to being &amp;lt;S7, so it can act as point defense and fire independently of your main guns. Not bad to be honest.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon&#039;&#039;&#039; Nerfed into the ground because people were complaining about low AP pie plates making massed infantry unplayable. Instead of the previous MEQ-murdering S8 AP3 5&amp;quot; blast, now a S8 AP4 3&amp;quot; blast. The blast is too small to be useful against infantry, while against everything else it is far outperformed by its brother...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon&#039;&#039;&#039; Lost &#039;&#039;Armourbane&#039;&#039;, but is now 2-shot and has &#039;&#039;Brutal (2)&#039;&#039;. An excellent anti-Dreadnought weapon, as you can wound reliably, cause multiple hits and then cause multiple wounds. Also gained &#039;&#039;Sunder&#039;&#039;, so still very good against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Laspistol&#039;&#039;&#039; Same old S3 AP- Pistol. Don&#039;t expect to see this a lot, as only your sergeants get it and they will almost always get to choose their unit&#039;s normal gun instead, or can take better pistols like...&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol&#039;&#039;&#039; The Hellpistols of the 31st Millennium. Actually very powerful weapons at S6 AP4 Pistol 2 (stronger than a Volkite Charger!), but only available to HQ sections (where it competes directly with special weapons) and unit sergeants, where its 9&amp;quot; range can be troublesome when the rest of the squad has 15&amp;quot; or 30&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lasrifle:&#039;&#039;&#039; The mainstays of the Solar Auxilia. Unlike last edition, these have all the attachments stock and thus have two different settings to use. Volley is your classic lasgun-like with 30&amp;quot; Heavy 2 S3 AP6. Blast Charger gives you the high-power punch with 18&amp;quot; Heavy 1 S6 AP4.&lt;br /&gt;
**That range will be a necessity, as the &#039;&#039;Close-Order&#039;&#039; sub-type severely hampers the mobility of the men carrying them. That said, &#039;&#039;Close-order&#039;&#039; also lets you at least move somewhat while firing the Lasrifle.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser&#039;&#039;&#039; &amp;quot;What if I tied 3 Blast Charger rifles together?&amp;quot; You get this. 3 shots of S6 AP6, available by the bucketload on your vehicles. You don&#039;t get Heavy Bolters anymore, so it will have to be this for anti-light infantry. Is a Defensive Weapon on vehicles due to being &amp;lt;S7, so don&#039;t be too worried if the main gun is an anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039; &amp;quot;What if my Multi-laser fired one big shot instead?&amp;quot; Improved from last edition, as it has gained &#039;&#039;Sunder&#039;&#039; for improved penetration rolls. Also an instrument for killing the much-improved Terminators and Dreadnoughts in this edition, as you need the S9 to ID 2W TEQs now and Dreadnoughts now have a 2+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Gravis lascannon&#039;&#039;&#039; 2 of the above, so you get 2 shots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Space Carapace armour that gives a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Void Armour:&#039;&#039;&#039; Void armour that also has the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Void Armour:&#039;&#039;&#039; Power armour, as it gives the wearer as 3+ save and the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Auxillia Vexilla:&#039;&#039;&#039; The basic one. +1 to combat resolution and stop your voidsmen from running off the table.&lt;br /&gt;
*&#039;&#039;&#039;Cohorts Vexilla:&#039;&#039;&#039; Only found on the command squad. It makes said squad &amp;quot;&#039;&#039;Line&#039;&#039;&amp;quot; and buffs the leadership of units nearby.&lt;br /&gt;
*&#039;&#039;&#039;Command Vox:&#039;&#039;&#039; The master vox. Any unit with one can share their Leadership with any other unit that has a Vox Interlock or another one of these, allowing them to use the officer&#039;s decent leadership. Works from Reserve, so feel free to hide your Legate Marshal in a Line Command Section in Reserve to broadcast his Ld10 to your entire army.&lt;br /&gt;
**&#039;&#039;&#039;Vox Interlock:&#039;&#039;&#039; 1-way radio, allowing units to use the Leadership of anyone with a Command Vox. Useless without a Command Vox, so don&#039;t take 9 of these without actually having a squad with a Command Vox.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Legate Marshal:&#039;&#039;&#039; 85 points, 0-1 restriction, Infantry (Heavy, Character) - the old &amp;lt;s&amp;gt;Lord Marshal&amp;lt;/s&amp;gt; LORD MARSHAL upgrade gets their own entry. Comes with Laspistol, Close combat weapon, Heavy Void Armour (for a 3+ save), Refractor Field, and frag and krak grenades. Can upgrade their pistol to a Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol or Archaeotech Pistol. They may also upgrade their CCW to a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist or Paragon Blade. Any one weapon may be made master-crafted for 10 points. They may swap their armour with Artificer (you may remove the Heavy Sub-Type if you do), they may take an Iron Halo, as well as a Cyber-Familiar and Melta Bombs (those are &#039;&#039;&#039;20&#039;&#039;&#039; points. 20!). So you can give them a 2+ save and 3++ invuln, and with the way snipers work now you absolutely should. &#039;&#039;Battle-hardened (1)&#039;&#039; 2+/3++ 4W makes him basically impossible to kill without S8 AP2, but WS5 S3 means he won&#039;t be killing Praetors anytime soon. Also has &#039;&#039;Stubborn&#039;&#039; and COMBAT DOCTRINES.&lt;br /&gt;
**COMBAT DOCTRINES unlock special bonuses for your army - these are your Rites of War, but are much more characterful, telling us the origins of your Auxilia army - so you will be seeing a Legate Marshal in nearly every list. &lt;br /&gt;
**Always put this guy in a unit with a Command Vox. This lets everyone in the army with a Vox Interlock use his Ld10 for Morale checks and Pinning, which you&#039;ll need because your basic Auxilia trooper is Ld6 and their sergeants are Ld7-8.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Tactical Command Tercio:&#039;&#039;&#039; The most elite Tercio in the list, composed of 1-3 units, one of which &#039;&#039;must&#039;&#039; be the Tactical Command section. This is for your fancy custom elites and where you get your special weapons (Plasma, Melta, combi-weapons, etc.) as Veletaris and Lasrifle Sections have little to no choice in weapon upgrades. You can also take Power/Charnabal weapons, but this is not recommended as you could have taken Storm Axe Veletaris for that instead, whereas as aforementioned this is your only source of special weapons. Unlike Veletaris/Rifle Sections, your sections come 5-10 here. [[Awesome|The whole Tercio gets Refractor Fields for 5++]] and has 2W on everyone except for the officers, who are somehow even tougher.&lt;br /&gt;
**&#039;&#039;&#039;1 Solar Auxilia Tactical Command Section:&#039;&#039;&#039; The big banner squad, and while said banner is by no means mandatory, refusing to take it should be paramount to admitting defeat. The squad consists of a Solar Auxilia Captain with 3A 3W [[What|(yes, he has more wounds than a Space Marine Centurion)]] and his four friends who have &#039;&#039;Stubborn&#039;&#039;. They all come with Refractor Fields, Void armour, Melta Bombs and Lasrifles, but they can be upgraded to take a series of much better weapons like Volkite Chargers, Power Weapons paired with Blast Pistols, Combi-weapons and a couple of special weapons. The Captain can take Heavy Void armour, and be further upgraded to a Marshal (same thing except WS5 A4). The four companions can take between them a Command Vox, a Augury Scanner and a Auxilia or Cohort Vexilla, and the squad can add five more companions more for a squad of ten and some ablative wounds. &lt;br /&gt;
**&#039;&#039;&#039;0-2 Solar Auxilia Companion Section:&#039;&#039;&#039; A squad of five Companions from the Command section, but as their own squad and a WS5 Ld8 3A sergeant. They can be upped to a squad of 10 and they&#039;re pretty good since they are essentially Veletaris+. Have the same weapon options as the Command Section, so equip them accordingly.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Veletaris Tercio:&#039;&#039;&#039; The elite stormtrooper analogues, all given BS/WS4 and reinforced void armour, including the &#039;&#039;Heavy&#039;&#039; sub-type to help resist templates and blasts. Section sergeants can all take heavy void armor, giving them a 3+ save. The entire Tercio besides the Vanguard Section gets Volkite Chargers as part of their standard loadout, which gives them a good means on handling MEQs. They also lack the &#039;&#039;Close-Order&#039;&#039; sub-type, making them less of a juicy target to burn alive with templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Command Section:&#039;&#039;&#039; Your classic command squad can replace all their guns for power weapons, but anyone with half a brain can recognize that this would be an extremely stupid idea as it gives up one of your greatest advantages in being a Tercio unless you brought that Vanguard Section to pin them down or you&#039;re building a melee Tercio. Veletaris have marine-tier WS4 I4, but 1A and no pistol, so think carefully about equipping this unit for melee. For ranged damage output, just take another Storm Section, who at the same price get 5 more dudes and can go up to 20.&lt;br /&gt;
**&#039;&#039;&#039;0-3 Solar Auxilia Veletaris Storm Section:&#039;&#039;&#039; The volkite gunlines, and you get quite a few of them at 8 points per model. As with the Command Section, you can replace their guns with Storm Axes so you aren&#039;t stuck with mere CCWs. Storm Axes are +2S AP2 &#039;&#039;Unwieldy&#039;&#039; [[Awesome|(so you&#039;re at WS4 S5 AP2 like Power Axe MEQs)]]; they&#039;re &#039;&#039;Two-handed&#039;&#039;, but you have no pistol/CCW so you don&#039;t care.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Vanguard Section:&#039;&#039;&#039; Rather than volkite, these guys get to carry rotor cannons to pin anything you want your other forces to mow down. Of course, if you&#039;re dealing with hordes such as the Imperial Army or daemons, then you&#039;d be better suited by grabbing heavy flamers for an entire block of templates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Medicae Section:&#039;&#039;&#039; Cheap as chips at 15 point a pop, but only &#039;&#039;Feel No Pain (6+)&#039;&#039;, because whoever wrote the rules hates you. But hey, you can take plasma pistols and actual close combat weapons like Charnabal/Power and Power Fists now! If you&#039;re taking any, be sure to give these to your Command Tercio squads with Plasma Guns, as it gives them another layer of protection against AP4 &#039;&#039;Gets Hot!&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Surgeon-Primus Aevos Jovan:&#039;&#039;&#039; Has &#039;&#039;Bitter Duty&#039;&#039; which means that he doesn&#039;t get to join anyone anymore, which is perhaps for the best as he&#039;s &#039;&#039;Bulky(5)&#039;&#039; thanks to his auto-gurney. How does he stay protected then? He has a low-priority-target aura that prevents him from being targeted from further than 12&amp;quot; away, unless he shoots first. Within 12&amp;quot;, he gives -1Ld to everyone (friend or foe) because he&#039;s Victor Frankenstein in the 31st Millennium. &lt;br /&gt;
**Instead of conferring &#039;&#039;Feel No Pain&#039;&#039;, he now straight up makes your guys come back to life. Once a turn, you can roll a D6 for any friendly Infantry model that dies within 12&amp;quot; of him in Movement/Shooting Phases. On a 1 it comes back with 1 wound and dies at the end of your next turn while having +1S/T until then. On 2-5, it just comes back with 1 wound. On a 6 however, it comes back with [[Awesome|ALL WOUNDS]]. Legate Marshal got sniped by Recon Squads? Just respawn him, no biggie. You can also take up to 3 Orderlies, which you can [[Grimdark|sacrifice to the Auto-Gurney]] to increase or decrease your roll by 1, in case you want to make sure your Legate Marshal/Ogryn/(insert important model) comes back. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charonite Ogryn Section:&#039;&#039;&#039;they cost 40 pts per Ogryn, have S/T5, &#039;&#039;Rage (2), Hammer of Wrath (2), Feel No Pain (5+)&#039;&#039; and 4 attacks at S7 AP3 weapon with Rending (6+), what&#039;s not to like? Well, a lot, actually. First of all, at WS4 they aren&#039;t effective against dedicated Marine melee squads. Second, thanks to &#039;&#039;Bitter Duty&#039;&#039; your characters won&#039;t be joining them. Third, while they have a safety net of &#039;&#039;Death Frenzy&#039;&#039; (basically, if you fail a Morale check, remove one model and count that check as passed while getting +1 attack per model for the next turn for your trouble), their Ld of 6 will do jack shit against Pinning or any other shenanigans with Ld. Oh, and their Claws also lost &#039;&#039;Instant Death&#039;&#039; rule, because heavens forbid you actually hurt any Dreadnaught or TEQ in close combat. They still come with no DT, but can be transported by Dracosans now.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Infantry Tercio:&#039;&#039;&#039; The bread and butter of your army, with most of your universal &#039;&#039;Line&#039;&#039; units. No longer includes Veletaris or Flamer sections (moved to Elites), nor Aegis Lines. No longer locked into sizes of 20, it makes your army marginally less expensive to collect as you may use leftover voidsmen from one unit to bulk up the numbers of another. However, the &#039;&#039;Close-Order&#039;&#039; sub-type makes these guys the most prone to being wiped out by pieplates and templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Line Command Section:&#039;&#039;&#039; As the force leading your tercios, you&#039;ll be needing these guys behind the rest of your guns. A Command Vox will hardly do you wrong in keeping order in the squad as you&#039;re otherwise stuck relying on that mere Ld7 for everything.&lt;br /&gt;
**&#039;&#039;&#039;1-3 Solar Auxilia Rifle Section:&#039;&#039;&#039; The most budget force you can ever get, as each model is only 5 points. Each soldier carries a lasrifle, which actually have variable settings, with a lasgun-tier Volley that shoots twice each time and the heavy-power Blast Charger so you have the chance to wound marines with a single S6 shot. If you&#039;re worried about melee and aren&#039;t facing against marines with Power Mauls that can paste them within seconds, then you might be okay with bayonets.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Dracosan Armoured Transport:&#039;&#039;&#039; Ol&#039; reliable Malcador chassis. Still the best looking vehicle in the range, still more expensive than most of the squads it carries, still not a superheavy or an assault vehicle, still unavailable to Ogryns who need it the most. That being said, the new variety of squads of the squads have given the Dracosan a much needed flexibility in its use. With a transport capacity of 22, it can comfortably move around a deathstar unit, plus Marshall and medic. Has the choice of purchasing a Demolisher cannon for 50 point, at the expense of reducing it&#039;s transport capacity &#039;&#039;to&#039;&#039; 10 and not &#039;&#039;by&#039;&#039; 10, leaving it in a rather akward spot for transporting smaller units. In addition, the dracosan may also equip&lt;br /&gt;
*&#039;&#039;&#039;Aurox Transport:&#039;&#039;&#039; Your rhino equivalent. Cheap as chips at only 30pts, maybe 40 after upgrades. Can only carry 10 models but since your basic lasrifle voidsman can move and shoot it is an appealing prospect for transport. Not much so for protection since its armor is paper-thin, but since Auxilia won&#039;t ever be carrying elite terminators or artificer-armored units, it&#039;s not that big of a deal. These lil&#039; buggers aren&#039;t cheap in ca$h however, so whatever money you think you are saving by splitting your 20-man squads into multiple min size ones will soon evaporate if you&#039;re planning to mechanize.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Arvus Transport:&#039;&#039;&#039; A flying bus. Has lost its options - expect for these to come back via Panoptica team (if you use their excellent rules).&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Primaris-Lightning:&#039;&#039;&#039; Comes at 150 points, costs more than the Thunderbolt (it does have +4&amp;quot; M, but lacks the extra autocannons) for the sole reasons of being able to take Kraken Penetrators you know and love - 36&amp;quot; S8 AP1 &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;One Use&#039;&#039;. However, since this edition is not Vehicle-friendly, their value has greatly diminished, and they lack &#039;&#039;Brutal&#039;&#039; to deal with Dreadnaughts. There are also Sunfury missiles, but they are hilariously bad.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Thunderbolt:&#039;&#039;&#039; Comes at 120 points, and has more weapons and special rules than the Lightning.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Armoured Tercio:&#039;&#039;&#039; Your Leman Russes. Many Cohort Doctrines restrict you to one Armoured Tercio par detachment, but since you can cram up to 9 tanks in here its not that big of an issue.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Moved from HQ to command of their own Tercio, and riding a single basic Leman Russ with battlecannon, but one which can take tasty upgrades (Flare Shield for 20pts and Cognis-Signum for 25pts). Like the standard Russ, it also has the &#039;&#039;Outflank&#039;&#039; special rule by default. That being said, it&#039;s +50 points over the already poor Battle Cannon Leman Russ, while buying a cognis-signum means you&#039;ve just spent 225 points to give 3 tanks +1 BS and 4 ablative hull points. Is this really worth it?&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Strike Squadron:&#039;&#039;&#039; 150 points give you a 14/13/10 vehicle with four HP and &#039;&#039;Outflank&#039;&#039; that moves 12&amp;quot;. It comes with either a battlecannon, &#039;&#039;&#039;two&#039;&#039;&#039; gravis lascannons, &#039;&#039;&#039;two&#039;&#039;&#039; gravis autocannons, or a Vanquisher Battlecannon with co-axial autocannon for a measly +5pts. The squadron can include a pair of additional tanks with a discount of 15 points each.&lt;br /&gt;
***Yes, RAW Solar Auxilia Russes have 4 lascannons or autocannons in their turrets. It might be a typo or just an attempt to account for the Exterminator Autocannon having a higher rate of fire, either way you&#039;ll need those to put up a fight against Legiones Astartes, as well as to make them remotely competitive against the Vanquisher; the 2 Gravis Lascannons may have 4 shots, but the Vanquisher is a 2-shot weapon with reroll to-hit (co-axial weapon) and &#039;&#039;Brutal (2)&#039;&#039;.  &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Assault Squadron:&#039;&#039;&#039; Carries either a demolisher cannon (underrated but still mean), Executioner Plasma Cannon (5&amp;quot; Plasma Cannon) or Volkite Macro-Saker. Does not have Outflank, but is &#039;&#039;Reinforced&#039;&#039;. Weapon choices aren&#039;t rocket science; Demolisher for anti-vehicle/Automata, Executioner for anti-TEQ, Macro-Saker for anti-light infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Artillery Tercio:&#039;&#039;&#039; The heavy weapons teams of the Solar Auxilia, now in Tercio format. These consists as usual of three units, of which at least one rapier or tarantula unit is mandatory.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Artillery Command Section:&#039;&#039;&#039; Command Squad like the one in the troop slot Tercio, with option to take a Cognis-signum. Honestly nothing too impressive. You&#039;re better off taking more rapiers.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Tarantula Sentry Battery:&#039;&#039;&#039; A bit broken - expect the Liber Panoptica peeps to fix this.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Rapier Battery:&#039;&#039;&#039; Comes with multi-laser battery, but can swap for Gravis Heavy Bolter, Laser Destroyer or Quad Launcher (with frag only, but these can upgrades with Incendiary, Shatter or Splinter).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Malcador Heavy Tank Squadron:&#039;&#039;&#039; Up to three tanks at 225 points each give you a 13/13/12 chassis with 14&amp;quot; movement. For 10pts it can trade its battlecannon for 2 gravis lascannons (4 shots!) or [[Awesome|Vanquisher battlecannon]]. That said, the Vanquisher is better provided on Leman Russes because they get a co-axial weapon. The heavy bolter on the front and sides can be exchanged for an autocannon, multilaser or heavy flamer, or upgraded to a lascannon for 10 and 25 points respectively. If you want heavy duty anti-vehicle, the front heavy bolter can be exchanged for a Demolisher cannon for 50 points. It can also take a flare shield and dozer blade, in case you&#039;re building a plan around these things. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Battery:&#039;&#039;&#039; Your basilisks or medusae. 200 points per vehicle is ridiculously expensive for an AP4 gun, even with 240&amp;quot; range, S9 and &#039;&#039;Large Blast&#039;&#039;, &#039;&#039;Shred&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Can be exchanged for Medusa Mortar that trades 204&amp;quot; of range and &#039;&#039;Shred&#039;&#039; for &#039;&#039;Rending (6+)&#039;&#039;. Thanks, but no thanks. If you really want high strength AP4, take some Leman Russes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Valdor Tank Hunter:&#039;&#039;&#039; Take to taste instead of Vanquishers? Trade in some of your superlative anti-Dreadnought ability (no more &#039;&#039;Brutal&#039;&#039;) for anti-armor (shut enemy blast weapons up with &#039;&#039;Shock Pulse&#039;&#039;). However, you only get 1 per slot as opposed to 9 Leman Russ Vanquishers. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Cyclops Demolition Vehicle:&#039;&#039;&#039; You will laugh in the face of your enemies! 1-3 cyclops, each of which come with an operator (who acts independently after deployment, so hide them!). Can also be carried in an Aurox, Arvus or Dracosan - you must pick one for each Cyclops. Now just attacks in close combat with a &#039;&#039;single&#039;&#039; autohit that also removes the Cyclops itself. The problem is while previously the little suicide robot blew up at I10, now it does at I1. S10 AP1 &#039;&#039;Instant Death&#039;&#039;, &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;Brutal (2)&#039;&#039; means you&#039;d want to target high value targets, but WS1, T5, 2 Wounds and 3+ pretty much guarantees anything bar Vehicles is quite capable of beating the little guy to death before he does anything, unless you&#039;re already in combat using another unit that can take the hits instead. In short - bad unit has somehow been made worse.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Malcador Infernus&#039;&#039;&#039;: No longer a bomb! Also no longer AP3, so no reason to take this instead of the below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Stormhammer&#039;&#039;&#039;: Fantastic at 500 points. The Stormhammer Cannon has the old Battle Cannon statline of S8 AP3 and a 7&amp;quot; blast; ordinarily not spectacular, but an absolute world-beater by 2.0 standards because it can ID entire squads of MEQs through their armor. It has upgrades but they are inconsequential since at such a perfectly rounded value, this tank is the perfect way to reduce or expand the size of your army to match that of of your opponent&#039;s. Like all Solar Auxilia kits, its quite expensive. But chances are that this unit might give returns sooner than later both on and off the table. Take this at every opportunity; the main cannon is absolutely disgusting against Space Marine armies, and it&#039;s bristling with anti-infantry Defensive weapons that can take out closer infantry targets. Its BS3 isn&#039;t even that much of a concern; scattering doesn&#039;t matter too much with a 7&amp;quot; blast, and if you&#039;re close enough you can eliminate even that by using your co-axial weapon.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
*Legiones Astartes&lt;br /&gt;
*Agents of the Emperor&lt;br /&gt;
*Mechanicum&lt;br /&gt;
*Knight Households&lt;br /&gt;
*Legiones Custodes&lt;br /&gt;
*Sisters of Silence&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:8943:F2E6:9E57:D9AF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302896</id>
		<title>Leagues of Votann</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302896"/>
		<updated>2022-11-09T05:51:25Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8943:F2E6:9E57:D9AF: Undo revision 856823 by Skadooshbag (talk) Yeah no, GW went very hard on wiping references to them for a long period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Leagues of Votann&lt;br /&gt;
|image=[[Image:‎NewLeaguetemplogo.jpg|300px|center]]&lt;br /&gt;
|Capital=Decentralized, Greater Thurian League being most powerful&lt;br /&gt;
|Official Languages= Squat Lexicon, High Gothic, Low Gothic &lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Galactic Core, a third of Segmentum Solar, several thousand Mining Worlds, many Holds of various sizes&lt;br /&gt;
|Head of State=Decentralized, [[Votann|Votanns]] act as Head of State&lt;br /&gt;
|Head of Government=Votannic Councils (Hearthspake)&lt;br /&gt;
|Governmental Structure=Confederated Gerontocratic Supranational Union&lt;br /&gt;
|State Religion/Ideology=Ancestor Worship&amp;lt;br&amp;gt;Achievement Ideology&amp;lt;br&amp;gt;Mercantilism&amp;lt;br&amp;gt;A variation of Familialism&lt;br /&gt;
|Demographic=Kin ([[Squats]], Ironkin)&lt;br /&gt;
|Military Force=Kinhost Forces, [[Leagues of Votann Fleet|Prospector Fleets]]&lt;br /&gt;
}}&lt;br /&gt;
{{topquote|Right after Mankind’s colonization of the galaxy came its first true golden age. Reared by machine prophets, the survivors of the Oedipal plagues built civilizations that equaled and even surpassed their Solar forbears.| CM Koseman, &#039;&#039;All Tomorrow&#039;s&#039;&#039;}}&lt;br /&gt;
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{{topquote|Better a soulless clone... than a souled roach.|David Mitchell, &#039;&#039;Cloud Atlas&#039;&#039;}}&lt;br /&gt;
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{{topquote|ROCK AND STONE! TO THE BONE!|The (Un)official motto of the League, &#039;&#039;[[Deep Rock Galactic]]&#039;&#039;}}&lt;br /&gt;
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{{topquote|This is very simple. We don&#039;t want your liver, your coin, or that junk you call technology. We want your world. We want the riches you didn&#039;t even realize you had, and that you definitely don&#039;t deserve. Leave while you have the chance. Or don&#039;t. Either way, we&#039;re coming to claim what&#039;s ours.|Ultimatum delivered by the Cthonian Guantlet Consortium, &#039;&#039;Codex- Leagues of Votann&#039;&#039;}}&lt;br /&gt;
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The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; or otherwise known as the &#039;&#039;&#039;Squat Homeworlds&#039;&#039;&#039; (Or if you&#039;re in /tg/; as the &#039;&#039;&#039;Domain of Squats, Squat Territories, [[Dwarf Fortress|SPESS DORF FORTRESS]]&#039;&#039;&#039; is the areas in which one can find our beloved space midgets in the early days of 40k and its current modern reboot.&lt;br /&gt;
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Back in the [[Rogue Trader (Sourcebook)|good old days,]] the then-named Squat Homeworlds, unlike other Imperial-aligned entities in the galaxy, enjoy a significant degree of autonomy. Whilst de jure, the Squat Homeworlds are part of the [[Imperium of Man]], de facto it is its own self-sustaining and self-sufficient society unlike places such as [[Ultramar]] or the [[Adeptus Mechanicus]] which has an interdependent and semi-autonomous relationship with [[Terra]].&lt;br /&gt;
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Of course, we all know how the Squats were Squatted soon after making the debut, with the [[Tyranids]] [[Derp|&#039;&#039;SOMEHOW&#039;&#039; targeting &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;only&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; the Squat worlds whilst leaving the rest of the Imperium-controlled space right next door to the Squats largely untouched.]] This is ridiculous when taking into account that the territories of the Squats weren&#039;t some small specks like the [[Tau Empire]], but rather, a significantly large domain that took up half of the entire Galactic core. This is made worse when taking into consideration that [[Lolwut|it was completely out of character for the Imperium to stop and do nothing against such a large incursion of Tyranid forces in an area considered Astro-strategically important for them.]] [[Games Workshop|Games Workshop&#039;s]] [[Fail|shitty excuse/explanation in removing the Squats from cannon]] [[Rage|had never really stood well within the community,]] [[RAGE|much less among the Squat players.]]&lt;br /&gt;
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However, their reintroduction as the Leagues of Votann has somewhat radically changed their origins whilst still keeping some old lore modernised. The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; (also known as the [[Squats|Unsquatted Squats]]) is now a [[retcon|&amp;quot;&amp;quot;new&amp;quot;&amp;quot;]] faction in the [[Warhammer 40,000]] universe. They are gatherings of short abhuman clones called the Kin (more commonly known as Squats by the dirty Necromunda gangers), bound together by the [[Votann]], super-cogitators from the [[Dark Age of Technology]]. Each League has its own Votann, and are organized in strongholds around it. [[Powergamer|They used the data stored to survive among the stars and maintain their culture across generations]]. Of course, since some [[Adeptus Mechanicus|factions]] are touchy about AI, the Leagues are very cautious when dealing with [[Imperium of Man|its closest ally]], hence their secretive lifestyle.&lt;br /&gt;
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However, because of the [[grimdark|setting]], everything is not that simple. Since Windows is not regularly updated anymore and issues that have arisen from having remained active for literal millennia, the Votann began to deteriorate. If they want to repair their computer, &amp;lt;s&amp;gt;[[Dwarf Fortress|they must wage war with other shitcoin miners for more processing power]]&amp;lt;/s&amp;gt;, the Kin have to once more brave a galaxy full of danger. Imagine if Italian Corporatists, the Monopoly Man, and the Evil Mining Heads in fiction were merged with the seven dwarves. &lt;br /&gt;
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==Rogue Trader Era Fluff==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Given the sheer extensive history between the old and the new. This section will contain all the fluff from the old Rogue Trader days. For the sake of preventing page bloat, this entire section will be put in a collapsible page.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
[[File:Squat-logo_banner.png|300px|right|thumb|The original emblem of the squats]]&lt;br /&gt;
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The Squat Homeworlds were all worlds filled with rich mineral resources, which led the Human ancestors of the Squats to lay down, settle and mine the shit out of. Most of these were located within the galactic core where unique and rare minerals were found in abundance in exchange for being sterile and barren of life of course. But for the early Human colonists, it was a gold mine as [[Terra]] ran out of all of its resources, so the search for raw materials was needed. Their planet&#039;s gravity is great, usually two or three times that of Terra. Their atmospheres are either thin or non-existent. Even those planets with atmospheres are blasted by tremendous storms. But hey? Who gives a shit about all of that when you have all the resources to make you rich, and rich the Squats got.&lt;br /&gt;
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Like the Gulf States, the Squats quickly took a monopoly on these minerals and started to get wealthy, and with money comes an increase in development and technological advancements. These planets became Mining Worlds and with the coming [[Age of Strife]], the Squats got themselves the good end of the stick by both inhabiting hostile worlds and cranking up the technological kazoo when the rest of humanity plunged into a galactic-wide [[shitstorm]]. &lt;br /&gt;
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Squat history can be split into several eras.&lt;br /&gt;
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====Age of Founding====&lt;br /&gt;
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The first is the Age of Founding, which is the Squat equivalent of the [[Dark Age of Technology]]. This is not technically the first period of the Squats as they had yet to evolve, but it is the time of the founding of the colonies that would become the Squat Homeworlds. Almost twenty thousand years ago contact between these planets and Terra was almost continuous, testament to the importance of these colonies. Terra also kept the worlds well supplied with that which they could not produce for themselves in adequate amounts, primarily food. This period lasted until the [[Age of Strife]].&lt;br /&gt;
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====Age of Isolation====&lt;br /&gt;
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The Age of Isolation corresponds with the earlier part of the Age of Strife - around eighteen thousand years ago. The galactic core was cut off from the rest of human space by the devastating Warp storms of the Age of Strife. Many worlds were swallowed by the Warp and disappeared forever, others were trapped in stasis and became lost. Most survived although they were separated from Earth and all contact was lost with the rest of the galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to organize for their mutual defense. It was at this time that the Squats began to refer to their worlds as the Homeworlds.&lt;br /&gt;
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The Homeworlds remained isolated for thousands of years and their inhabitants learned to survive in a universe that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and fortified into impregnable Strongholds. They soon developed alternative technologies to make up for the lack of supplies from Earth.&lt;br /&gt;
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During the isolation the complex system of Engineer Guilds developed. These Guilds were responsible for preserving technical knowledge and skills as well as training technicians, miners and other specialists necessary for the Strongholds. The Guilds transcended the Strongholds, allowing every Stronghold to benefit from the preserved knowledge as well as new advances in technology.&lt;br /&gt;
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During this age the Leagues first began to develop from Strongholds allied for trading and defense purposes.&lt;br /&gt;
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====Age of Trade====&lt;br /&gt;
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The Age of Trade took place during a slight abatement of the warp storms during the Age of Strife and led to the Squats encountering other races, including [[Orks]] and [[Eldar]].&lt;br /&gt;
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At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realized that the Squats [[RIP AND TEAR|were armed to the fucking teeth and prepared to go down fighting]], and that trade was a more practical arrangement. [[Just As Planned|The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology systems.]] To this day, Squat hydroponic plants, [[Heresy|developed with Eldar help]], are among the most efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most part the Squats&#039; complex structure of treaties and trade agreements maintained a stable peace.&lt;br /&gt;
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====Age of Wars====&lt;br /&gt;
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The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of Grunhag the Flayer, attempted a full-scale invasion of the Homeworlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats&#039; underground settlements. The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received.&lt;br /&gt;
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The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such destruction. Even today expeditions are mounted from the Squat Homeworlds in search of lost strongholds, and these expeditions are often accompanied by Adeptus Mechanicus priests, eager to rediscover lost Squat technology to [[Blood Ravens|&#039;burrow from&#039;.]]&lt;br /&gt;
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====Age of Rediscovery====&lt;br /&gt;
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The Age of Rediscovery was the most recent phase of Squat history, corresponding to the Great Crusade and the current Age of the Imperium. As the Imperium recovered from the Age of Strife and began to reunite the scattered worlds of humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.&lt;br /&gt;
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The Imperium found that a distinct culture had developed on the Homeworlds, and that the Squats had moved outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Homeworlds, but they also occupied more conventional worlds able to support normal Human civilization.&lt;br /&gt;
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====Age of the Imperium====&lt;br /&gt;
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The current phase in Squat history. It essentially details the various treaties between the Squats and the Imperium.&lt;br /&gt;
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The experiences of the previous millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the Imperium as subject worlds, the Homeworlds negotiated a series of treaties which enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious, honorable, and inimical to alien races - was almost perfect from the Imperial point of view, and the Imperium was content to allow them a great degree of self-government.&lt;br /&gt;
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A detailed description of their relationship can be read below.&lt;br /&gt;
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===Squat-Imperium Relations===&lt;br /&gt;
[[File:Squat-homeworlds-800px.jpg|480px|right|thumb|Galactic map of the Squat Homeworlds.]]&lt;br /&gt;
First contact with the Squats by the Imperium began during the [[Great Crusade]] as the Emperor&#039;s forces reached the worlds near the galactic core. Many of these worlds were the Squat Homeworlds and, Squats being Spess Dorfs and Spess Dorfs being just regular Dorfs with tech, conflict became inevitable. Suffice to say, the [[Space Marine]] legions [[Rape|got their shit kicked in]]. Who would have wondered, that 8-foot tall supersoldiers would have trouble trying to fight in 5-foot by 5-foot tunnels with no cover whatsoever. Here&#039;s a fun hint, Empy&#039;s forces got creamed so hard it led directly to the development of the Mark 3 [[Power Armor]].&lt;br /&gt;
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The Emprah with all his infinite wisdom, decided that being on friendly terms with midgets all armed with D-Cannons and rapid-firing plasma machineguns is probably a good idea rather than engaging a war that might as well be the Imperium&#039;s Vietnam. So a treaty was signed to sweep the whole &#039;first-contact shenanigans&#039; under the bus and get back to business.&lt;br /&gt;
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The Squat Homeworlds as aforementioned, have long been part of the Imperium, but enjoy a level of autonomy greater than the ordinary self-governed Imperial world. Hell, the Squats are so autonomous that not even the [[Administratum]] can touch them. Instead, Squat Homeworlds are ruled by strongholds of leagues.&lt;br /&gt;
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Nonetheless, the Homeworlds, while governing themselves without interference from the Adeptus Terra, are expected to follow Imperial policy on wider issues. Both the Imperium and the Squats benefit from this arrangement: the Homeworlds provide troops for the [[Imperial Guard]]. The Imperial Guard also provides military support to the Homeworlds when necessary, as they would any other threatened Imperial worlds (Space NATO). Additionally the Squats trade their mineral wealth exclusively with the Imperium in return for some sweet, sweet moolah. The [[Adeptus Mechanicus]] are highly interested in the Squats and the Homeworlds for several reasons: Squats possess a high level of technical expertise which seems to come naturally to the race. Additionally, the Homeworlds as a whole possess the greatest amount of surviving [[STC]] equipment in the Imperium. The Squats are said to allow the Adeptus Mechanicus free access to Squat technology. However it is also said the Squats keep their technology from other races, regarding the Adeptus Mechanicus as little more than sorcerers mired in superstition.&lt;br /&gt;
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The relationship between the Homeworlds and the Imperium is therefore generally peaceful, although through history has been punctuated by bouts of war and bitterness. The Squats and the Imperium trade to their mutual benefit. Both races also share many enemies, especially [[Orks]], making it in their best interests to cooperate. The Squats do not follow the Imperial Cult, rather they revere their ancestors. Squats fighting alongside the Imperial Guard often adopt the Emperor into their beliefs, as a guardian of their ancestors.&lt;br /&gt;
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Squat technology is based upon the heavy mining equipment they brought with them to the Homeworlds. During their isolation from the rest of humanity they adapted it for other uses, notably exo-armour which was engineered from heavy mining suits. Squats continued to innovate and invent while humanity sank into a Dark Age. As a result, the Squats have developed technologies such as [[Wat|neo-plasma]] and warp cores far in advance of anything the Imperium owns. Some Squat technologies were absorbed into the Imperium, especially tunneling vehicles and weaponry such as the [[Tunneling Transport Vehicles#Termite|Termite.]]&lt;br /&gt;
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===Strongholds===&lt;br /&gt;
Strongholds are Squat settlement centres. They were generally founded during the original colonisation and those produced later are known as &#039;&#039;Newholds&#039;&#039;. Strongholds also often join together under Leagues to form defensive pacts.&lt;br /&gt;
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Generally a Stronghold develops around a mine and its associated living quarter although some later developments were not associated with mining. A hereditary Lord ruled each stronghold and was protected and supported by the [[Hearthguard]]. The [[Hearthguard]] were the elite of a Squat army and the servants to the Lord while also protecting the Lord when he went to war. Each Stronghold had a group of [[Squat Trooper|Brotherhood or War-Brethren]] which formed the core of the Squat armed forces for the Stronghold. Every Squat had an obligated 30-70 year service period although they may not be called upon to fight until they had sired two sons and raised them to maturity. This helped protect the continuity of the race from the Stronghold&#039;s military activities. A Squat could then retire from active duty with his honor and probably some wealth and take up a position of responsibility in his family&#039;s business.&lt;br /&gt;
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The Brotherhood was often also seen as a mercenary force. In times of peace warriors were traded for resources to either fight for the Imperium or for other strongholds. Another member of the aristocracy was the [[Squat Warlord|Warlord,]] a close relative of the Lord who was there to be placed in control of the Brotherhood in order to prevent Lords from wielding too much power and sending their troops into battles they should not be fighting. Other Lords would send their Brotherhoods on expeditions which range from locating other ancient and lost strongholds to a campaign against an alien race or piracy. Some Brotherhoods had totally turned to piracy and become known as Squat Reavers. When they returned to their stronghold they distributed the booty between the pirates and the Lord of the Stronghold.&lt;br /&gt;
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Squats had a requirement to provide forces for the Imperial Guard and this often took the form of a detachment of the Brotherhood.  &lt;br /&gt;
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===Leagues===&lt;br /&gt;
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So what are Leagues? Well, in a nutshell, they are groups of strongholds working together for a common purpose - usually mutual defense - trade or dealings with the Imperium.  Leagues varied greatly in size, the smallest consisting of four Strongholds and the largest consisting of over three thousand. The League of Thor was the most powerful and influential, including over 300 strongholds. The League of Norgyr was the league closest to Holy Terra. Now, under the new lore there exists the [[Leagues of Votann]], each formed around a [[Votann]] ancestor core. Votann-equipped leagues seem to be the only survivors as full scale polities in the Imperium, but at least some clans are known to have survived, usually working as engineers, miners and mercenaries.&lt;br /&gt;
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A League usually encompassed the Strongholds on more than one planet with the latest extant being 700 known Leagues total. Each League was led and dominated by a single Stronghold. As some Leagues were virtually nations with distinct cultures, Squats often identified themselves with the League their Stronghold belonged to.&lt;br /&gt;
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The Squats had a strong sense of mutual preservation, as it had been known for rival leagues to go to war with each another. Such occasions could lead to lasting enmity, as Squats were inclined to remember deeds of infamy for many generations much like the Book of Grudges from [[Warhammer Fantasy]]. The League of Thor and League of Grindel fought an unusually bitter war around 2,000 years ago when settlers from both sides clashed over the exploration of the Lost Stronghold of Dargon. The war that followed resulted in the destruction of several Strongholds and many key victories for the League of Thor including the capture of two other Leagues. Peace only came with the huge Ork invasion of Grunhag the Flayer which obliged all the Leagues to unify against their mutual foe. Although the war ended with the rout of the Orks, the two Leagues remained distrustful rivals and both sides considered the other side owing them debts of blood and honor. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Reboot Fluff==&lt;br /&gt;
This section details the new and updated fluff from 2022 onwards. This deals with the Leagues and their similar but new background for the modern 40k narrative.&lt;br /&gt;
===History===&lt;br /&gt;
[[File:Votann meeting.jpg|500px|thumb|right|[[Star Wars|200,000 clones are ready with a million more well on the way.]]]]&lt;br /&gt;
Even though the oldest living Kin don’t remember what their earliest days were like, some undeniable “First Truths” remain constant in the Votanns’ data tracks. One such truth is that the First Ancestors departed from ancient Terra prior to the Unification Wars to harvest the untold riches of the galaxy with the first holds being settled near the galactic core. What became of these Ancestors is unknown, but curiously when the Ancestors begun to fade away…the Votann are first mentioned.&lt;br /&gt;
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A second First Truth is that the Kin have always been a cloned people. The Ancestors used genetic systems called “cloneskeins” to [[Transhumanist|manipulate and modify their race’s molecular structure]], and continue to define their overall division of labor. Over time the Kin became squatter, denser, and stronger than an average human growing no more than five feet tall max. They’ve even been able to artificially neuter their [[psyker|psychic]] footprint to avoid the attention of [[Chaos]], in a not too dissimilar to how the [[Tau]] souls work. Other examples of this engineering can be seen in the Hearthkyn Warriors, who often are also engineered with particular cloneskeins that allow them to specialise in combat – heightened senses, improved stamina, and the ability to see better in the dark, to name but a few. In contrast, others augment their bodies for battle with mechanical limbs and synthetic organs, with members of the powerful Cthonian Mining Guilds being noted as extensive users of these body modifications. This is not that unexpected as that particular guild (which is noted as being a particularly extreme embodiment of the usual belligerent acquisitiveness of the Kin) is willing to fearlessly locate, secure, and harvest resources for their race from environments so dangerous that even other Kin would balk at their hazards leading to a need for extensive augmentation on their part. Because of all the above, some fans are now speculating that GW is tying the [[Men of Stone]] thread to the modern Squat civilization (either to the Squats themselves or to the Votann) given the [[Men of Gold]] and [[Men of Iron]] have already been speculated to be [[Perpetual]]s and [[Machine Spirit|abominable intelligence]]. It is also revealed the Leagues also have the “Iron Kin,” their fully-mechanical and true AI robot social class, who were designed with a prerogative to help their meaty cousins. This along the mention in some Kin myths of a “group of gleaming golden figures” relative to the first Votann (sometimes referred to as the the Gilded One), means this theory of the Kin being the Men of Stone could bear all the more weight. &lt;br /&gt;
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At some point during the reconstruction after the Horus Heresy, the ancestors of the Ironhead Squats arrived from the Leagues to help with rebuilding efforts on Necromunda. However they somehow lost their Votann ancestor core in the process and so they ended up having to stay on the world long after the rebuilding was done so they could try and track it down, a search which still continues to this day and has resulted in them regressing technologically in the mean time. Maybe someone should tell them to go search Van Saar&#039;s basement.&lt;br /&gt;
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With the formation of the Great Rift, the Leagues had lost a few holds and trade routes, pressuring them into expanding and gaining new trade routes, endorsing new colonization efforts, and slowly withdrawing from their semi isolated state.&lt;br /&gt;
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They also have variety of beverages cal Brü, which range from mainstay nutro-rations for soldiers and miners, to devastatingly alcoholic recreational beverages. None are recommended without a Kin constitution.&lt;br /&gt;
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===Culture===&lt;br /&gt;
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[[File:1657022781779.jpg|300px|thumb|right|I NEED MOAR]]&lt;br /&gt;
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{{topquote|So, we&#039;re talking about space dwarfs who need more RAM for their gods?|Anon}}&lt;br /&gt;
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In the modern day of the 41st Millennium, the culture of the Kin seems very egalitarian, with no distinction between male, female, machine or otherwise amongst its members. [[Greater Good|United in the guidance of the Votann, the Leagues of the Kin operate with seeming unity, with the Kin working in unison for the betterment of their Kindreds, or so it would appear to outsiders.]] The truth however is a little more complicated than that though.&lt;br /&gt;
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The Leagues are semi unified conglomerates of  &amp;quot;family states&amp;quot; (a cross between nation states and extended family) called Kindreds, guilds, Freelancers, and kinhost armies. While the Leagues are very communal and chummy with their fellow kin, this does not stop the dark influences of a past long gone from seeping into their civilizations. &lt;br /&gt;
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Entire planets and even systems with ecosystems and civilizations stripped to the bone, regardless of the ethics. Global magna extraction and tectonic delving allows the Kin to harvest whole worlds, populated or not. Evacuation may be offered, but not always. Ferocious competition between Guilds and freelancers, who have taken on the mantle from dark age corporations, merc groups, independent contractors, and cartels and follow the philosophy of &amp;quot;When someone has what you want, why not take it.&amp;quot; While the Kin do live to serve their fellow kin, their societies, and their ancestors, they are also filled to the brim with society-wide greed and hunger. As individuals, they may or may not have such hungers, but as communities they will devour entire worlds. Not even the universe itself will be enough for their wants. &lt;br /&gt;
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This does not mean they are the type to cut corners. Far from it. Like their many Dwarven counter parts in other media, one of the things they appreciate is fine ass Craftmanship. No planned obsolescence, shoddy piss water, and easy to break communicators here. Only the best in quality is acceptable (or at least, the best they can make). And this is not even such a difficult feat for them. High quality mass produced goods is the norm for League society, with their high technology and industrial society. Many of their holds are even live-in factories, constantly churning out master crafted items at a constant pace. The Leagues overall conduct resource extraction, industry. and technology developments on a vastly larger scale, making the Imperium look puny in their developments by comparison. And unlike the imperium, they dont dig for the ore required, wasting time and lives (unless of course they actually have to occupy a world, then they&#039;ll mine, extract, manufacture, and bunker down to their hearts content on whatever occupied planetary body they are on). The Kin instead sees that whatever asteroid or world they are working on can just be torn apart, and the remnants plucked out the wreckage&lt;br /&gt;
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But despite all their comforts and conveniences (when they aren&#039;t minimalists with cool toys), they are still a hardy people who revere their ancestors and promote the importance of sacrifice.&lt;br /&gt;
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===Morals and Virtues===&lt;br /&gt;
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The Kin are a highly conservative race who are extremely focused on preserving their territories and secrets, as well as the survival of their entire species. This is the primary driving motivation for the majority of all kin. They can be implacable enemies and valuable allies, but securing their aid, let alone getting them to change their minds on a subject, is fairly difficult. If the deem the motivation of another group to against their interests, they will be more likely to treat them as foes rather than make friends. &lt;br /&gt;
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The ancestry of the kin as void-bourne miners has led them to develop an unforgiving moral code. They have no tolerance for laziness, wastefulness, or incompetence. In the cold darkness of space, a filter changed too late, a weak seam missed, or a leaking water tank could could kill an entire crew. Despite all their technology, the Kin have retained this perfectionist worldview, and such behaviors are treated as deadly sins. Furthermore, the Kin have adopted an extreme survivalist mindset. leaving resources unharvested is seen as another form of waste, and they would would rather pause to strip a stellar body bare than leave it behind for someone else to find. This has gained them a reputation as selfish hoarders among some other species, but for the kin its simply prudent.&lt;br /&gt;
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The Kin prize efficiency, and this can be seen in the way they coldly and quickly dispatch targets on the battlefield. Yet, paradoxically, they will go to extreme lengths in an effort to settle a grudge, as happened during the Five Hundred Years&#039; War against Waaagh! Morbok. The Kin don&#039;t see this as a waste, as leaving a particularly hated or dangerous foe alive is not only a danger to the entire race but an affront to the ancestors.&lt;br /&gt;
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The Kin are natural explorers, and their culture compels them to return new information to the Votann. The Hernkyn fulfill this duty by plunging into the dark and undiscovered portions of the galaxy. this allows them to find new resources to exploit as well as threats to neutralize before they become a danger. Others travel beyond the Galactic Core in search of opportunities for trade or profit.&lt;br /&gt;
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===Technology===&lt;br /&gt;
Let&#039;s not beat around the bush here; League technology is almost always a clear upgrade over the Imperium. While they didn&#039;t retain everything after the collapse of the golden age, they kept far more than their Imperial counterparts, to the point where they can at least echo DAoT society and its tech. While much of the Leagues&#039; tech is reminiscent of the Imperium&#039;s in form and function, it is generally far more advanced, reliable and ubiquitous.&lt;br /&gt;
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Kin gene-technology allows them to make stable mutations, psykers and even alter their souls. [[Cyberpunk|Cybernetic implants and genetic modification is the norm; advanced helper AI citizens walk the streets as equals.]] They have [[T&#039;au|advanced ion weaponry]], something that terrified the shit out of the Imperium to the point where they just straight up [[Derp|banned it.]] Their guns hit harder and faster, so that even their basic infantry can prove to trouble for your average space marine. And unlike the Imperium&#039;s physically and politically unstable hive worlds with their overcrowded, polluted and crime-ridden hive cities, the League&#039;s Holds should be considered closer to actual fortified arcologies. Agri-worlds? Why grow your food using primitive farming methods when you could just grow your [[Meatbread|foodstuffs]] in factories, labs and indoor facilities?&lt;br /&gt;
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Much of the kin arsenal makes use of exotic material not found outside the galactic core. This includes extremely hazardous materials like dark-star ore; the universal dampening field the material emits can halt all mechanical and organic functions making [[Grimdark|even the mildest of wounds lethal]]. Because of its inherent dangers, the material is mined and shaped with exceptional care and only wielded by those who can be trusted with such [[Plasma|tactically valuable yet dangerous weapons]]. Even their teleportation technology is almost flawless, standing in stark contrast to its incredibly risky Imperial counterpart and allowing kin to be deployed [[Reasonable Marines|safely and tactically]].&lt;br /&gt;
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Many kin weapons are augmented with HunTR modules, which connect to their neural implants to help [[Ork Snipers|bring about the best possible firing solutions.]] Their Brôkhyr have mastered the manufacturing of focusing lenses and other components necessary to produce a sustained stream of energy, leading to focused beam technology that can be used on and off the battlefield, such as their mining and excavation industries. Their exclusive Volkanite weapons are similar to imperial [[Volkite Weaponry|Volkite]] (and may even be closer to the &#039;&#039;original&#039;&#039; technology), with the key difference that they appear to be [[AWESOME|not only more powerful but also more common.]]&lt;br /&gt;
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Ancestor cores are so [[Bear Lore|big-brained]], in fact, that they actually shine in the warp, fulfilling a similar role to the astronomicon (albeit on a far smaller scale). The Leagues&#039; warp drives and gellar field are also superior to those of the Imperium, but since they don&#039;t dive quite so headlong into the Warp their ships are generally slower than their Imperial counterparts. However, the kin&#039;s methods of warp travel are far safer and more predictable, which they feel outweighs the slower travel speed. And their ships are FUCK HUGE, to the point where they [[Dwarf|dwarf]] even the largest of the Imperium&#039;s interstellar vessels.&lt;br /&gt;
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Shielding developments are also prevalent in the physical realm. Unlike conventional [[void shields]], weave-field generators employ techniques to overlap differing energy fields, interlocking over a range of frequencies and exotic energies. Weave field generators are compact, efficient and scalable, and can be used either as personal shields or projected onto entire areas, the latter of which which is useful for mining.&lt;br /&gt;
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Other amazing devices include pan-specular scanners, which allow the Kin to find an enemy’s location not just physical objects, but through the warp. Even the most terrifying of galactic phenomena are reaped through atom-delving and transotheric resubstantiation; [[Tyranids|stellar siphons drain the stars themselves, as the cthonic mining guilds take whatever resources they need.]] They can even [[Necron|move entire planets.]]&lt;br /&gt;
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Unfortunately, despite holding on to far more dark-age technology than most of humanity&#039;s other splinters, what the Leagues did lose was typically their knowledge of [[Golden Throne|how to make and maintain the really good stuff]] - things like the Votann themselves. Due to this, while they&#039;re closer to the technological pinnacle of dark-age humanity than the Imperium, the ongoing decay of the Votann cores combined with [[Adeptus Mechanicus|a culture which prefers tried-and-true traditionalist approaches over risk-taking and innovation means their development and research has slowed to a crawl.]] Until this is fixed (if it ever will be), they are stuck behind the Eldar and the Necrons technologically. But hey, at least they aren&#039;t on the Imperium’s level of decay.&lt;br /&gt;
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===Aspects of League society===&lt;br /&gt;
*&#039;&#039;&#039;Leagues:&#039;&#039;&#039; Conglomerates of family states united for better economic and defensive potential. Competitive, but not to the point of self destruction and to the point where it gets in the way of productivity. Looks down on the Imperium, but trades and sometimes even works with them. Distrusts the Eldar because they are entitled bastards who are bad for business. Some are business partners with the Tau and gives them ion guns and other goodies. Loves their Votann to point of self sacrifice. Their numbers greatly outnumber the populations of the upstart tau and the dwindling Aeldari, yet their population is still far fewer than the Imperium&#039;s obviously (they are still described as having formidable and vast interstellar empires however). Loves their Galactic core due to its crazy amounts of wealth and minerals, and it being quite inhospitable to the other races (which they were &amp;lt;ref&amp;gt;&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&amp;lt;/ref&amp;gt;made to live in). There is no exact number of known Leagues, the Kin find no use in keep track of it. Can often be in nomadic fleets or living in spacefaring holds. Currently trying to fix up their broken trade routes after the Great Rift appeared. The Leagues are named in honour of the Votann themselves, who are also known variously as the Primal Ancestors, the Gilded Ones, or the Stoneminds. In some Kin myths, Votann was not one being but many, and is sometimes depicted as a group of gleaming golden figures, or a wheel of graven stone faces. In other myths, the Votann fashioned the first crucibles, then raised the Kin up and sent them sailing into the dark void - before oceans of fire and flesh rose to swallow the. Some myths speak of Votann as eldest and wisest of the First Ancestors, themselves shadowy presences ill-defined and shown in many different forms - both humanoid and otherwise - where they are depicted at all. With typical pragmatism, the kin accept that their myths are too contradictory, allegorical, and suspect to be cited as possessing a definite basis of fact.&lt;br /&gt;
*&#039;&#039;&#039;First Ancestors:&#039;&#039;&#039; The DAOT colonists (engineers, miners, etc) who journeyed to the galactic mineral-rich core in generation ships as part of a large colonization effort from Terra. The first ancestors are cited to be agents of change, and held responsible for the majority of the stable mutations - collectively known as cloneskeins - that run through the kin gene pool. Why did they not return to the heartlands of humanity is unclear. From the fact that so many Kin fleets plunged into the galactic core within a period of only a few centuries, it might be inferred that a deliberate choice was made. It is during this period that the last references to the first ancestors can be found. Not much else is know about them besides the fact they disappeared when the Votann first appeared...&lt;br /&gt;
*&#039;&#039;&#039;[[Votann]]:&#039;&#039;&#039; Super-cogitators, which contain Gestalt repositories of unimaginable inherited wisdom and knowledge, along with [[Spirit stone|Ancestor Cores]] with their self-organizing datastacks and quantum infocores. They communicate with the Kin via a tangle of arcane technology called a &amp;quot;Fane&amp;quot; and through the special class of Kin psyker priests called the Grimnyr. All members of the Leagues after they pass on are returned and recycled by the ancestor cores in somber ceremonies, both mind, and body. Even the ironkin are not immune to this fate, as while they are long-lived, they will eventually slow down to a crawl and breakdown. The minds and uploaded data are kept in the Votann, while the bodies are recycled to make new kin. They are currently breaking down and developing [[Machine Spirit|&amp;quot;personalities&amp;quot;]], with calculations that normally took hours taking decades, if not centuries to complete. However they can still be modified by the kin (often at the votanns request). Curiously, they also serve another purpose of acting as mini [[Astronomican|Astronomicans]] for the Leagues, due to their vast intellect literally shining in the warp. Has been stated that the &amp;quot;Votann belong to the Kin as Kin belong to the Votann&amp;quot;. Often act more like advisors and repositories (none of them have been leaders). Due to their degradation and age, some of the Votann have even lost the ability to produce more kin (Brokhyrs and Ironkin Guilds can produce more ironkin, but they are of lower quality than what the ancestors could create). The ancestor cores have also been stated to have been on the first generation ships.&lt;br /&gt;
**&#039;&#039;&#039;Fane:&#039;&#039;&#039; The grimnyr interface in Arcane technological structures called Fanes. A space of timeless devices and quiet contemplation, at the heart of which lies a complex tangle of machinery that is part altar, part interface. It is said that these machines were simply nodes through which the wisdom of the Votann flashed with the speed of thought from one voidcraft to another. They still fulfill this practical purpose. Culturally though, Fanes have taken on a greater spiritual significance to the Kin, so that now they are viewed as places where one stands in full regard of the Ancestors, and where the presence of the Votann lies heavy and Sombre. Indeed, through arcane technological processes that even the Kin do not fully understand, there have been instances recorded of fanes miraculously developing artificial intellect in their own right, and joining the ranks of the Votann themselves. These occurrences of miraculous self awareness are cause for great honour and celebration amongst the Kin in whose Hold they occur. By comparison though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy for the Kin.&lt;br /&gt;
**&#039;&#039;&#039;Votannic Council:&#039;&#039;&#039; A League’s ultimate ruling body. Stubborn, and are slow to change their minds or come to decisions. Elections in the Leagues generally are extremely heated. Needed for full on wars (local conflicts excluded). The Votann are generally treated as part of the council, and they and their Grimnyr often serve as advisors. Every Kindred governs itself in a huge spherical chamber known as the Spakerönde. The ruling councils are called Hearthspake. The Hearthspake sees little of the politicking or self interested maneuvering that typifies man species political arenas. The Kin might be hard headed, but they are almost always earnest and honest in their desire to guide their kindred well.&lt;br /&gt;
**&#039;&#039;&#039;Guild Masters:&#039;&#039;&#039; Guild Leaders who have worked their way up through the Leagues meritocracy. Note that there can be multiple guild masters on the council.&lt;br /&gt;
**&#039;&#039;&#039;Brôkhyr Forge-Master:&#039;&#039;&#039; The absolute cream of the crop from the forges of the Leagues, they not only have proved their ability to create technological marvels,but over see their development as well. They also bring the fury of the Forge to the battlefield, delivering council to the warriors on the field as well.&lt;br /&gt;
**&#039;&#039;&#039;Lord Grimnyr:&#039;&#039;&#039; The ultimate representative of the Grimnyr, who embodies wisdom, guidance, and insight. The Lord Grimnyr acts as the voice of the Votann itself, acting as a walking conduit for both their lore and gestalt might. This role is not purely a ceremonial or advisory role, for it is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes, ears, and voice of the Votann, dispensing wisdom to friends and allies, and unleashing the wrath of the Ancestors. It is not known how they are selected for the position.&lt;br /&gt;
**&#039;&#039;&#039;Grimnyr:&#039;&#039;&#039; Kin psykers that wield massive amounts of power. Capable of accessing &amp;quot;empyrically archived&amp;quot; Votann wisdom. They are probably deeply tied to the Votann and represent them in their wing of the Leagues governments. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; Definitely have very long beards.&lt;br /&gt;
**&#039;&#039;&#039;High Kâhl:&#039;&#039;&#039; The ultimate military commanders of the kinhost militaries. To be named High Kâhl is both a tremendous honour and a awesome responsibility. To be elected a High Kâhl, the incumbent must go beyond just a tremendously capable warriors ,and a indomitable battlefield leader. They must master the cruel calculus of war itself.&lt;br /&gt;
**&#039;&#039;&#039;Kinhost commanders/senior Officers:&#039;&#039;&#039; The military leaders of the Kinhost militaries that rank below the High Kâhl.&lt;br /&gt;
*&#039;&#039;&#039;Kindreds:&#039;&#039;&#039; A combination between nation state and extended family, essentially the societies that make up the Leagues. Generally lives in holds (although it&#039;s population is encouraged to go travel throughout the galaxy and make their ancestors proud). They are very communal in nature, and their populations range from a couple dozen to the millions. Each one is governed by a Votannic council. They have their own aspects which are called the Four Pillars:&lt;br /&gt;
*# Hearth: “the heart of the hold,” literally the heat and light their forges, recycle air, and let the kin thrive &lt;br /&gt;
*# Forge: Here everything the Kindred needs is built, from weapons to life-support systems&lt;br /&gt;
*# Fane: Where the Grimnyr interface with the Ancestor Cores&lt;br /&gt;
*# Crucible: Where new flesh and blood Kin are made, if not from a more natural method.&lt;br /&gt;
*&#039;&#039;&#039;Hearthspake:&#039;&#039;&#039; In a given hold, the Hearthspake is the governing body, no matter how big or small. They are a council comprised of Guild representatives of particular commercial groups, the hold&#039;s attendant Grimnyr, as well as the leaders of the hold&#039;s Kinhost, such as the Kahl.&lt;br /&gt;
*&#039;&#039;&#039;Kinhosts:&#039;&#039;&#039; The militaries/militias of the Leagues, made after the kindreds united and combined their militaries. Soldiers are typically drawn from the civilian populous, but are not restricted to kinhosts only, as depending on their decision (after they completed their oath of service to their Kâhl), the soldier may return to civilian life after they have done their service. Objectives range from protecting colonization efforts, protecting resources extraction operations and other guild/kindred interests, and overall defense to annihilating entire worlds because they know too much. Has a slightly overall civilian look to them (but are still more deadly than Imperial forces). The forces within the kinhosts militaries (called oathbands), are extremely flexible on what they consist of. Some of these oathbands can even consist entirely of mercenaries.&lt;br /&gt;
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*&#039;&#039;&#039;Guilds:&#039;&#039;&#039; The overall backbone of the Leagues. Independent commercial groups. Builds holds and everything else. Regulates and manages almost everything, and oversees fair competition (but are not necessarily overbearing). Does not like cutting corners. Very competitive and ruthless in general. Is unofficially apart of the government. Typically doesn&#039;t leave their own holds. Does not like Freelancers and outcasts (and the occasional rival guild). Every aspect of life and production is affected by the guilds. Clonskin guilds exist and work to improve upon and stabilize cloneskins. Ironkin Guilds exist as well.&lt;br /&gt;
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*&#039;&#039;&#039;Freelancers:&#039;&#039;&#039; Independent contractors, mercenaries, traders, explorers, plumbers, etc. Does the same thing as the guilds except with less political influence and resources. Not too fond of guilds&lt;br /&gt;
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*&#039;&#039;&#039;Holds:&#039;&#039;&#039; The homes of the Leagues and its organizations and populous. Typically enclosed and fortified, holds vary in type and size. Can range from underground tunnels and narrows, to fortified bunkers and live in factories, to hive cities and ecumenopolises. Also comes in the form of space stations, asteroid colonies, and ships. Industrial and high tech in nature, yet typically very cozy with a lot of empasis on community, closeness, and interaction. Essentially hive cities except not shit and on steroids. Contains &amp;quot;Hearths&amp;quot;, which act as the hearts of the holds, providing heat, light, and recycled air, and overall let the kin thrive. Hearths also act as reactors for the Kins holds, powering up all their electrical needs.&lt;br /&gt;
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*&#039;&#039;&#039;Kin in general:&#039;&#039;&#039; The general population of the Leagues. Mainly consists of ironkin, fleshkin, and clonekin (although, there could be more). Tough as nails, and artificial in nature. Comes from &amp;quot;crucibles&amp;quot; (which they prefer due to regular reproduction diluting the genetic quality of offspring. Generally enhanced by both biological and cybernetic means. Very intelligent and industrious. Loves their ancestors to death. Loves their Kin and kindreds. Loves making their master crafts. Loves living in their fortified holds (but will go out into the galaxy to serve the ancestors, their guilds, and their communities). They get to pick their own names (excluding their family names, which they get from the names the crucibles has attached to it, and its considered rude to change), and gain more throughout their life from fellow kin like &amp;quot;Orkslayer&amp;quot;. Loves their individuality and mutations (although some cloneskin templates and mutations can actually lower the lifespan of a clonkin, along with clonekins who had their production accelerated). Far from uncommon for them to get plenty of physical alterations. They were also made to resist and endure the warp and its corruptions, dampening their souls (note: they are masking their souls brightness, not actually dimming down their souls) for better protection. They also have high amounts of white blood cells, which allows them to greatly resist disease, imbibe higher amounts of alcohol, and heal swiftly. Some can see in infrared.&lt;br /&gt;
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*&#039;&#039;&#039;Ironkin:&#039;&#039;&#039; The League have [[Men of Iron]] now, or at least true AIs. Appears to be comparable to a Servitor, although distinctly described as being treated as equal to the fleshy Kin. The Ironkin can mimic their living counterparts’ every behavior and demeanor, but display no sense of ambition and are hard-wired with a desire to be helpful. Their bodies are all built for a unique purpose and cannot be easily replaced should they be damaged. One such purpose are the Wayfinders, which are the supercomputer, squatty equivalent of Imperial [[navigator|navigators]], allowing the Kin to traverse the Warp without the need of psykers, and thus reduce the threat of daemonic incursions. All ironkin have a CU, or Cerebral Unit, and a mechanical body, both of which are unique to each individual ironkin. The CU&#039;s themselves are nigh indestructible (with microfield generators woven into the structure of the unit), and can send out distress beacons. Since Kin are Kin, these are high priority for recovery.&lt;br /&gt;
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*&#039;&#039;&#039;COGs:&#039;&#039;&#039; Are essentially the lower forms of AI, automata, and algorithms the Leagues possess. Akin to tau drones (yet still more advanced). Does much of the menial jobs and such in the Leagues, along with being utilized in combat as well, and overall helps automate the Leagues of Votann. Probably still treated better than servitors (especially considering they look like ironkin).&lt;br /&gt;
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*&#039;&#039;&#039;Outcasts:&#039;&#039;&#039; Hippies, lone wolves, academic heretics, illegal experimenters, and other scourges of bureaucracy.&lt;br /&gt;
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===Known Leagues===&lt;br /&gt;
[[File:VotannMap.jpg|450px|right|thumb|Leagues of Votann Astrography of the Galactic Core.]]&lt;br /&gt;
*&#039;&#039;&#039;Greater Thurian League:&#039;&#039;&#039; One of the original founding Leagues and the poster boy League. Has a teal color scheme. Largest of the Leagues, spreading over a wide expanse of the galactic core and very influential on the other Leagues. Includes over 200 allied kindred holds, and it contains the biggest guild. Very wealthy and expansionist, they have a lot of military might and resources at their disposal and they want to expand their reach. Their members think they epitomize what it means to be Kin. Are uncompromising with their mercenary attitude. Apparently, their grim, methodical pragmatism is an inspiration to other Leagues. The Kin’s special character Ûthar the Destined hails from this League.&lt;br /&gt;
*&#039;&#039;&#039;Urani-Surtr Regulates:&#039;&#039;&#039; A determined League constantly being invaded by groups of Orks, Tyranids, and Necrons, despite this the League is determined to fight to the last person standing. Their colors are greens and brown. Their kin live on the minimum and are currently at war with the Necron Dynasty of Samnokh. Are stoic, pragmatic, and abhor waste like most other Leagues, though they are noted for being less concerned with the cost of lives and material for battle to prevent giving up ground. Likes to keep their population counts high for their oathbands. No kin admitted to the Urani-Surtr Regulates has ever left.&lt;br /&gt;
*&#039;&#039;&#039;Trans-Hyperian Alliance:&#039;&#039;&#039; The most puritanical in their worship of the Ancestors. Sacrifice has more importance to them than the other leagues. Their colors are mostly orange and white. They enjoy collecting data and new info for their Votanns. They are a nomadic league, spread out not only across the galactic core but beyond, into far space with their 3 Votanns being stored in heavily armed ships. Their prospectors are known for venturing the width and breath of the galaxy in search of resources, and the League’s Hernkyn Pioneer riders are extremely skilled and considered genuinely exceptional by the other Leagues. This lifestyle is driven by the requirement to enrich their Votanns, which for the Trans-Hyperian Alliance is a reward in and of itself.&lt;br /&gt;
*&#039;&#039;&#039;Kronus Hegemony:&#039;&#039;&#039; Also known as Kôrynn’s Kindred they are the most militaristic and aggressive league (to the point of being aggressive even to other leagues). Their color scheme is yellow and black. They are a relatively new league formed less than millennium ago. [[Awesome|Ork WAAAGH!s, Tyranid swarms, and many other threats have been broken by the mighty kinhost of the Kronus hegemony]]. They are known for having a harsh reputation, due to their strictness and quotas. The formation of their league was due to their League’s Fane (computer systems) achieving self-awareness and transforming into a full blown Votann which has subsequently been demanding the Hegemony should always be gathering resources; Kindreds that join have to pay a hefty price to join and then have to pay hefty tributes through conquest. They also already pissed off the other Leagues in territorial disputes. Despite their reputation, they are still seen as a boon for the other Leagues due to their defensive capabilities.&lt;br /&gt;
*&#039;&#039;&#039;Ymyr Conglomerate:&#039;&#039;&#039; A massive and ancient power bloc. Has a red color scheme. Few value quality craftsmanship more than the Ymyr conglomerate. They have long ventured beyond the core trading and operating all over the galaxy. They are the richest League, having the best living standards to boot. Even for the other Leagues, they appear decadent. They also have a higher amount of high-quality weaponry and equipment for their kinhosts. &lt;br /&gt;
*&#039;&#039;&#039;Seran-Tok Mercantile League:&#039;&#039;&#039; Has risen to prominence and profited greatly from trade with the T’au Empire. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; confirmed to be the Demiurg.&lt;br /&gt;
*&#039;&#039;&#039;Grand Orion Compact:&#039;&#039;&#039; Their Votann was destroyed by Orks from WAAAGH! Morbok resulting in a grudge against the green skins and starting a 500 year long war of extermination against the members of that WAAAGH!&lt;br /&gt;
*&#039;&#039;&#039;Emberg Agnir Bloc:&#039;&#039;&#039; Destroyed by Tyranids. Their Votann absorbed their biomass to deny the Tyranids their prize as revenge, which drove the Votann mad, turning it into &amp;quot;The Mad Core&amp;quot;, which causes fluctuations in the Warp impeding travel near their former hold, which brings up a lot of fluff questions of its own. How exactly does a mechanical supercomputer &#039;&#039;assimilate&#039;&#039; an entire hold/league? Was it something like [[Forge World|Lucius]], where the Mechanicus holed themselves up underneath the surface, [[Tomb World|using teleportation to send their forces up and retrieving the shatted out mechanical bits back later]]? Or is this some weird techno-vore thing [[Grimdark|where all the dorfs jumped into an acid vat so their biomass could be used by their god?]] Either way, their Votann may have been one of the few Cores left able to react quickly, not that it&#039;ll be of much use now. Probably a callback to the original demise of the Squats.&lt;br /&gt;
*&#039;&#039;&#039;Ghulo Industrial Complex:&#039;&#039;&#039; This League is forever adding new systems and planets to their impressive holdings, and are skilled in transforming even the most barren of worlds into productive and valuable assets. Pours almost all of their time and energy into maintaining trade routes, and keeping their convoys of heavy haulers and escort ships moving along them. This League contains several extremely large and powerful Cthonian guilds, whose influence in the Hearthspakes is such that they&#039;re virtually the defacto rulers of the Ghulo Industrial Complex as a whole.&lt;br /&gt;
*&#039;&#039;&#039;Typhon-Styx Protectorate:&#039;&#039;&#039; A League that is renowned for their indomitable fortifications. Their oathbands lean towards steady and relentless strategies, advancing from one position to the next, and allowing  waves of enemy counter attacks to smash themselves apart against swiftly-raised ramparts and tanks, dug in as temporary bunkers. Their holds are exceptionally [[Imperial Fists|fortified]].&lt;br /&gt;
*&#039;&#039;&#039;Grendl Dominance:&#039;&#039;&#039; An overly warlike League.&lt;br /&gt;
*&#039;&#039;&#039;Jotun-Erydani Combine:&#039;&#039;&#039; A League that is renowned for their Craftmanship and forging. Is a strongly meritocratic and Brôkhyr centric society.&lt;br /&gt;
*&#039;&#039;&#039;Kapellan League:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning.&lt;br /&gt;
*&#039;&#039;&#039;Balor-Attal Conglomerate:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning. Is in the process of disintegrating.&lt;br /&gt;
*&#039;&#039;&#039;Tehys Expanse:&#039;&#039;&#039; A extremely wide spread League. It&#039;s Kindreds [[ComStar|maintain contact by means of a singularity potent interstellar communications network, whose proprietary technologies they will only lease to other Leagues for a substantial fee.]]&lt;br /&gt;
*&#039;&#039;&#039;Sigma-Drakoni Union:&#039;&#039;&#039; [[Saim-Hann|A martially inclined League that prizes honorable combat greatly. It&#039;s Kinhosts are held to a strict code of conduct at all times, and take an unusual degree of pride in their heraldy and decorative insignia.]]&lt;br /&gt;
*&#039;&#039;&#039;Pan-Telluric Commonwealth:&#039;&#039;&#039; A exceptionally egalitarian society.&lt;br /&gt;
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===Known Kindreds===&lt;br /&gt;
*&#039;&#039;&#039;[[Deep Rock Galactic|Deep Rock Kindred]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Vortun:&#039;&#039;&#039; Belongs to the Greater Thurian League. This is the Kindred Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Khâld&#039;s Star Breaker Kindred:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred Crimson:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skâlfi&#039;s Kindred:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;The Kindred of Nârunn:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Vykât&#039;s Kin:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Echodark:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;The Thousand Stars Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Iron Canyon Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Star-Delver Kindred:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Ork Slayers:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Yôht&#039;s Black Pillars Kindred:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;The Kindred Stoic of Nightgulf:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;Kindred Six:&#039;&#039;&#039; A Kindred with a very basic name. Belongs to the Kronus hegemony, and is brutally direct. Prides themselves on their mastery of urban warfare. Are sometimes rivals with Sylâkh&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Kindred Eleven-D:&#039;&#039;&#039; A Kindred with a very basic name.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Oriâkh&#039;s Irongate Kindred:&#039;&#039;&#039; Had their core destroyed by WAAAGH! Morbok. Belongs to the Grand Orion Compact.&lt;br /&gt;
*&#039;&#039;&#039;The Void striker Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Lâkhryr&#039;s Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Nôthka&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. They maintain a Hold amidst the calamitous ruin-belt of the Broken Triplets, a trio of threatening worlds that were smashed during an ancient catastrophe.&lt;br /&gt;
*&#039;&#039;&#039;Orksbane Kindred:&#039;&#039;&#039; Belongs to the Ymyr Conglomerate. Owns the world of Tamâkh, which the Hold of Brôkhfyre is built upon. They control and capture the exotic and deadly spectra emanating from the world&#039;s nearby star, using mile high stellar vanes. These energies pour into their forge, which is amongst the greatest in the Leagues, as it is renowned for the weapons of war it can produce.&lt;br /&gt;
*&#039;&#039;&#039;Kârkyr Stellar Nursery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yênna&#039;s Kindered:&#039;&#039;&#039; Another Kindred named after it&#039;s core. Is in possession of Balewind Harvester stations.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Aârnok:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kôrynn’s Kindred:&#039;&#039;&#039; Was originally apart of the now faltering Kapellan League. Broke away with several other Kapellan Kindreds to form the Kronus Hegemony when their Fane achieved self-awareness and became a newly ascended Votann. They gave become central to the Kronus hegemony, and receives portions of the Leagues spoils for their Votann&#039;s defense.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Liminus Crag:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Are famed as shipwrights of the swiftest void craft and atmospheric gunships.&lt;br /&gt;
*&#039;&#039;&#039;Ukûlak&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Has every last one of their Kin serve at least a decade as Hernkyn in their early years to Honour their ancestors.&lt;br /&gt;
*&#039;&#039;&#039;Sylâkh&#039;s Kindred:&#039;&#039;&#039; A Kindred name after their Core. Favors massed artillery and siege warfare. Are sometimes rival with Kindred six.&lt;br /&gt;
&lt;br /&gt;
===Known Holds===&lt;br /&gt;
*&#039;&#039;&#039;Obsyd Gate:&#039;&#039;&#039; A prominent hold of the Kindred of Vôrtun, which belongs to the Greater Thurian League. This the hold Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Grand Hall:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Hold Silver Six:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Demmâk&#039;s Haven:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Gulf:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Ûrvymm&#039;s Bulwark:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Cynder Span:&#039;&#039;&#039; A prominent hold of the Ymyr Conglomerate &lt;br /&gt;
*&#039;&#039;&#039;Delvegard:&#039;&#039;&#039; A prominent hold of the Ghulo Industrial Complex&lt;br /&gt;
*&#039;&#039;&#039;Sunder Stair:&#039;&#039;&#039; A hold belonging to the Nôthka&#039;s Kindred. Sits at the heart of the Broken Triplets.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Brôkhfyre:&#039;&#039;&#039; Lies upon the world of Tamâkh, and is owned by the Orksbane Kindred.&lt;br /&gt;
&lt;br /&gt;
===Known Mining Worlds/Zones===&lt;br /&gt;
*&#039;&#039;&#039;Törg:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Darkstar Mines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Enclaves===&lt;br /&gt;
*&#039;&#039;&#039;The human enclave of New Catachan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Guilds===&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Mining Guilds:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yngvâry Combined Logistics:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Star-Rider Mercantile Confederation:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Guild of Kâdokh:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
&lt;br /&gt;
===Regions/Warp storms===&lt;br /&gt;
The galactic core to most species is a uninhabitable. Only the hardiest of species and civilizations could ever dream to live here. But should they survive, the great riches of the core will open to them.&lt;br /&gt;
&lt;br /&gt;
In constrast to the Imperium, the Kin do not recognize the name &amp;quot;The Great Rift&amp;quot;, believing it would lend further superstitious menace to a already menacing threat. The appearance of these warp storms has caused much havoc in the galactic, from swallowing up entire kindreds, to aggravating local core xenos. Some refugees from these swallowed up kindreds were able to make it out thanks to pan-spectral arrays, which gave some small warning to said kindred refugees. Those who escaped told of holds falling into complete madness, and right on their heels were hordes of ravenous Chaos war fleets. These storms have made the already extraordinarily dangerous core even more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Storms:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Örgvayr:&#039;&#039;&#039; roughly translating to &amp;quot;Ogre&amp;quot; in Low Gothic, this warp storm appeared on the north eastern fringe of the Greater Thurian League, swallowing up the Void Striker Kindred and Lâkhryr&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Cölosyk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gëirokh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Töroll:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Öggh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cyklöp:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xenos in/near League territory===&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks have long-been an enemy of the Kin, their own species-wide durability and sheer refusal to go away making them perhaps the only other species able to comfortably withstand the crushing weight of the galactic core. Being the main neighbors of the Kin, coupled with Orks being Orks and wanting a good punch up, has resulted in their species perhaps being the only thing the Kin consider to be an arch-enemy. With the Five Hundred Years war with WAAAGH! Morbok resulting in the destruction of a Votann, the stellar fleets of Bogg da [[Freebooterz|Freeboota]] King invading in the lieu of some warpstorms, and the neighboring Ork Empire of Morzag, all these things have solidified the Orks as constant pebble in the Kin&#039;s boot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; &amp;quot;The Bane&amp;quot;, as the Kin know the Tyranids as, has become somewhat of an intense threat/material opportunity for the Leagues in recent millennium. Hive Fleet Leviathan wiped out the entirety of the Emberg-Aegnir Bloc, resulting in the Mad Votann, and so earning the ire of the species. But at the same time, the Leagues hunt down hive fleet tendrils to harvest them for organic materials (likely their bio-metals and acids). Ultimately, they&#039;re treated more as a hazard than a direct enemy to fight with. &lt;br /&gt;
*&#039;&#039;&#039;Minor Species:&#039;&#039;&#039; The typical one-off species that exist to pad out the Galactic Core to make it less empty. Nothing is known about them other than their names and that they are taking the Great Rift as an opportunity to get antsy. They include the Septeryx, the Chrobdyr Ferrophagites (rust monsters lol) and the ominous Cult of Ohn.&lt;br /&gt;
*&#039;&#039;&#039;Other Big Players:&#039;&#039;&#039; With the Great Rift opening and swallowing a shit ton of Holds, many Kindreds and some Leagues have opted to scarper out of the Galactic Core and find new steading elsewhere. This vacuum has allowed an opening for the Imperium, the T&#039;au Empire, and the Craftworld Eldar to move in on the territory, kicking up dust as they do and transgressing on the Kin&#039;s holdings.&lt;br /&gt;
&lt;br /&gt;
===Noteworthy Kin===&lt;br /&gt;
*&#039;&#039;&#039;Ûthar the Destined:&#039;&#039;&#039; A great Kahl from the Greater Thurian League that has a mysterious objective and destiny, prophesied to complete a great task. He’s a ruthless warrior armed with masterfully wrought weapons, including the legendary Blade of the Ancestors (which he got literally the day he was born on), and has a gift for assessing enemy foes.&lt;br /&gt;
&lt;br /&gt;
===Relationship/interactions with other factions===&lt;br /&gt;
&#039;&#039;&#039;Galactic relations in general:&#039;&#039;&#039; The Kin will leave most of the denizens in the galaxy alone, so long as they aren&#039;t getting in-between what the Kin want. The Leagues of Votann trade outside the core through a range of names, though these are rarely of their choosing this has caused confusion and misunderstanding over who these mercenary adventurers really are. To those who are in their way however (unwillingly or not), the Kin are a tough nut to crack. Even far from the more secure area that is the galactic core, the Kin are a armoured, fortified, bunkered down, advanced, and tactical juggernaut. More often than not, the Kin succeed in their conflicts, and even the more major players of the galaxy find them difficult. On occasion, a resistant population may be deemed too strong for any conflict to be worthwhile, but most of the time any resistance will be swept aside or ignored. The Kin have no compunctions about tearing open the crust of a world whilst the population still dwells upon it, however sometimes a evacuation can be negotiated. To those on the kins good side, they are invaluable business partners. To those on their bad side, they are a force of ruthlessness and greed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironhead Squat Prospectors:&#039;&#039;&#039; See each other as distant cousins who can share a pint in the pub and complain about the Aeldari.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; In the Imperium of Man, the Tyranids hunt &#039;&#039;you&#039;&#039;, in the Leagues of Votann, the League hunt &#039;&#039;Tyranids&#039;&#039;. Known to the Leagues as “The Bane” the Kin are wary of the Nids and have gain a grudging respect for their effectiveness and adaptability. Whilst the Nids still view the Kin as biomass ripe for devourment, they themselves also stay clear away from them as the Leagues are known to scout out and hunt down &#039;&#039;entire Tyranid hive fleets&#039;&#039; to harvest their resource bounties. Moreover, the high technological levels and large presence of automatons makes fighting the League a sunk-cost fallacy for the Tyranids such as in one example with the Northstar cluster, where the bioforms exhibited an odd nesting behavior not seen elsewhere. They have proven difficult to eradicate and have brought devastation to the Urani-Surtr Regulates. The Kin see the danger of the Tyranids, following the destruction of the Emberg Agnir Bloc. It was made up of a few dozen kindred and found themselves in the path of hive fleet Leviathan. The League was wiped out. The Votann was left untouched. It absorbed the bodies of its fallen Kin to deny the Tyranids the biomass, and was driven mad, becoming the mad core, and causing fluctuations in the warp that disrupt travel. Nevertheless, such endeavors still prove too risky for the Tyranids and, given the League&#039;s habit of hunting their fleets down like giant whalers; the Hive Mind has put the League on the same level as the Necrons in terms of GTFO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau:&#039;&#039;&#039; They view the Leagues as grand benefactors and business partners of the Greater Good and the Tau Empire - although they could certainly improve their viewpoints and dedication to the cause. They are also really happy with their new technology they received from the Leagues, with their ion technology being extremely popular among the Tau&#039;s forces. The Leagues see the Tau as a very naïve and young people, though they appreciate the value of the greater good as it shares similarities with their own philosophy, putting Kin first. The Tau is more than happy to pay the Leagues, though the Kin rarely share their more advanced developments. As an example, the Kin&#039;s ion tech is superior and far more compact than the Tau&#039;s. Thanks to the extreme naivety of the tau, the Tau actually think the few ships they see from the Leagues are all that is left of the Kin, following a invasion from the Tyranids. These rumors have been rebuffed by the kin, much to the confusion of the Tau. The Kin see no value in enlightening them in this regard so long as they can continue to profit from trade with the naïve civilization. With the advances of the empire in the Chalnath expanse, there have been some minor clashes with the various factions of the Kin, which may have somewhat soured some local relations. Kind of. Nothing that money can&#039;t fix, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Imperium of Man:&#039;&#039;&#039; View the Leagues as useful and good enough for trade, yet they&#039;re also sketchy abhumans who stray too far from the holy human form and are probably heretics, though they don&#039;t seem as quick or eager to put these ones down nor whip out any Exterminatus moves on them. On the world of Necromunda at least, they are looked down upon as Squats despite all they&#039;ve done for the world. Likewise, the Leagues view the Imperium as a bunch of disappointing dumbfuck competitors - although they&#039;re still good enough for trade. Will surprisingly be honest about their usage of AI if pressed on it (which of course pisses the Imperium off). On some Imperial worlds like Necromunda, the Kin have been there since their Imperial records started. Rogue traders are more than happy to deal with the Leagues, though their extravagant lifestyles are considered wasteful by the kin, and deals are made with governors of Imperial worlds and systems, for a suitable fee. The more zealous of the Imperium deem the Kin as sanctioned Xenos, if not Abhumans. And at one point, the Demiurg had an automated mining facility that was infiltrated by the alpha legion. Overall, the Kin treat them as any other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeldari:&#039;&#039;&#039; [[Elf|Guess]]. They like to keep their meetings brief and few as the knife-ears aura of arrogance and entitlement pisses the Kin off, a humorous opinion given how the Kin can be just as entitled towards “their resources” as any Eldar (See the ultimatum at page top).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Aeldari:&#039;&#039;&#039; [[Dwarf Fortress|Guess again]]. Unlike the Tau who were dumb enough to trust the S&amp;amp;M gimp suit wearing weirdos at one point, the Kin are smart enough to not have wanted anything to do with the perverted pasty sweat goblins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harlequin:&#039;&#039;&#039; Weird creepy clowns that are to be avoided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeldari Exodites:&#039;&#039;&#039; [[Avatar|Guess thrice]]. Although, the Kin actually do respect them for their more practical nature. Still more than happy to invade for resources though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The Necrons consider the Kin to be another upstart race, though with a level of trepidation. Not only are they considered remarkably dangerous foes to fight, but the Kin also delve deep into their worlds, breaking into tomb complexes, and plundering the rich harvest within. To the Kin, the metallic aliens are easy pickings while they sleep, and vicious foes when roused. Typically shoot on sight levels of diplomacy. They already war with the Urani-Surtr Regulates for control over one of its main worlds. The involved Necrons is the Samnokh dynasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks are the Leagues most hated Foe, as not only are they pervasive, but they are also endlessly wasteful, fighting and destroying what the Kin have built, and The Leagues have been as successful as every other civilization in eradicating the Orks. The Orks are not stopped by the dangers of the core regions, and Ork pirate raids are a particular concern, with Orks like Bogg Da Freeboota king and his numerous fleets pestering the Leagues. The Orks tendency to use whatever scrap they can get has led to the creation of the saying &amp;quot;a prize for a Ork&amp;quot;, used to describe things or ideas that are worthless to the Kin. The 500 years&#039; war was fought against WAAAGH Morbok after they overran the Grand Orion Compact&#039;s Hold of oriax iron gate kindred. The Votann in the hold was torn to pieces, the most widespread grudge in the history of the Kin was called, and the Compact spent the next five centuries hunting down every single Ork from WAAAGH Morbok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaos:&#039;&#039;&#039; They find the Leagues to be a major pain in the ass as they actually have at least some ideas on how to deal with chaos unlike their Imperial counterparts. They dimmed their souls, use soulless A.I. to pilot through the warp, have top notch security, and live high quality and comfortable lives in their holds. They see little to even no chaos corruption in the Leagues and will probably see more losses than wins with them. The Kin of course are absolutely disgusted by them, and have little time for their gruesome and foolish activities &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Adeptus Mechanicus:&#039;&#039;&#039; A series of mental breakdowns and cybernetic overloads occurs when Mechanicus members encounter the Leagues. Whether it&#039;s due to them seeing Heresy in the Leagues, or due to the many shinies the Leagues have, it doesn&#039;t matter. They will see the Leagues as major competition regardless of the reason and move to claim the shinies for themselves. To the Leagues, the Adeptus Mechanicus are rats scurrying around a scrap heap. Superstitious tech cultists living on the successes of their ancient betters whose ignorance makes them dangerous. The Kin avoid them whenever possible and are swift to eradicate them when needed, but only if deemed absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
===Speculation/Theories===&lt;br /&gt;
The LoV being as new as they are, there&#039;s a lot going on about them that we don&#039;t know about. Particularly, how can certain aspects of the setting be connected to them to better help them conform to the whacky-tobaccy universe that is 40k. Until we get lore confirmations, various speculations and conspiracies will be listed here. &lt;br /&gt;
&lt;br /&gt;
====Votann out in the Wild====&lt;br /&gt;
As the biggest part of the Leagues and their lore, the Votann naturally draw a lot of attention to themselves, especially since some parts of the lore can now be comfortably assumed to be a Votann. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Van Saar STC:&#039;&#039;&#039; A bit of speculation around the Votann is if anything else in the setting will be retconned into/explained as being one. The most obvious candidate is the [[House Van Saar]] STC, described as being &amp;quot;large building&amp;quot; sized and &amp;quot;damaged&amp;quot; in that it&#039;s spewing out radiation, similar to the disrepair some Votann are said to be in albeit more extreme, and if it was a Votann it would explain why Squats are on Necromunda.&lt;br /&gt;
*&#039;&#039;&#039;The Votann are fueled by alcohol:&#039;&#039;&#039; Naturally, being dorfs, the dorfs need to fill the dorf computers with dorf juice in order for them to give dorf advice. How else are they supposed to run? Fission batteries and solar energy? That&#039;s [[elf|leaf-lover]] hippy dippy shit.&lt;br /&gt;
&lt;br /&gt;
===Influences/Mythology/Aesthetic/Complaints===&lt;br /&gt;
*&#039;&#039;&#039;The greater rage:&#039;&#039;&#039; The 2001 release of the [[Tau]] was spurred with anger, confusion, and revulsion. Even to this day in the year 2022, you&#039;ll still see swathes of the community that seethe at the mere mention of the Tau, deeming them as &amp;quot;weaboo space communists who aren&#039;t grimdark enough&amp;quot;, or simply &amp;quot;another vile xeno who is irrelevant&amp;quot;. And like its predecessor, the LoV is reaching similar levels of division and anger. But much like the decade that it was revealed in, the Leagues bring in a new scale of chaotic and unprecedented changes. This section is to help boil this down, and address complaints and confusion.&lt;br /&gt;
*&#039;&#039;&#039;Twentieth century futurism:&#039;&#039;&#039; There have been quite a few who have claimed that the LoV is &amp;quot;generic sci-fi&amp;quot; and &amp;quot;inconsistent in its design&amp;quot;. To be quite frank, this is a bunch of nonsense hullabaloo. Anyone who has enjoyed enough fictional settings like that of [[Fallout|Fallout]] is going to tell you that the Leagues is full of [[Isaac Asimov|mid-centrury futurism]] and [[Arthur C. Clarke|classical sci-fi]], with the atv looking like a 1960s moon buggy, and the Hernkyn chopper looking like a mid-century 60s bike ([https://youtu.be/ySxEFuUrdio|for god&#039;s sake, look at its trailer]). While you will find some of dieselpunk in the LoV and its not entirely just mid-century aesthetics, [[atompunk|atompunk]] has asserted its dominance here, Giving them a more civilian look. This also includes the look of the Ironkin (and to a certain extent [[UR-025]] and the [[Kastelan Class Battle-Automata]] which look like mid-century robots). Fact is, the LoV is a love letter to classic sci fi. But that&#039;s not all.&lt;br /&gt;
*&#039;&#039;&#039;Western/wacky sci-fi:&#039;&#039;&#039; If you haven&#039;t noticed from the bolter revolvers, the abundance of words like &amp;quot;Pioneer&amp;quot;, &amp;quot;frontier&amp;quot;, &amp;quot;rugged&amp;quot;, and &amp;quot;hardy&amp;quot;, along with the fact that the first revealed  ironkin looks a lot like a western blacksmith, the amount of &amp;quot;simple&amp;quot; practical tools the Kin often carry, the Leagues have a lot of western influences. They also seem to still retain an air of comedic relief from their previous Squat forms. Expect future [[Firefly|Firefly]] references, and a Votann answering with [[Approved Literature|&amp;quot;42&amp;quot;]].&lt;br /&gt;
*&#039;&#039;&#039;Mass produced goodness:&#039;&#039;&#039; Unlike their many Dwarven counterparts, the Leagues are by no means the top industrial powerhouse of the galaxy (the Necron and the Aeldari have them beat, along with most of the other species from around the time of the old ones). To be quite honest, they are more about industry as a theme rather than being the most industrious. However, one could say they are still the top non-prehistoric industrial in the galaxy. They could also be said to be the top powerhouse in the galaxy that is both operating at its full capability (Necron sleepiness), and still actively lives and colonizes the galaxy (Eldar and their hidey holes). And in comparison, to their &amp;quot;competitors&amp;quot;, they are probably the most easily accessible due to them generally not wanting to instantly butcher you the second they even glance at you, or just tell you to get lost. As for the lower powers? The Imperium, while it&#039;s very industrial, is also incredibly inefficient and often...dumb with its capabilities in general (Agri-worlds, under use of auto loaders, crappy servitors). And the Tau, while smarter than the Imperium with their industrial capabilities, has far less potential with what they have.&lt;br /&gt;
**Moving on from their position in the galaxy, why the industrial aesthetic? Well, first off, they&#039;re dwarves. Second off, as mentioned above, the other industrial factions are either too insufficient to carry out certain ideas and concepts or are too hidey. The Leagues are in the perfect position to introduce potential new concepts to the universe, like not crap hive cities, dyson spheres that don&#039;t belong to the Necron, megastructures, and potentially much more. it&#039;s a nice change of pace to see an actually efficient industrial that isn&#039;t controlled by ancient aliens.&lt;br /&gt;
**Thirdly, you need a little grime and practicality to that atompunk, and efficient industry is the perfect way to do it. Doesn&#039;t mean you can&#039;t have your cleanliness (and I&#039;m pretty sure they&#039;d prefer to not have pollution in their holds), just adds a tad bit of realistic imagery to it.&lt;br /&gt;
*&#039;&#039;&#039;Cleanliness, kin, and old world blues:&#039;&#039;&#039; Besides the reasons above, there is a reason the Leagues look so clean, organized, and sleek. This comes from the more grimdark and evil side of the Leagues (which is a little weird and unique). As previously stated before, the Leagues are a meritocracy overseen by guilds, wise long-bearded psykers, military commanders, and the mighty moai heads themselves. Said guilds are very competitive and will not hesitate to strip to the bone entire planets with civilizations and ecosystems just to stay ahead.&lt;br /&gt;
**So are they capitalist? Maybe. But while they&#039;ve shown how they can easily have conflicts with themselves, one of their mottos is &amp;quot;Kin are kin&amp;quot;. They also seem to be very egalitarian within their societies. On top of this, we&#039;ve had previous examples of society reaching post scarcity levels of comfort, including even some Imperial worlds, and the friggin lower tech tau. They also seem to put high importance on community and fellow kin. Even the guilds wouldn&#039;t be caught dead cutting corners and making shoddy products (they regulate much of League society).&lt;br /&gt;
**So socialists? Maybe. But really, the answer may be in-between (somewhat). Would certainly suggest looking up the guilds of post classical, classical, and pre-classical history to get a better perspective.&lt;br /&gt;
**But we do know that they generally have a comfortable life and are very egalitarian. The guilds are competitive, meritocratic, regulate much of League society, and still come to blow with each other. What we can tell is that Leagues inner society is generally at least decent for its citizens. As for those who are outside of League society...&lt;br /&gt;
**Expect to see a lot of neocolonialism, colonialism, client states, banana Republics, puppet states, potentially narco states, banana wars, and the 1893 overthrowing of the kingdom of Hawaii except 10x worse (and with more planetary genocide). As with their holds: dirty on the outside, clean on the inside.&lt;br /&gt;
*&#039;&#039;&#039;The mythological and the fantastical:&#039;&#039;&#039; This one is a total mashup. You got Celtic, Greek, Nordic, and other mythologies mashed in. The Leagues are named after Greek titans, and Nordic gods. The Votann are based off [[Odin]]. The Kin are Geri and Freki, odins greedy wolves. The leadership is based off odins ideal leadership (with the grimnyr being based off one of his disguise names).&lt;br /&gt;
*&#039;&#039;&#039;Too Human similarities:&#039;&#039;&#039; Way back in 2008 the now defunct game company Silicon Knights released a game called “Too Human” for the Xbox 360 after over a decade of it being stuck in development hell. The game was based on reimagining Norse mythology through a cyberpunk lens. While the game flopped miserably (so miserably in fact that Silicon Knights tried to sue the engine devs for sabotage, only for that lawsuit to backfire so hard that Too Human had to be deleted from existence) due to its clunky control system, some of its design elements seem suspiciously similar to the Leagues of Votann aesthetic including: exoskeleton-equipped berserkers, combat transports that resemble the Hekaton Land fortress, the whole mega corporation of the Aesir, and the fact that Odin was reimagined in the game as an AI called the “Organic Distributed Information Network” which bears a striking similarity to the idea of the Votann. Maybe someone in GW played the game and used it as inspiration for the Leagues? It wouldn’t be too surprising.&lt;br /&gt;
*&#039;&#039;&#039;[[Video games|Deep Rock Galactic]]:&#039;&#039;&#039; Similar to the above, the game &amp;quot;Deep Rock Galactic&amp;quot; may have spurred on GW&#039;s decision to reinvent the squats in some areas. Notably, the game is based on a company of the same name, which uses actual dwarves as their mercenary-miners to plunder a planet of all its wealth while fighting bugs. Themselves a corporatist, mercantile faction that prefers wealth over civility. Now, this game was released in alpha in early 2018, so it could be a little bit of a stretch to say if it&#039;s fully influenced much on the LoV, considering the lengthy design process GW has. It hasn&#039;t stopped WarCom from throwing in some tongue-in-cheek, potential references to the game, though. Plus, with all the &amp;quot;Rock and Stone&amp;quot;s and &amp;quot;For Kahl!&amp;quot;s that players will throw out, it probably won&#039;t matter anyway. Though the codex does mention an offshoot of the Greater Thurman League known as the Deep Rock Kindred&lt;br /&gt;
*&#039;&#039;&#039;Starcraft:&#039;&#039;&#039; Seriously their Hearthkyn armor looks like a mini ripoff version of Terran Marine armor. The Einhyr Exo-Suits make that comparison even more blatant.&lt;br /&gt;
*&#039;&#039;&#039;Transformers:&#039;&#039;&#039; their faction symbol looks like the Autobot logo and they worship giant godlike AIs that would probably get along quite well with Primus…less so with Unicron.&lt;br /&gt;
*&#039;&#039;&#039;[[Dwarf]] technology &amp;amp; craftmanship:&#039;&#039;&#039; the Leagues represent a 40k take on the standard fantasy dwarf archetype which more often than not includes them having technology or at least craftmanship superior to all other factions save for “elder/precursor races“ if they are present, so it is no surprise that only the [[Eldar]] and [[Necrons]] beat them with the [[Tau]] being close contenders.&lt;br /&gt;
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===Forces of the Kin===&lt;br /&gt;
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*&#039;&#039;&#039;[[Kâhl]]:&#039;&#039;&#039; Taking the place of [[Squat Warlord]]s as leaders in their species’ military roster, they’re experienced battle hardened Generals who proudly wield the Leagues advanced weaponry, and are the final authority over an individual Oathband in the Kinhost militaries, they’re subordinate only to their Kindred’s ruling Votannic Council. Their most important role is to cast the Eye of the Ancestors over their foes — marking out priority targets and ensuring the most dangerous enemies are the first to feel the wrath of the Kin. Equipment wise they carry nifty ornate armor and weapons like the Kin equivalent to storm bolter, plasma axes, and Volkite equipped power fists. FOR KARL!!&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Thunderers|Brôkhyr]]:&#039;&#039;&#039; The [[Guildmaster|engineers]] and lead craftsman of the Leagues, named after the dwarf of Norse mythology, Brokkr, who built Mjolnir. They just blow tech priests out of the water on every level, as not only do their (creatively named) A.N-vyl Terminals (just picture a 3D printer but for guns) have MANY full STCs inside that make all their guns all that and a bag of chips in comparison to those of the Imperium, but they&#039;re also not limited by dogma and orthodoxy when it comes to technological advancements, meaning they actively upgrade their shit. That being said while their specialty lies in engineering these folks are also more than willing to throw down with the best of them. When the Oathbands head to battle, the Brôkhyr will strap on powerful exo-frames to become the mighty Thunderkyn. Although not quite as scratch-resistant as the Einhyr Hearthguard’s exo-armour, since the powerful suits they wear were initially adapted from rugged engineering rigs, they can still take a hell of a pummeling and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. Hordes of their enemies fall before salvos unleashed from bolt cannons, while heavy infantry find themselves pierced by the unstoppable lances of SP conversion beamers, prospects that have made more than one enemy think twice before attacking them. &lt;br /&gt;
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*&#039;&#039;&#039;Brôkhyr Iron-master:&#039;&#039;&#039; The Brôkhyr are the Leagues’ highly skilled techno-artificers, and the Iron-masters are the cream of their crop. They head into battle with a dutiful Ironkin assistant and a knack for repairing even the most beaten-up vehicles. Helping them are a gaggle of E-COGs – hardy combat and repair drones, lacking the intellect of a true Ironkin.&lt;br /&gt;
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*&#039;&#039;&#039;[[Living Ancestor|Grimnyr]]:&#039;&#039;&#039; The predominant psykers of the Leagues, dressed like [[weeb|fucking wizards]] in an army full of voidsuits and armor. Wearing robes over their Power Armor to the point that [[Dark Angels]] themselves looks like normies. The Kin now name their dwarf wizards after the false identity Odin took while on a bet from Frigg, from Norse Mythology (or ripping off the WHFB dwarf god [[Grimnir]]). Are essentially the Votanns eyes, ears, limbs, mouth, etc. They are able to access directly the data stores of the Votann using psychic powers, and communicates its will and guidance to their Kindreds and Leagues. They are the closet you&#039;ll to a priest in the largely secular Leagues. They also use barrier tech to help them harness the raw power of the immaterium in battle – such as summoning two mechanical CORVs that often  hover alongside them as familiars (very similar to the ability of the gene stealer cults to summon familiars). Essentially mystical wise old sages.&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Berserkers|Cthonian Berserks]]:&#039;&#039;&#039; &lt;br /&gt;
:Hailing from the Cthonian mining guilds which are noted for venturing to environments even other Kin fear to tread, these furious and heavily augmented murder machines are a sci-fi reimagining of [[Slayer]]s from WHFB. These frontline fighters originally began as Kin who enhanced the physical capabilities of their cloneskeins with cybernetic upgrades and cyberstimms, all the better to extract precious minerals from rad-plagued nebulae, explosive asteroids, and fathomless ocean depths. Now tasked with dealing with their people’s enemies they charge into battle with modified advanced mining gear like heavy plasma axes, concussion mauls, and power fists all while wearing little or no armor besides that which their cyborg augmentations provides. They also have mole mortars/ grenade launchers (for mining purposes of course).&lt;br /&gt;
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*&#039;&#039;&#039;Hearthkyn Warriors:&#039;&#039;&#039; Because replacing i&#039;s with y&#039;s is so sci-fi and trademark friendly. The [[Squat Trooper|Hearthkyn]] are essentially identical in terms of origin as the [[Guardian|Guardian Defenders]] of the eldar, in that they are the core infantry force of the Leagues&#039; military that were conscripted from their civilian populations. However, rather than being a militia roused during times of conflict, the Hearthkyn are instead closer to real-world militaries, in that the soldiery serve for an extended period of time before going home to their civilian professions. Serving in the Hearthkyn, anyone can enlist: male, female, flesh or metal, as Kin are Kin, after all. The units themselves are equipped with all manner of hullabaloo Squat guns depending on their specialization, on the lighter end there are the Autoch-pattern bolters used for assault and laying down covering/saturation fire, there are also bolt shotguns, and bolt revolvers. On the heavier side there are volkanite disintegrators,  ion blasters (whose technology the Kin apparently gave to the Tau much to the Imperium’s ire) and HYLas auto-rifles all of which are used to sunder the defences of heavily-armoured opponents. Finally there’s also specialized heavy weapons such as L7 missile launchers, EtaCarn plasma beamers, Graviton blast cannons, and magna-rail rifles. All these ranged weapons are supported by smart tech integrated into Kin battlegear. The haptic utility nerve transmission recalibrator modules – HunTR for short – interface with their neural augmetics to establish a feedback loop between firearms and their users. This system projects minute gravitational pulses to maintain a stable firing platform even while running at full pelt – or zooming along on a flying trike. For close combat they got plasma blades, plasma axes, and concussion weapons like gauntlets, hammers, and mauls that amplifies the kinetic energy behind a Kin’s strike enough to launch an Ork boy into the air. As for protection they wear their own brand of power armor called Void armour comprised of hardened jointed segments which are hooked into a void suit beneath. The suit is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with microfield generators for a level of protection that any Imperial Guardsman would give their left gonad to have!&lt;br /&gt;
**&#039;&#039;&#039;Theyn:&#039;&#039;&#039; Sci-fi spelling for the old Anglo-Saxon Thegns/Thanes (Fantasy Dwarfs had Thanes as heroes, so another connection there). They are experienced  warriors that serve as [[Squat Thunderers|squad leaders]] in Hearthkyn and Einhyr Warrior squads of 10 to 20 warriors and are able to arm themselves with a variety of hand-to-hand combat weapons, including brutal concussion gauntlets, plasma blades, and vicious plasma axes in addition to high quality ranged weapons. Theyns communicate with their squad with the aid of cybernetic implants – relaying strategic instructions from the commanders of the Oathband to their units, and can be differentiated from the other kin by the fancy animal headed crest mounted on the back of their armor which can grant them special abilities like acting as a teleporter.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr [[Hearthguard]]:&#039;&#039;&#039; Named after the Einherjar of Valhalla, they are the newly-christened [[Hearthguard]] Terminators of old, being the honored warriors selected from a Kinhold&#039;s most accomplished fighters, clad in [[Exo-Armour]]. They&#039;re armed with a shoulder mounted grenade launcher, a hand-held Volkanite Disintegrator, and either a power first with a retractable plasma blade or a Thunder Hammer. Like regular Hearthkyn Void armor the Exo-armor also has the HunTR system of micro gravity field generators built in to help keep their aim steady allowing them to fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr Champion:&#039;&#039;&#039; Those who climb the ranks of the Einhyr that eventually became Champions. These  warriors are clad in modified exo-armour fitted with mass-drivers for jump purposes and armed with vicious close combat weapons. They function as living battering rams, pulverising anything that gets in their way.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hekaton Land Fortress]]:&#039;&#039;&#039; A 300 point HECKA CHUNKY Heavy support tank that can also serve as a defensive emplacement and troop transport. This vehicle packs overwhelming firepower onto a rugged frame. Transport numbers vary depending on the nature of the troops inside. For instance it can lug around a hefty 12 models of Hearthkyn or Cthonian Berserks on the higher end, but only 6 of the more heavily armored Einhyr, and just 4 troops with the Exo-frame keyword like the Brôkhyr Thunderkyn. Still it can go toe-to-toe with some of the biggest and best battle tanks in the 41st Millennium thanks to its durable void armour. Weapons wise it can be equipped with a variety of hefty weapons for its main gun– from a cyclic ion cannon, to the very nasty heavy magna-rail cannon, or the devastating SP heavy conversion beamer. If needed a missile launcher with 3 different possible classes of devastating warheads (one kind for vehicles, one for bunker busting, and the last for dealing for infantry) can be added in exchange for removing the craft’s default pan-spectral scanner, though it will lose the ability to ignore light cover when firing. And if all that wasn’t enough it also has a rear mounted MATR autocannon, plus 4 bolt cannon ball turrets around the hull for dealing with swarms of smaller foes that can be swapped out for ion beamers if the user desires. As a side note the Hekatons are also mentioned to sometimes draw carriages in the codex.&lt;br /&gt;
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*&#039;&#039;&#039;[[Magna-Coil Bike|Hernkyn Pioneer]]:&#039;&#039;&#039; THE [[Squat Trike|TRIKES]] RETURN! [[Skub|AS HOVERTRIKES!]] And with a [[-4 Str|female]] driver. It looks like a spider-tank tachikoma from Ghost in the Shell fucked a [[Squat Bike|Harley]] and their baby came out a hoverbike. Hernkyn Pioneers are 35 point vehicles ridden by independently minded Kin who serve as scouts and outriders for the Kinhosts. They exchange the heavier armor of the Hyrthkin for lighter void suits backed up by armored trench coats, an old style pilot’s cap, and when necessary a gas or oxygen mask. Before you make the mistake of thinking they’re outlaw bikers though it should be noted that they are not seen like that at all amongst their own people. Rather in eyes of the Kin the Pioneers willingness to go off alone is considered courageous and selfless as they are putting their own lives at risk for the sake of their families, in effect making them the equivalent of the WFB Dwarf rangers. Anyway, to ensure they can keep riding for as long as possible the Pioneers make sure to carry any all equipment they might conceivably need with them at all times, from bedrolls to digging tools strapped to their rides. To aid them in scouting their trikes come equipped with multiwave comms arrays and pan-spectral scanners which are all quite useful for picking up strategically important data. Weapons-wise the riders can be armed with a bolt pistol, or a bolt shotgun, plus concussion grenades and a plasma blade for backup, while the Trike itself was equipped with a magna-coil autocannon mounted on the front. In addition if the rider is willing to take along a passenger then it’s possible to mount a heavy weapon on the back of the vehicle in the form of a rotary Hy-Las (high yield laser) cannon or an ion beamer. These weapons are linked to the driver and passenger’s implants via the HunTR system so they can fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sagitaur ATV]]:&#039;&#039;&#039; A 130 point six wheeled infantry fighting vehicle, that takes its name from the centaur shaped constellation Sagittarius, the Sagitaur is used for surveying inhospitable alien terrain. The Sagitaur is a rapid-response ATV suited to scouting operations and lightning-fast armoured offensives alongside Hernkyn Pioneers. Its armoured carapace is durable enough to shrug off everything from rockslides to plasma blasts. Sagitaurs usually operate in pairs and are remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon. Once they’re right up in the enemy’s lines they will disgorge their troops in the form of 5 troops from a 10 man squad of infantry with the other half being carried by a second vehicles. These can then go on to seize vital objectives. It should be noted though that the troops the Sagitaur Carrie’s cannot have the Exo-frame keyword so using them for things like Thunderkyn is a no-go unlike with the Hekaton.&lt;br /&gt;
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*&#039;&#039;&#039;Colossus-class war engines:&#039;&#039;&#039; were briefly mentioned in a Warcom article where it’s stated the Ymyr Conglomerate Holds can wield more of them then any other league due to the Holds large number of skilled Craftsman and Engineers. Sadly we don’t have a stat line, nor do we have an image to confirm if these are indeed the same thing as the old Squat [[Colossus War Machine]].&lt;br /&gt;
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*&#039;&#039;&#039;[[Ironhead Squat Prospectors]]:&#039;&#039;&#039; An offshoot of the Kin that set up shop on [[Necromunda]] right after the Horus Heresy, and are busy doing dwarrowesque things, while also dealing with the locals that sometimes try to loot their stuff. While they&#039;re only distantly related to the Leagues with no direct affiliation, they&#039;re said to get along. There is a small but not high chance the&#039;ll be options on the table top as well since Kill team has a precedent for a small unit from one box being an option like the sister novitiate, at the very least make a good proxy/conversion.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cargo-8 Ridgehauler]]:&#039;&#039;&#039; the Squat land trains return! Well they have on Necromunda at least. These huge transport trucks with multiple trailers and strapped on weaponry are used by Squat prospectors and regular human folk to cross the ash wasteland and protect valuable shipments. They aren’t quite up to the standard of the old land trains but at least it’s something.&lt;br /&gt;
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*&#039;&#039;&#039;[[Demiurg]]:&#039;&#039;&#039; Outright stated in the League of Votann Codex to be Kin Prospect fleets that have been misidentified by Imperial and Tau observers alike to be a separate race. It’s also a common mistake for Imperial xenologists as said Prospect Fleets have also been misidentified as Gnostari or Kreg species. WarCom confirmed that the Tau received their ion weapon technology from the Kin, whereas in Battlefleet Gothic they claim that it was from the Demiurg, &#039;&#039;another&#039;&#039; race of dwarf space-miners. Logically, the term &amp;quot;Demiurg&amp;quot; is just be what the Tau call the Kin, with the Demiurg may be another offshoot culture of the wider kin race like prospectors above. After all, their clones-kin’s capability in stressing divergent phenotypes means visibly different strains could possible (like different breeds of dogs or cats). One example is the Seran-Tok Mercantile Leagues that decided to throw in their lot with the upstart T&#039;au Empire rather than being in the bottom of the Imperium&#039;s to-do list. &lt;br /&gt;
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*&#039;&#039;&#039;Space Craft:&#039;&#039;&#039; While a full list of space assets hasn’t dropped yet, the retcon regarding the nature of the Demiurg means we have some idea of what kind of vessels the Kin have. In addition to smaller autonomous mining craft that can be reconfigured as [[Automated Fighting Drone|fighters]], [[Automated Bombing Drone|bombers]], and [[Automated Barge Drone|assault boats]] the Leagues also wield two classes of rather impressive warp-capable ships that many fans have noted look like giant flying hammers. The first class is the [[Bastion-class Commerce Vessel]]s which seems to be an enormous asteroid mining vessel that can also act as a cruiser, though its firepower is enough to let it hold its ground against an Imperial battleship. They are typically manned by a single large clan/brotherhood and their robot navigators. Less common are the larger [[Stronghold-class Commerce Vessel]]s which are typically manned two or even three clans/brotherhoods and the previously mentioned robot navigators. These massive crafts both serve as stately battleships and factory/processor ships for the Kin mercantile clans. The mining lasers on both craft while short-ranged are noted to be incredibly powerful, something which is to be expected given they were originally used to cut through asteroids. They derive their power through the use of electromagnetic fields around the prow of the ship that serves as a Bussard Scoop that will absorb interstellar hydrogen. This hydrogen then undergoes fusion and whatever energy or particles isn’t used for powering the laser is then accelerated to the rear of the vessel to speeds near that of the speed of light to provide motive force similar to a ram-jet. As a side benefit the complex radiation shielding this process requires evidently produces numerous other defensive benefits for the starship and adds to its protection. The Mechanicus is noted to be very interested in getting their tendrils on this tech, but despite their best efforts they have yet to get a chance to examine it.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Leagues of Votann(9E)]]&lt;br /&gt;
*[[Kharadron Overlords]], their closest Age of Sigmar counterpart&lt;br /&gt;
*[[Dwarfs (Warhammer Fantasy)]]&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:VotannTrike.jpg|They see me dworfin, they hatin&#039;, Patrollin&#039;, and tryna catch me ridin&#039; dirty.&lt;br /&gt;
File:CNiuMZPWWNpatQNt (1).jpg|dorfy thicc dorfy brick&lt;br /&gt;
File: FW1NodbWYAA-Gzh.jpg|‘[[StarCraft|Ye want a piece a&#039; me, lad??]]’&lt;br /&gt;
File:Sagitaur ATV.jpg| Sagitaur ATV, the perfect vehicle for dropping off some Hearthkyn at the pub for some brewskies on a moons surface.&lt;br /&gt;
File:LeagueHold.jpg|One of the many holds in the Leagues, in all it&#039;s industrial might&lt;br /&gt;
File:Ironkin.jpg|A humble Ironkin, ready to serve for their civilization&lt;br /&gt;
File:Getbackintheironkinchen.png|&amp;quot;[[Weeb|UWU.exe]]: I wonder if [[Adeptus Mechanicus|our new friends]] will enjoy these muffins I baked for them? I should head over and see what they&#039;re up to!&amp;quot;&lt;br /&gt;
File:Votann Fanart by 流星R.jpg| Even space Dwarves can be cute.&lt;br /&gt;
File:CthonianBerserks.png|[[Cyberpunk 2020|Just another day of cyberstimms and Cyberpsychosis...]]&lt;br /&gt;
File:Wrathoftheancestors.jpg| [[Primaris Captain|Where have I seen that before?]] [https://1d4chan.org/wiki/File:Captain1.jpg Oh.]&lt;br /&gt;
File:Kâhl.jpg|Pictured: The &#039;&#039;&#039;real&#039;&#039;&#039; Space Vikings.&lt;br /&gt;
File:Gangoftrikes.jpg|If Mad Max had discovered hovercraft technology&lt;br /&gt;
File:VotannPioneer.jpg.webp|A Kin Pioneer negotiating with a Imperial&lt;br /&gt;
File:Leaguemining.jpg|It ain&#039;t no trick to get rich quick If you dig dig dig with a shovel or a pick&lt;br /&gt;
File:Leagueanvil.jpg|Remember Brokyr, the Ancestors are Always Watching&lt;br /&gt;
File:Thunderkyn.jpg|&amp;quot;Hey look buddy, I&#039;m an engineer and that means I solve problems...&amp;quot;&lt;br /&gt;
File:LOV Army Shot.png|A Kin Oathhost about to tell the Black Legion to gtfo their lawn&lt;br /&gt;
File:Votann Grimnyr.jpg|Finally, the [[Space Wolves|fucking furries]] don&#039;t have the monopoly on sweet beards&lt;br /&gt;
File:LoV_shortstack.jpg|Shortstack lovers rejoice!&lt;br /&gt;
File:Power_armor_Kin.png|Gender equality sure look good, eh laddies?&lt;br /&gt;
File:Leagues-of-Votann-Codex-art.jpg|Channeling that good &#039;ol IoM energy, but now with 100% more dorfness.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
[[Category:Governments &amp;amp; National Powers]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
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{{Template:Squats}}&lt;br /&gt;
{{40k-Squat-Ships}}&lt;br /&gt;
{{Template:40k-Squat-Weapons}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;/div&gt;</summary>
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