Editing
Warhammer 40,000/9th Edition Tactics/Leagues of Votann
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Votann Armoury== ===Melee Weapons=== *'''Plasma Axe:''' S+1 AP-3 D1. A power sword by another name. Good for enemies with high armor saves. *'''Plasma Sword:''' S:User AP-3 D1, +1 Attack. An Astartes Chainsword but better. The premiere can-opener for the Votann, you'll make every Space Marine around you green with envy with this. *'''Plasma Blade Gauntlet:''' See those 2 weapons above? Smash them both together and this is what you get. S+1 AP-3 D1, +1 attack. An alternative option for Einhyr Hearthguard, who wield them well since it somewhat offsets the lower number of attacks made per model. *'''Heavy Plasma Axe:''' This weapon has 2 profiles, a ''Strike'' at S+1 AP-3 D2, and a ''Sweep'' at S:User AP-3 D1, with every attack roll making 2 attack rolls. Beserks get these by default, and they're no slouches with them. *'''Forgewrought Plasma Axe:''' A master-crafted plasma axe, with +1 damage. A Kahl has this by default. *'''Darkstar Axe:''' A mutant plasma axe that makes 2 hit rolls for every attack, and damage caused by this weapon can't be ignored by any rules. A strong set of abilities that would be better on almost any other melee weapon listed here, an Einhyr Champion gets this by default. *'''Concussion Gauntlet:''' S+3 AP-2 D2. An autocannon in the palm of your hand. Would be nice to bitchslap marines with this, but you'll struggle to bust their armor with that low AP. Probably best used to bully light vehicles and bikers. *'''Twin Concussion Gauntlet:''' The same as above, but with a bonus attack. A cheap 5 point upgrade for a Beserk model, if you want them to [[Anal Circumference|fist]] a Venom or Sentinel to death. *'''Concussion Hammer:''' Sx2 AP-2 D3, with each attack made at -1 to hit. A thunder hammer by another name. Hearthguard Hesyrs can pay 10 points to grab one of these. *'''Concussion Maul:''' A Concussion Hammer but better at busting open tanks with that extra point of AP. Beserks can replace their Plasma Axes with this, and if you want to smash anything lighter than a Land Raider into paste you cant go wrong. However, beware that you'll be hitting on a 4+. *'''Graviton Hammer:''' A grav-gun, but in a hammer, and only used by a Brokhyr Iron-Master. Sx2 AP-2 D2, with attacks allocated to models with a 3+ save or better doing 3 damage. This neat little toy may make any would-be attackers think twice about bullying your resident repairman. *'''Mass Gauntlet:''' S+3 AP-3 D3, with each hit incurring a -1 to hit penalty. A 10 point upgrade for your Kahl, this hulk hand is perhaps best used to smash up light vehicles or marines, similar to the Concussion Gauntlet, but much better at its job. *'''Mass Hammer:''' The big one. Sx2 AP-3 Dd3+3, with each hit incurring a -1 to hit penalty. A 10 point handheld demolisher cannon for your Einhyr Champion, this little number is custom made to make mince meat of any vehicle or monster foolish enough to block your path. *'''Ancestral Ward Stave:''' S+3 AP-2 Dd3. Your Grimnyr gets this. It's not bad, but its probably best used so your bearded geezer can finish a weak opponent off. ===Special Weapons=== *'''EtaCarn Plasma Beamer:''' 18" HunTR 1 S8 AP-3 D2 with {{W40kKeyword|Beam}}. Overcharged plasma that won't ever blow up, proving that the Imperium got the junk left behind after the dwarfs left. Its short range makes it awkward to use. **Probably the best choice for Ymyr Conglomerate Hearthkyn Warriors for some Core Buster goodness. 22" is a decent range, and when combined with the guns off of a Hekaton or the Ion Beamers from your Pioneers, you can stack MWs pretty quickly. *'''EtaCarn Plasma Gun:''' A 24" HunTR 1 S8 AP-4 D2 plasma gun. The default weapon for the Einhyr Hearthguard. *'''HYLas Auto Rifle:''' 24" HunTR 3 S6 AP-2 D1. Essentially a very small [[C.S. Goto|multilaser]]. *'''L7 Missile Launcher:''' Comes with 2 profiles, a ''Focused'' shot at 30" HunTR 1 S9 AP-2 Dd6 and a ''Blast'' shot at 30" HunTR d6 S5 AP-1 D1. A versatile weapon that adds a bit of punch to your squad. **Can be used in place of the Magna-rail rifle in the interest of saving points on Troop choices. For 2 less AP and a sligly more swingy D, you save 10 points to be spent on less squishy Dwarves. **May be the most cost-effective choice for the Greater Thurian League when combined with the HyLas Auto Rifle. With the amount of judgement tokens they toss out, the amount of auto-wounds you can get outweighs the high AP and D of the Magna-rail Rifle against all but the hardest of targets (not to mention how hard it is to score that trickshot as GTL without using a Strategem or Ûthar's special ability). Considering both these weapons together cost 5 less points than the Magna-rail Rifle alone, you can afford a scanner for objective play or anti-cover and still be ahead of the game. *'''Magna-rail Rifle:''' 24" HunTR 1 S9 AP-4 Dd3+3, and grants the {{W40kKeyword|Magna-Rail}} keyword. Everything ridiculous about Tau railguns turned up to 11 and in a troop-portable package. Fills a similar role to the high strength/low shot weapons seen in other armies such as melta-guns and las cannons. **Expensive. The nerf to ancestral judgement hit these things hard and really makes it difficult to see their value. There are shenanigans and synergies that can wring some use out of these things but unless you babysit them with Ûthar or spend a CP to attempt a 1-in-6 chance for that trickshot, it may be best to leave these things at home. *'''Ion Blaster:''' 18" HunTR 1 S5 AP-2 D2. A 1 point upgrade for Hearthkyn, bumping their ppm to 13. Tailor made for wrecking power armor of [[Adeptus Custodes|al]][[Death Guard|most]] any variety, but the single shot is a bit underwhelming. **<s>Not necessarily the best choice vs. power armor. AoC means you face a 4+ sv in the open, and at 18" it's very risky to get them there.</s> Armor of Contempt is dead! Your AP is worth it again, bring it if you think you can risk the 18" range. *'''Volkanite Disintegrator:''' 18" HunTR 3 S5 AP0 D1, with 6s to hit doing 1 mortal wound. Good old volkite guns, with a better fire rate than most. An alternate upgrade for your Kahl and Hearthguard. *'''Mole Grenade Launcher:''' The [[Mole Mortar Team|Mole Mortar Teams]] are back, and angrier than ever. 24" HunTR d6 S5 AP-2 D1, Blast, Indirect Fire, and it gives the corresponding model an extra wound and attack. It also grants the {{W40kKeyword|Subterranean Explosives}} keyword. A 10 point option for your Beserks, this weapon suffers from the -1 to hit that indirect fire weapons do nowadays, but gives you access to the incredibly powerful ''Subterranean Explosives'' stratagem. ===Pistol Weapons=== *'''Autoch-Pattern Bolt Pistol:''' 12" Pistol 1, S4 AP-1 D1. A bolt pistol with an extra point of AP, this is considered the default sidearm of most of your models that take them. *'''Bolt Revolver:''' 9" Pistol 1, S5 Ap-1 D1. Carried by your Pioneers, this six-shooter of doom is probably the least threatening of their guns. *'''EtaCarn Plasma Pistol:''' A permanently charged plasma pistol that doesn't overload, but with half the range at only 6". Don't expect to fire this too often. *'''Ion Pistol:''' A pocket Ion Blaster at 12" S5 AP-2 D2. Comes somewhat close to the Ion Blaster's range, so it's not a bad choice to give to your Theyns if you've gone all in on Ion. *'''Las-beam Cutter:''' Pistol 1, 9" S6 AP-3 D1. A pocket multilaser held by your Iron-Master's Ironkin buddy. ===Heavy Weapons=== *'''Bolt Cannon:''' A Heavy Bolter on steroids, this is a 36" HunTR 3, S6 AP-2 D2 monster carried by your Thunderkyn by default, as well as being standard on the Sagitaur and Land Fortress. *'''Graviton Blast Cannon:''' A Grav-Cannon on steroids, a 18" HunTR d6, S5 AP-3 D2 gun with {{W40kKeyword|Blast}}, and has the standard grav effect of doing an extra damage to anything with a 3+ save or better. An alternative for your Thunderkyn, when you want space marines to die super hard. It's short range hinders it a bit, though. *'''SP Conversion Beamer:''' 30" HunTR 1, S7 AP-2 D3, and gets {{W40kKeyword|Beam}}. Proving that conversion beamers aren't dead in the 42nd millennium, this fancy doodad has the added effect of doing an extra hit against targeted '''units''' that are wholly greater than 15" away. Beware, if one model in said targeted unit steps one foot closer than 15" you lose this effect, so make sure you stay at range. *'''HYLas Rotary Cannon:''' A 10 point upgrade for your Pioneers, this is a super multilaser at 24" HunTR 9, S6 AP-2 D1. Perfect for harassing guardsmen, and even marines will fear its rate of fire. *'''Ion Beamer:''' An alternative upgrade for your Pioneers and Land Fortresses, this is a souped up Ion Blaster with the {{W40kKeyword|Beam}} keyword, HunTR 2 and 2 extra strength. Might be a viable pick, since Pioneers can easily get into a position where they'll take full advantage of Beam weapons. A Land Fortress can replace either 2 or all 4 of their Bolt Cannons with these, for oodles of laser-spewing death. **Don't sleep on these for Ymyr. 22" is a decent range and combined with Core Buster and Ymyr's strategem these things can toss MWs like crazy. If we assume the Ymyr strategem only works on one gun this combo can potentially cap out at 8 MW, enough to seriously dent a Knight and that's before you resolve the weapons themselves. *'''MATR Autocannon:''' 24" Heavy 6, S7 Ap-2 D2. Your typical autocannon, but with a couple extra shots. An option for the Sagitaur and standard on the Land Fortress. *'''Sagitaur Missile Launcher:''' 36" Heavy 2, S10 AP-3 D3. Oddly enough, found on the Sagitaur and costing 10 points. Very strong, but the low rate of fire means you probably won't do too much damage with this. Probably best used to give lighter vehicles something to think about, but you can also sucker punch a weakened tank if the opportunity presents itself. *'''HYLas Beam Cannon:''' A short ranged lascannon with {{W40kKeyword|Beam}}. 24" Heavy 2, S9 AP-3 Dd6. Similar to the Missile Launcher, but costs twice as much. *'''Cyclic Ion Cannon:''' [[Plasma#Cyclic_Ion_Raker|Hmm, where have I heard of that before?]] This monster Ion Blaster is 24" Heavy 3d3, S8 AP-2 D2 with {{W40kKeyword|Blast}}. The default primary weapon of the Land Fortress, this is tailor made to ruin Space Marines' days. *'''SP Heavy Conversion Beamer:''' The big brother of the Thunderkyn scale SP Conversion Beamer, at 30" HunTR 2, S8 AP-3 D4, with {{W40kKeyword|Beam}} and the same conversion beamer rule of doing an extra hit if you're more than 15" away from a unit you fire at. This is a fine weapon held back by being mounted on something that likes to get closer to enemy units, rendering the benefit of the conversion beamer moot. *'''Heavy Magna-Rail Cannon:''' The daddy of the Magna-Rail Rifle held by the Hearthkyn and probably [[Rape|the most dangerous single weapon in your arsenal]]. This is a 36" Heavy 1, '''S14 AP-4 D2d3+6''' monster with {{W40kKeyword|Magna-Rail}}, and will likely ruin the day of anything it's pointed at. **You can make this thing autohit with a strategem and if you're running Ûthar you can make it autohit <i>and</i> auto 6 to wound. Roll well on the damage roll and you can fuck up an entire unit of 1W models or Slap a unit of MSU Marines off the board, which is hilarious. ===Relics=== ====Character Only==== *'''Ancestral Crest:''' Gives a couple perks. One Epic Deed strat can be used for free once per game, a once-per-game ability to make one hit, wound or save into a natural 6, and the kamikaze ability to deal d3 MW to the enemy who kills the bearer on a 2+ (maxed to 3 on a 6). *'''Aktôl's Fortress:''' {{W40kKeyword|Shield Crest}} only. During the fight phase, you can mark one enemy within 3" of the bearer - this unit cannot fight until after everyone on your side does. Great for shutting down power fists so long as they don't charge first. *''' Exactor:''' Replaces a Mass Hammer. This hammer's got no hit penalty and on a natural 6 to hit, all that damage is now considered Mortal Wounds. This turns the Einhyr Champion from a danger into an existential threat to most things on the table. *'''The First Knife:''' Kâhls and Grimnyr only. Gives an extra attack, but on a hit it deals d3 wounds plus a number equal to the amount of judgment tokens the enemy has. Might be enough to fell an enemy, but it will require the bearer to actually be in a fight if they're not kitted for one. *'''Flâyre:''' Replaces a Forgewrought Plasma Axe. An S+2 AP-3 D2 axe that gives three additional attacks, this is the weapon of choice for a beatstick of a Kâhl. *'''The Murmuring Staff:''' Grimnyr only. The bearer knows an additional power and they can cast after performing a psychic action. *'''Thyrikite Plate:''' Can't be taken by {{W40kKeyword|Exo-Armour}} units. Gives an extra wound and +1 to armor saves, which makes it about as effective as Exo-Armor. *'''Vôlumm's Master Artifice:''' Replaces a Graviton Rifle. Alongside all the perks of the rifle against high armor, this also has the Beam rule, allowing it to blast through enemies. **Bananas on an upgraded Iron-Master, who can do scores of mortal wounds to multiple units, as long as they have plenty of ''Judgement Tokens''. If you give him the ''A Long List'' warlord trait, he can even [[Powergamer|snipe characters]] with it, even if they're safely protected by nearby models. *'''Wayfarer's Grace:''' Lets the bearer regenerate a wound every turn. If they die, you can resurrect them with d3 wounds on a 3+. *'''Ymmâ's Shield:''' Einhyr Champion only. Once per turn, this shield can be used to negate the damage of one attack and can even mark the enemy with a Judgement Token on a 5+ if you're not playing with multiple leagues. ====Character, Theyn, or Hesyr==== These relics can be given to a Theyn or Hesyr (i.e. a Hearthkin or Hearthguard sergeant) via the Bequest of the Votann stratagem for 1 CP. *'''The Grey Crest:''' {{W40kKeyword|Shield Crest}} model only. Has different effects depending on who this is assigned to. Characters make enemies take a -1 to hit them at any range, while unit sergeants only get it against attacks from over 12" away. *'''Grudge's End:''' Bolt weapon only. One gun becomes a relic, improving its damage and AP by 1 and making it auto-wound enemies with Judgment Tokens. *'''The Hearthfist:''' Replaces Concussion Gauntlet or Mass Gauntlet. It's an amped-up fist with S+4 AP-3 D3 that deals 4 damage if the enemy contains Judgment Tokens. Pretty well-kitted to nail heroes and tanks alike. *'''Wârpestryk:''' {{W40kKeyword|Teleportation}} only. The bearer can now walk through terrain and can use the Site-to-Site Teleportation strat for free once per game. The big perk is that enemies can't deep-strike within 12", keeping them safe from any attempts to charge.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information