Editing
Warhammer 40,000/10th Edition Tactics/Leagues of Votann
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Wargear== *'''Weavefield Crest:''' Grants the bearer a 4++ invulnerable save. Available for Hearthkyn Theyns, Einhyr Champions and Hearthguard Hesyrs. *'''Rampart Crest:''' A souped-up weavefield crest. Grants the bearer's unit a 5++ invulnerable save. Only available on the Kahl and Uthar the Destined. *'''Teleport Crest:''' Allows the bearer's unit to deep strike. An option for the Kahl, Einhyr Champion and Hearthguard Hesyrs. *'''Pan Spectral Scanner:''' The bearer's unit gains the ''Ignores Cover'' ability. An option for Pioneers, Hearthkyn and the Hekaton Land Fortress. *'''Comms Array:''' Each time the bearer's unit is targeted by a stratagem, roll a d6, and on a 5+ you can 1 CP. An option for Pioneers and Hearthkyn. *'''Medipack:''' Grants the bearer's unit a 6+++ ''Feel No Pain''. Only for Hearthkyn, who will definitely need the extra defense. *'''Rollbar Searchlight:''' Only available for Pioneers, and grants them +1 to hit against enemy units with ''Stealth'', which just negates the stealth bonus unless you're inside 12". ===Ranged Weapons=== *'''Autoch Pattern Bolter:''' 24" A2 S4 AP0 D1. You standard infantry weapon, available on your Hearthkyn and Grimnyr. Lost a point of AP in the edition change. *'''Ion Blaster:''' 18" A1 S5 AP-2 D1. An alternative to the Autoch Bolter, and much better at killing things with decent armor saves. Lost a point of damage in the edition change. *'''Autoch Pattern Combi-Bolter:''' 24" A4 S4 AP0 D1. The character version of the Autoch Bolter with twice the shots and a better ballistic skill, found on the Kahl and Einhyr Champion. *'''Exo-Armour Grenade Launcher:''' [BLAST] 18" Ad6 S4 AP0 D1. Your Hearthguard's shoulder gun, great for clearing hordes. *'''Bolt Shotgun:''' [ASSAULT] 12" A2 S5 AP0 D1. A boomstick for your Pioneers, and can be fired after advancing. ===Pistols=== *'''Autoch Pattern Bolt Pistol:''' [PISTOL] 12" A1 S4 AP0 D1. The standard dwarf sidearm. *'''Ion Pistol:''' [PISTOL] 12" A1 S5 AP-2 D1. A better pistol for your Hearthkyn Theyns. Since all wargear costs the same you'll be taking this over the regular bolt pistol every time. *'''EtaCarn Plasma Pistol:''' [PISTOL] 6" A1 S8 AP-3 D2. A pocket handcannon for your Hearthkyn Theyn. Capable of blowing a hole into a marine easily, but you'll have to basically be in melee distance to use it. ===Special Weapons=== *'''Volkanite Disintegrator:''' [DEVASTATING WOUNDS] 18" A3 S5 AP0 D1. An option for both your Kahl and your Einhyr Hearthguard. Different to last edition in that the mortal wounds happen on a wound roll of 6, rather than a hit roll of 6. *'''EtaCarn Plasma Gun:''' 24" A1 S8 AP-3 D2. Always supercharged plasma without ''Hazardous'', found on your Einhyr Hearthguard. The low shot count is underwhelming, but with several ways to get ''Sustained Hits'' buffs, it might be a more competitive option. *'''EtaCarn Plasma Beamer:''' [SUSTAINED HITS D3] 18" A1 S8 AP-3 D2. An option for your Hearthkyn. Super swingy, and the general lack of rerolls means you won't score that trickshot terribly often. *'''HYLas Auto Rifle:''' [ASSAULT] [RAPID FIRE 3] 24" A3 S6 AP-1 D1. A super multilaser in a man-portable package. Unfortunately, none of your other guns have ''Assault'' so you can't fire this with anything else if you choose to run. *'''HYLas Rotary Cannon:''' [HEAVY] [SUSTAINED HITS 1] 24" A6 S6 AP-1 D1. The [[MOAR DAKKA|more dakka]] version of the above. A very competitive pick for a squad that's sitting on the backfield. *'''L7 Missile Launcher:''' [BLAST] 24" Ad6 AP0 S1 '''''OR''''' 24" A1 S9 AP-2 Dd6. Still the jack of all trades, still the master of none. There are better options for your Hearthkyn to take. Comes as a sidearm with the Sagitaur Missile Launcher. *'''Magna-Rail Rifle:''' [HEAVY] [DEVASTATING WOUNDS] [[bullshit|18"]] A1 S12 AP-4 Dd3+3. Nerfed into the ground, and yet still one of the better weapons. No rerolls for your army really hurts the usability of this weapon. *'''Mole Grenade Launcher:''' [BLAST] [INDIRECT FIRE] 24" Ad6 S5 AP-1 D1. An optional gun for your Beserks. Now that it's free, taking this gives your angry, shirtless lads a tiny bit of versatility. *'''Graviton Rifle:''' [ANTI-VEHICLE 2+] 18" A3 S5 AP-1 D3. Your Iron-Master's main piece and a decently scary gun for weakened tanks. ===Heavy Weapons=== *'''Ion Beamer:''' [SUSTAINED HITS D3], Twin Beamers get [TWIN-LINKED], A3 S7 AP-2 D1. ''Used'' to be the anti-MEQ option, but it losing a point of damage makes it less appealing. *'''Magna-Coil Autocannon:''' A3 S7 AP-1 D2. The primary weapon of a Pioneer bike. Not too bad at pasting marines, but its AP is wanting. *'''MATR Autocannon:''' 24" A6 S7 AP-1 D2. A rapid fire autocannon for your Sagitaurs and Land Fortress. *'''Sagitaur Missile Launcher:''' 36" A2 S12 AP-3 D3. One of the main guns on a Sagitaur. A solid option, probably best used for taking chunks out of weakened tanks. *'''HYLas Beam Cannon:''' [SUSTAINED HITS D3] 24" A2 S12 AP-3 Dd6. A short ranged, 2 shot lascannon for your moon buggy. ''Sustained Hits'' will cause this weapon to spike damage infrequently, so don't expect miracles. *'''Bolt Cannon:''' [SUSTAINED HITS 1], Twin Cannons get [TWIN-LINKED], 36" A3 S6 AP-1 D2. A longer range, lower strength autocannon with a slightly improved rate of fire. Sagitaurs get this by default, and Thunderkyn and Land Fortresses get this as one of their weapon options. *'''Graviton Blast Cannon:''' [ANTI-VEHICLE 2+] [BLAST] 18" Ad6 S5 AP-2 D2. These bad boys are your best chance at destroying enemy armor, and aren't too bad at pasting heavier infantry, either. Their short range makes them challenging to use effectively. Found only on the Thunderkyn. *'''SP Conversion Beamer:''' [CONVERSION] [SUSTAINED HITS D3] 24" A1 S7 AP-1 D3. Probably your most strategic choice. ''Conversion'' will make their ''Sustained Hits'' go off on a 4+, roughly doubling your shots every time you fire. Would be ideal for taking on terminator equivalents, however, the lack of AP is a major hurdle. Another option for the Thunderkyn, and not the worst thing to have pop up out of reserves. *'''SP Heavy Conversion Beamer:''' [CONVERSION] [SUSTAINED HITS D3] 24" A2 S10 AP-2 D4. A super conversion beamer for your Land Fortress, and likely it's most versatile choice. Not as punchy as the Heavy Magna-Rail, but more reliable. *'''Cyclic Ion Cannon:''' [BLAST] 24" Ad6+3 S9 AP-2 D2. The heaviest Ion weapon you can take, found on the Land Fortress. Great for mulching terminators and light vehicles, but will struggle against heavier monsters and tanks. *'''Heavy Magna-Rail Cannon:''' [[wat|[HEAVY]]] [DEVASTATING WOUNDS] 30" A1 S18 AP-4 Dd6+6. Your biggest, baddest gun for the Land Fortress. If the stars align this will wreck a tank in one shot and put anything chunkier on life support, but with one shot and a ballistic skill of 4+ you're better off buying lottery tickets. Bizarrely comes with ''Heavy'' so you can hit on a 3+ when you sit still. ===Melee Weapons=== *'''Kin Melee Weapon:''' A2 S5 AP-2 D2. Found on your Hearthkyn Theyns and oddly on two other models in place of any special ranged weapons. Thanks to Geedubs deciding that [[fail|you don't deserve power fists on your basic troops]], the ones you modeled on your Theyns now get this profile. *'''Plasma Blade Gauntlet:''' A3 S6 AP-2 D1. The default for your Einhyr Hearthguard. Not that bad for carving up squishier stuff, but anything with 2 wounds or more per model isn't going to feel very threatened by this. *'''Forgewrought Plasma Axe:''' A4 S5 AP-2 D2. An option for your Kahl. Great for carving up marines but not much else. *'''Darkstar Axe:''' A6 S6 AP-2 D2. One of the options for your Einhyr Champion. A downgrade from the previous edition, this no longer ignores damage caps, lost a point of AP and swings less often, but got bumped to D2. *'''Heavy Plasma Axe:''' '''Strike''' A3 S6 AP-2 D2 '''''OR''''' '''Sweep''' A6 S4 AP-1 D1. The default for your Beserks. Much like last edition, good for smacking around marines with the strike profile or hordes with the sweep profile. *'''Concussion Gauntlet:''' Twin Gauntlets are [TWIN-LINKED] A2 S9 AP-2 D2. One of the options for your Hearthguard and Beserks. Not too bad for smacking around anything lighter than a Rhino, but the two attacks are extremely underwhelming. *'''Concussion Hammer:''' A3 S9 AP-1 D3. An option for your Hearthguard Hesyr instead of the other weapons. Probably not worth it thanks to the low AP and underwhelming weapon skill. *'''Concussion Maul:''' A3 S9 AP-2 D3. An alternative for your Beserks, perfect for smashing terminators into soup but not the anti-everything it was last edition. *'''Mass Gauntlet:''' A3 S8 AP-2 D3. Found only on the Kahl. Made for dealing with tougher things, but with the expansion of toughness profiles you won't be [[Imperial Fists|fisting]] a tank or primarch to death anymore. *'''Mass Hammer:''' A3 S12 AP-2 Dd6+1. A lascannon in the palm of your hand, and an option for your Einhyr Champion. Makes the big man much more dangerous, though the low AP is unfortunate. *'''Graviton Hammer:''' [ANTI-VEHICLE 2+] A3 S9 AP-1 D3. Found only on your Brokhyr Iron-Master, though would be better on anyone else. If your repairman has to use this, he's in a bad spot. *'''Ancestral Ward Stave:''' [PSYCHIC] A1 S7 AP-1 Dd3. A force weapon for your Grimnyr. Probably best used for bonking marines that step on your lawn, but the old man shouldn't be near the frontlines to think about using it.
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