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Warhammer 40,000/9th Edition Tactics/Leagues of Votann
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===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.
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