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