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Warhammer 40,000/9th Edition Tactics/Leagues of Votann
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===HQ=== *'''Kâhl:''' The generic "captain" of the Votann, your <s>Karl</s> Kahl clocks in with a solid statblock, with a 2+ to hit with both melee and shooting, 4 strength, 4 toughness, 5 wounds, 4 attacks, a 3+ save and a 4++ invuln. He can either take a ''Teleport Crest'' for movement shenanigans and the {{W40kKeyword|Teleportation}} keyword, or a ''Rampart Crest'' to grant a nearby {{W40kKeyword|<league> Infantry}} or {{W40kKeyword|<league> Biker}} a 5++ against ranged attacks, as well as the {{W40kKeyword|Shield Crest}} keyword. Once in your command phase, he can put a ''Vengeance Token'' on a visible enemy unit, and he can let nearby {{W40kKeyword|<league> Core}} units within 6" reroll hits of 1. All that for 90 points before upgrades, the Kâhl is a cheap, efficient and solid little model that will be a mainstay in most army lists. **'''Votanic Council - High Kâhl:'''+2PL and +40pts. Upgrading a Kâhl to a High Kâhl excludes them from the 0-1-Kâhl-per-Detachment limit, so you can have one Kâhl and one High Kâhl. ***'''Ability - High Kâhl:''' During the Command Phase, pick <League> Core or <League> Character within 6" to re-roll all hit rolls until your next Command Phase. ***'''Ability - Ancestral Judgment: Efficient Exemplar''' - Whenever the High Kahl kills something that has a Judgment token, ''you can immediately give someone else a token.'' You're already marking one unit a turn, two if you took the High Kahl WT, why not dump a third? ***'''Trait - Experienced Eye:''' You may use Grim Efficiency one additional time, but only on a unit that has not been selected this phase. ****A good combo for a High Kahl is to give him the Long List Warlord Trait instead of the Experienced Eye trait and then give him the Grudge's End Relic. You have a semi reliable sniper that can put full re-rolls on himself if you need to, snipe out smaller characters, and bounce judgement tokens around the board. This also allows you to move your Kahl to a more advantageous place, get vision on an enemy, kill a unit, and then put a judgement token on that new unit you have vision to. Otherwise you run into the problem finding difficulty putting two tokens on a unit in your command phase before moving and seeing anything. *'''Grimnyr:''' Your psyker, with floating robot assistants. Can cast two and deny one psychic power, and comes with some interesting abilities. First off, he gets a 4++ that all of the Votann HQs get, and his floating robobuddies let him ignore perils of the warp so long as one of them are still alive. Perils will destroy a CORV, though, so watch out. In addition, the Grimnyr lets all {{W40kKeyword|<league> Core}} within 6" add one to their combat attrition tests. The whole unit is 100 points, which is relatively cheap, so you should be able to find a place for him in your army. **'''Votanic Council - Lord Grimnyr:''' +1PL and +25pts upgrades a Grimnyr to a Lord Grimnyr. ***'''Ability - Lord Grimnyr:''' An additional cast,. ***'''Ability - Ancestral Judgment: Anger of the Ancestors''' - When casting a Stormskein power, if there is an enemy with a judgment token within 18" of the Lord Grimnyr, you get to add 1 to the cast. Since you want to target dudes with tokens anyway, this just makes the cast easier. ***'''Trait - Ancestral Power:''' +6 to power range. *'''Brôkhyr Iron-Master:''' The [[Adeptus Mechanicus|techpriest]]. The Iron-Master comes with a bunch of robot helpers, a handful of odd weapons and several useful abilities if you're running a vehicle or {{W40kKeyword|Exo-Frame}} heavy list. The Iron-Master himself totes around a Graviton Hammer, giving him a bit of melee punch. He also has a Graviton Rifle, which is a 18" HunTR 3, S5 AP-3 D2 grav gun that does D3 on enemies with a 3+ save or better. He also has a friendly helper bot armed with a Las-Beam Cutter, but its main use is letting you advance and still perform actions, as well as shoot without an action failing. In addition, you have 3 E-COG helper bots armed with a variety of weapons of questionable usefulness. One gets a Plasma Torch, which is a S+4 AP-4 D2 blowtorch, another has a set of manipulator arms that hit for S:User AP0 D1, and 2 extra attacks, and the third one gets an Autoch-Pattern Bolt Pistol. The E-COG's main use, though, is to buff up your repair ability, so instead of repairing d3 lost wounds to an {{W40kKeyword|<league> Exo-Frame}} or {{W40kKeyword|<league> Vehicle}}, you can repair d3+1, as long as any E-COGs are still alive. To cap this off, your Iron-Master can buff a nearby {{W40kKeyword|<league> Core}} or {{W40kKeyword|<league> Vehicle}} within 9" with a +1 to hit with ranged attacks. What does all this run you for? 90 points, which would be excellent, except you have a very limited pool of repair targets and your {{W40kKeyword|Vehicles}} tend towards being a bit squishy in practice. **'''Votanic Council - Brokhyr Forgemaster:''' +1PL and +25pts upgrades a Brôkhyr Iron-Master to a Brokhyr Forgemaster. ***'''Ability - Brokhyr Forgemaster:''' You get to use WARGEAR stratagems as 1 CP less (to a minimum of 0). ***'''Ability - Ancestral Judgment: Forgemaster's Eye''' - When shooting at someone with a Judgment Token, UMWRs of 6 deal MW equivalent to the damage characteristic of the attack and the sequence ends; if using a BEAM weapon, this also applies to anyone else hit that has a judgment token. ***'''Trait - Master Armourer:''' A two part trait. repair 3 wounds instead of d3 and once per battle round, you can negate the damage of one failed save made by a <League> vehicle or <League> exo-armour unit. *'''Einhyr Champion:''' The [[Muscle Wizard|muscle]]. The Einhyr Champion is a tough nut to crack, with their {{W40kKeyword|Exo-Armour}} giving them a 2+ save, 5 strength and 5 toughness, as well as -1 to all damage taken. In addition, they buff nearby {{W40kKeyword|Hearthguard}} units within 6" with an aura of rerolling 1s to wound. Because he's a special boy he also gets a ''RAM Shield'', which forces enemies to subtract 1 from any wound rolls against him, as well as a ''Mass Driver Accelerator'', which lets him roll a d6 after making a charge and while he's within engagement range of an enemy unit. On a 6, '''or''' if it beats the highest toughness characteristic of that unit, that unit takes d3 mortal wounds. The Champion can pick between a ''Teleport Crest'' which grants {{W40kKeyword|Teleportation}} and the associated benefits, or a ''Weavefield Crest'' for an extra wound, the {{W40kKeyword|Shield Crest}} keyword and a very sorely needed 4++. He comes stock with an Auroch-Pattern Combi Bolter, which is a 24" HunTR 4 Bolter, and a Darkstar Axe. Depending on what you want to chuck him at you might want to think about dropping 10 points to give him the Mass Hammer, which turns him into a very short, very angry [[Vindicator|Vindicator]]. Point him at the nearest dreadnought or tank and watch him carve a hole right through it. He's a bit expensive at 140 points with the hammer, however. **One good way to run him is in the Ymyr Conglomerate with the warlord trait Guild Connections and the relic The Last Crest of Jaluk. This gives you a pretty good beatstick that also has a damage 2 gun and a relic that makes him super tanky. **The other common way to run him is in the Greater Thurian League with the relic Mass Hammer, Exactor, alongside Uthar. If you roll out your attacks fishing for 6s to hit, Uthar can make one of them a 6 right away giving out mortals incredibly fast. **This also kind of works with the Kronus Hegemony. Your Champion with the warlord trait Exemplary Hero gives him 5 attacks that can all be rerolled making it possible to fish for 6s for those tasty mortals. ====Special Characters==== *'''Ûthar the Destined:''' A High Kahl (Chapter Master) of the Greater Thurian League. Uthar has a lot of things going for him, and as the only named character in the first wave of models, he damn well better be awesome. Overall, he makes for a great force multiplier. You want him on the battlefield handing out full re-rolls to hit and 2+ judgement tokens each turn. Not to mention a host of beneficial auras. Also he can block melta gun blasts with his face. **Two Warlord Traits: Experienced Eye (hand out two judgement tokens) and Ancestral Bearing (+3 range to his auras) **Has a beefed up stat line in comparison with your generic kahl, including 1 better strength, toughness, and attacks and 2 more wounds **Packs a bog standard Vulkanite Disintegrator and the unique Blade of the Ancestors (User +1, -4 AP, 2 damage). The blade has the twist that an unmodified hit roll of 6 causes 2 mortal wounds and the sequence ends (or 3 mortal wounds if the target has a judgement token). **On the defensive side, he rolls with a somewhat weak looking 3+ void armour save and a 4++, but his destined rule compensates. ALL attacks allocated to him have their Damage changed to 1. Yes, he can eat a shot from a meltagun or a las cannon and just walk it off. **Has two two auras which benefit from his Ancestral Bearing warlord trait as well as a pseduo-aura: Kindred Hero (see the generic kahl), Rampart Shield (Greater Thurian League infantry and biker units within 6" have a 5++ against ranged attacks) and Ancestral Fortune. (Not really an aura, but once per round Uthar or another GTL Unit within 6" can change the result of a hit roll, wound roll, damage roll, or saving throw to an unmodified 6.) **Thanks to his Experienced Eye Warlord Trait, he can pick out two units for Grim Efficiency. Which synergizes with the GTL's Appraising Glare stratagem (one unit picked gets two tokens instead of one) and the GTL Judgment (treat 1 token as 2, and 2 tokens as 3); that means, every turn, at least one guy's getting autowounded on 4s.
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