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==Leagues== === Kronus Hegemony === <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {| |- |The most militant of the Leagues, the Kronus Hegemony are ever eager to spring into another campaign to crush their enemies into dust. This has led to the Kin of this league becoming increasingly belligerent to any that cross they path, but it has also led to them becoming some of the greatest warriors of all dorfkind. |} <div class="mw-collapsible-content"> *'''League Custom - Battle Prowess:''' Each time a unit fights, add 1 to its Attacks characteristic if it charged, was charged, or performed a Heroic Intervention that turn. Each time a unit makes a melee attack, add 1 to the attack's Strength characteristic if it charged, was charged, or performed a Heroic Intervention that turn. **With the low amount of attacks that most of your models get, you're gonna need this one if you want to run a melee force. **'''Ancestral Judgment:''' Each time a model (except for {{W40kKeyword|COG}} models) makes a melee attack against an enemy with 2+ Judgement tokens, increase the AP of the attack by 1. *** Most of your melee has a decent amount of AP and the token requirement is steep, but this can offset things like Armor of Contempt, so if you're in a position to take advantage of it, use it. *'''Warlord Trait - Exemplary Hero:''' Reroll hit rolls for melee attacks and against {{W40kKeyword|character}} and {{W40kKeyword|monster}} units, gain +1 attacks and reroll Wound rolls of 1. **Woe betide any characters or monsters that are within charge range of an Einhyr Champ with this. *'''Stratagem - Bloody Expectations (1CP)''': Use when a {{W40kKeyword|Kronus Hegemony}} is about to fight in the Fight phase. That unit gets an extra hit for each Hit roll of 6 when they make a melee attack for the rest of the phase. *'''Relic - The Just Blade:''' Replaces a forgewrought plasma axe or dark star axe. S+1 AP-4 D2 melee weapon that ignores invulns. </div></div> === Greater Thurian League === <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {| |- The new posterboys, and the 40k successors of the High King [[Thorgrim Grudgebearer]] himself,. Like [[Ultramarines|certain other poster boys]], they can do basic maneuvers [[Mary Sues|better than others]] (they count more on objectives and have more reliable attacks) and dish out extra judgment, but because they're fueled by [[Book of Grudges|<s>manly</s> dorfy hate]], they're cool. |} <div class="mw-collapsible-content"> *'''League Custom - Ruthless Efficiency:''' All models (aside from {{W40kKeyword|COG}} models) count as 2 models or 5 if the model has 10+ wounds. All units can also re-roll one hit or wound roll each turn. **The Hit/Wound re-roll here is always a plus. On stuff like your Hearthkyn sure, it's ignorable, but re-rolling that one missed Magna Rail shot? Or re-rolling a bad Wound from your Einhyr Champion's hammer to get every hit in? Absolutely great. It's small, you'll probably forget about it, but when you remember you have it, it can really work some magic, especially with some Judgement Tokens up **'''Ancestral Judgment:''' When your army attacks an enemy with a Judgement token, the enemy counts as having an additional token for the sake of any benefits. ***Starts slow, but means that as soon as something gets a token, you're autowounding on hits of 5+. Also lets you hit that cap quicker. ***Inb4 [[that guy]] tries to insist, the secondary for killing models with 3 grudge tokens is unaffected by this. Similarly to how Farsight Enclaves treat enemies within a certain distance as having a markerlight, the extra judgment token only applies for the Judgment benefits, not VP. New armies and rules like this tend to be full of cheesemongers, so take note. *'''Warlord Trait - Pragmatic Wisdom:''' Each time you spend a Command point, completely refund it on a roll of 5+. *'''Stratagem - Appraising Glare (1CP)''': When your Kâhl uses Grim Efficiency, he slaps two instead of one. **Because everyone with a judgment token counts as having an extra one, whoever your Kahl marks is treated ''as having three''. [[Cheese|You're autowounding on 4s]]. *'''Relic - Kôrvyk's Cuirass:''' Gain a 4+ invuln save and reduce AP of enemy attacks by 1 to a minimum of 0, which also stacks with Void Armour. Why yes, let's piss off absolutely EVERYTHING trying to kill your Einhyr Champion by making it immune to everything short of fucking meltas and lascannons! </div></div> === Trans-Hyperian Alliance === <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {| |- |The Trans-Hyperian Alliance are the most widespread of the Kin in the galaxy, as they send their fleets to the edges of the galaxy to scour for new knowledge to feed their Votann. They also venerate their ancestors in a way beyond most other holds, giving them some extra efficiency when exploiting Eye of the Ancestors. |} <div class="mw-collapsible-content"> *'''League Custom - Honour the Ancestors:''' Gain an extra point of AP on an attack on an unmodified Wound roll of 6, and +1 to hit for units below their starting strength. **The Eye of the Ancestors nerf hits this custom particularly hard, now that your tokens no longer turn any wounds into a 6. **'''Ancestral Judgment:''' Models, except for {{W40kKeyword|COG}}, re-roll wound rolls of 1 against units with one or more Judgement tokens. ***A strong ability, almost makes up for your lack of a lieutenant-equivalent. *'''Warlord Trait - Nomad Strategist:''' At the start if the first battle round, you can redeploy up to three {{W40kKeyword|Trans-Hyperian Alliance}} units within your deployment zone or into Strategic Reserves without spending CP. Absolutely vital as this saves points that would have been spent on Teleportation Crests, and also lets you take the Shield Crests for an additional '''wound'''! *'''Stratagem - Cult of Veneration (1 CP)''': Use when a {{W40kKeyword|Trans-Hyperian Alliance}} unit is about to lose wounds from a mortal wound. gain a 5+ FNP against all mortal wounds for the rest of the phase. *'''Relic - The Corv Duas:''' {{W40kKeyword|Trans-Hyperian Alliance Grimnyr}} only. Gain an extra wound. While the Grimnyr has one or more {{W40kKeyword|Corv}} models present, you can deny one additional psychic power and gain +1 to Deny the Witch tests. </div></div> === Urani-Surtr Regulates === <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {| |- |The Urani-Surtr Regulates embody the dogged stubbornness typical of the dorfish kind. They are absolutely dedicated to working at peak efficiency, even if it requires that they subsist on the absolute minimum of their rations to survive. This also makes them far tougher to remove as they can tank more abuse. |} <div class="mw-collapsible-content"> *'''League Custom: Dour Survivalists:''' +1 Toughness for all units and re-roll failed Morale tests. **Re-rolling morale is kinda meh, but adding 1 to ''every'' model's toughness can get quite silly, especially when your basic troop is now T5 and your Land Fortress is T9, on top of the ''Void Armour'' benefit. **'''Ancestral Judgment:''' Each time a model (excluding models with the {{W40kKeyword|COG}} keyword) attacks an enemy with 0 Judgement Tokens, the enemy unit is considered to have 1 Judgment Token when determining bonuses. ***Auto-wounding everything on 6 to hit means you want to lean into units with worse BS (since higher BS won't help the autowounding as much) and worse S on their weapons (since being better at wounding is meaningless if you auto-wound). You still want decent AP and Damage to make this worthwhile and you don't have ready access to cheap models with poor BS, but look for weapons with Blast so you can spam the enemy with attacks and hope for 6s. *'''Warlord Trait - Grim Pragmatism:''' 5+++ FNP. *'''Stratagem - Waste Not Your Last Breath (1 CP)''': Use in the Fight phase when an {{W40kKeyword|Urani-Surtr Regulates character}} that hasn't fought yet is killed. It can fight after the enemy unit finishes its attacks and is then removed as normal. *'''Relic - The Abiding Mantle:''' Can't be targeted by enemy ranged attacks unless the bearer is the closest eligible target. </div></div> === Ymyr Conglomerate === <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {| |- |The Ymyr Conglomerate is the most advanced of the Leagues, proudly fielding impressive amounts of heavy armor when compared to other Kin. This is not just any armor though, as this League is also renowned for their incredibly advanced suits that hold no equals. |} <div class="mw-collapsible-content"> *'''League Custom - Master Armourers:''' Add 4" to the range of all non-relic ranged weapons. Units with a 2+ save get a 4++; everyone else gets a 5++. Your Einhyr are now even harder to kill and everyone can safely level their gunlines from even further away. Cthonian Beserks now get a save that is better than their original and Land Fortresses become even harder to bring down. **'''Ancestral Judgment:''' When making a ranged attack within half range (excluding {{W40kKeyword|COG}} models) and the targeted unit has one or more Judgement tokens, increase the AP of the attack by 1. Obviously becomes more effective the lower your starting AP is, with Bolters gaining the greatest benefit. *'''Warlord Trait - Guild Connections:''' Increase the damage of all non-relic weapons by 1. Give it to a Einhyr Champ with a hammer and do, at the minimum, [[Rape|''5'' damage for each successful wound]]. This is also good with the standard DArk Star axe giving the Champ 8 (!!) attacks at damage 2 ignoring FNP and wound caps, and it also makes his 4 shot bolter damage 2 per shot. *'''Stratagem - Pulsed Beam Discharge (1CP)''': Use in the Shooting phase when a {{W40kKeyword|Ymyr Conglomerate}} model is selected to shoot. Select one model in the unit equipped with a beam weapon. Until the end of the phase, all hits scored with that beam weapon do one mortal wound in addition to any other damage. **<s>It is unclear if this applies to all instances of the same weapon carried by a model, like a Land Fortress with 4 Ion Beamers, or if it only works on one of them. Tread carefully around how you interpret this.</s> The rule says: "Select one model in that unit, and then select one beam weapon that it is equipped with. Until the end of the phase, each time a hit is scored with that weapon, the target suffers 1 mortal wound in addition to the normal Damage." A single weapon causes the mortals. This strat is best used on the Heavy Conversion beamer for a potential of 4 mortals. This strat only affects the targeted unit, and no one else in the line of the beam as well, or that would be super busted. *'''Relic - The Last Crest of Jâluk:''' {{W40kKeyword|Ymyr Conglomerate Shield Crest}} model only. Gain a 4+++ FNP against Mortal Wounds and once per battle before making a saving throw, get a 3+ invuln save for the rest of the phase. This is incredibly frustrating when put on a champion. Turns a tanky character into annoyingly tanky, and you can almost put him on an objective by himself. He can tank a lot of shots even without lookout sir. </div></div> === Established League Customs === <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {| |- |Though the Kin abide by tradition, they are not bound to it. There are a number of ways a league to establish their own identities, whether it be in their reverence of their ancestors, their tactical preference or special mutations in their cloneskeins. |} <div class="mw-collapsible-content"> You select three customs, but exactly one of them must come from the Ancestral Judgment category. Note that while you can copy part of the customs for each of the established Leagues, you can't copy the entire setup. <tabs> <tab name="Ancestral Judgment"> *'''Brutal Efficiency:''' Each time a model (except for {{W40kKeyword|COG}} models) makes a melee attack against an enemy with Judgement tokens, a natural 6 to hit also scores an additional hit. *'''Close Quarters Prioritisation:''' +2 to charge any enemies with Judgement tokens. *'''Quick to Judge:''' Every time an enemy unit targets a unit with this custom with a shooting or melee attack, after the attacking unit has resolved all of its attacks, if the unit with this custom suffered one or more casualties as the result of those attacks but was not destroyed, roll 1d6 (adding one to the result if the unit being attacked is now below half strength). On a 4+, the attacking unit gains 1 judgement token. *'''Taking it Personally:''' If a unit with this custom attacks only one enemy unit and does not kill them, the enemy will take a Judgement Token on a 5+ (+1 if the enemy unit is below half-strength). *'''Unwavering Discipline:''' Each time a model (excluding a {{W40kKeyword|COG}}) with this custom makes an attack against a target with 1 or more Judgement Tokens, you can ignore any hit roll/weapon skill/ballistic skill modifiers. *'''Vengeful:''' When a unit with this custom dies, the killer takes 2 Judgement tokens. If you're expecting your troops to die, this will help you pay them back with blood. </tab> <tab name="Other"> *'''League Affiliated:''' Your standard "copy all the rules of one of the pre-existing factions" option. *'''Martial Cloneskeins:''' +1 to Strength when charging, getting charged or heroically intervening. One-third of the Kronus Hegemony's custom. *'''Honour in Toil:''' If a unit with this custom is below its starting strength, add +1 to hit. Similar to one-third of the Trans-Hyperian Alliance's custom, but worse. *'''Refined Power Cores:''' Add +2 to the movement of all Accelerated and Vehicle units. *'''Stoic:''' Re-roll morale checks. One-third of the Urani-Surtr Conglomerates' custom. *'''Superior Beam Capacitors:''' Add 1 to the strength of all Beam weapons, and each time you use the Core-Buster Fire Pattern stratagem it costs 0 CP. *'''Void Hardened:''' Unmodified wound rolls of 1 or 2 always fail against units with this custom. *'''Warrior Pride:''' Each time a unit with this custom is selected to fight, you can re-roll a single hit or wound roll. One third of the Greater Thurian Leagues' custom. *'''War Songs:''' Your units can re-roll to hit in melee if their enemy is engaged with two or more {{W40kKeyword|<League> Core}} units. *'''Weaponsmiths:''' Add 4" to the range of all ranged weapons (excluding Relics) to units with this Custom. One-third of the Ymyr Conglomerate's custom. </tab> </tabs> </div></div>
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