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Warhammer 40,000/9th Edition Tactics/Leagues of Votann
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==Special Rules== The Kindred's special rules are basically a mix of WHFB Dwarfs and Death Guard with a dash of Tau markerlights: though you're slow and plodding, HunTR's don't need to worry about losing their shots (unless you advance); your gear also explains why the Mechanicus has such hard-ons for STCs, the armor being better than the Salamanders, and their guns the envy of the Tau. *'''Objective Secured:''' Hearthkyn Warriors and Pioneers have objective secured. **This is actually kinda good, because Pioneers can also perform certain secondaries. It should harken back to the days of 8th, where Custodes jetbikes also had ObSec, before the 9th Ed Codex and FAQ nerfed them back to TROOPS only. *'''Eye of the Ancestors:''' This army-wide special rule requires every unit in your army to have the {{W40kKeyword|Votann}} keyword and be from the same league. It represents the accrual of grudges by enemies of the kin doing shit they shouldn't. This is tracked via judgement tokens, to a maximum of 3 per unit. **<s>Tokens</s> [[Book of Grudges|'''GRUDGES''']] are earned by when one of the following: Breaking your shit (AKA Destroying a Votann unit), Doing Shit (AKA Successfully completing actions (including psychic actions)), or trying to take your shit (AKA pick one unit that is standing next to an objective at the end of your opponent's turn). In addition, other units can assign Judgement tokens using various unit based abilities (see the Kahl). **If a unit has a judgement token, then League units will auto wound on successful hit rolls (unmodified rolls of 6+ for one, 5+ for two, and 4+ for three tokens). In addition, each League has a Judgement Token-related ability baked into their customs. See the individual league entries below. ***These auto-wounds used to count as natural 6s for the purposes of anything like a Magna-Rail, but the community's backlash against such a broken rule has had GW backpedal a bit so now auto-wounds '''''never''''' count as a natural 6. *'''HunTR Weapons:''' A special weapon type exclusive to the Kin, HunTR weapons special gimmick is they have no gimmicks. No advancing and firing, no penalties to hit from moving, no extra shots from being in close range. You just get the amount of shots that are listed. In effect, this is as if all of your bolter weapons were always in rapid fire range and all of your heavy weapons had no penalties for moving and shooting. **Kinda like the Daemon's Malefic attacks, they're just unmodifiable WYSIWYG attacks. Are you noticing a trend of GW putting out new, extra special snowflake rules that are unaffected by all the previously released rules of prior codices? That's because [[Bullshit|it's easier to just release new rules]] that [[Fail|ignore or are unaffected by prior rules rather]] than look through the [[Warhammer 40,000 9th Edition|clusterfuck of previous books for balance]]. *'''Steady Advance:''' Your Kin are natural sprinters, very dangerous over short distances, and thus don't suffer penalties to movement, but their stubby legs make it so that advancing only moves them forward an additional 3" without needing to roll. If the unit has the {{W40kKeyword|Accelerated}} keyword, then you can move a full 6" without rolling. *'''Void Armour:''' Thought Armour of Contempt was bad? Not only is reducing AP now Squat exclusive, but their rule is much better. Not only does it reduce the AP of any incoming attack by 1 (to a minimum of 0), but enemies now cannot re-roll the wound or damage roll. EVER. Shit is truly fucked for everyone. **Get fucked, Salamanders. The Kindred go to war in true master-crafted armor, even the naked ones. Somehow. *'''Magna-Rail:''' A weapon based-ability that was either stolen from, or sold to, the Tau (depending on who you ask) or, most likely, separately developed. Invulnerable saves cannot be taken against this weapon and on an unmodified wound roll of 6, excess damage from the weapon will spill over to affect other units in the target unit. Currently limited to the Hekaton Land Fortress' Heavy Magna-rail cannon and the Hearthkyn Warrior's Magna-rail rifle. **Just a tiny bit of nuance when comparing Tau to Votann railguns: Tau railguns do mortal wounds on all successful wounds, even if they manage to save somehow (Daemons). But your damage only bleeds over on unmodified 6s to wound and if they can still make a save, the damage is lost. The Mortal Wound distinction also kinda matters because factions like Word Bearers can shrug the MWs from Tau but can't shrug the wounds from Magnarails. *'''Beam:''' A weapon-based ability found on a variety of equipment and units. Beam Weapons fire so much energy into their targets that they can fry other units caught in the crossfire. If you make a successful hit roll, draw a line from the closest part of the model's base or hull to the closest part of the target unit. If the line crosses any other ELIGIBLE units, make a single wound roll for each hit that unit took as the beam cuts straight through them. Since your own units cannot be eligible, this does not affect your own units that are crossed over and it does not affect units counting behind obscuring terrain or being affected by Look Out Sir. ** This has changed according to the [https://www.warhammer-community.com/wp-content/uploads/2022/09/M4ZtMKb1Wuet3MVw.pdf 30th of November FAQ] for the Leagues. Beam weapons can now hit your own dorfs.
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