Games Workshop - Warhammer 40,000 - Leagues of Votann: Hekaton Land Fortress

£20.995
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Games Workshop - Warhammer 40,000 - Leagues of Votann: Hekaton Land Fortress

Games Workshop - Warhammer 40,000 - Leagues of Votann: Hekaton Land Fortress

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Price: £20.995
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They even say this is not the last unit either, so expect to see even more reveals before the faction drops! Leagues of Votann Sagitaur ATV Vehicle Each League has an associated League Stratagem. If your army includes a League Detachment (excluding Auxiliary Support Detachments), then you have access to and can spend Command points to use this Stratagem, in addition to Votann Stratagems. The return of the Kin is Warhammer history in the making, and the launch box brings the first of the new models and early access to the codex. Leagues of Votann Army Set Each of these rugged battle tanks starts as three stuffed sprues – with a cheeky fourth sprue of transparent plastic for its many canopies. These don’t just contain the robust side panels, terrain-tested wheels, and formidable undercarriage of the Land Fortress – they also supply its immense armoury . Lastly you have your 4 aces: 8 Hearthguard and 3×3 Thunderkyn. While your opponents are forced to overcommit to reach your bikes and fortress, you can spring your trap and teleport your 8 hearthguard with full rerolls, and drop your 9 Thunderkyn from strat reserve for some serious firepower. Not many armies can survive a full commitment from this list. Wrapping Things Up

From the sounds of it, you might have to include these as they will be super tough and have all kinds of firepower, which the guy above points to! Ferrying Kin across the battlefield is an important job in its own right, but the Land Fortress is also a potent weapons platform. As standard, the Hekaton comes with a Pan Spectral Scanner for sweeping terrain, a Cyclic Ion Cannon as its main turret weapon that unleashes high-powered, directed blasts of ionised energy, a rear-mounted MATR Autocannon, and a whopping four Bolt Cannons -- the latter on spherical mountings arranged at the front and sides of the Land Fortress' chassis for maximum field of fire. These also look pretty easy to swap in and out, or even just hold your choice in with some blue-tac. We haven’t seen much about subfactions, so it’s good to get a little more on the other options! Leagues of Votann Brôkhyr ThunderkynThe Leagues of Votann are here. The first wave has already reached people throughout the community, and the rest of the army is preparing for deployment. Chief among the reinforcements is the crown jewel of any League’s garage – the Hekaton Land Fortress. So now, you can never put units in front of your Beam weapons, which will make your positioning much more complex, or you have to be willing to hit your own units. It’s hard to tell if GW always wanted it to hit friendly units, but now it does for sure! This can give you some serious damage if you manage to line up a big shot and get three or four units in the beam’s way. New Leagues of Votann Rules Revealed by GW

The Kin of the Greater Thurian League are skilled warriors and ruthless expansionists, instinctively working together to defeat their foes and efficiently achieve their aims. As with everything, they approach war with a grim, methodical pragmatism that is an inspiration to other Leagues. Sagitaurs usually operate in pairs – they’re remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon. These Living Ancestors are the closest you’ll usually find to priests amongst the largely secular Leagues, and use barrier tech to help them harness the raw power of the immaterium in battle – such as the two mechanical CORVs that hover alongside them.* Cthonian Beserk Mole Grenade Launcher He’s the one named character in the book and has plenty of special rules and abilities. He gives serious re-rolls and allows things to count as an unmodified 6 (which works great with the battle tank). Then, you can only ever roll a 1 for damage against him. First up, gaining CP is always nice, especially on a casting value of 5. Next up, you basically give your guys +1 Toughness and FNP. Ancestral Wrath is excellent as you’ll be doing mortals on a 3+ a lot of the time, and against big units, you should deal with 4 mortal wounds (if you have the token on them).

Enhancements

First up, this looks like an exo-armor squat of some kind, which means a bigger unit is possible, something like a terminator-style unit. However, we’re not 100% sure about that. If you lose any models from your squads, this will be a really strong league, and improving the AP is never bad. At the end of each of your opponent’s turns, you can select one enemy unit within range of an objective marker that your opponent controls. That unit gains 1 Judgement token. The discerning user can swap out some or all of the bolt cannons for ion beamers, and exchange the primary turret for an SP heavy conversion beamer, a Brôkhyr-enhanced STC weapon that the Imperium especially covets. And when the Leagues absolutely need to obliterate a heavy vehicle or turn an elite infantry squad into a fine mist, the Land Fortress can mount the truly fearsome heavy magna-rail cannon.

Magna-Rail weapons are insane! You ignore invulnerable saves to start; then, any wound rolls of a six do not lose excess damage. So if you can shoot this at a unit of big baddies, you can kill multiple with one shot. Steady Advance lets you ignore any move modifiers and advance an auto 3″. Next up is where things go a little worse for the Leagues. It says in the codex that you make a roll for every unit in the shot’s path. However, they never said anything about friendly units; the examples only show enemy units. They don’t give much in the way of rules, but with giant weapons, we expect them to hit very hard, and maybe the cyberstimms will give them more toughness or, more likely, an FNP. Either way, this is an interesting way to incorporate a melee-only unit into the army.Originally fashioned aboard the Hold ship of Urvû’s Kindred during the years of the Longest March, these CORV units contain shards of psychoactive crystal recovered from a scintillating anomaly. Like escorts around a capital ship, the CORV Duas employ their psycho-amplified resilience to shield their Grimnyr from harm. At the same time, the empyric resonance generated by their presence magnifies the fortitude of the Grimnyr’s barrier-tech, helping them to ward off harmful enemy manifestations. TRANS-HYPERIAN ALLIANCE GRIMNYR model only. The following information is not to be regarded as officially sanctioned and/ or is not written from an in-universe point of view. A detailed explanation of the term "Trivia" as used in the Lexicanum can be found here. All VOTANN units are drawn from one of the Leagues. When you include a unit with the < LEAGUE> keyword in your army, you must nominate which League it is from and then replace the < LEAGUE> keyword in every instance on its datasheet with the name of your chosen League. This could be one of the Leagues detailed in a Warhammer 40,000 publication, or one of your own design.



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