The Leagues of Votann have emerged from the depths of the galactic core. To face their armies in battle is to stand before an armoured avalanche that crushes all in its path. It is to be appraised and then brusquely dealt with by attackers who see you as little more than an obstruction to profit – or worse, as a hated nemesis whose annihilation is worth any cost. To their partners in trade and war, the Kin are invaluable allies. Yet those they deem a risk to their peoples’ survival face destruction, meted out with the same relentless rigour that the Kin apply to all their undertakings.
Book | Kind | Edition | Version | Last update |
Leagues of Votann | ||||
Leagues of Votann | Index | 10 | December 2024 | |
Grotmas Calendar: Leagues of Votann - Hearthband | ||||
Grotmas Calendar: Leagues of Votann - Hearthband | Expansion | 10 | December 2024 | |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.14 | December 2024 |
Balance Dataslate | ||||
Balance Dataslate | Rulebook | 10 | December 2024 | December 2024 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Q: | When does a unit gain a Judgement Token from destroying a Leagues of Votann unit? |
A: | When the last model in that Leagues of Votann unit is removed from the battlefield. |
Q: | Can I select one or more units embarked within TRANSPORTS using the Ruthless Efficiency Detachment rule? |
A: | No. |
Q: | Can I select one or more units in Reserves using the Ruthless Efficiency Detachment rule? |
A: | Yes. |
Q: | Can I select one unit that is part of an Attached unit using the Ruthless Efficiency Detachment rule? |
A: | No. |
Q: | If a unit from my army destroys one of the units in an Attached unit that has one or more Judgement tokens, what happens? |
A: | That Attached unit is not considered to be destroyed for the purposes of Ruthless Efficiency. Each unit that remains from that Attached unit has the same number of Judgement tokens. For example, if a unit of BOYZ is being led by a WARBOSS and a WEIRDBOY, and has two Judgement tokens, after the Boyz unit is destroyed, the Warboss and the Weirdboy each become individual units, each with two Judgement tokens. |
Q: | Can I gain CP from another source, such as by discarding a Secondary Mission card, in the same turn in which I gained 3CP from the Ruthless Efficiency Detachment rule (since it ignores the cap on the number of CP you can gain during a battle round)? |
A: | Yes. |
Q: | If the mission rules I am using state that Reserves units cannot arrive on the battlefield during the first battle round (e.g. the Pariah Nexus mission pack), if I am going second, can I use the HERNKYN PIONEERS’ Outflanking Mag-Riders ability at the end of my opponent’s first turn, then set that unit up again during my first turn? |
A: | No. You can use the ability to remove that unit from the battlefield, but you cannot set it up again until the second battle round using the Strategic Reserves rules. |
Q: | Does the Appraising Glare Enhancement give one Judgement token to each affected enemy unit that does not already have any Judgement tokens? |
A: | No, but while a unit is affected by Appraising Glare, add one to the number of Judgement tokens it has for the purposes of other rules. For the purposes of the A Long List Enhancement, for example, a unit that otherwise has no Judgement tokens would be considered to have one Judgement token while affected by Appraising Glare. |
The Kin are a highly practical people in every area of life, not least in war. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.
If your Army Faction is LEAGUES OF VOTANN, each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).
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The Kin of an Oathband 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 Kin.
At the start of the battle, select a number of units from your opponent’s army depending on the battle size, as shown below:
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Few Kin can cast the Eye of the Ancestors with the swiftness and grim efficiency of this venerable leader. Where their merciless gaze falls, the strengths and weaknesses of the enemy are laid bare, and there their warriors strike hardest. LEAGUES OF VOTANN model only. In your Command phase, you can select one objective marker your opponent controls. Until the start of your next Command phase, while an enemy unit is within range of that objective marker, it counts as having one more Judgement token than it actually has (to a maximum of 2). |
This warrior holds the majority of the galaxy’s races in contempt, and seeks out their many nemeses with a keen and inescapable eye. No sooner have they settled a Grudge against one foe, than they move to the next name on their list. LEAGUES OF VOTANN model only. Each time the bearer’s unit destroys an enemy unit, if that enemy unit has one or more Judgement tokens, you can select one other enemy unit that is visible to the bearer. That other unit gains one Judgement token. |
This warlord’s grim countenance is legendary, and they are rumoured to have never smiled. Such a demeanour is, of course, an outward sign of how seriously they undertake their solemn tasks, and under their stern gaze no Kin will be found wanting. LEAGUES OF VOTANN model only. You can re-roll Battle-shock tests taken for the bearer’s unit, and models in that unit can ignore any or all modifiers to their characteristics and/or to any rolls or tests made for them (excluding modifiers to saving throws). |
This one-of-a-kind void suit was crafted for the famed Hernkyn adventurer Sîmmka Farstryd as thanks for her saving the Hold world of Hyvôk’s Kindred. Incorporating ancient technological secrets interpreted from Votannic lore, Wayfarer’s Grace acts as a life-support system for its wearer. Monitoring their vital statistics constantly, the suit provides medical support and can even restart its wearer’s stopped heart in extremis. LEAGUES OF VOTANN model only. The first time the bearer is destroyed, after placing a Judgement token next to the unit that destroyed it, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. |
When the Eye of the Ancestors has been cast and the worth of some site or resource deemed vital, the Kin may form a hearthband to ensure its swift conquest. Typically led by one or more of the kindred’s most courageous and strategically cunning Kâhls, such forces are painstakingly forged to complete the precise mission for which they are assembled. Einhyr elites lead the charge, exo-armoured forms advancing like the Ancestors come to life, contemptuous of the enemy’s pitiful attempts to cut them down with gunfire or stagger their charge. Hand-picked Hearthkyn support their advance, no mere citizen soldiers but instead the finest warriors of the kinhost assembled for this one crucial mission. Driving inexorably into the teeth of the foe, the hearthband does not stop until their task is complete and the battle is won.
With their minds entirely focused on the singular mission with which they have been charged, the Kin work to blast a path through the enemy lines with the same tenacity as a Brôkhyr beating metal or a Cthonian miner splitting bedrock.
Each time a LEAGUES OF VOTANN model from your army makes an attack with a weapon (excluding Blast weapons) that targets the closest eligible target or a target that is within Engagement Range of that model’s unit:
The exceptional technologies contained within this heraldic crest radiate a dome of ablative weavewërke shielding that robs the force from enemy projectiles. LEAGUES OF VOTANN model only. Each time a ranged attack targets the bearer’s unit, if the attacking model is within 12" of the bearer’s unit, worsen the Armour Penetration characteristic of that attack by 1. |
Extremely rare and costly to manufacture, this darkstar-powered coil enables a weapon to initiate tremendously powerful reverberations. The resultant shock waves are enough to pitch foes from their feet. KÂHL model only. In your Shooting phase, after the bearer has shot, select one enemy unit (excluding TITANIC units) hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. |
A rare cloneskein threads this warrior’s bone structure and epidermis with metallic fibres, rendering them remarkably resilient to harm. LEAGUES OF VOTANN model only. Add 2 to the bearer’s Wounds characteristic. |
As the foremost martial leader in their kindred, this warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty. KÂHL model only. Each time a model in the bearer’s unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. |
The salvage fleets of the Leagues of Votann secure material resources and recover stolen technologies. Their aggressive salvage operations bring them into conflict with hostile foes. It is fortunate, therefore, that Kin soldiers are well suited to combat in the close confines of space hulks and voidships.
The Kin are slow to anger, but their enmity, once earned, is eternal. Kin war-leaders will go to almost any length to destroy the targets of their ire and will not stop until every last one of their foes has been punished.
Units from your army with the Eye of the Ancestors ability retain that ability and gain this one.The Kin proceed with steadfast determination, exterminating all resistance and securing decks one at a time. Aggressively yet methodically, resistance is swept aside.
In your Shooting phase, each time a LEAGUES OF VOTANN unit from your army has shot, if one or more enemy units were destroyed by those attacks and that LEAGUES OF VOTANN unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway.Masterful Construction The weapons utilised by the Kin are wrought by expert craftsmen and are as versatile as they are deadly. Each time the bearer is selected to shoot or fight, you can select one of the following weapon abilities: [DEVASTATING WOUNDS]; [LETHAL HITS]; [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by the bearer (excluding Psychic weapons) have that ability. |
Obsessive Drive The bearer seeks a specific item that lies in the hands of the foe and they will not rest until it has been secured. Those foes foolish enough to block the path are targeted for priority destruction. At the start of the first battle round, select one objective marker. While the bearer is on the battlefield, each time a LEAGUES OF VOTANN unit from your army is selected to shoot or fight, each enemy unit within range of that objective marker is considered to have 1 additional Judgement token while resolving those attacks. |
During the most punishing void battles, when the butcher’s bill is spiralling but the promised rewards still justify the cost of conflict, the most expedient plan is often also the most direct. Gathering the might of the Einhyr, the Kin launch a single, thunderous strike to end all enemy resistance.
The Kin are slow to anger, but their enmity, once earned, is eternal. Kin war-leaders will go to almost any length to destroy the targets of their ire and will not stop until every last one of their foes has been punished.
Units from your army with the Eye of the Ancestors ability retain that ability and gain this one.The Einhyr know that they bear the weight of the ancestors’ expectations in this battle. To live up to them, they must strike with the fury of the very hearth fires of their Hold.
Add 1 to Advance and Charge rolls made for LEAGUES OF VOTANN units from your army.Celebrated Folk Hero The exploits of this Einhyr Champion have fuelled many a Bru-fuelled celebration, and the Hearthguard compete to fight at their side. To see them laid low fires the wrath of their comrades. The first time the bearer is destroyed, each enemy unit on the battlefield gains 1 Judgement token. |
Gûlyk’s Stars A set of mass driver accelerators crafted by the master Brokhyr Gulyk, these potent devices can be worked into an Einhyr Champions exo-armour. Named stars for their ferocious energy output, they propel the wearer forward like an unstoppable battering rani. Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. If this results in one or more enemy models being destroyed, you can select one closed Hatchway within 6" of the bearer and open it. |
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The Kin are a highly practical people in every area of life, not least in war. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.
If your Army Faction is , each time an enemy unit destroys a unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).
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The Kin of an Oathband 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 Kin.
At the start of the battle, select a number of units from your opponent’s army depending on the battle size, as shown below:
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The WARBOSS keyword is used in the following Orks datasheets:
Few Kin can cast the Eye of the Ancestors with the swiftness and grim efficiency of this venerable leader. Where their merciless gaze falls, the strengths and weaknesses of the enemy are laid bare, and there their warriors strike hardest.
Command phase, you can select one objective marker your opponent controls. Until the start of your next Command phase, while an enemy unit is within range of that objective marker, it counts as having one more Judgement token than it actually has (to a maximum of 2).
model only. In yourThis warrior holds the majority of the galaxy’s races in contempt, and seeks out their many nemeses with a keen and inescapable eye. No sooner have they settled a Grudge against one foe, than they move to the next name on their list.
Judgement tokens, you can select one other enemy unit that is visible to the bearer. That other unit gains one Judgement token.
model only. Each time the bearer’s unit destroys an enemy unit, if that enemy unit has one or moreSome weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.The INFANTRY keywords are used in the following Leagues of Votann datasheets:
andHigh-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.The
keyword is used in the following Leagues of Votann datasheets:Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Some warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.