Leagues of Votann
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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.

Books

BookKindEditionVersionLast update
  Leagues of Votann
  Leagues of VotannCodex101.0September 2025
  Grotmas Calendar: Leagues of Votann - Hearthband
  Grotmas Calendar: Leagues of Votann - HearthbandExpansion10September 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion103.3September 2025
  Balance Dataslate
  Balance DataslateRulebook103.0September 2025
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025

Introduction

Below you will find several LEAGUES OF VOTANN Detachments you can select from, as described in the Core Rules (see the Select Detachment rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Leagues of Votann - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Prioritised Efficiency

As the Kin truth describes, Luck has. Need keeps. Toil earns. The kinhost’s ability to efficiently switch its strategic footing embodies this wisdom. It results from swift assessments of a foe’s possessions, how best to seize them for the kindred’s need and then to stubbornly toil to hold them against counterattacks.

If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have:
  • At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.

Hostile Acquisition
  • Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll.
  • You can re-roll Advance and Charge rolls made for this unit.

Fortify Takeover
  • Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll.
  • Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll.

Yield Points
At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:
  • You control one or more objective markers not within your deployment zone.
  • You control two or more objective markers not within your deployment zone.
  • You control more objective markers than your opponent.

In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have.

Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule.

Designer’s Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.

Example: In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead.

During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP.

Needgaârd Oathband

When a valuable site is identified, the Kin waste no time amassing an expeditionary force to secure and hold the prize. Needgaârd oathbands are typically forged around a core of Hearthkyn Warriors, readied to loose their weapons. Backed up by formidable armoured support, guild affiliates, and bands of elite warriors, such gatherings of the kinhost’s might overwhelm local defences and swiftly entrench their control. Commanders of these oathbands are experts in efficiently exploiting every martial advantage. Enemy reinforcements break upon fortified Kin positions and are then pulverised by systematic volleys of fire before they can escape to lend support elsewhere. The foe’s vanguard are outmanoeuvred and eradicated, their destruction opening up avenues of advance. Kin battle tanks and magna-coil gunships hammer armoured columns into a standstill and corral the enemy, with the remaining forces disintegrating by the time the oathband’s close-assault troops deliver the final blow.

Detachment Rule


Martial Leverage

The weighing of costs in Kin lives and materiel expended against prospective material benefits is an instinct amongst kinhost commanders. Those who lead needgaârd oathbands leverage the deaths of their foes into these equations at every opportunity. Crushing the enemy’s soldiery and war engines can shift the balance of martial power, enabling a canny commander to spend the advantage it provides elsewhere.

Each time an enemy unit is destroyed, you gain 1YP.

Enhancements

  • Oathbound Speculator 30 pts

This kindred hero is a master of knowing the right moment to funnel the kinhosts precious resources into the most efficient destruction of the foe.

LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack, re-roll a Wound roll of 1. Each time the bearer’s unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer’s unit makes an attack, add 1 to the Wound roll.

  • Dead Reckoning 10 pts

Through vigilant and judicious calculation, this commander marshals their warriors’ reserves against future martial requirements.

LEAGUES OF VOTANN model only. At the end of the turn, if the bearer is on the battlefield and you spent no YP in that turn, you can gain 1YP.

  • Iron Ambassador 5 pts

This exceptional weapon has been wielded by heroes against the enemies of numerous leagues and has been the last word in many a failed negotiation with obdurate foes.

LEAGUES OF VOTANN model equipped with an Autoch-pattern combi-bolter only. Once per battle, when the bearer’s unit is selected to shoot, the bearer can use this Enhancement. If it does, spend up to 3YP and, until the end of the phase, add the number of YP you just spent to the Damage characteristic of the bearer’s ranged weapons.

  • Ancestral Crest 15 pts

It is said that this crest, inscribed with runes of the great Ancestor Cores, acts like a mobile fane through which the wisdom and gestalt power of the Votann flow.

LEAGUES OF VOTANN model only. Once per turn, when you target the bearer’s unit with the Command Re-roll Stratagem, the bearer can use this Enhancement. If it does, spend 1YP and reduce the CP cost of that use of that Stratagem by 1CP.


Stratagems

VOID HARDENED
1CP
Needgaârd Oathband – Wargear Stratagem
Between their resilient armour and technology and their capacity to stoically endure pain and suffering, the Kin can weather devastating attacks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets, if units from your army have Fortify Takeover.

TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic Stratagem
A kinhost's warriors take great pride in their combat proficiency as a symbol of their hold’s honour. The drive to cleave their foes apart is given greater impetus in pursuit of their kindred's needs.
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase.

EFFECT: Each time you use this Stratagem, you can spend 3YP. Select one enemy unit within Engagement Range of your unit. Until the end of the phase, each time a model in your unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. If you spent YP during this use of this Stratagem, improve the Armour Penetration characteristic of that attack by 2 instead.
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy Stratagem
Not for the Kin the sudden panic of the rout. Instead, they fall back steadily and by squads, laying down suppressing fire while preparing fresh assaults.
WHEN: Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back.

TARGET: That LEAGUES OF VOTANN unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic Stratagem
Some foes are so loathed that their ancestors are told to pass a sentence upon them. Marked for death, these enemies suffer the undiluted wrath of the Kin.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If you spent YP during this use of this Stratagem, until the end of the phase, those weapons have the [SUSTAINED HITS 2] ability instead.
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic Stratagem
Sensor-network calibration tied to the HunTR modules on Kin weaponry can portly automate targeting to ensure the uncompromising judgement of the Votann is carried out without fail.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy Stratagem
Once prizes have been seized, the Kin focus their efforts upon maximising their control and respond with redoubled fury to attempts to loosen their grip.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Fortify Takeover.

TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, can only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Persecution Prospect

Even sedentary kindreds have a long reach, for their Hernkyn are mobile and pernicious. Persecution prospects are far-ranging military forces built around a core of Hernkyn and capable of seizing their Kindred’s industrial interests, no matter what claims the foe believes they have. These forces engage in destabilisation strikes, sabotage and resource denial. They specialise in bleeding a foe of impetus through repeated attacks from multiple angles with coordination born of efficient tactics and close-knit familial bonds. Bands of callous Yaegirs operate in advance of the prospect’s attack, spreading discord and fear through strongpoint attacks and assassinations while passing targeting data to supporting Kin. Squadrons of Pioneers make flanking attacks, weakening enemy positions to leave them vulnerable to assaults by Hearthkyn and Einhyr. For every step the foe takes, they are assailed from every angle until any survivors are driven off in disarray, enabling the Kin to seize their rightful prize.

Detachment Rule


Assailed From Every Angle

The Kin of persecution prospects are skilled in escalating their attacks with unrelenting volleys of fire. They pressure the kindred’s foes repeatedly from infiltration positions, unleash enfilading fire from the flanks and surge forward to blaze away at point-blank range before manoeuvring swiftly to other attack angles. Besides the death and destruction they cause, the prospect’s forces leave foes disarrayed, with little chance to rally any ravaged survivors before other Kin capitalise on their plight.

LEAGUES OF VOTANN units from your army have the following ability:

Guerrilla Adepts: In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding MONSTERS and VEHICLES). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (and only if it is an eligible target) and, after resolving those attacks, if one or more of those attacks hit that enemy unit, until the start of your next Shooting phase, that enemy unit is assailed (this simply labels that unit for the purposes of this ability and some Enhancements and Stratagems). If that unit is already assailed, until the start of your next Shooting phase, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.

Enhancements

  • Eye for Weakness 25 pts

Any hint of vulnerability draws the gaze of this punitive assessor like a rich vein of ore.

LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack that targets an assailed unit, add 1 to the Wound roll.

  • Writ of Acquisition 10 pts

This mnestic mesh of circuitry records and analyses the enemy’s response under fire as witnessed by the bearer, harvesting valuable intelligence on their capabilities.

LEAGUES OF VOTANN model only. In your Shooting phase, after the bearer’s unit has shot, you gain 1YP for each assailed enemy unit hit by one or more of those attacks (to a maximum of 3YP).

  • Surgical Saboteur 10 pts

Experience has taught this survivor the weak points of the most significant threats, enabling them to pinpoint joints and locomotive mechanisms to slow down such brutes.

LEAGUES OF VOTANN model only. In your Shooting phase, after the bearer’s unit has shot, select one MONSTER or VEHICLE unit hit by one or more of those attacks; until the start of your next Shooting phase, that unit is pinned.

  • Nomad Strategist 20 pts

The mobile strategies of this far-ranging commander allow them to swiftly reposition their most versatile forces and exploit weaknesses in the enemy’s battle lines.

LEAGUES OF VOTANN model only. Once per battle, at the end of your opponent’s Fight phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, you can spend up to 4YP. Select one HERNKYN unit from your army, and, for every 2YP you just spent, select up to one additional HERNKYN unit from your army. You can remove those units from the battlefield and place them into Strategic Reserves. You cannot select a unit that is within Engagement Range of one or more enemy units (excluding assailed units).


Stratagems

ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy Stratagem
When opportunity catches the eye of a prospect's commander, they will readily resume a rapid and aggressive footing.
WHEN: Start of any phase, if units from your army have Fortify Takeover.

TARGET: One LEAGUES OF VOTANN CHARACTER unit from your army.

EFFECT: Each time you use this Stratagem, you can spend any number of YP. Once you have done so, if you have 6 or fewer YP, until the start of your next turn, units from your army have Hostile Acquisition instead.
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic Stratagem
Beyond the frontiers of kindred territory, survival depends upon swiftness of thought and action.
WHEN: Your Movement phase.

TARGET: One HERNKYN unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic Stratagem
Attuned to discerning imperfections in possible resources, Hernkyn soon spot weaknesses in their foes and are just as swift to profit from them.
WHEN: Your Shooting phase.

TARGET: One HERNKYN unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, if you spent YP during this use of this Stratagem and/or if that attack targets an assailed unit, you can re-roll the Wound roll.
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic Stratagem
Foes thrown into disarray by the Hernkyn offer a vulnerability that is swiftly exploited.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if that attack targets an assailed unit and/or if your unit has the HERNKYN keyword, you can re-roll the Hit roll.
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy Stratagem
The instinct to seize the most advantageous and dominating positions is ingrained in the Kin.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One LEAGUES OF VOTANN unit from your army (excluding ARTILLERY and VEHICLE units) that is within 9" of that enemy unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Your unit can make a Normal move of up to D6". If you spent YP during this use of this Stratagem, your unit can make a Normal move of up to 6" instead.

RESTRICTIONS: A unit cannot embark within a TRANSPORT as part of this move.
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy Stratagem
A prospect's warriors will efficiently scatter to minimise the threat of concerted enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One LEAGUES OF VOTANN INFANTRY or LEAGUES OF VOTANN MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability and each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack.

Dêlve Assault Shift

Many are the species who, to their cost, have failed to consider the full battlesphere capabilities of the Kin. The Cthonian guilds, in particular, have long mastered exploiting what they term the delve. In some situations, this is a network of subterranean passages, cunningly wrought with hidden surface access ways to permit rapid combat relocation of their ferocious cyberaltered Beserks. In others, particularly during Cthonian assaults upon giant void freighters or mountainous hives, the guilds employ Colossus-class macrobore engines to deliver troops from every angle or specialist teleport assaults that simultaneously undermine a foe’s positions and deliver infantry into their midst. The assault shift’s mole mortars unleash tunnelling salvoes of esoteric ammunition to fracture defensive emplacements such that armoured support and augmented Beserks can smash their way through. Multilayered weavewerke fields, meanwhile, buttress the Kin’s assault routes that delve unerringly into the foe’s heart.

Detachment Rule


Fury From The Dêlve

Efficiency and practicality are ingrained in all Kin. Thus, the most meagre of Cthonian dêlves are well-equipped networks of passages, accessways and teleport nodes that enable a guild's bionically altered elites to appear where the foe least expects them. They emerge saturated with cyberstimulants and full of fury, ready to smash asunder those who dare trespass amongst their guild’s operations.

CTHONIAN BESERKS units from your army have the Deep Strike ability.

KEYWORDS
CTHONIAN BESERKS units from your army gain the BATTLELINE keyword.

Enhancements

  • Dêlvwerke Navigator 25 pts

With a mastery of the dêllve’s workings, guild reserves can be expertly directed to where they are needed most.

LEAGUES OF VOTANN model only. In the Reinforcements step of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly CTHONIAN BESERKS unit visible to the bearer and then spend any number of YP. Return one destroyed model to that unit and then, for every 2YP you just spent, return up to one additional destroyed model to that unit.

  • Multiwave System Jammer 10 pts

This master-wrought comms array fouls enemy sensors, blinding the foe to the bearer's closing Cthonian allies.

LEAGUES OF VOTANN model only. Once per battle, in your Movement phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, select one friendly CTHONIAN unit that is in Reserves. Until the end of the phase, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.

  • Quake Supervisor 20 pts

This structural analyst specialises in plotting attacks that exploit underlying weaknesses to deadly effect:

LEAGUES OF VOTANN model only. While the bearer is within 3" of one or more friendly LEAGUES OF VOTANN ARTILLERY units, the bearer has the Lone Operative ability, and each time one of those ARTILLERY units makes a ranged attack that targets an enemy unit visible to the bearer, add 1 to the Hit roll.

  • Piledriver 15 pts

Kin possessed of a ruthlessly direct attitude allow no impediments - no matter how large - to bar their path.

LEAGUES OF VOTANN model only. Each time the bearer’s unit is selected to fight, the bearer can use this Enhancement. If it does, spend up to 2YP and, until the end of the phase, add the number of YP you just spent to the Damage characteristic of the bearer’s melee weapons.


Stratagems

CYBERSTIMM INFUSION
1CP
Dêlve Assault Shift – Battle Tactic Stratagem
The subdermal shunts of Cthonian Beserks can flood their bodies with stimulant chemicals. So empowered, they can smash through the toughest of enemies as easily as an obdurate ore seam.
WHEN: Fight phase.

TARGET: One CTHONIAN BESERKS unit from your army that has not been selected to fight this phase.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If you spent YP during this use of this Stratagem, you can re-roll the Wound roll instead.
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
With their enemies within reach, the Kin’s fury and momentum become an elemental force that will not be stayed.
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time your unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3".
AUGMENTED ASSAULT
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
The profusion of bionic augmentations that Beserks possess can grant them a burst of incredible speed, one that can drive them - a guttural war song on their lips - into their reeling foes like a meteor.
WHEN: Your Movement phase.

TARGET: One CTHONIAN BESERKS unit from your army that has not been selected to move this phase.

EFFECT: Each time you use this Stratagem, you can spend up to 2YP. Until the end of the turn, add X" to the Move characteristic of models in your unit, where X is the number of YP you spent during this use of this Stratagem, and your unit is eligible to declare a charge in a turn in which it Advanced.
TECTONIC FRACTURE
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
Skilled Cthonian gunners can initiate localised quakes and pressure waves of such intensity that foes struggle to retain their impetus.
WHEN: Your Shooting phase, just after a CTHONIAN EARTHSHAKERS unit from your army has shot.

TARGET: That CTHONIAN EARTHSHAKERS unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one enemy unit hit by one or more of your unit’s attacks this phase. Until the start of your next Shooting phase, subtract 2 from that unit’s Move characteristic and, if you spent YP during this use of this Stratagem, subtract 2 from Charge rolls made for that unit.
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
Every dêlve is threaded with force fields to shield against catastrophe, a protection that can be tapped in battle to support advances into hostile territory.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets, if units from your army have Hostile Acquisition.

TARGET: One LEAGUES OF VOTANN INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
HIDDEN ACCESSWAYS
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
A guild’s elite can swiftly reenter the dêlve’s labyrinth, slipping into an artfully hidden tunnel or activating site-to-site teleports, ready to attack elsewhere at a moment's notice.
WHEN: End of your opponent’s Fight phase.

TARGET: One CTHONIAN BESERKS, HEARTHKYN WARRIORS or HERNKYN YAEGIRS unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Brandfast Oathband

Like a red-hot mass hammer repeatedly searing its mark into the hardest of materials, the blows of a brandfast oathband pummel a war zone and imprint it with an undeniable sign of the Kin’s claim. Such forces are typically mechanised, boasting rugged transports to speed a kinhost’s warriors into strategically advantageous positions. The foe’s infantry are driven back by supporting artillery and squads of Thunderkyn, whilst Kapricus and Sagitaurs employ evasive speed to outmanoeuvre enemy attempts to stall their advance. These smaller transports swiftly establish themselves as frontier outposts, their cargoes of Hearthkyn and Yaegirs using the vehicles’ heavy armour as cover while the transports’ powerful weapons carve through light opposition and relay tactical data to the squads. Hekaton Land Fortresses grind forward in their wake, bulldozing their way to the fore like mobile bastions. What began as a contested war zone is swiftly turned into a Kin holding with bulwarks and defensive embrasures the equal of a fortified city of other species.

Detachment Rule


Mobile Sensor Relays

The massed armoured transports of a brandfast oathband connect to an encrypted data network shared by squads of Kin. Their robust sensor webs broadcast various targeting information and extrapolated judgements on enemy movements. Nearby warriors can tap into this wealth of data, enabling them to unleash salvoes of lethal efficiency.

LEAGUES OF VOTANN TRANSPORT units from your army have the following ability:

Firebase Control (Aura): While a friendly LEAGUES OF VOTANN INFANTRY unit is wholly within 6" of this TRANSPORT, ranged weapons equipped by models in that INFANTRY unit have the [sustained hits 1] ability.

Enhancements

  • Tactical Alchemy 10 pts

The greatest kinhost commanders can transmute profitable yields into more immediate tactical and strategic support.

KÂHL model only. In your Command phase, if the bearer’s unit is within range of one or more objective markers you control that are not within your deployment zone, you can spend 1YP. If you do, roll one D6: on a 4+, you gain 1CP.

  • Trivärg Cyber Implant 30 pts

A neural artefact of the famed - but tragically extinct - Trivärg Fisculate Guild of Brôkhyr, this implant enables its host to coordinate fire patterns with exemplary skill and extraordinary speed, directly accessing vehicular systems to triangulate overlapping attack angles.

LEAGUES OF VOTANN model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if it disembarked from a TRANSPORT this turn, or if you spend 2YP, until the end of the phase, ranged weapons equipped by models in that unit have the [sustained HITS 2] ability.

  • Precursive Judgement 15 pts

This commander swiftly acts on alerts from trusted logic cores and unleashes deadly judgements before the kindred’s foes escape.

KÂHL model only. While the bearer’s unit is wholly within 6" of one or more friendly LEAGUES OF VOTANN TRANSPORT units, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP and hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

  • Signature Restoration 5 pts

The masterful and efficient work of this senior Brôkhyr is renowned and admired amongst the leagues.

IRON-MASTER model only. Each time a friendly LEAGUES OF VOTANN model is repaired using the bearer’s Forgewrought Expertise ability, that model regains 1 additional lost wound.


Stratagems

SECURE POSITIONS
1CP
Brandfast Oathband – Strategic Ploy Stratagem
While there are resources to secure, the Kin will seize any opportunity to effect a rapid and ordered deployment to establish defensive positions.
WHEN: End of any of your phases, if units from your army have Hostile Acquisition.

TARGET: One LEAGUES OF VOTANN TRANSPORT unit from your army.

EFFECT: One LEAGUES OF VOTANN unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your TRANSPORT. That unit cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
BASTION RUNNING
1CP
Brandfast Oathband – Battle Tactic Stratagem
A Hekaton Land Fortress can be temporarily rigged by its crew for bastion running. They fortify its systems to provide a brief power surge, allowing the tank to smash its way through hostile environments.
WHEN: Your Movement phase.

TARGET: One HEKATON LAND FORTRESS unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features.
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear Stratagem
Using specialised beam emission signatures, multispectral ammunition, or broadcasting targeting data, the gunnery crews of Kin war engines can signify priority targets for their comrades.
WHEN: Your Shooting phase, just after a LEAGUES OF VOTANN VEHICLE unit from your army has shot.

TARGET: That LEAGUES OF VOTANN VEHICLE unit.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a LEAGUES OF VOTANN INFANTRY model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1.
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy Stratagem
With the wealth of sensor-wrought information they can access, the Kin can efficiently adapt fighting withdrawals into deadly counterattacks.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
OPPORTUNISTIC ESCALATION
1CP
Brandfast Oathband – Strategic Ploy Stratagem
Even amid heavy incoming fire, the crew of a kinhost's lighter vehicles can make rapid manoeuvres to exploit sudden openings.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Hostile Acquisition.

TARGET: One LEAGUES OF VOTANN VEHICLE unit from your army (excluding HEKATON LAND FORTRESS units) that was hit by one or more of those attacks.

EFFECT: Your unit can make a Normal move of up to D6".
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy Stratagem
With a narrow-band data burst, those of an oathband who have been wronged can call in the devastating vengeance of their armoured support.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One LEAGUES OF VOTANN INFANTRY unit that was hit by one or more of those attacks.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one friendly KAPRICUS or SAGITAUR unit within 6" of your INFANTRY unit. If you spent YP during this use of this Stratagem, you can select one friendly HEKATON LAND FORTRESS unit within 6" of your INFANTRY unit instead. The selected unit can shoot as if it were your Shooting phase. When doing so, models in the selected unit can only target that enemy unit (and only if it is an eligible target).

Hearthfyre Arsenal

The potent volume of advanced firepower most Kin forces can unleash is enough to drive back would-be rivals from a kindred’s rightful claims. Yet it pales before the might of a hearthfyre arsenal, which gathers many of a kindred’s experts on ordnance application into a single, deadly force. They alloy the Kin’s ballistic superiority, inventive experimentation and masterwork engineering, and the ruthless logistical calculation required to dismantle the enemy efficiently, one piece at a time. Iron-masters and Thunderkyn unleash the Brokhyr guilds’ forge-wrought power in salvoes of high-explosive bolts, esoteric graviton emissions and energistic conversion beams. Phalanxes of Ironkin Steeljacks smash into reeling enemies like a steel gauntlet, their assaults’ timing forecast by Memnyr Strategists to result in the greatest ruin. Every ounce of advantage is analysed, and every weakness of their opponents is calculated until the foe’s expected capitulation becomes just another dispassionate forecast.

Detachment Rule


Optimal Application

With advanced engineering knowledge and cogitational expertise, a hearthfyre arsenal’s specialists can apply the resources and information seized by the Kin to eradicate their foes efficiently. Such assets are used to coordinate the devastating fire patterns of the force’s support infantry, empowering already heavily armed Kin to the extent that little can escape their murderous fusillades.

At the end of your Command phase, you gain 1YP for each objective marker you control that is not within your deployment zone and has one or more IRON-MASTER and/or MEMNYR STRATEGIST models from your army within range of it (to a maximum of 2YP gained from this Detachment rule per turn).

In your Shooting phase, each time a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your array is selected to shoot, you can spend 1YP. If you do, until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1.

Enhancements

  • Fârstrydr Node 20 pts

An evolutionary stride in teleportation technology, this experimental device shields its wearer and their companions in a bubble of esoteric force. It is.so strong that they can endure brief teleportation plunges through the Warp to strike at the most opportune time.

IRON-MASTER or MEMNYR STRATEGIST model only. Models in the bearer’s unit have the Deep Strike ability.

  • Calculated Tenacity 15 pts

Like any other resource, resolve and bloody-mindedness can be applied in force when and where needed by those with the will to do so.

IRON-MASTER or MEMNYR STRATEGIST model only. While the bearer is leading a unit, add 1 to the Objective Control characteristic of models in that unit.

  • Mantle of Elders 10 pts

The minds linked in this kognitaar mantle are believed to be the oldest of their kind. The complexity of their shared cognition permits strategic calculations at a level that Memnyr believe approaches the greatest fane.

MEMNYR STRATEGIST model only. Each time the bearer’s unit is selected to shoot, if you spend YP using the Optimal Application Detachment rule when doing so, you can roll one D6: on a 2+, you gain 1YP.

  • Graviton Vault 5 pts

This rune-scribed device holds a cache of forgewrought particles. Funnelled through an Iron-master’s graviton arsenal, they mutate and cause anarchic fluxes in neuroelectrical impulses of the largest targets.

IRON-MASTER model only. In your Shooting phase, after the bearer has shot, and in the Fight phase, after the bearer has fought, select one enemy MONSTER or VEHICLE unit 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.


Stratagems

UNWAVERING ACCURACY
2CP
Hearthfyre Arsenal – Battle Tactic Stratagem
Besides offering stable fire platforms, exoframes have multiple targeting and sensor subsystems that cut through foes' duplicitous evasion.
WHEN: Your Shooting phase.

TARGET: One BRÔKHYR THUNDERKYN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll; the Wound roll; that attack’s Armour Penetration characteristic.
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy Stratagem
Only after executing their prepared firing solutions will the kinhost's heaviest gun lines move on, dispassionately assessing their next target.
WHEN: Your Shooting phase, just after a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army has shot.

TARGET: That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.

EFFECT: If your unit Remained Stationary in your Movement phase this turn, it can make a Normal move.
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear Stratagem
Exotic munitions can seed enemy lines with slow-reiease death, stalling those who neutralise the threat while ravaging any who push on.
WHEN: Your Shooting phase, just after a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army has shot.

TARGET: That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.

EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next Shooting phase, each time that enemy unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WALL OF STEEL
1CP
Hearthfyre Arsenal – Battle Tactic Stratagem
Ironkin Steeljacks use their indomitable strength and bulk on the charge to crush enemy infantry in brutal, mechanised body slams.
WHEN: Your Charge phase, just after an IRONKIN STEELJACKS unit from your army ends a Charge move.

TARGET: That IRONKIN STEELJACKS unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of your unit and roll one D6 for each model in your unit, rolling two additional D6 if you spent YP during this use of this Stratagem: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy Stratagem
Using their strength and rapid target acquisition subroutines to alter fire arcs swiftly, Thunderkyn and Steeljacks are skilled in focusing on escaping foes that might pose a future threat.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

TARGET: One BRÔKHYR THUNDERKYN or IRONKIN STEELJACKS unit from your army.

EFFECT: Your unit can shoot as if it were your Shooting phase. When doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, subtract 1 from the Hit roll.
COGITATED NEED
1CP
Hearthfyre Arsenal – Strategic Ploy Stratagem
Focused on aiding their kindred to the best of their abilities, Ironkin Steeljacks locked onto an identified asset will push onward regardless of obstacles.
WHEN: End of your opponent’s Movement phase.

TARGET: One IRONKIN STEELJACKS unit from your army.

EFFECT: Your unit can make a Normal move. When doing so, your unit must end that move as close as possible to the closest objective marker.

Hearthband

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.

Detachment Rule


Methodical Annihilation

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 that targets the closest eligible target or a target that is within Engagement Range of that model’s unit:

Enhancements

  • Bastion Shield 25 pts

The 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. If you spend 1YP, until the end of the phase, if the attacking model is within 18" of the bearer’s unit, worsen the Armour Penetration characteristic of that attack by 1 instead.

  • Quake Multigenerator 15 pts

Extremely rare and costly to manufacture, this darkstar-powered coil enables a weapon to initiate tremendously powerful reverberations.

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.

  • Ironskein 10 pts

A rare cloneskein threads this warrior’s bone structure and epidermis with metallic fibres.

LEAGUES OF VOTANN model only. Add 2 to the bearer’s Wounds characteristic.

  • High Kâhl 30 pts

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.


Stratagems

BRËKKEKNOTS
1CP
Hearthband – Battle Tactic Stratagem
These micro shield generators, worked into warrior jewellery or armour crests, trigger on command to provide short-lived boosted protection.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One KÂHL, ÛTHAR THE DESTINED or EINHYR HEARTHGUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy Stratagem
The single-minded advance of the Kin rolls over collapsing enemy lines and exploits every fault and weakness, driving on towards the objective.
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic Stratagem
Not only are the finest of the Kindred’s warriors selected for this duty, but they are also equipped with the best weaponry and wargear the Brôkhyr can produce.
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack.
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy Stratagem
Even should they be compelled to pull back momentarily, the warriors of the Hearthband maintain a punishing curtain of fire to erode the enemy further or rally swiftly and drive back into the fight.
WHEN: Your Movement phase, just after a LEAGUES OF VOTANN INFANTRY unit from your army Falls Back.

TARGET: That LEAGUES OF VOTANN INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy Stratagem
Built to a superior standard using secrets imparted by the Votann, the teleporters employed by this Hearthband can stabilise rematerialisation fields remarkably close to the foe.
WHEN: The Reinforcements step of your Movement phase.

TARGET: One LEAGUES OF VOTANN unit from your army that is in Reserves and has the Deep Strike ability.

EFFECT: Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
FURY OF THE HEARTH
1CP
Hearthband – Battle Tactic Stratagem
As though they unleash the raging flames of their kindred’s hearth upon the enemy, the Einhyr all but drown their enemies in fire.
WHEN: Your Shooting phase.

TARGET: One EINHYR HEARTHGUARD unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Strength characteristic of ranged weapons equipped by models in your unit by 1. If you spend 1YP, until the end of the phase, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability as well.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to LEAGUES OF VOTANN units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

KINDRED ACQUISITIONS
The Kin maintain a frontier survivalist attitude to their existence in the galaxy. They must continually look to claim precious resources if they are to thrive and expand their territory further. In this section, you will find rules to represent the Kin’s acquisitive nature, detailing how to gain a number of resources and how to spend them to gain and upgrade kindred assets - each of which will grant your Crusade force a special ability.

EXPEDITIONS
The LEAGUES OF VOTANN are great explorers and prospectors, seeking always to strengthen their kindred with new resources and knowledge. The rules presented in this section allow you to launch an expedition with set goals and the promise of great rewards should it be successful.

AGENDAS
LEAGUES OF VOTANN armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

REQUISITIONS
LEAGUES OF VOTANN armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, LEAGUES OF VOTANN units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, LEAGUES OF VOTANN CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal or take the opportunity to start a new Crusade force.

Kindred Acquisitions

If your Crusade force includes any LEAGUES OF VOTANN units, then your Crusade force can embark on a campaign of acquisition to complete contracts and maintain assets.

Fundamental Resources

The Kin are masters of harvesting the galaxy’s resources, including many other species cannot fathom.

There are four types of fundamental resources you can gain. In addition to your Order of Battle, you should have an
Acquisitions tracker
that you can use to keep a note of your Crusade force’s current number of each type of resource. The fundamental resources you can gain are:

Raw Minerals
Biomatter
Energy Sources
Galactic Intel
Each time you play a battle, if your Warlord was a LEAGUES OF VOTANN CHARACTER model, you will gain fundamental resources after that battle. The type of fundamental resource gained is randomly determined by rolling on the table below:

D6RESOURCE GAINED
1Raw Minerals
2Biomatter
3Energy Sources
4Galactic Intel
5-6Resource of your choice

Then, the amount of that fundamental resource gained is randomly determined by the size of the battle just played:

BATTLE SIZEAMOUNT OF RESOURCE GAINED
Combat PatrolD6x5
IncursionD6x10
Strike Force2D6x10
Onslaught3D6x10

Rare Resources

Some precious elements occur only infrequently. The Kin seek such exotic resources with particular acquisitiveness.

Each time you win a battle, after gaining resources from that battle roll one D6: on a 6, you have also gained one rare resource (roll on the Resource Gained table to randomly determine what type of rare resource is gained).

If a rule tells you that you have gained a rare resource, make a separate note of that on your
Acquisitions tracker
. These resources are used for the completion of certain special projects, but each time you gain such a resource, you can, if you choose to, convert it into 50 regular units of the same resources type. For example, if a rule says you gain 1 rare raw mineral, you can either add rare raw mineral x 1, or you can add raw minerals x 50 to your
Acquisitions tracker
.

Kindred Assets

The Kin do not simply hoard all of their resources but funnel much of them back into their civilisation to ensure its strength and survival.

After you have gained resources after a battle, you can purchase one kindred asset from those presented below. To do so, spend the relevant resources and add that kindred assets name to your
Acquisitions tracker
. You now gain the associated Crusade effect for that kindred asset.

You can instead choose to upgrade a kindred asset, but only if you already have that kindred asset, by spending the required resources. If you do, note on your
Acquisitions tracker
that the asset has now been upgraded and you gain the associated upgraded Crusade effect for that kindred asset.

A Crusade force cannot have more than one of each kindred asset (with the exception that you can have up to three of mining outpost). Each kindred asset can only be upgraded once.

Cost of Failure

Lost battles risk an unforgiveable waste of crucial resources that could have been more efficiently employed.

After each battle, if you have four or more kindred assets and you lost that battle, after gaining resources but before spending any, you must roll one D6: on a 1, randomly select one of your kindred assets. That kindred asset has ceased to work efficiently and is inactive (including any upgraded Crusade effect it has).

To reactivate an asset, you must spend half of the resources that were originally required to gain that kindred asset and that kindred asset’s Crusade effect (including any upgraded Crusade effect it has) can then be used again.

Kindred Assets

MINING OUTPOST
Raw Minerals x 30
Energy Sources x 30
Galactic Intel x 50
Crusade Effect
Each time you gain any amount of raw minerals, add 20 to the amount you gain for each mining outpost you have.
UPGRADE COST
Energy Sources x 50
Upgraded Crusade Effect
Each time you gain any amount of raw minerals, add an additional 10 to the amount you gain (for a total of +30 from this mining outpost).
TRADING HUB
Raw Minerals x 30
Biomatter x 30
Energy Sources x 50
Crusade Effect
After each battle, you can use the Guild Patronage Requisition once.
UPGRADE COST
Energy Sources x 100
Rare Raw Materials x 1
Upgraded Crusade Effect
After each battle, you can use the Guild Patronage Requisition twice.

FANE AUGMENTATION
Raw Minerals x 50
Biomatter x 50
Energy Sources x 50
Galactic Intel x 50
Crusade Effect
Each time a LEAGUES OF VOTANN unit from your Crusade army is Marked for Greatness, that unit gains an additional 1XP.
UPGRADE COST
Galactic Intel x 100
Energy Sources x 1
Upgraded Crusade Effect
After each battle, select one additional LEAGUES OF VOTANN unit from your Crusade army to be Marked for Greatness.
SCOUT VESSEL
Raw Minerals x 100
Biomatter x 50
Energy Sources x 50
Crusade Effect
Each time you roll to randomly determine a type of resource, you can re-roll the dice.
UPGRADE COST
Raw Minerals x 100
Rare Biomatter x 1
Upgraded Crusade Effect
After each battle, if your Crusade force is on an expedition, you can choose to remove 1 rare resource from your
Acquisitions tracker
. If you do, increase the maximum length of the expedition by 1 battle.

IMPLANT REFINERY
Biomatter x 100
Energy Sources x 100
Crusade Effect
After each battle, you can re-roll failed Out of Action tests for LEAGUES OF VOTANN units (excluding VEHICLES) from your Crusade army.
UPGRADE COST
Biomatter x 50
Rare Energy Sources x 1
Upgraded Crusade Effect
Each time you roll a D6 to see if your Crusade force has gained a rare resource, you can re-roll the dice.
PIONEER FLEET
Raw Minerals x 50
Biomatter x 50
Galactic Intel x 50
Crusade Effect
After each battle, randomly determine one fundamental resource. For each Yield point you had at the end of the battle, gain 10 of that resource.
UPGRADE COST
Raw Materials x 50
Galactic Intel x 50
Rare Biomatter x 1
Upgraded Crusade Effect
At the start of the first battle round, you can spend 20 of any fundamental resource. If you do, gain 2 Yield points. These do not count towards the total Yield points you have.

EVALUATION VAULT
Raw Minerals x 50
Biomatter x 50
Galactic Intel x 100
Crusade Effect
Before each battle, you can use the Field Testing Requisition once for 1RP instead of 2RP.
UPGRADE COST
Raw Minerals x 100
Rare Galactic Intel x 1
Upgraded Crusade Effect
Before each battle, you can use the Field Testing Requisition twice for 1RP instead of 2RP.
BIORECYC FABRICATOR
Raw Minerals x 50
Biomatter x 100
Energy Sources x 50
Crusade Effect
After each battle, when you determine which fundamental resource you gain, if it is not biomatter, gain 20 biomatter.
UPGRADE COST
Biomatter x 100
Rare Raw Minerals x 1
Upgraded Crusade Effect
At the end of each battle, each LEAGUES OF VOTANN unit from your Crusade army that is on the battlefield (excluding VEHICLES) gains 1XP.

Expeditions

LEAGUES OF VOTANN Crusade forces that are not on an expedition can commit their precious time and resources into a new expedition with the intention of profiting from their efforts.


Launching an Expedition

Each time your Crusade force launches an expedition, you must decide the level of backing you will give it, the goal of the expedition, and any guild contracts your Crusade force will attempt to complete along the way.

Backing

Select one of the following levels of backing for your Crusade force’s expedition. Each level of backing has a cost in resources, and determines the maximum length of the expedition. The fundamental resources spent to meet the cost can be the same resource, or a mixture of fundamental resources. If you choose a higher level of backing, you must spend the required resources to do so.

LEVEL OF BACKINGRESOURCE COSTMAXIMUM LENGTH OF EXPEDITION
Lean OperationNone5 battles
Balanced Stake30 fundamental resources of any kind6 battles
High Investment60 fundamental resources of any kind7 battles

Goals

Select one of the following goals for your expedition. Each goal describes a condition your Crusade force must meet to complete that goal, and the reward for completing that goal.

FARSTRYD EXPLORATION
CONDITION
While on this expedition, units from your Crusade force gained 2XP or more from the Prospecting Agenda in three or more battles.
REWARD
You can select one LEAGUES OF VOTANN CHARACTER unit from your Crusade force to gain 3XP. In addition, you can add one mining outpost kindred asset to your
Acquisitions tracker
(to a maximum of 3).

RESOURCE REALLOCATION
CONDITION
While on this expedition, your Crusade force has used the Red-handed Harvest Requisition three or more times.
REWARD
You can select one LEAGUES OF VOTANN CHARACTER unit from your Crusade force to gain 3XP. In addition, select one fundamental resource and double the amount of that resource that you currently have.

MONOPOLISE SITE
CONDITION
While on this expedition, your Crusade force has won three or more battles.
REWARD
You can select one LEAGUES OF VOTANN CHARACTER unit from your Crusade force to gain 3XP. In addition, select one of your kindred assets and upgrade it without spending the required resources.

Guild Contracts

When you start an expedition, you can also select one guild contract to attempt during that expedition. Each guild contract describes a condition your Crusade force must meet to complete that contract. At the end of your expedition, if you have completed the contract, you gain that contract’s associated reward, otherwise you suffer the penalty attached to that contract.

GUILD TYPECON­TRACTRE­WARDPENAL­TY
MIN­ING
Extraction - Minerals: At the end of the expedition, have an expedition total of 60 or more raw minerals.1 rare raw mineralUntil your Crusade force next completes an expedition, you cannot use the Guild Patronage Requisition, even if you have a trading hub.
Extraction - Energy: At the end of the expedition, have an expedition total of 60 or more energy sources.1 rare energy source
SCIE­NCE
Research - Biology: At the end of the expedition, have an expedition total of 60 or more biomatter.1 rare bio­matterUntil your Crusade force next completes an expedition, you cannot purchase, upgrade or reactivate kindred assets.
Research - Emergent Field: At the end of the expedition, have an expedition total of 1 or more rare resources.50 of one funda­mental resource (of your choice)
MAP­PING
Exploration - Intelligence: At the end of the expedition, have an expedition total of 60 or more galactic intel.1 rare galactic intelUntil your Crusade force next completes an expedition, each time you roll to determine the funda­mental resource gained or the amount of resources gained, subtract 1 from the roll, to a minimum of 1.
Exploration - New Horizons: At the end of the expedition, units from your Crusade force gained 30XP or more during that expedition.25 of two funda­mental resources (of your choice)


Ending an Expedition

After a battle, you can end an expedition or if the number of battles you have played during this expedition is equal to the maximum allowed by your level of backing, the expedition ends. Each time you end an expedition, do the following, in order:
  • If your Crusade force has met the expedition goal you selected, gain the associated reward.
  • If your Crusade force has selected a guild contract, gain the associated reward or penalty.

Once you have ended an expedition, your Crusade force is no longer on an expedition, and you can launch a new one.

Agendas

If your Crusade army includes any LEAGUES OF VOTANN units, you can select Agendas from those presented here.

PROSPECTING

In the eyes of the Kin, battle is no excuse to suspend hunting out promising avenues of exploitation entirely.

At the end of the battle, for each battlefield edge other than your battlefield edge, select one LEAGUES OF VOTANN unit from your Crusade army that is wholly within 9" of that edge and not wholly within 9" of any other battlefield edge. Each unit you select gains 2XP. At the end of the battle, if units from your Crusade army gained a combined total of 4XP or more from this Agenda, you gain 20 raw minerals in addition to any other fundamental resources gained.
YIELD PROPHECY

Those who meet the arcane calculations and interpreted prophecies of the Votann in their service to hearth and hold are rightly vaunted for their martial efficiency.

At the start of the first battle round, declare a number of Yield points. At the end of the battle:
  • If your Crusade army has precisely that number of Yield points, your WARLORD gains 3XP.
  • If your Crusade army has either one less, or one more Yield point than you declared, your WARLORD gains 2XP.
  • If your Crusade army has either two less, or two more Yield points than you declared, your WARLORD gains 1XP.

At the end of the battle, if units from your Crusade army gained a combined total of 2XP or more from this Agenda, you gain 20 galactic intel in addition to any other fundamental resources gained.
EXHAUSTIVE PURSUIT

In search of the rarest substances, the most ancient of Votannic artefacts or surviving CUs and legacy vaults, kindred forces will embark on hunts as extensive as they are thorough.

Each time you gain control of an objective marker you have not previously controlled this battle, that objective marker becomes searched by your Crusade army. Each time an objective marker becomes searched by your Crusade army, select one LEAGUES OF VOTANN unit from your Crusade army that is within range of that objective marker. That unit gains 2XP. A unit cannot gain more than 4XP per battle from this Agenda.

At the end of the battle, if all objective marker on the battlefield have been searched by your Crusade army during the battle, you can select which fundamental resource you gain after the battle (you still randomly determine how much of that resource you gain) and, if units from your Crusade army gained a combined total of 6XP or more from this Agenda, you gain 20 energy sources in addition to any other fundamental resources gained.
DEBT TO BE PAID

Kin are incredibly hardy but more enduring still are their faultless memories of those who wronged them and the hatred they nurse until restitution is met.

Each time a LEAGUES OF VOTANN unit from your Crusade army with one or more Battle Scars destroys an enemy unit, that LEAGUES OF VOTANN unit gains 2XP. If, when you select this Agenda, you have already played one or more battles against that opponent in your campaign, then each time a LEAGUES OF VOTANN unit from your Crusade army with one or more Battle Scars destroys an enemy unit, that LEAGUES OF VOTANN unit gains 3XP instead. At the end of the battle, if units from your Crusade army gained a combined total of 4XP or more from this Agenda, you gain 20 biomatter in addition to any other fundamental resources gained.

Requisitions

If your Crusade force includes any LEAGUES OF VOTANN units, you can spend Requisition points (RP) on any of the following Requisitions.

RED-HANDED HARVEST1RP

Foes are of little relevance to the Kin alive. Once their corpses, technologies or data have been picked over or recycled, they can be of greater utility to a kindred.

Purchase this Requisition at the end of a battle, if your Crusade force is on an expedition. Count the number of enemy units destroyed at the end of that battle, then roll that many D6. For each 5+, gain 10 of the fundamental resource below that corresponds with the Faction keyword of your opponent’s Crusade army.

OPPONENT’S KEYWORDSFUNDAMENTAL RESOURCE
AELDARI, T’AU EMPIRERaw Minerals
CHAOS, IMPERIUMGalactic Intel
NECRONSEnergy Sources
GENESTEALER CULTS, ORKS, TYRANIDSBiomatter
GUILD PATRONAGE1RP

It is materially beneficial to cultivate alliances and favourable trading contacts with various guilds.

Purchase this Requisition at the end of a battle, if your Crusade force has a trading hub kindred asset (and it is not inactive). You can do one of the following:
  • Spend 60 of one type of fundamental resource, then select another fundamental resource and gain 50 of that resource.
  • Spend 1 rare resource, then gain 50 of the corresponding fundamental resource.
  • Spend 1 rare resource, then randomly generate 1 rare resource.
FIELD TESTING2RP

Every blood-slick battlefield is an opportunity to assess and analyse the potency of new technologies.

Purchase this Requisition before any battle, if your Crusade force has an evaluation vault kindred asset (and it is not inactive). Select one LEAGUES OF VOTANN INFANTRY or LEAGUES OF VOTANN MOUNTED unit from your Crusade army (you cannot select an EPIC HERO or a unit that has the Weapon Modification Battle Honour). Until the end of the battle, increase that unit’s Crusade points by 1. Select one Weapon Modification from the Weapon Modifications Battle Honour table, or randomly select two (see the main Crusade rules). Once per battle, when that unit is selected to shoot or fight, that unit can use the modifications selected before the battle. These apply to all weapons equipped by models in that unit until the end of the phase.
RETURNED TO THE ANCESTORS1RP

When a great hero of the Kin is slain, nothing is wasted, if possible, least of all the years of experience they have accumulated. To live a long life full of accomplishments is to enrich the Votann and become one with the ancestors.

Purchase this Requisition when a LEAGUES OF VOTANN CHARACTER unit from your Crusade force that has gained at least the Blooded rank gains a Battle Scar. Remove that unit from your Crusade force. You immediately gain D6x5 biomatter and D6x5 raw minerals. In addition, for each Battle Honour that unit had, you gain D6x5 galactic intel and each other Leagues of Votann unit from your Crusade force gains 1XP.

Battle Traits

When a LEAGUES OF VOTANN unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.


CHARACTER UNITS
D6

GRIM DEMEANOUR

The Kin under this grim hero’s stern and humourless gaze are rarely found wanting.

Improve the Objective Control and Leadership characteristics of models in this unit by 1.
DOUR SURVIVALIST

Dwelling on pain is a waste of energy that this warrior demands be put to better use.

CHARACTER models in this unit have the Feel No Pain 5+ ability and you can re-roll Out of Action tests taken for this unit.
PERSONAL GRUDGE

Some Kin harbour extremely long-standing grudges against their most hated nemeses.

At the start of the battle, select one unit from your opponent’s Crusade army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [precision] abilities.

MOUNTED UNITS
D6

REFINED POWER CORES

The magna-coil bikes of these Hernkyn have been augmented with energistic cells that lend them greater acceleration.

Add 2" to the Move characteristic of models in this unit.
KV-CERAMIDE UNDERSUITS

Beneath their armour, these explorers wear void suits woven from adaptive nanofibres that absorb excesses of energy.

Models in this unit have a 5+ invulnerable save.
FRONTIER WEAPONSMITHS

Used to relying on limited support, these Kin leverage the engineering expertise of their former lives to adapt and enhance their fearsome guns.

Add 6" to the Range characteristic of ranged weapons equipped by models in this unit.

INFANTRY UNITS
D6

RUTHLESS EFFICIENCY

These callous fighters have a reputation for methodical aggressive acquisition.

This unit always has Hostile Acquisition, even while units from your Crusade army have Fortify Takeover.
VENGEFUL

Bitterly ill-tempered, these kindred soldiers allow for no loss to pass unanswered.

Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength. In addition, add 1 to the Wound roll if this unit is Below Half-strength.
ANCESTRAL FURY

In the desperate anarchy of close-quarters fighting, these Kin unleash the rage of their forebears.

Melee weapons equipped by models in this unit have the [sustained hits 1] ability.
GUARDIANS OF NEED

As defenders of their kindred's future, these warriors are particularly disciplined.

At the start of the battle, you can select one objective marker on the battlefield. While this unit is within range of that objective marker, it has Fortify Takeover, even while units from your Crusade army have Hostile Acquisition.
WAR-WROUGHT

Battlefield experience has hardened these warriors against both fear and suffering.

While units from your Crusade army have Fortify Takeover, each time an attack with an unmodified Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.
WARRIOR PRIDE

Veterans of prodigious martial skill, these soldiers pride themselves on their murderous combat efficiency.

Each time this unit is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.

Crusade Relics

When a LEAGUES OF VOTANN CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.


Artificer Relics

GREY CREST

This cunningly wrought armour crest contains helical circuit threads believed to have been traded from a mysterious alien species long since lost to the darkness between the stars. It projects a veil of obfuscatory energies able to fool both organic and artificial senses and conceal the bearer and their companions from the enemy’s sights.

Models in the bearer’s unit have the Stealth ability.
FLÂYRE

This remarkable weapon is said to contain the bound fury of a colossal solar flare, syphoned from amidst the atomic fury of a raging star and trammelled within knotwêrk energy fields. If not some boast of the Brôkhyr, how such immense energies could be contained and channelled is unclear, but the puissant fury of Flâyre cannot be denied. This war tool’s killing edges burn so bright that they are painful to look upon as it streaks through the air. It is as swift and deadly as an unleashed starstorm, leaving nothing but charred enemy corpses in its wielder’s wake.

While units from your Crusade army have Hostile Acquisition, add 2 to the Attacks characteristic of the bearer’s melee weapons. While units from your Crusade army have Fortify Takeover, add 1 to the Attacks characteristic of the bearer’s melee weapons.
MURMURING STAVE

The immaculate Votann-forged psychocircuitry embedded within this ancient stave enables the wielder to access their otherworldly powers better. It is said that a suitably talented Grimnyr who holds this stave hears the faint voices of the Votann themselves in their mind and can interface with them to gain their guidance at will.

GRIMNYR only. When selecting Agendas for a battle, you can select one additional Leagues of Votann Agenda for that battle.

Antiquity Relics

THYRIKITE PLATE

Few substances mined from within the galactic core are as rare or dangerous to obtain as thyrikite. Occurring only within the gravitic tsunamis of the Thykus Cluster - home to the abhorrent Skorvexi - this substance is an insulating and phenomenally resilient alloy. Only once has enough thyrikite been harvested to fashion an entire suit of armour, but that suit remains a precious relic of the leagues to this day.

While units from your Crusade army have Hostile Acquisition, each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. While units from your Crusade army have Fortify Takeover, each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1.
WAYFARER’S GRACE

This one-of-a-kind void suit was crafted for the famed Hernkyn adventurer Simmka 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.

The first time the bearer is destroyed, 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 one or more enemy units, with 3 wounds remaining.

Legendary Relics

FIRST KNIFE

Almost every commander of the kinhost carries a plasma knife. Typically ceremonial badges of high office and rarely used except as a last resort, the First Knife is of greater cultural significance and offensive use. Triggering its blade unleashes a beam of energy that can slice through foes at close range. More than one ambusher or double-crossing envoy has discovered, to their cost, just how deadly the First Knife can be.

Each time the bearer makes a melee attack, you can re-roll the Hit roll and you can re-roll the Wound roll. At the end of the Fight phase, you can select one enemy unit within Engagement Range of the bearer and spend up to 4 Yield points. Roll one D6 for each point spent: for each 2+, that enemy unit suffers 1 mortal wound.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


Exemplary Hero

Your commitment to duty has garnered quiet praise and great respect amongst the kindred. Your deeds have laid the solid foundations of an unimpeachable example to guarantee the kindreds success. Yet far greater horizons - and threats - await your steely assessment, where your prodigious skills can be put to ever more worthy efficiencies.



Vaunted of the Hearth

Boldly meeting the ancestors’ expectations, you have forged new paths into the dark void along which glittering streams of resources flow back into the hold. Venerable guild contacts favour your host as it opens new frontiers, and your battle tactics have proven decisive, hammering foes that dare deny your claims. But greater conquests are needed to feed the hungry maws of industry.



Kindred Legend

Yours is a grim tally of conquest and exploration that has enriched the Votann beyond measure. You have sung war songs atop the corpses of your nemeses and amassed a lifetime of new experience. The watching ancestors have indeed judged you worthy.

  • You have completed one or more high investment expeditions.
  • You have two or more upgraded kindred assets.
  • You have won ten or more battles.
  • You have completed three or more different guild contracts.
  • You have gained at least 1 of every type of rare resource.
  • You have used the Returned to the Ancestors Requisition one or more times.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Void Salvagers

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.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of each of the following units:
You can include up to one of the following unit:
  • HERNKYN YAEGIRS (10 models)

Rules Adaptations

  • The EINHYR CHAMPION model loses the Mass Driver Accelerators and Teleport Crest abilities.
  • The HEARTHKYN WARRIORS unit loses the Luck Has. Need Keeps. Toil Earns ability.
  • The KÂHL model loses the Teleport Crest ability.

Army Rule

Eternal Resentment

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.

At the start of the first battle round, select one enemy unit on the battlefield. That unit gains 1 Judgement token. In addition, each time an enemy unit with 1 or more Judgement tokens is destroyed, you can place 1 Judgement token on an enemy unit that is visible to one or more LEAGUES OF VOTANN models from your army.

Detachment Rule

Stalwart Advance

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.

Enhancements

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.

Stratagems

RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy Stratagem
The Kin possess the accumulated knowledge of their ancestors, including ancient cyphers that enable them to seize control of cogitational systems.
WHEN: Your Command phase.

TARGET: One LEAGUES OF VOTANN unit from your army.

EFFECT: Select one closed Hatchway on the battlefield and open it.

RESTRICTIONS: You can only use this Stratagem once.
POINT-BLANK FIRE
1CP
Void Salvagers – Battle Tactic Stratagem
The Kin are well used to working in close confines and can fire their ranged weapons with precision even within the restrictive corridors of a voidship.
WHEN: Your Shooting phase.

TARGET: One HEARTHKYN WARRIORS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic Stratagem
To draw the ire of the Kin is to invite a swift and brutal death.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target has 1 or more Judgement tokens, you can re-roll the Hit roll, and if the target has 2 Judgement tokens, you can re-roll the Wound roll as well.
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic Stratagem
As their allies push forwards, Kin squads train their guns down darkened corridors, preparing to repel unexpected ambushes.
WHEN: Your opponent's Movement or Charge phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

Hearthfire Strike

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.

Mustering a Boarding Patrol

You can include up to two of the following unit:
You can include up to two of the following unit:

Rules Adaptations


Army Rule

Eternal Resentment

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.

At the start of the first battle round, select one enemy unit on the battlefield. That unit gains 1 Judgement token. In addition, each time an enemy unit with 1 or more Judgement tokens is destroyed, you can place 1 Judgement token on an enemy unit that is visible to one or more LEAGUES OF VOTANN models from your army.

Detachment Rule

Wrought in Wrath

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.

Enhancements

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 ram.

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.

Stratagems

WEAVEFIELD FLARE
1CP
Hearthfire Strike – Battle Tactic Stratagem
Triggering weavefield generators worked into their wargear, the Einhyr bleed off the power of incoming enemy attacks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
PAN-SPECTRAL VISUALISER
1CP
Hearthfire Strike – Battle Tactic Stratagem
These advanced sets of helm optics pierce veils both technological and sorcerous, laying the foe bare.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack with a weapon, you can ignore any or all modifiers to that attack’s or that weapon’s Ballistic Skill characteristic and any or all modifiers to the Hit roll.
ECONOMY OF AGGRESSION
1CP
Hearthfire Strike – Battle Tactic Stratagem
A few grenades placed with care and skill reap greater returns in bloodshed than a wealth of recklessly hurled materiel.
WHEN: Your Shooting phase.

TARGET: One EINHYR HEARTHGUARD unit from your army that has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is visible to your unit and wholly on the opposite side of a Hatchway from it. Until the end of the phase, exo-armour grenade launchers equipped by models in your unit have an Attacks characteristic of 6 and lose the [BLAST] ability while targeting that enemy unit, and attacks made with such weapons that target that enemy unit can be allocated to models that are not visible to the attacking model.
GRAVITRONIC PULSE
1CP
Hearthfire Strike – Battle Tactic Stratagem
Emitters built into this squad's exo-armour batter the foe with focused gravity waves in the instant before the Kin charge crashes home.
WHEN: Your Charge phase, just after a LEAGUES OF VOTANN unit from your army ends a Charge move.

TARGET: That LEAGUES OF VOTANN unit.

EFFECT: For each enemy unit within Engagement Range of your unit, until the end of the turn, that unit loses the Fights First ability (if it has it) and, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

The CHARACTER keyword is used in the following Leagues of Votann datasheets:

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.

The keyword is used in the following Leagues of Votann datasheets:

Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Hazardous

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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
Prioritised Efficiency

As the Kin truth describes, Luck has. Need keeps. Toil earns. The kinhost’s ability to efficiently switch its strategic footing embodies this wisdom. It results from swift assessments of a foe’s possessions, how best to seize them for the kindred’s need and then to stubbornly toil to hold them against counterattacks.

If your Army Faction is , units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those units have will change depending on how many Yield points (YP) you currently have:
  • At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.

Hostile Acquisition

Fortify Takeover
  • Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll.
  • Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll.

Yield Points
At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:
  • You control one or more objective markers not within your deployment zone.
  • You control two or more objective markers not within your deployment zone.
  • You control more objective markers than your opponent.

In your turn, YP gained in this way are always gained before checking which ability units from your army have.

Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule.

Designer’s Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.

Example: In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead.

During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Sustained Hits

Some 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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.

The HERNKYN keyword is used in the following Leagues of Votann datasheets:

Dedicated Transports

The and CHARACTER keywords are used in the following Leagues of Votann datasheets:

Assailed From Every Angle
Persecution Prospect Detachment

The Kin of persecution prospects are skilled in escalating their attacks with unrelenting volleys of fire. They pressure the kindred’s foes repeatedly from infiltration positions, unleash enfilading fire from the flanks and surge forward to blaze away at point-blank range before manoeuvring swiftly to other attack angles. Besides the death and destruction they cause, the prospect’s forces leave foes disarrayed, with little chance to rally any ravaged survivors before other Kin capitalise on their plight.

units from your army have the following ability:

Guerrilla Adepts: In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding MONSTERS and VEHICLES). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (and only if it is an eligible target) and, after resolving those attacks, if one or more of those attacks hit that enemy unit, until the start of your next Shooting phase, that enemy unit is assailed (this simply labels that unit for the purposes of this ability and some Enhancements and Stratagems). If that unit is already assailed, until the start of your next Shooting phase, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The VEHICLE keyword is used in the following Leagues of Votann datasheets:

Dedicated Transports
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.

The TRANSPORT keyword is used in the following Leagues of Votann datasheets:

Dedicated Transports

The and INFANTRY keywords are used in the following Leagues of Votann datasheets:

STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
DEEP STRIKE

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.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.

The CTHONIAN keyword is used in the following Leagues of Votann datasheets:

Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.

The and TRANSPORT keywords are used in the following Leagues of Votann datasheets:

Dedicated Transports

The KÂHL keyword is used in the following Leagues of Votann datasheets:

Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

The KAPRICUS keyword is used in the following Leagues of Votann datasheets:

Dedicated Transports

The BRÔKHYR keyword is used in the following Leagues of Votann datasheets:

The IRONKIN STEELJACKS keyword is used in the following Leagues of Votann datasheets:

Optimal Application
Hearthfyre Arsenal Detachment

With advanced engineering knowledge and cogitational expertise, a hearthfyre arsenal’s specialists can apply the resources and information seized by the Kin to eradicate their foes efficiently. Such assets are used to coordinate the devastating fire patterns of the force’s support infantry, empowering already heavily armed Kin to the extent that little can escape their murderous fusillades.

At the end of your Command phase, you gain 1YP for each objective marker you control that is not within your deployment zone and has one or more IRON-MASTER and/or MEMNYR STRATEGIST models from your army within range of it (to a maximum of 2YP gained from this Detachment rule per turn).

In your Shooting phase, each time a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your array is selected to shoot, you can spend 1YP. If you do, until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
GUILD PATRONAGE1RP

It is materially beneficial to cultivate alliances and favourable trading contacts with various guilds.

Purchase this Requisition at the end of a battle, if your Crusade force has a trading hub kindred asset (and it is not inactive). You can do one of the following:
  • Spend 60 of one type of fundamental resource, then select another fundamental resource and gain 50 of that resource.
  • Spend 1 rare resource, then gain 50 of the corresponding fundamental resource.
  • Spend 1 rare resource, then randomly generate 1 rare resource.

The EPIC HERO keyword is used in the following Leagues of Votann datasheets:

FIELD TESTING2RP

Every blood-slick battlefield is an opportunity to assess and analyse the potency of new technologies.

Purchase this Requisition before any battle, if your Crusade force has an evaluation vault kindred asset (and it is not inactive). Select one INFANTRY or LEAGUES OF VOTANN MOUNTED unit from your Crusade army (you cannot select an EPIC HERO or a unit that has the Weapon Modification Battle Honour). Until the end of the battle, increase that unit’s Crusade points by 1. Select one Weapon Modification from the Weapon Modifications Battle Honour table, or randomly select two (see the main Crusade rules). Once per battle, when that unit is selected to shoot or fight, that unit can use the modifications selected before the battle. These apply to all weapons equipped by models in that unit until the end of the phase.
PROSPECTING

In the eyes of the Kin, battle is no excuse to suspend hunting out promising avenues of exploitation entirely.

At the end of the battle, for each battlefield edge other than your battlefield edge, select one unit from your Crusade army that is wholly within 9" of that edge and not wholly within 9" of any other battlefield edge. Each unit you select gains 2XP. At the end of the battle, if units from your Crusade army gained a combined total of 4XP or more from this Agenda, you gain 20 raw minerals in addition to any other fundamental resources gained.
RED-HANDED HARVEST1RP

Foes are of little relevance to the Kin alive. Once their corpses, technologies or data have been picked over or recycled, they can be of greater utility to a kindred.

Purchase this Requisition at the end of a battle, if your Crusade force is on an expedition. Count the number of enemy units destroyed at the end of that battle, then roll that many D6. For each 5+, gain 10 of the fundamental resource below that corresponds with the Faction keyword of your opponent’s Crusade army.

OPPONENT’S KEYWORDSFUNDAMENTAL RESOURCE
AELDARI, T’AU EMPIRERaw Minerals
CHAOS, IMPERIUMGalactic Intel
NECRONSEnergy Sources
GENESTEALER CULTS, ORKS, TYRANIDSBiomatter
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Lethal Hits

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.
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
RETURNED TO THE ANCESTORS1RP

When a great hero of the Kin is slain, nothing is wasted, if possible, least of all the years of experience they have accumulated. To live a long life full of accomplishments is to enrich the Votann and become one with the ancestors.

Purchase this Requisition when a CHARACTER unit from your Crusade force that has gained at least the Blooded rank gains a Battle Scar. Remove that unit from your Crusade force. You immediately gain D6x5 biomatter and D6x5 raw minerals. In addition, for each Battle Honour that unit had, you gain D6x5 galactic intel and each other Leagues of Votann unit from your Crusade force gains 1XP.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Ignores Cover

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.
Blast

High-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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
FIGHTS FIRST

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.

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