The Leagues of Votann have emerged from the depths of the galactic core. To face their armies in battle is to stand before an armoured avalanche that crushes all in its path. It is to be appraised and then brusquely dealt with by attackers who see you as little more than an obstruction to profit – or worse, as a hated nemesis whose annihilation is worth any cost. To their partners in trade and war, the Kin are invaluable allies. Yet those they deem a risk to their peoples’ survival face destruction, meted out with the same relentless rigour that the Kin apply to all their undertakings.
Book | Kind | Edition | Version | Last update |
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![]() | Codex | 10 | 1.0 | September 2025 |
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![]() | Expansion | 10 | 3.3 | September 2025 |
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![]() | Rulebook | 10 | 3.0 | September 2025 |
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![]() | Expansion | 10 | 1.1 | July 2025 |
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.
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.
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.
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. |
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. |
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. |
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. |
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.
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:
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. |
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). |
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. |
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). |
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.
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.
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. |
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. |
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. |
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. |
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.
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:
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. |
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. |
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. |
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. |
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.
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).
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. |
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. |
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. |
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. |
When the Eye of the Ancestors has been cast and the worth of some site or resource deemed vital, the Kin may form a hearthband to ensure its swift conquest. Typically led by one or more of the kindred’s most courageous and strategically cunning Kâhls, such forces are painstakingly forged to complete the precise mission for which they are assembled. Einhyr elites lead the charge, exo-armoured forms advancing like the Ancestors come to life, contemptuous of the enemy’s pitiful attempts to cut them down with gunfire or stagger their charge. Hand-picked Hearthkyn support their advance, no mere citizen soldiers but instead the finest warriors of the kinhost assembled for this one crucial mission. Driving inexorably into the teeth of the foe, the hearthband does not stop until their task is complete and the battle is won.
With their minds entirely focused on the singular mission with which they have been charged, the Kin work to blast a path through the enemy lines with the same tenacity as a Brôkhyr beating metal or a Cthonian miner splitting bedrock.
Each time a LEAGUES OF VOTANN model from your army makes an attack with a weapon that targets the closest eligible target or a target that is within Engagement Range of that model’s unit:
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. |
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. |
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. |
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. |
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.
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.
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:
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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).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.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).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.
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If your Crusade army includes any LEAGUES OF VOTANN units, you can select Agendas from those presented here.
In the eyes of the Kin, battle is no excuse to suspend hunting out promising avenues of exploitation entirely.
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.
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.
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.
If your Crusade force includes any LEAGUES OF VOTANN units, you can spend Requisition points (RP) on any of the following Requisitions.
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.
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It is materially beneficial to cultivate alliances and favourable trading contacts with various guilds.
Every blood-slick battlefield is an opportunity to assess and analyse the potency of new technologies.
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.
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.
The Kin under this grim hero’s stern and humourless gaze are rarely found wanting.
Dwelling on pain is a waste of energy that this warrior demands be put to better use.
Some Kin harbour extremely long-standing grudges against their most hated nemeses.
The magna-coil bikes of these Hernkyn have been augmented with energistic cells that lend them greater acceleration.
Beneath their armour, these explorers wear void suits woven from adaptive nanofibres that absorb excesses of energy.
Used to relying on limited support, these Kin leverage the engineering expertise of their former lives to adapt and enhance their fearsome guns.
These callous fighters have a reputation for methodical aggressive acquisition.
Bitterly ill-tempered, these kindred soldiers allow for no loss to pass unanswered.
In the desperate anarchy of close-quarters fighting, these Kin unleash the rage of their forebears.
As defenders of their kindred's future, these warriors are particularly disciplined.
Battlefield experience has hardened these warriors against both fear and suffering.
Veterans of prodigious martial skill, these soldiers pride themselves on their murderous combat efficiency.
When a LEAGUES OF VOTANN CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.
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.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.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.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.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.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.When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.
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.
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.
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.
The salvage fleets of the Leagues of Votann secure material resources and recover stolen technologies. Their aggressive salvage operations bring them into conflict with hostile foes. It is fortunate, therefore, that Kin soldiers are well suited to combat in the close confines of space hulks and voidships.
The Kin are slow to anger, but their enmity, once earned, is eternal. Kin war-leaders will go to almost any length to destroy the targets of their ire and will not stop until every last one of their foes has been punished.
Units from your army with the Eye of the Ancestors ability retain that ability and gain this one.The Kin proceed with steadfast determination, exterminating all resistance and securing decks one at a time. Aggressively yet methodically, resistance is swept aside.
In your Shooting phase, each time a LEAGUES OF VOTANN unit from your army has shot, if one or more enemy units were destroyed by those attacks and that LEAGUES OF VOTANN unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway.Masterful Construction The weapons utilised by the Kin are wrought by expert craftsmen and are as versatile as they are deadly. Each time the bearer is selected to shoot or fight, you can select one of the following weapon abilities: [DEVASTATING WOUNDS]; [LETHAL HITS]; [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by the bearer (excluding Psychic weapons) have that ability. |
Obsessive Drive The bearer seeks a specific item that lies in the hands of the foe and they will not rest until it has been secured. Those foes foolish enough to block the path are targeted for priority destruction. At the start of the first battle round, select one objective marker. While the bearer is on the battlefield, each time a LEAGUES OF VOTANN unit from your army is selected to shoot or fight, each enemy unit within range of that objective marker is considered to have 1 additional Judgement token while resolving those attacks. |
During the most punishing void battles, when the butcher’s bill is spiralling but the promised rewards still justify the cost of conflict, the most expedient plan is often also the most direct. Gathering the might of the Einhyr, the Kin launch a single, thunderous strike to end all enemy resistance.
The Kin are slow to anger, but their enmity, once earned, is eternal. Kin war-leaders will go to almost any length to destroy the targets of their ire and will not stop until every last one of their foes has been punished.
Units from your army with the Eye of the Ancestors ability retain that ability and gain this one.The Einhyr know that they bear the weight of the ancestors’ expectations in this battle. To live up to them, they must strike with the fury of the very hearth fires of their Hold.
Add 1 to Advance and Charge rolls made for LEAGUES OF VOTANN units from your army.Celebrated Folk Hero The exploits of this Einhyr Champion have fuelled many a Bru-fuelled celebration, and the Hearthguard compete to fight at their side. To see them laid low fires the wrath of their comrades. The first time the bearer is destroyed, each enemy unit on the battlefield gains 1 Judgement token. |
Gûlyk’s Stars A set of mass driver accelerators crafted by the master Brokhyr Gulyk, these potent devices can be worked into an Einhyr Champions exo-armour. Named stars for their ferocious energy output, they propel the wearer forward like an unstoppable battering 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. |
The CHARACTER keyword is used in the following Leagues of Votann datasheets:
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.
The
keyword is used in the following Leagues of Votann datasheets:
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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):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.
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’.The HERNKYN keyword is used in the following Leagues of Votann datasheets:
The CHARACTER keywords are used in the following Leagues of Votann datasheets:
andThe 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:The VEHICLE keyword is used in the following Leagues of Votann datasheets:
The TRANSPORT keyword is used in the following Leagues of Votann datasheets:
The INFANTRY keywords are used in the following Leagues of Votann datasheets:
andSome 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.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.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.The CTHONIAN keyword is used in the following Leagues of Votann datasheets:
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.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".The TRANSPORT keywords are used in the following Leagues of Votann datasheets:
andThe KÂHL keyword is used in the following Leagues of Votann datasheets:
The KAPRICUS keyword is used in the following Leagues of Votann datasheets:
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:
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).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.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.It is materially beneficial to cultivate alliances and favourable trading contacts with various guilds.
The EPIC HERO keyword is used in the following Leagues of Votann datasheets:
Every blood-slick battlefield is an opportunity to assess and analyse the potency of new technologies.
In the eyes of the Kin, battle is no excuse to suspend hunting out promising avenues of exploitation entirely.
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.
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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.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 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.The INFANTRY keyword is used in the following Leagues of Votann datasheets:
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.
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.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.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).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.