RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Cyclic ion cannon [blast] | |||||||
Cyclic ion cannon [blast] | 24" | D6+3 | 4+ | 9 | -2 | 2 | |
Heavy magna-rail cannon [devastating wounds, heavy] | |||||||
Heavy magna-rail cannon [devastating wounds, heavy] | 30" | 1 | 4+ | 18 | -4 | D6+6 | |
Hekaton warhead [blast, indirect fire, one shot] | |||||||
Hekaton warhead [blast, indirect fire, one shot] | 36" | D6+3 | 4+ | 7 | -2 | 2 | |
SP heavy conversion beamer [conversion, sustained hits d3] | |||||||
SP heavy conversion beamer [conversion, sustained hits d3] | 24" | 2 | 4+ | 10 | -2 | 4 | |
MATR autocannon | |||||||
MATR autocannon | 24" | 6 | 4+ | 7 | -1 | 2 | |
Twin bolt cannon [SUSTAINED HITS 1, TWIN-LINKED] | |||||||
Twin bolt cannon [SUSTAINED HITS 1, TWIN-LINKED] | 36" | 3 | 4+ | 6 | -1 | 2 | |
Twin ion beamer [sustained hits d3, twin-linked] | |||||||
Twin ion beamer [sustained hits d3, twin-linked] | 18" | 3 | 4+ | 7 | -2 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured wheels | |||||||
Armoured wheels | Melee | 6 | 4+ | 8 | 0 | 1 |
1 model | 225 |
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The Kin are a highly practical people in every area of life, not least in war. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.
If your Army Faction is , each time an enemy unit destroys a unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).
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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.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some weapons 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’.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.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).The
keyword is used in the following Leagues of Votann datasheets: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.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.The INFANTRY keywords are used in the following Leagues of Votann datasheets:
andThe Kin of an Oathband are skilled warriors and ruthless expansionists, instinctively working together to defeat their foes and efficiently achieve their aims. As with everything, they approach war with a grim, methodical pragmatism that is an inspiration to other Kin.
At the start of the battle, select a number of units from your opponent’s army depending on the battle size, as shown below:
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The EXO-ARMOUR keyword is used in the following Leagues of Votann datasheets:
Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").The VEHICLE keyword is used in the following Leagues of Votann datasheets:
The TRANSPORT keyword is used in the following Leagues of Votann datasheets: