RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern bolt pistol | |||||||
Autoch-pattern bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 | |
Graviton rifle [anti-vehicle 2+] | |||||||
Graviton rifle [anti-vehicle 2+] | 18" | 3 | 3+ | 5 | -1 | 3 | |
Las-beam cutter | |||||||
Las-beam cutter | 6" | 1 | 4+ | 6 | -3 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 | |
Graviton hammer [anti-vehicle 2+] | |||||||
Graviton hammer [anti-vehicle 2+] | Melee | 3 | 4+ | 9 | -1 | 3 | |
Manipulator arms | |||||||
Manipulator arms | Melee | 3 | 4+ | 3 | 0 | 1 | |
Plasma torch | |||||||
Plasma torch | Melee | 1 | 4+ | 6 | -3 | 2 |
5 models | 65 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern combi-bolter | |||||||
Autoch-pattern combi-bolter | 24" | 4 | 2+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Darkstar axe | |||||||
Darkstar axe | Melee | 6 | 2+ | 6 | -2 | 2 | |
Mass hammer | |||||||
Mass hammer | Melee | 3 | 3+ | 12 | -2 | D6+1 |
1 model | 60 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern bolter | |||||||
Autoch-pattern bolter | 24" | 2 | 4+ | 4 | 0 | 1 | |
Ancestral Wrath – witchfire [psychic] | |||||||
Ancestral Wrath – witchfire [psychic] | 24" | 3 | 2+ | 6 | -2 | D3 | |
Ancestral Wrath – focused witchfire [hazardous, psychic] | |||||||
Ancestral Wrath – focused witchfire [hazardous, psychic] | 24" | 6 | 2+ | 6 | -2 | D3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Ancestral ward stave [psychic] | |||||||
Ancestral ward stave [psychic] | Melee | 1 | 3+ | 7 | -1 | D3 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 |
3 models | 65 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern combi-bolter | |||||||
Autoch-pattern combi-bolter | 24" | 4 | 2+ | 4 | 0 | 1 | |
Volkanite disintegrator [devastating wounds] | |||||||
Volkanite disintegrator [devastating wounds] | 18" | 3 | 2+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Forgewrought plasma axe | |||||||
Forgewrought plasma axe | Melee | 4 | 2+ | 5 | -2 | 2 | |
Mass gauntlet | |||||||
Mass gauntlet | Melee | 3 | 3+ | 8 | -2 | 3 |
1 model | 70 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Volkanite disintegrator [devastating wounds] | |||||||
Volkanite disintegrator [devastating wounds] | 18" | 3 | 2+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Blade of the Ancestors [devastating wounds] | |||||||
Blade of the Ancestors [devastating wounds] | Melee | 5 | 2+ | 6 | -3 | 2 |
1 model | 80 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern bolt pistol [pistol] | |||||||
Autoch-pattern bolt pistol [pistol] | 12" | 1 | 4+ | 4 | 0 | 1 | |
Autoch-pattern bolter | |||||||
Autoch-pattern bolter | 24" | 2 | 4+ | 4 | 0 | 1 | |
EtaCarn plasma beamer [sustained hits d3] | |||||||
EtaCarn plasma beamer [sustained hits d3] | 18" | 1 | 4+ | 8 | -3 | 2 | |
EtaCarn plasma pistol [pistol] | |||||||
EtaCarn plasma pistol [pistol] | 6" | 1 | 4+ | 8 | -3 | 2 | |
HYLas auto rifle [assault, rapid fire 3] | |||||||
HYLas auto rifle [assault, rapid fire 3] | 24" | 3 | 4+ | 6 | -1 | 1 | |
HYLas rotary cannon [heavy, sustained hits 1] | |||||||
HYLas rotary cannon [heavy, sustained hits 1] | 24" | 6 | 5+ | 6 | -1 | 1 | |
Ion blaster | |||||||
Ion blaster | 18" | 1 | 4+ | 5 | -2 | 1 | |
Ion pistol [pistol] | |||||||
Ion pistol [pistol] | 12" | 1 | 4+ | 5 | -2 | 1 | |
L7 missile launcher – focused | |||||||
L7 missile launcher – focused | 24" | 1 | 4+ | 9 | -2 | D6 | |
L7 missile launcher – blast [blast] | |||||||
L7 missile launcher – blast [blast] | 24" | D6 | 4+ | 4 | 0 | 1 | |
Magna-rail rifle [devastating wounds, heavy] | |||||||
Magna-rail rifle [devastating wounds, heavy] | 18" | 1 | 5+ | 12 | -3 | D3+3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 4 | 0 | 1 | |
Kin melee weapon | |||||||
Kin melee weapon | Melee | 2 | 4+ | 5 | -2 | 2 |
10 models | 100 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
HYLas beam cannon [sustained hits d3] | |||||||
HYLas beam cannon [sustained hits d3] | 24" | 2 | 4+ | 12 | -3 | D6 | |
L7 missile launcher – blast [blast] | |||||||
L7 missile launcher – blast [blast] | 24" | D6 | 4+ | 4 | 0 | 1 | |
L7 missile launcher – focused | |||||||
L7 missile launcher – focused | 24" | 1 | 4+ | 9 | -2 | D6 | |
MATR autocannon | |||||||
MATR autocannon | 24" | 6 | 4+ | 7 | -1 | 2 | |
Sagitaur missile launcher | |||||||
Sagitaur missile launcher | 36" | 2 | 4+ | 12 | -3 | 3 | |
Twin bolt cannon [sustained hits 1, twin-linked] | |||||||
Twin bolt cannon [sustained hits 1, twin-linked] | 36" | 3 | 4+ | 6 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured wheels | |||||||
Armoured wheels | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 115 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt cannon [sustained hits 1] | |||||||
Bolt cannon [sustained hits 1] | 36" | 3 | 4+ | 6 | -1 | 2 | |
Graviton blast cannon [anti-vehicle 2+, blast] | |||||||
Graviton blast cannon [anti-vehicle 2+, blast] | 18" | D6 | 4+ | 5 | -2 | 2 | |
SP conversion beamer [conversion, sustained hits d3] | |||||||
SP conversion beamer [conversion, sustained hits d3] | 24" | 1 | 4+ | 7 | -1 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 4+ | 4 | 0 | 1 |
3 models | 80 |
6 models | 160 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Mole grenade launcher [blast, indirect fire] | |||||||
Mole grenade launcher [blast, indirect fire] | 24" | D6 | 4+ | 5 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Concussion maul | |||||||
Concussion maul | Melee | 3 | 4+ | 9 | -2 | 3 | |
Heavy plasma axe – strike | |||||||
Heavy plasma axe – strike | Melee | 3 | 3+ | 6 | -2 | 2 | |
Heavy plasma axe – sweep | |||||||
Heavy plasma axe – sweep | Melee | 6 | 3+ | 4 | -1 | 1 | |
Twin concussion gauntlet [twin-linked] | |||||||
Twin concussion gauntlet [twin-linked] | Melee | 4 | 4+ | 9 | -1 | 2 |
5 models | 100 |
10 models | 200 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
EtaCarn plasma gun | |||||||
EtaCarn plasma gun | 24" | 1 | 3+ | 8 | -3 | 2 | |
Exo-armour grenade launcher [blast] | |||||||
Exo-armour grenade launcher [blast] | 18" | D6 | 3+ | 4 | 0 | 1 | |
Volkanite disintegrator [devastating wounds] | |||||||
Volkanite disintegrator [devastating wounds] | 18" | 3 | 3+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Concussion gauntlet | |||||||
Concussion gauntlet | Melee | 2 | 3+ | 9 | -2 | 2 | |
Concussion hammer | |||||||
Concussion hammer | Melee | 3 | 4+ | 9 | -1 | 3 | |
Plasma blade gauntlet | |||||||
Plasma blade gauntlet | Melee | 3 | 3+ | 6 | -2 | 1 |
5 models | 150 |
10 models | 320 |
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 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt revolver [pistol] | |||||||
Bolt revolver [pistol] | 9" | 1 | 4+ | 5 | 0 | 1 | |
Bolt shotgun [assault] | |||||||
Bolt shotgun [assault] | 12" | 2 | 4+ | 5 | 0 | 1 | |
HYLas rotary cannon [sustained hits 1] | |||||||
HYLas rotary cannon [sustained hits 1] | 24" | 6 | 4+ | 6 | -1 | 1 | |
Ion beamer [sustained hits d3] | |||||||
Ion beamer [sustained hits d3] | 18" | 3 | 4+ | 7 | -2 | 1 | |
Magna-coil autocannon | |||||||
Magna-coil autocannon | 24" | 3 | 4+ | 7 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Plasma knife | |||||||
Plasma knife | Melee | 2 | 4+ | 4 | 0 | 1 |
3 models | 90 |
6 models | 180 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
APM launcher [anti-monster 3+, anti-vehicle 3+] | |||||||
APM launcher [anti-monster 3+, anti-vehicle 3+] | 24" | 1 | 4+ | 6 | -2 | D6 | |
Bolt revolver [pistol] | |||||||
Bolt revolver [pistol] | 9" | 1 | 4+ | 5 | 0 | 1 | |
Bolt shotgun [assault] | |||||||
Bolt shotgun [assault] | 18" | 2 | 4+ | 5 | 0 | 1 | |
Magna-coil rifle [ignores cover, precision] | |||||||
Magna-coil rifle [ignores cover, precision] | 24" | 1 | 4+ | 5 | -2 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 4 | 0 | 1 | |
Plasma knife | |||||||
Plasma knife | Melee | 2 | 4+ | 4 | -2 | 1 |
10 models | 90 |
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.
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The Kin are a highly practical people in every area of life, not least in war. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.
If your Army Faction is , each time an enemy unit destroys a unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).
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The VEHICLE keyword is used in the following Leagues of Votann datasheets:
Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.The
keyword is used in the following Leagues of Votann datasheets:The INFANTRY keyword is used in the following Leagues of Votann datasheets:
The CHARACTER keyword is used in the following Leagues of Votann datasheets:
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):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 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.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.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.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.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.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 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 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 unit from your army has shot, if one or more enemy units were destroyed by those attacks and that 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.This warrior holds the majority of the galaxy’s races in contempt, and seeks out their many nemeses with a keen and inescapable eye. No sooner have they settled a Grudge against one foe, than they move to the next name on their list.
Judgement tokens, you can select one other enemy unit that is visible to the bearer. That other unit gains one Judgement token.
model only. Each time the bearer’s unit destroys an enemy unit, if that enemy unit has one or moreFew Kin can cast the Eye of the Ancestors with the swiftness and grim efficiency of this venerable leader. Where their merciless gaze falls, the strengths and weaknesses of the enemy are laid bare, and there their warriors strike hardest.
Command phase, you can select one objective marker your opponent controls. Until the start of your next Command phase, while an enemy unit is within range of that objective marker, it counts as having one more Judgement token than it actually has (to a maximum of 2).
model only. In yourThis warlord’s grim countenance is legendary, and they are rumoured to have never smiled. Such a demeanour is, of course, an outward sign of how seriously they undertake their solemn tasks, and under their stern gaze no Kin will be found wanting.
Battle-shock tests taken for the bearer’s unit, and models in that unit can ignore any or all modifiers to their characteristics and/or to any rolls or tests made for them (excluding modifiers to saving throws).
model only. You can re-rollThis one-of-a-kind void suit was crafted for the famed Hernkyn adventurer Sîmmka Farstryd as thanks for her saving the Hold world of Hyvôk’s Kindred. Incorporating ancient technological secrets interpreted from Votannic lore, Wayfarer’s Grace acts as a life-support system for its wearer. Monitoring their vital statistics constantly, the suit provides medical support and can even restart its wearer’s stopped heart in extremis.
destroyed, after placing a Judgement token next to the unit that destroyed it, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.
model only. The first time the bearer isSome 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.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.
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 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.
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.The EXO-ARMOUR keyword is used in the following Leagues of Votann datasheets:
Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Some warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.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 units from your army.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.
A set of mass driver accelerators crafted by the master Brokhyr Gulyk, these potent devices can be worked into an Einhyr Champions exo-armour. Named stars for their ferocious energy output, they propel the wearer forward like an unstoppable battering rani.
Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. If this results in one or more enemy models being destroyed, you can select one closed Hatchway within 6" of the bearer and open it.
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.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.Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.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.The GRENADES keyword is used in the following Leagues of Votann datasheets:
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").Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".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.The VEHICLE keyword is used in the following Leagues of Votann datasheets:
The TRANSPORT 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.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.Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.