RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Transmatter inverter – half charge [rapid fire 1] | |||||||
Transmatter inverter – half charge [rapid fire 1] | 12" | 3 | 2+ | 8 | -1 | 1 | |
Transmatter inverter – full charge [hazardous, rapid fire 2] | |||||||
Transmatter inverter – full charge [hazardous, rapid fire 2] | 18" | 3 | 2+ | 8 | -2 | 2 | |
Transmatter inverter – overcharge [hazardous, overcharge, rapid fire 3] | |||||||
Transmatter inverter – overcharge [hazardous, overcharge, rapid fire 3] | 24" | 3 | 2+ | 8 | -3 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 |
1 model | 75 |
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-monster 3+, anti-vehicle 3+] | |||||||
Graviton rifle [anti-monster 3+, anti-vehicle 3+] | 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-monster 3+, anti-vehicle 3+] | |||||||
Graviton hammer [anti-monster 3+, anti-vehicle 3+] | 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 | 75 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern bolt pistol [pistol] | |||||||
Autoch-pattern bolt pistol [pistol] | 12" | 1 | 2+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Bane – strike [precision] | |||||||
Bane – strike [precision] | Melee | 5 | 2+ | 12 | -3 | 3 | |
Bane – sweep | |||||||
Bane – sweep | Melee | 10 | 2+ | 6 | -2 | 1 |
1 model | 110 |
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 | -3 | 2 | |
Mass hammer | |||||||
Mass hammer | Melee | 3 | 3+ | 12 | -3 | D6+1 |
1 model | 70 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Ancestral Wrath – witchfire [psychic] | |||||||
Ancestral Wrath – witchfire [psychic] | 24" | 3 | 3+ | 6 | -2 | D3 | |
Ancestral Wrath – focused witchfire [hazardous, psychic] | |||||||
Ancestral Wrath – focused witchfire [hazardous, psychic] | 24" | 6 | 3+ | 6 | -2 | D3 | |
Autoch-pattern bolter | |||||||
Autoch-pattern bolter | 24" | 2 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Ancestral ward stave [psychic] | |||||||
Ancestral ward stave [psychic] | Melee | 2 | 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] | 24" | 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 | -3 | 3 |
1 model | 70 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern bolt pistol [pistol] | |||||||
Autoch-pattern bolt pistol [pistol] | 12" | 1 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 |
1 model | 45 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Volkanite disintegrator [devastating wounds] | |||||||
Volkanite disintegrator [devastating wounds] | 24" | 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 | 95 |
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 | |
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 | |
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 | |
Magna-rail rifle [devastating wounds, heavy] | |||||||
Magna-rail rifle [devastating wounds, heavy] | 18" | 1 | 5+ | 12 | -3 | D3+3 | |
Theyn’s pistol [pistol] | |||||||
Theyn’s pistol [pistol] | 12" | 1 | 4+ | 8 | -2 | 1 | |
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 | |
Theyn’s melee weapon | |||||||
Theyn’s melee weapon | Melee | 2 | 4+ | 5 | -2 | 2 |
10 models | 100 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Magna-coil autocannon | |||||||
Magna-coil autocannon | 24" | 3 | 4+ | 7 | -1 | 2 | |
Twin magna-coil autocannon [twin-linked] | |||||||
Twin magna-coil autocannon [twin-linked] | 24" | 3 | 4+ | 7 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 75 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
HYLas beam cannon | |||||||
HYLas beam cannon | 24" | 2 | 4+ | 12 | -3 | D6+1 | |
L7 missile launcher – blast [blast] | |||||||
L7 missile launcher – blast [blast] | 36" | D6 | 4+ | 4 | 0 | 1 | |
L7 missile launcher – focused | |||||||
L7 missile launcher – focused | 36" | 1 | 4+ | 9 | -2 | D6 | |
MATR autocannon [assault, sustained hits 1] | |||||||
MATR autocannon [assault, sustained hits 1] | 24" | 6 | 4+ | 7 | -1 | 2 | |
Sagitaur missile launcher | |||||||
Sagitaur missile launcher | 36" | 2 | 4+ | 10 | -3 | 3 | |
Twin bolt cannon [sustained hits 2, twin-linked] | |||||||
Twin bolt cannon [sustained hits 2, 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 | 95 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt cannon [sustained hits 2] | |||||||
Bolt cannon [sustained hits 2] | 36" | 3 | 4+ | 6 | -1 | 2 | |
Graviton blast cannon [anti-monster 3+, anti-vehicle 3+] | |||||||
Graviton blast cannon [anti-monster 3+, anti-vehicle 3+] | 24" | 3 | 4+ | 5 | -2 | 3 | |
SP conversion beamer [conversion, lethal hits] | |||||||
SP conversion beamer [conversion, lethal hits] | 24" | 2 | 4+ | 7 | -2 | 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] | 18" | D6 | 5+ | 5 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Concussion maul [anti-monster 3+, anti-vehicle 3+] | |||||||
Concussion maul [anti-monster 3+, anti-vehicle 3+] | Melee | 3 | 4+ | 5 | -2 | 3 | |
Heavy plasma axe | |||||||
Heavy plasma axe | Melee | 3 | 4+ | 7 | -2 | 3 | |
Twin concussion gauntlet [twin-linked] | |||||||
Twin concussion gauntlet [twin-linked] | Melee | 4 | 4+ | 9 | -2 | 2 |
5 models | 100 |
10 models | 200 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern bolt pistol [pistol] | |||||||
Autoch-pattern bolt pistol [pistol] | 12" | 1 | 4+ | 4 | 0 | 1 | |
Breacher ordnance [blast, heavy, indirect fire] | |||||||
Breacher ordnance [blast, heavy, indirect fire] | 24" | D6+1 | 5+ | 10 | -1 | 2 | |
Tremor shells [blast, heavy, indirect fire] | |||||||
Tremor shells [blast, heavy, indirect fire] | 36" | D6+4 | 5+ | 6 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Plasma picks | |||||||
Plasma picks | Melee | 4 | 3+ | 5 | -2 | 1 |
2 models | 110 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
EtaCarn plasma gun [rapid fire 1] | |||||||
EtaCarn plasma gun [rapid fire 1] | 24" | 1 | 3+ | 7 | -3 | 2 | |
Exoarmour grenade launcher [blast] | |||||||
Exoarmour grenade launcher [blast] | 24" | D3 | 3+ | 3 | 0 | 1 | |
Volkanite disintegrator [devastating wounds] | |||||||
Volkanite disintegrator [devastating wounds] | 24" | 3 | 3+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Concussion gauntlet | |||||||
Concussion gauntlet | Melee | 2 | 3+ | 8 | -2 | 2 | |
Graviton hammer [anti-monster 3+, anti-vehicle 3+] | |||||||
Graviton hammer [anti-monster 3+, anti-vehicle 3+] | Melee | 3 | 4+ | 9 | -1 | 3 | |
Plasma blade gauntlet | |||||||
Plasma blade gauntlet | Melee | 3 | 3+ | 6 | -2 | 1 |
5 models | 135 |
10 models | 270 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Cyclic ion cannon [blast] | |||||||
Cyclic ion cannon [blast] | 24" | D6+2 | 4+ | 7 | -2 | 2 | |
Heavy magna-rail cannon [devastating wounds, heavy] | |||||||
Heavy magna-rail cannon [devastating wounds, heavy] | 30" | 2 | 4+ | 18 | -4 | D6+4 | |
Hekaton warhead [blast, one shot] | |||||||
Hekaton warhead [blast, one shot] | 36" | D6+3 | 4+ | 7 | -2 | 2 | |
MATR autocannon [assault, sustained hits 1] | |||||||
MATR autocannon [assault, sustained hits 1] | 24" | 6 | 4+ | 7 | -1 | 2 | |
SP heavy conversion beamer [conversion, lethal hits] | |||||||
SP heavy conversion beamer [conversion, lethal hits] | 24" | 4 | 4+ | 10 | -2 | 4 | |
Twin bolt cannon [SUSTAINED HITS 2, TWIN-LINKED] | |||||||
Twin bolt cannon [SUSTAINED HITS 2, TWIN-LINKED] | 36" | 3 | 4+ | 6 | -1 | 2 | |
Twin ion beamer [blast, twin-linked] | |||||||
Twin ion beamer [blast, twin-linked] | 18" | D3+1 | 4+ | 8 | -2 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured wheels | |||||||
Armoured wheels | Melee | 6 | 4+ | 8 | 0 | 1 |
1 model | 240 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt revolver [pistol] | |||||||
Bolt revolver [pistol] | 12" | 1 | 4+ | 5 | 0 | 1 | |
Bolt shotgun [assault] | |||||||
Bolt shotgun [assault] | 18" | 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 [blast] | |||||||
Ion beamer [blast] | 18" | D3+1 | 4+ | 8 | -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 | -2 | 1 |
3 models | 80 |
6 models | 160 |
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] | 12" | 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 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern bolter [pistol] | |||||||
Autoch-pattern bolter [pistol] | 24" | 2 | 4+ | 4 | 0 | 1 | |
Heavy volkanite disintegrator [devastating wounds] | |||||||
Heavy volkanite disintegrator [devastating wounds] | 24" | 6 | 4+ | 6 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Plasma knife | |||||||
Plasma knife | Melee | 2 | 3+ | 6 | -2 | 1 | |
Plasma sword [sustained hits 1] | |||||||
Plasma sword [sustained hits 1] | Melee | 6 | 3+ | 6 | -2 | 1 |
3 models | 90 |
6 models | 180 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autoch-pattern bolter [pistol] | |||||||
Autoch-pattern bolter [pistol] | 24" | 2 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Concussion gauntlet [lethal hits] | |||||||
Concussion gauntlet [lethal hits] | Melee | 3 | 4+ | 10 | -2 | 2 | |
Plasma sword [sustained hits 1] | |||||||
Plasma sword [sustained hits 1] | Melee | 6 | 3+ | 6 | -2 | 1 |
3 models | 90 |
6 models | 180 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
HYLas rotary cannon [sustained hits 1] | |||||||
HYLas rotary cannon [sustained hits 1] | 24" | 6 | 4+ | 6 | -1 | 2 | |
Magna-rail cannon [devastating wounds, heavy] | |||||||
Magna-rail cannon [devastating wounds, heavy] | 24" | 1 | 4+ | 14 | -4 | D3+3 | |
Twin magna-coil autocannon [twin-linked] | |||||||
Twin magna-coil autocannon [twin-linked] | 24" | 3 | 4+ | 7 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 70 |
2 models | 140 |
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.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
keyword is used in the following Leagues of Votann datasheets: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.
The INFANTRY keywords are used in the following Leagues of Votann datasheets:
andMighty 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".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’.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.The
keyword is used in the following Leagues of Votann datasheets:The INFANTRY keyword is used in the following Leagues of Votann datasheets:
The CHARACTER keyword is used in the following Leagues of Votann datasheets:
The KAPRICUS keyword is used in the following Leagues of Votann datasheets:
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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.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:
The CHARACTER keywords are used in the following Leagues of Votann datasheets:
andThe VEHICLE keyword is used in the following Leagues of Votann datasheets:
The TRANSPORT keyword is used in the following Leagues of Votann datasheets:
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:The HERNKYN keyword is used in the following Leagues of Votann datasheets:
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.The KÂHL keyword is used in the following Leagues of Votann datasheets:
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 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 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.The TRANSPORT keywords are used in the following Leagues of Votann datasheets:
andThe 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.
TRANSPORT units from your army have the following ability: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).The technologies contained within this heraldic crest radiate a dome of ablative weavewërke shielding that robs the force from enemy projectiles.
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.
Through vigilant and judicious calculation, this commander marshals their warriors’ reserves against future martial requirements.
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.
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.
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.
model only. Once per turn, when you target the bearer’s unit with theThis kindred hero is a master of knowing the right moment to funnel the kinhosts precious resources into the most efficient destruction of the foe.
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.
model only. Each time a model in the bearer’s unit makes an attack, re-roll aThis 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.
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.
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.
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.
model only. In yourThis mnestic mesh of circuitry records and analyses the enemy’s response under fire as witnessed by the bearer, harvesting valuable intelligence on their capabilities.
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).
model only. In yourThe 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.
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).
model only. Once per battle, at the end of your opponent’sThe CTHONIAN keyword is used in the following Leagues of Votann datasheets:
This master-wrought comms array fouls enemy sensors, blinding the foe to the bearer's closing Cthonian allies.
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.
model only. Once per battle, in yourKin possessed of a ruthlessly direct attitude allow no impediments - no matter how large - to bar their path.
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.
This structural analyst specialises in plotting attacks that exploit underlying weaknesses to deadly effect:
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.
model only. While the bearer is within 3" of one or more friendlyWith a mastery of the dêllve’s workings, guild reserves can be expertly directed to where they are needed most.
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.
model only. In theA 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.
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.
model only. In yourCertain 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 BRÔKHYR keyword is used in the following Leagues of Votann datasheets:
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 masterful and efficient work of this senior Brôkhyr is renowned and admired amongst the leagues.
IRON-MASTER model only. Each time a friendly model is repaired using the bearer’s Forgewrought Expertise ability, that model regains 1 additional lost wound.
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.
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.
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.
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.The EPIC HERO keyword is used in the following Leagues of Votann datasheets:
The EXOARMOUR 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 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.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.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.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.
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 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.
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.The KÂHL keyword is used in the following Leagues of Votann datasheets:
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.
This warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty.
KÂHL model only. Each time a model in the bearer’s unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
The 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.
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 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 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.
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.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:
Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.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.Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.The VEHICLE keyword is used in the following Leagues of Votann datasheets:
The FLY keyword is used in the following Leagues of Votann datasheets:
The TRANSPORT keyword is used in the following Leagues of Votann datasheets:
The DEDICATED TRANSPORT keyword is used in the following Leagues of Votann datasheets:
The HERNKYN keyword is used in the following Leagues of Votann datasheets:
The KAPRICUS 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.The CTHONIAN keyword is used in the following Leagues of Votann datasheets:
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.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.The IRONKIN STEELJACKS keyword is used in the following Leagues of Votann datasheets: