Leagues of Votann – Datasheets


Characters


Brôkhyr Iron-master
M
5"
T
5
Sv
4+
W
4
Ld
7+
OC
1
BRÔKHYR IRON-MASTER(⌀32mm)
5"
5
4+
2
7+
1
IRONKIN ASSISTANT(⌀28mm)
5"
5
4+
1
7+
1
E-COG(⌀25mm)
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Eye of the Ancestors
Multispectral Visor: While this model is leading a unit, each time a model in that unit makes a ranged attack, add 1 to the Hit roll.
Brôkhyr’s Guild: At the end of your Movement phase, this unit can repair one friendly LEAGUES OF VOTANN VEHICLE or EXO-FRAME model within 3" of it. That model regains up to D3 lost wounds, or up to 3 lost wounds instead if this unit contains an Ironkyn Assistant. Each model can only be repaired once per turn.
UNIT COMPOSITION
  • 1 Brôkhyr Iron-master
  • 1 Ironkin Assistant*
  • 3 E-COGs*
* If this unit’s Iron-master is ever destroyed, this unit’s Ironkyn Assistant and all remaining E-COGs are also destroyed.

The Iron-master is equipped with: graviton rifle; graviton hammer.

The Ironkin Assistant is equipped with: las-beam cutter; close combat weapon.

One E-COG is equipped with: Autoch-pattern bolt pistol; close combat weapon.

One other E-COG is equipped with: plasma torch.

One other E-COG is equipped with: manipulator arms.
5 models
65
LEADER
This model can be attached to the following units:
KEYWORDS – ALL MODELS: INFANTRY, BRÔKHYR IRON-MASTERBRÔKHYR IRON-MASTER MODEL: CHARACTER
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN


Einhyr Champion
(⌀40mm)
M
5"
T
6
Sv
2+
W
5
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • This model’s mass hammer can be replaced with 1 darkstar axe.
  • This model’s weavefield crest can be replaced with 1 teleport crest.

ABILITIES
CORE: Leader
FACTION: Eye of the Ancestors
Exemplar of the Einhyr: While this model is leading a unit, you can re-roll Charge rolls made for that unit.
Mass Driver Accelerators: Each time this model ends a Charge move, you can select one enemy unit within Engagement Range of this unit and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
WARGEAR ABILITIES
Teleport Crest: While the bearer is leading a unit, models in that unit have the Deep Strike ability.
Weavefield Crest: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Einhyr Champion
This model is equipped with: Autoch-pattern combi-bolter; mass hammer; weavefield crest.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EXO-ARMOUR, EINHYR CHAMPION
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN


Grimnyr
M
5"
T
5
Sv
4+
W
4
Ld
6+
OC
1
GRIMNYR(⌀40mm)
INVULNERABLE SAVE
4+
5"
5
4+
1
6+
1
CORV(⌀25mm)
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Eye of the Ancestors
Fortify (Psychic): While this model is leading a unit, improve the Toughness characteristic of models in that unit by 1.
Grimnyr’s Regard: Once per battle, after this model’s unit fails a Battle-shock test, this model can use this ability. If it does, that unit is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Grimnyr
  • 2 CORVs*
* If this unit’s Grimnyr model is ever destroyed, all of this unit’s remaining CORV models are also destroyed.

The Grimnyr is equipped with: Ancestral Wrath; ancestral ward stave.

Every CORV is equipped with: Autoch-pattern bolter; close combat weapon.
3 models
65
LEADER
This model can be attached to the following unit:
KEYWORDS – ALL MODELS: INFANTRY, GRIMNYRGRIMNYR MODEL: CHARACTER, PSYKER
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN


Kâhl
(⌀40mm)
M
5"
T
5
Sv
3+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • This model’s Autoch-pattern combi-bolter can be replaced with 1 volkanite disintegrator.
  • This model’s forgewrought plasma axe can be replaced with 1 mass gauntlet.
  • This model’s rampart crest can be replaced with 1 teleport crest.

ABILITIES
CORE: Leader
FACTION: Eye of the Ancestors
Kindred Hero: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Grim Efficiency: Once per battle round, in your Command phase, you can select one model from your army with this ability, then select one enemy unit that is visible to that model. That enemy unit gains 1 Judgement token.
WARGEAR ABILITIES
Rampart Crest: While this model is leading a unit, models in that unit have a 5+ invulnerable save.
Teleport Crest: While this model is leading a unit, models in that unit have the Deep Strike ability.
UNIT COMPOSITION
  • 1 Kâhl
This model is equipped with: Autoch-pattern combi-bolter; forgewrought plasma axe; rampart crest.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, KÂHL
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN


Ûthar the Destined
(⌀40mm)
M
5"
T
5
Sv
3+
W
5
Ld
7+
OC
1
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Eye of the Ancestors
Ancestral Fortune: Once per turn, you can change one Hit roll or one Wound roll made for this model to a 6.
The Destined: Each time an attack is allocated to this model, change the Damage characteristic of that attack to 1.
Grim Efficiency: Once per battle round, in your Command phase, you can select one model from your army with this ability, then select one enemy unit that is visible to that model. That enemy unit gains 1 Judgement token.
WARGEAR ABILITIES
Rampart Crest: While the bearer is leading a unit, models in that unit have a 5+ invulnerable save.
UNIT COMPOSITION
  • 1 Ûthar the Destined – EPIC HERO
This model is equipped with: volkanite disintegrator; Blade of the Ancestors; rampart crest.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, ÛTHAR THE DESTINED
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN

Battleline


Hearthkyn Warriors
(⌀28mm)
M
5"
T
5
Sv
4+
W
1
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • All models in this unit can each have their Autoch-pattern bolter replaced with 1 ion blaster.
  • Up to 2 Hearthkyn Warriors can each have their Autoch-pattern bolter or ion blaster replaced with one of the following:
    • 1 HYLas auto rifle*
    • 1 HYLas rotary cannon*
    • 1 L7 missile launcher*
    • 1 EtaCarn plasma beamer*
    • 1 magna-rail rifle*
    • 1 Kin melee weapon
  • Up to 3 different Hearthkyn Warriors equipped with either an Autoch-pattern bolter or an ion blaster can each be equipped with one of the following (to a maximum of 1 of each per unit):
    • 1 medipack**
    • 1 comms array**
    • 1 pan spectral scanner**
  • The Theyn’s Autoch-pattern bolt pistol can be replaced with one of the following:
    • 1 ion pistol
    • 1 EtaCarn plasma pistol
  • The Theyn’s Autoch-pattern bolter or ion blaster can be replaced with 1 Kin melee weapon.

* You can only select each of these options once per unit
** This model’s Autoch-pattern bolter or ion blaster cannot be replaced.
ABILITIES
FACTION: Eye of the Ancestors
Luck Has. Need Keeps. Toil Earns: At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
WARGEAR ABILITIES
Pan Spectral Scanner: Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Comms Array: Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Medipack: Models in the bearer’s unit have the Feel No Pain 6+ ability.
Weavefield Crest: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Theyn
  • 9 Hearthkyn Warriors
Every model is equipped with: Autoch-pattern bolt pistol; Autoch-pattern bolter; close combat weapon.

The Theyn is additionally equipped with: weavefield crest.
10 models
100
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, HEARTHKYN WARRIORS
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN

Dedicated Transports


Sagitaur
(⌀Use model)
M
12"
T
10
Sv
3+
W
9
Ld
7+
OC
3
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
WARGEAR OPTIONS
  • This model’s HYLas beam cannon can be replaced with one of the following:
    • 1 L7 missile launcher and 1 Sagitaur missile launcher
    • 1 MATR autocannon

ABILITIES
CORE: Deadly Demise 1, Scouts 6"
FACTION: Eye of the Ancestors
Blistering Advance: Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
UNIT COMPOSITION
  • 1 Sagitaur
This model is equipped with: HYLas beam cannon; twin bolt cannon; armoured wheels.
1 model
115
TRANSPORT
This model has a transport capacity of 6 LEAGUES OF VOTANN INFANTRY models. It cannot transport EXO-ARMOUR or EXO-FRAME models.

At the start of the DECLARE BATTLE FORMATIONS step, you can select one HEARTHKYN WARRIORS unit from your army and split it into two units, each containing 5 models (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, SAGITAUR
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN

Other


Brôkhyr Thunderkyn
(⌀40mm)
M
5"
T
6
Sv
3+
W
3
Ld
7+
OC
1
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
Conversion: Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit.
WARGEAR OPTIONS
  • All models in this unit can each have their bolt cannon replaced with 1 SP conversion beamer.
  • All models in this unit can each have their bolt cannon replaced with 1 graviton blast cannon.

ABILITIES
FACTION: Eye of the Ancestors
Oathband Covering Fire: Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem.
UNIT COMPOSITION
  • 3-6 Brôkhyr Thunderkyn
Every model is equipped with: bolt cannon; close combat weapon.
3 models
85
6 models
170
KEYWORDS: INFANTRY, EXO-FRAME, BRÔKHYR THUNDERKYN
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN


Cthonian Beserks
(⌀28mm)
M
5"
T
5
Sv
6+
W
2
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • All models in this unit can each have their heavy plasma axe replaced with 1 concussion maul.
  • For every 5 models in this unit, 1 model that is not equipped with a mole grenade launcher can have its heavy plasma axe or concussion maul replaced with 1 twin concussion gauntlet.
  • For every 5 models in this unit, 1 model that is not equipped with a twin concussion gauntlet can be equipped with 1 mole grenade launcher. If a model is equipped with a mole grenade launcher, add 1 to its Wounds and Attacks characteristics.*

* Designer’s Note: If a Cthonian Beserk is equipped with a mole grenade launcher, it will be accompanied by an L-COG unit: both models should be placed on the same base and together they act as a single model for all rules purposes (albeit one with improved characteristics).
ABILITIES
CORE: Feel No Pain 5+
FACTION: Eye of the Ancestors
Cyberstimms: Each time a model in this unit is destroyed by a melee attack, if that model 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 model’s unit has finished making its attacks, and is then removed from play.
Subterranean Explosives: In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of this unit’s mole grenade launchers this phase and roll one D6. On a 4+, until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.

Designer’s Note: While a unit is shaken, place a Mole Grenade token next to that unit as a reminder.
UNIT COMPOSITION
  • 5-10 Cthonian Beserks
Every model is equipped with: heavy plasma axe.
5 models
100
10 models
200
KEYWORDS: INFANTRY, CTHONIAN BESERKS
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN


Einhyr Hearthguard
(⌀32mm)
M
5"
T
6
Sv
2+
W
2
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • All models in this unit can each have their EtaCarn plasma gun replaced with 1 volkanite disintegrator.
  • All models in this unit can each have their concussion gauntlet replaced with 1 plasma blade gauntlet.
  • The Hesyr’s concussion gauntlet or plasma blade gauntlet can be replaced with 1 concussion hammer.
  • The Hesyr’s weavefield crest can be replaced with 1 teleport crest.

ABILITIES
FACTION: Eye of the Ancestors
Oathband Bodyguard: While a CHARACTER is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.
WARGEAR ABILITIES
Teleport Crest: Models in the bearer’s unit have the Deep Strike ability.
Weavefield Crest: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Hesyr
  • 4-9 Hearthguard
Every model is equipped with: EtaCarn plasma gun; exo-armour grenade launcher; concussion gauntlet.

The Hesyr is additionally equipped with: weavefield crest.
5 models
160
10 models
320
KEYWORDS: INFANTRY, EXO-ARMOUR, EINHYR HEARTHGUARD
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN


Hekaton Land Fortress
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
7+
OC
5
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
Conversion: Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit.
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can do one of the following:
    • Replace 1 twin bolt cannon with 1 twin ion beamer
    • Replace 2 twin bolt cannons with 2 twin ion beamers
  • This model’s cyclic ion cannon can be replaced with one of the following:
    • 1 SP heavy conversion beamer
    • 1 heavy magna-rail cannon
  • This model’s pan spectral scanner can be replaced with 1 Hekaton warhead.

ABILITIES
CORE: Deadly Demise D6
FACTION: Eye of the Ancestors
Fire Support: In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
WARGEAR ABILITIES
Pan spectral scanner: Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.
UNIT COMPOSITION
  • 1 Hekaton Land Fortress
This model is equipped with: cyclic ion cannon; MATR autocannon; 2 twin bolt cannons; armoured wheels; pan spectral scanner.
1 model
225
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 LEAGUES OF VOTANN INFANTRY models. Each EXO-ARMOUR model takes up the space of 2 models and each EXO-FRAME model takes up the space of 3 models.
KEYWORDS: VEHICLE, TRANSPORT, HEKATON LAND FORTRESS
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN


Hernkyn Pioneers
(⌀90 x 52mm)
M
12"
T
6
Sv
4+
W
3
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • For every 3 models in this unit, 1 model can be equipped with one of the following (if a model is equipped with any of these weapons, add 1 to its Wounds characteristic):
    • 1 HYLas rotary cannon
    • 1 ion beamer
  • Up to 3 different models that are not equipped with either a HYLas rotary cannon or an ion beamer can each be equipped with 1 of the following (to a maximum of 1 of each per unit):
    • 1 comms array*
    • 1 pan spectral scanner*
    • 1 rollbar searchlight*

* This model cannot be equipped with a HYLas rotary cannon or an ion beamer.
ABILITIES
CORE: Scouts 9"
FACTION: Eye of the Ancestors
Outflanking Mag-Riders: At the end of your opponent’s turn, if this unit is within 6" of any battlefield edge and is not within Engagement Range of any enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Comms Array: Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Pan Spectral Scanner: Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Rollbar Searchlight: Each time a model in the bearer’s unit makes an attack that targets a unit that contains one or more models with the Stealth ability, add 1 to the Hit roll.
UNIT COMPOSITION
  • 3-6 Hernkyn Pioneers
Every model is equipped with: bolt revolver; bolt shotgun; magna-coil autocannon; plasma knife.
3 models
90
6 models
180
KEYWORDS: MOUNTED, GRENADES, FLY, HERNKYN PIONEERS
FACTION KEYWORDS:
VOTANN, LEAGUES OF VOTANN
LEADER

Mighty heroes fight at the forefront of battle.

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

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

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

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

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

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

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

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

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Eye of the Ancestors

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 LEAGUES OF VOTANN, each time an enemy unit destroys a LEAGUES OF VOTANN 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).

Each time a model from your army with this ability makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.

JUDGEMENT TOKENSBONUS
1Eminent Threat: Add 1 to the Hit roll.
2Now We’ve Got a Grudge to Settle: Add 1 to the Hit roll and add 1 to the Wound roll.

Designer’s Note: If a unit with Judgement tokens is removed from the battlefield, make a note of how many Judgement tokens it had when it was removed. If that unit is set up on the battlefield again, place the corresponding number of Judgement tokens next to it. If a unit with Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. If two units combine to form a single larger unit and either of those units had Judgement tokens, make a note of how many the unit with the most has, just before they combine – the new unit has a number of Judgement tokens equal to this.

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

Dedicated Transports
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Anti

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.

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

Dedicated Transports

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

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

Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

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

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

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

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

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

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

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

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

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

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

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

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

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

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

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

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

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

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

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

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

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

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

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

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

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

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Charge Bonus

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.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

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

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Precision

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

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

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
ORDERED RETREAT
1CP
Oathband – Strategic Ploy Stratagem
Not for the Kin the sudden panic of the rout. Instead, they fall back steadily and by squads, laying down furious suppressing fire before launching fresh assaults.
WHEN: Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back.

TARGET: That LEAGUES OF VOTANN unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

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

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
ANCESTRAL SENTENCE
1CP
Oathband – Battle Tactic Stratagem
Some foes are so loathed that the Ancestors themselves are said to pass sentence upon them, marking them for death.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack, that attack has the [SUSTAINED HITS 1] ability, and each time a model in your unit makes a ranged attack that targets a unit that has one or more Judgement tokens, that attack has the [SUSTAINED HITS 2] ability instead.

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

Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
NEWFOUND NEMESIS
1CP
Oathband – Strategic Ploy Stratagem
To strike down Kin is to earn the immediate and murderous ire of all their warrior comrades.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One LEAGUES OF VOTANN INFANTRY or LEAGUES OF VOTANN MOUNTED unit from your army that was reduced to Below Half-strength as a result of the attacking unit’s attacks.

EFFECT: The attacking unit gains 1 Judgement token, or up to 2 Judgement tokens instead if that LEAGUES OF VOTANN unit contained your WARLORD when it was targeted by those attacks.
REACTIVE REPRISAL
2CP
Oathband – Battle Tactic Stratagem
Once an enemy target has been marked out by the Eye of the Ancestors, the Kin focus their efforts upon its destruction, redoubling their fury should it attempt to engage.
WHEN: Your opponent’s Shooting phase, just after an enemy unit that has one or more Judgement tokens has resolved its attacks.

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

EFFECT: Your LEAGUES OF VOTANN unit can shoot as if it were your Shooting phase, but it must target the enemy unit that just attacked it, and can only do so if that enemy unit is an eligible target.
VOID ARMOUR
1CP
Oathband – Wargear Stratagem
Void armour comprises hardened, jointed segments hooked into the void suit beneath. It is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with microfield generators.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your LEAGUES OF VOTANN unit, worsen the Armour Penteration characteristic of that attack by 1.
WARRIOR PRIDE
1CP
Oathband – Battle Tactic Stratagem
The warriors of the Leagues of Votann pride themselves on their martial skill and proficiency in combat, and when the Ancestors are watching their actions they can quickly overwhelm and pick apart their foes.
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army, and one enemy unit that has one or more Judgement tokens and is within Engagement Range of that LEAGUES OF VOTANN unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1 for each Judgement token that enemy unit has.
Ruthless Efficiency
Oathband Detachment

The 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:
  • Incursion: 2 units
  • Strike Force: 4 units
  • Onslaught: 6 units
Each of those units start the battle with 2 Judgement tokens (see Eye of the Ancestors).

If, at the start of any of your Command phases, any of those units have been destroyed, you gain a number of CP depending on how early in the battle you destroyed it, as shown below (you can only gain CP in this way once per battle, and CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).

Unit destroyed by the start of your first or second Command phase:
You gain3CP
Unit destroyed by the start of your third or fourth Command phase:
You gain2CP
Unit destroyed by the start of your fifth Command phase:
You gain1CP
  • A LONG LIST
    15 pts
Oathband Detachment

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.

LEAGUES OF VOTANN model only. Each time the bearer’s unit destroys an enemy unit, if that enemy unit has one or more Judgement tokens, you can select one other enemy unit that is visible to the bearer. That other unit gains one Judgement token.

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

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

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

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

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
  • APPRAISING GLARE
    20 pts
Oathband Detachment

Few 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.

LEAGUES OF VOTANN model only. In your 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).

  • GRIM DEMEANOUR
    20 pts
Oathband Detachment

This 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.

LEAGUES OF VOTANN model only. You can re-roll 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).

Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
  • WAYFARER’S GRACE
    25 pts
Oathband Detachment

This 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.

LEAGUES OF VOTANN model only. The first time the bearer is 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.

Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

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

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.

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

Characters
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Alternative models by Artel W:

Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Feel No Pain
FEEL NO PAIN

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

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

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

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

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

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

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.

  • Can be shot even if the bearer’s unit Advanced.
Rapid Fire

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’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
Heavy

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.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

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

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

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

GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

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

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

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

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

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

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").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
SCOUTS

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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Twin-linked

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

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

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

Dedicated Transports

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

Dedicated Transports
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Indirect Fire

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.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
STEALTH

Some warriors are masters of disguise and concealment.

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

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