Leagues of Votann – Datasheets
 ]


Characters


Arkanyst Evaluator
(⌀32mm)
M
5"
T
5
Sv
3+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
4+
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
Overcharge: Each time the bearer takes a Hazardous test for this weapon profile, subtract 2 from the result.
ABILITIES
CORE: Deadly Demise 1
FACTION: Prioritised Efficiency
Science Guild Support: While this model is within 3" of one or more other friendly LEAGUES OF VOTANN INFANTRY units [excluding units with the Lone Operative ability), this model has the Lone Operative ability.
Resource Transmutation: Once per turn, in your Shooting phase, one model with this ability can use it when it is selected to shoot. If it does, you must spend 1YP and, until the end of the phase, ranged weapons equipped by that model have the [SUSTAINED HITS 1] ability and, after that model has shot this phase, if one or more enemy units were destroyed by those attacks, you can gain up to 2YP.
UNIT COMPOSITION
  • 1 Arkanyst Evaluator
This model is equipped with: transmatter inverter; close combat weapon.
1 model
75
KEYWORDS: INFANTRY, CHARACTER, ARKANYST EVALUATOR
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
30


Brôkhyr Iron-master
M
5"
T
5
Sv
4+
W
4
Ld
7+
OC
1
BRÔKHYR IRON-MASTER(⌀32mm)
5"
5
4+
1
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-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
ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Brôkhyr Guild Support: While this unit is within 3" of one or more friendly LEAGUES OF VOTANN VEHICLE or IRONKIN STEELJACKS units, if this unit is not an Attached unit, it has the Lone Operative ability.
Multispectral Visor: Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1.
Forgewrought Expertise: At the end of your Movement phase, this unit can repair one friendly LEAGUES OF VOTANN VEHICLE, EXOFRAME or IRONKIN STEELJACKS unit within 3" of it. One model in that unit regains up to D3 lost wounds, or up to 3 lost wounds instead if this unit contains an Ironkin Assistant model. Each unit can only be repaired once per turn.
UNIT COMPOSITION
  • 1 Brôkhyr Iron-master
  • 1 Ironkin Assistant
  • 3 E-COGs*
* If this unit’s Brôkhyr Iron-master model is ever destroyed, all of this unit’s remaining E-COG models are also destroyed. While embarking within a TRANSPORT and while embarked within a TRANSPORT, each E-COG model takes up the space of 0 models.

The Brôkhyr 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
75
LEADER
This model can be attached to the following units:
KEYWORDS – ALL MODELS: INFANTRY, BRÔKHYRBRÔKHYR IRON-MASTER MODEL: CHARACTER, IRON-MASTER
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
30
Signature Restoration
5
Calculated Tenacity
15
Fârstrydr Node
20
Graviton Vault
5


Buri Aegnirssen
(⌀40mm)
M
5"
T
6
Sv
3+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
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
ABILITIES
CORE: Lone Operative, Stealth
FACTION: Prioritised Efficiency
Grudge-fuelled Fortitude: The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining.
Unhinged Vengeance: In your opponent’s Shooting phase, each time an enemy unit has shot, if this model lost one or more wounds as a result of those attacks, this model can make a Vengeance move. To do so, roll one D6 and add 2 to the result: it moves a number of inches up to this result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, it can be moved within Engagement Range of that enemy unit. This model cannot make a Vengeance move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Vengeance move per phase.
UNIT COMPOSITION
  • 1 Buri Aegnirssen – EPIC HERO
This model is equipped with: Autoch-pattern bolt pistol; Bane.
1 model
110
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, BURI AEGNIRSSEN
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays


Einhyr Champion
(⌀40mm)
M
5"
T
5
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
-3
2
Mass hammer
Mass hammer
Melee
3
3+
12
-3
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: Prioritised Efficiency
Exemplar of the Einhyr: While this model is leading a unit, add 1 to Advance and 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 model 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
70
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EXOARMOUR, EINHYR CHAMPION
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
WEAVEFIELD FLARE
1CP
Hearthfire Strike – Battle Tactic
PAN-SPECTRAL VISUALISER
1CP
Hearthfire Strike – Battle Tactic
GRAVITRONIC PULSE
1CP
Hearthfire Strike – Battle Tactic
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Stalwart Advance
Wrought in Wrath
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
30
Masterful Construction
Obsessive Drive
Celebrated Folk Hero
Gûlyk’s Stars


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
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
ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Fortify (Psychic): While this unit is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Grimnyr’s Regard: Once per battle, at the start of any phase, you can select one friendly LEAGUES OF VOTANN unit that is Battle-shocked and within 12" of this unit’s GRIMNYR model. 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. While embarking within a TRANSPORT and while embarked within a TRANSPORT, each CORV model takes up the space of 0 models.

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: INFANTRYGRIMNYR MODEL: CHARACTER, PSYKER, GRIMNYR
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Stalwart Advance
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
30
Masterful Construction
Obsessive Drive


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]
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
WARGEAR OPTIONS
  • This model’s Autoch-pattem 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: Prioritised Efficiency
Kindred Hero: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Seized Opportunity: Once per phase, one model from your army with this ability can use it when its unit destroys an enemy unit. If it does, you gain 1YP.
WARGEAR ABILITIES
Rampart Crest: While this model is leading a unit, models in that unit have a 5+ invulnerable save.
Teleport Crest: While the bearer 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:
LEAGUES OF VOTANN
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
BRËKKEKNOTS
1CP
Hearthband – Battle Tactic
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Stalwart Advance
ENHANCEMENTS
Ironskein
10
Quake Multigenerator
15
Bastion Shield
25
High Kâhl
30
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Tactical Alchemy
10
Precursive Judgement
15
Trivärg Cyber Implant
30
Masterful Construction
Obsessive Drive


Memnyr Strategist
(⌀32mm)
M
5"
T
5
Sv
4+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
4+
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
ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Computational Mastermind: At the end of your Command phase, before you determine if units from your army have Hostile Acquisition or Fortify Takeover, for each objective marker you control that has one or more models with this ability within range of it, you can spend 1YP or gain 1YP.
Predictive Guidance: Once per battle round, this model can use this ability. If it does, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP.
UNIT COMPOSITION
  • 1 Memnyr Strategist
This model is equipped with: Autoch-pattern bolt pistol; close combat weapon.
1 model
45
LEADER
KEYWORDS: INFANTRY, CHARACTER, MEMNYR STRATEGIST
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
30
Mantle of Elders
10
Calculated Tenacity
15
Fârstrydr Node
20


Ûthar the Destined
(⌀40mm)
M
5"
T
5
Sv
3+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
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
ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Ancestral Fortune: Once per turn, you can spend 1YP to change one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6.
Grim Efficiency: Once per battle round, when a friendly LEAGUES OF VOTANN unit within 12“ of this model is targeted with a Stratagem, this model can use this ability. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
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
95
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, KÂHL, ÛTHAR THE DESTINED
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
BRËKKEKNOTS
1CP
Hearthband – Battle Tactic
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Stalwart Advance
ENHANCEMENTS
Quake Multigenerator
15
High Kâhl
30

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
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
WARGEAR OPTIONS
  • Any number of Hearthkyn Warriors 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 (duplicates are not allowed):
    • 1 HYLas auto rifle
    • 1 HYLas rotary cannon
    • 1 L7 missile launcher
    • 1 EtaCarn plasma beamer
    • 1 magna-rail rifle
  • Up to 2 Hearthkyn Warriors can each have their Autoch-pattern bolter or ion blaster replaced with 1 plasma knife.
  • The Theyn’s Autoch-pattern bolter can be replaced with one of the following:
    • 1 ion blaster
    • 1 Theyn’s pistol
  • The Theyn can be equipped with 1 Theyn’s melee weapon.

ABILITIES
CORE: Feel No Pain 6+
FACTION: Prioritised Efficiency
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 until your opponent’s Level of Control over that objective markers greater than yours at the end of a phase.
Panspectral Scanning: Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1.
WARGEAR ABILITIES
Weavefield Crest: Models in the bearer’s unit have a 5+ invulnerable save.
UNIT COMPOSITION
  • 1 Theyn
  • 9 Hearthkyn Warriors
The Theyn is equipped with: Autoch-pattern bolt pistol; Autoch-pattern bolter; close combat weapon; weavefield crest.

Every Hearthkyn Warrior is equipped with: Autoch-pattern bolt pistol; Autoch-pattern bolter; close combat weapon.
10 models
100
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, HEARTHKYN WARRIORS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
HIDDEN ACCESSWAYS
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
POINT-BLANK FIRE
1CP
Void Salvagers – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Stalwart Advance

Dedicated Transports


Kapricus Carrier
(⌀105 x 70mm)
M
12"
T
7
Sv
4+
W
7
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • This model can be equipped with 1 smoke launcher.

ABILITIES
CORE: Deadly Demise 1, Firing Deck 5, Scouts 9"
FACTION: Prioritised Efficiency
Scanner Uplinks: In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) 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.
WARGEAR ABILITIES
Smoke Launcher: The bearer has the SMOKE keyword.
UNIT COMPOSITION
  • 1 Kapricus Carrier
This model is equipped with: magna-coil autocannon; twin magna-coil autocannon; armoured hull.
1 model
75
TRANSPORT
This model has a transport capacity of 5 HERNKYN YAEGIR models.

At the start of the Declare Battle Formations step, you can select one HERNKYN YAEGIR unit from your army that has not been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (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, FLY, TRANSPORT, DEDICATED TRANSPORT, HERNKYN, KAPRICUS, CARRIER
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
SECURE POSITIONS
1CP
Brandfast Oathband – Strategic Ploy
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
OPPORTUNISTIC ESCALATION
1CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays


Sagitaur
(⌀Use model)
M
12"
T
9
Sv
3+
W
9
Ld
7+
OC
2
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
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
FACTION: Prioritised Efficiency
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
95
TRANSPORT
This model has a transport capacity of 6 LEAGUES OF VOTANN INFANTRY models. It cannot transport ARTILLERY, EXOARMOUR, EXOFRAME or IRONKIN STEELJACKS models.

At the start of the Declare Battle Formations step, you can select one HEARTHKYN WARRIORS unit from your army that has not been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (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:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SECURE POSITIONS
1CP
Brandfast Oathband – Strategic Ploy
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
OPPORTUNISTIC ESCALATION
1CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays

Other


Brôkhyr Thunderkyn
(⌀40mm)
M
5"
T
6
Sv
3+
W
2
Ld
7+
OC
1
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
Conversion: Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified Hit roll of 4+ scores a Critical Hit.
WARGEAR OPTIONS
  • All models in this unit can each have their bolt cannon replaced with 1 graviton blast cannon.
  • All models in this unit can each have their bolt cannon replaced with 1 SP conversion beamer.

ABILITIES
FACTION: Prioritised Efficiency
Breaching Fire: In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, that enemy unit cannot have the Benefit of Cover.
UNIT COMPOSITION
  • 3-6 Brôkhyr Thunderkyn
Every model is equipped with: bolt cannon; close combat weapon.
3 models
80
6 models
160
KEYWORDS: INFANTRY, EXOFRAME, BRÔKHYR, THUNDERKYN
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
UNWAVERING ACCURACY
2CP
Hearthfyre Arsenal – Battle Tactic
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
Stalwart Advance


Cthonian Beserks
(⌀28mm)
M
6"
T
6
Sv
5+
W
1
Ld
7+
OC
1
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
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 or a mole grenade launcher can be equipped with 1 mole grenade launcher.*

* 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.
ABILITIES
CORE: Feel No Pain 4+
FACTION: Prioritised Efficiency
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, adding 1 to the result if units from your army have Fortify Takeover: 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.
Subterranean Explosives: In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with a mole grenade launcher. Until the start of your next Shooting phase, that enemy unit cannot be targeted with the Fire Overwatch Stratagem.

Designer’s Note: We recommend placing a Mole Grenade token next to that enemy 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:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
AUGMENTED ASSAULT
1CP
Dêlve Assault Shift – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
CYBERSTIMM INFUSION
1CP
Dêlve Assault Shift – Battle Tactic
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
HIDDEN ACCESSWAYS
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Fury From The Dêlve
Mobile Sensor Relays
Stalwart Advance


Cthonian Earthshakers
(⌀80mm)
M
4"
T
6
Sv
4+
W
6
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
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
WARGEAR OPTIONS
  • All models in this unit can each have their breacher ordnance replaced with 1 tremor shells.

ABILITIES
FACTION: Prioritised Efficiency
Destabilising Quakes: In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with its tremor shells. That unit must take a Battle-shock test, subtracting 1 from the result.
Geomantic Hunters: Up to twice per battle, in your Shooting phase, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, each time a model in this unit makes an attack with its breacher ordnance, you can re-roll the Wound roll.

Designer’s Note: Place two breacher ordnance tokens next to the unit, removing one each time this unit uses this ability.
UNIT COMPOSITION
  • 2 Cthonian Earthshakers
Every model is equipped with: 2 Autoch-pattern bolt pistols, breacher ordnance; plasma picks.
2 models
110
KEYWORDS: INFANTRY, ARTILLERY, CTHONIAN, EARTHSHAKERS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
TECTONIC FRACTURE
1CP
Dêlve Assault Shift – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays


Einhyr Hearthguard
(⌀32mm)
M
5"
T
5
Sv
2+
W
2
Ld
7+
OC
1
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
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 graviton hammer.
  • The Hesyr’s weavefield crest can be replaced with 1 teleport crest.

ABILITIES
FACTION: Prioritised Efficiency
Decisive Destruction: Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Hit roll of 1.
WARGEAR ABILITIES
Teleport Crest: Models in the bearer’s unit have the Deep Strike ability.
Weavefield Crest: Models in the bearer’s unit have a 5+ invulnerable save.
UNIT COMPOSITION
  • 1 Hesyr
  • 4-9 Hearthguard
Every model is equipped with: EtaCarn plasma gun; exoarmour grenade launcher; concussion gauntlet.

The Hesyr is additionally equipped with: weavefield crest.
5 models
135
10 models
270
KEYWORDS: INFANTRY, EXOARMOUR, EINHYR HEARTHGUARD
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
BRËKKEKNOTS
1CP
Hearthband – Battle Tactic
FURY OF THE HEARTH
1CP
Hearthband – Battle Tactic
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
WEAVEFIELD FLARE
1CP
Hearthfire Strike – Battle Tactic
ECONOMY OF AGGRESSION
1CP
Hearthfire Strike – Battle Tactic
PAN-SPECTRAL VISUALISER
1CP
Hearthfire Strike – Battle Tactic
GRAVITRONIC PULSE
1CP
Hearthfire Strike – Battle Tactic
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Stalwart Advance
Wrought in Wrath


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+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
Conversion: Each time an attack made with this weapon targets an enemy unit that is not within 12", 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’s 2 twin bolt cannons can be replaced with one of the following:
    • 1 twin bolt cannon and 1 twin ion beamer
    • 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 panspectral scanner can be replaced with 1 Hekaton warhead.

ABILITIES
CORE: Deadly Demise D6
FACTION: Prioritised Efficiency
MultiCOG Targeting: Each time this model makes a ranged attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll.
WARGEAR ABILITIES
Panspectral Scanner: Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1.
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
240
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 14 LEAGUES OF VOTANN INFANTRY models. Each EXOARMOUR, EXOFRAME or IRONKIN STEELJACKS model takes up the space of 2 models. It cannot transport ARTILLERY models.
KEYWORDS: VEHICLE, TRANSPORT, HEKATON LAND FORTRESS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SECURE POSITIONS
1CP
Brandfast Oathband – Strategic Ploy
BASTION RUNNING
1CP
Brandfast Oathband – Battle Tactic
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays


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]
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
WARGEAR OPTIONS
  • For every 3 models in this unit, 1 model can be equipped with one of the following::
    • 1 HYLas rotary cannon
    • 1 ion beamer
  • 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 multiwave comms array.*
  • 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 panspectral scanner.*
  • 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 rollbar searchlight.*

* A model can only take one of these options, and cannot be equipped with a HYLas rotary cannon or an ion beamer.
ABILITIES
CORE: Scouts 9"
FACTION: Prioritised Efficiency
Outflanking Mag-riders: At the end of your opponent’s turn, if this unit is wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Multiwave Comms Array: Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Panspectral Scanner: Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1.
Rollbar Searchlight: Each time a model in the bearer’s unit makes a ranged attack, you can ignore any or all modifiers 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
80
6 models
160
KEYWORDS: MOUNTED, GRENADES, FLY, HERNKYN, PIONEERS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle


Hernkyn Yaegirs
(⌀28mm)
M
6"
T
5
Sv
5+
W
1
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • All models in this unit can each have their bolt shotgun replaced with 1 bolt revolver and 1 plasma knife.
  • 1 Hernkyn Yaegir can have its bolt revolver and plasma knife or its bolt shotgun replaced with 1 magna-coil rifle.
  • 1 Hernkyn Yaegir can have its bolt revolver and plasma knife or its bolt shotgun replaced with 1 APM launcher.

ABILITIES
CORE: Infiltrators
FACTION: Prioritised Efficiency
Pragmatic Hunters: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, it can make a Normal move of up to D6".
UNIT COMPOSITION
  • 1 Yaegir Theyn
  • 9 Hernkyn Yaegirs
Every model is equipped with: bolt shotgun; close combat weapon.
10 models
90
KEYWORDS: INFANTRY, GRENADES, HERNKYN, YAEGIRS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays


Ironkin Steeljacks with Heavy Volkanite Disintegrators
(⌀40mm)
M
5"
T
6
Sv
2+
W
3
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • The Steeljack Theyn’s heavy volkanite disintegrator and plasma knife can be replaced with 1 Autoch-pattern bolter and 1 plasma sword.

ABILITIES
FACTION: Prioritised Efficiency
Purge Response: Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. If units from your army have Fortify Takeover, hits are scored on unmodified Hit rolls of 4+ while resolving that Stratagem instead.
WARGEAR ABILITIES
Preymark Crest: Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of one or more objective markers, on a Critical Wound, that attack has the [PRECISION] ability.
UNIT COMPOSITION
  • 1 Steeljack Theyn
  • 2-5 Ironkin Steeljacks
The Steeljack Theyn is equipped with: heavy volkanite disintegrator; plasma knife; preymark crest.

Every Ironkin Steeljack is equipped with: heavy volkanite disintegrator; plasma knife.
3 models
90
6 models
180
KEYWORDS: INFANTRY, IRONKIN STEELJACKS, IRONKIN STEELJACKS WITH HEAVY VOLKANITE DISINTEGRATORS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
COGITATED NEED
1CP
Hearthfyre Arsenal – Strategic Ploy
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
WALL OF STEEL
1CP
Hearthfyre Arsenal – Battle Tactic
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application


Ironkin Steeljacks with Melee Weapons
(⌀40mm)
M
5"
T
6
Sv
2+
W
3
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • Any number of models in this unit can each have their plasma sword replaced with 1 concussion gauntlet.

ABILITIES
FACTION: Prioritised Efficiency
Merciless Eradication: Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
WARGEAR ABILITIES
Preymark Crest: Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of one or more objective markers, on a Critical Wound, that attack has the [PRECISION] ability.
UNIT COMPOSITION
  • 1 Steeljack Theyn
  • 2-5 Ironkin Steeljacks
The Steeljack Theyn is equipped with: Autoch-pattern bolter; plasma sword; preymark crest.

Every Ironkin Steeljack is equipped with: Autoch-pattern bolter; plasma sword.
3 models
90
6 models
180
KEYWORDS: INFANTRY, IRONKIN STEELJACKS, IRONKIN STEELJACKS WITH MELEE WEAPONS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
COGITATED NEED
1CP
Hearthfyre Arsenal – Strategic Ploy
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
WALL OF STEEL
1CP
Hearthfyre Arsenal – Battle Tactic
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application


Kapricus Defenders
(⌀105 x 70mm)
M
12"
T
7
Sv
4+
W
7
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • Any number of models in this unit can each have their magna-rail cannon replaced with 1 HYLas rotary cannon.
  • Any number of models can each be equipped with 1 smoke launcher.

ABILITIES
CORE: Deadly Demise 1, Scouts 9"
FACTION: Prioritised Efficiency
Opportunistic Manoeuvre: In your Shooting phase, after this unit has shot, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
WARGEAR ABILITIES
Smoke Launcher: The bearer has the SMOKE keyword.
UNIT COMPOSITION
  • 1-2 Kapricus Defenders
Every model is equipped with: magna-rail cannon; twin magna-coil autocannon; armoured hull.
1 model
70
2 models
140
KEYWORDS: VEHICLE, FLY, HERNKYN, KAPRICUS, DEFENDERS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
OPPORTUNISTIC ESCALATION
1CP
Brandfast Oathband – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
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.
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.
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, 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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

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 so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
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. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

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.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • 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.
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.

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

Prioritised Efficiency

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.

If your Army Faction is , units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those units have will change depending on how many Yield points (YP) you currently have:
  • At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.

Hostile Acquisition

Fortify Takeover
  • Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll.
  • Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll.

Yield Points
At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:
  • You control one or more objective markers not within your deployment zone.
  • You control two or more objective markers not within your deployment zone.
  • You control more objective markers than your opponent.

In your turn, YP gained in this way are always gained before checking which ability units from your army have.

Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule.

Designer’s Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.

Example: In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead.

During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP.

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

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, 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.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER 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.
LONE OPERATIVE

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

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

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

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.
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy Stratagem
With the wealth of sensor-wrought information they can access, the Kin can efficiently adapt fighting withdrawals into deadly counterattacks.
WHEN: Your Shooting phase.

TARGET: One unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.

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

Dedicated Transports
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy Stratagem
With a narrow-band data burst, those of an oathband who have been wronged can call in the devastating vengeance of their armoured support.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One INFANTRY unit that was hit by one or more of those attacks.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one friendly KAPRICUS or SAGITAUR unit within 6" of your INFANTRY unit. If you spent YP during this use of this Stratagem, you can select one friendly HEKATON LAND FORTRESS unit within 6" of your INFANTRY unit instead. The selected unit can shoot as if it were your Shooting phase. When doing so, models in the selected unit can only target that enemy unit (and only if it is an eligible target).
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.
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.
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. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
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.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • 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: That unit from your army.

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 or Fall Back move, or declares a charge.

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. 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.
  • 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
1CP
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.
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
Every dêlve is threaded with force fields to shield against catastrophe, a protection that can be tapped in battle to support advances into hostile territory.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets, if units from your army have Hostile Acquisition.

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, each time an attack targets your unit, subtract 1 from the Wound roll.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
With their enemies within reach, the Kin’s fury and momentum become an elemental force that will not be stayed.
WHEN: Fight phase.

TARGET: One unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time your unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3".
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy Stratagem
Built to a superior standard using secrets imparted by the Votann, the teleporters employed by this Hearthband can stabilise rematerialisation fields remarkably close to the foe.
WHEN: The Reinforcements step of your Movement phase.

TARGET: One unit from your army that is in Reserves and has the Deep Strike ability.

EFFECT: Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy Stratagem
Even should they be compelled to pull back momentarily, the warriors of the Hearthband maintain a punishing curtain of fire to erode the enemy further or rally swiftly and drive back into the fight.
WHEN: Your Movement phase, just after a INFANTRY unit from your army Falls Back.

TARGET: That INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic Stratagem
Not only are the finest of the Kindred’s warriors selected for this duty, but they are also equipped with the best weaponry and wargear the Brôkhyr can produce.
WHEN: Fight phase.

TARGET: One unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack.
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy Stratagem
The single-minded advance of the Kin rolls over collapsing enemy lines and exploits every fault and weakness, driving on towards the objective.
WHEN: Fight phase.

TARGET: One unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

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:

DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear Stratagem
Exotic munitions can seed enemy lines with slow-reiease death, stalling those who neutralise the threat while ravaging any who push on.
WHEN: Your Shooting phase, just after a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army has shot.

TARGET: That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.

EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next Shooting phase, each time that enemy unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy Stratagem
Only after executing their prepared firing solutions will the kinhost's heaviest gun lines move on, dispassionately assessing their next target.
WHEN: Your Shooting phase, just after a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army has shot.

TARGET: That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.

EFFECT: If your unit Remained Stationary in your Movement phase this turn, it can make a Normal move.
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy Stratagem
Not for the Kin the sudden panic of the rout. Instead, they fall back steadily and by squads, laying down suppressing fire while preparing fresh assaults.
WHEN: Your Movement phase, just after a unit from your army Falls Back.

TARGET: That unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
VOID HARDENED
1CP
Needgaârd Oathband – Wargear Stratagem
Between their resilient armour and technology and their capacity to stoically endure pain and suffering, the Kin can weather devastating attacks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets, if units from your army have Fortify Takeover.

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

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic Stratagem
Some foes are so loathed that their ancestors are told to pass a sentence upon them. Marked for death, these enemies suffer the undiluted wrath of the Kin.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If you spent YP during this use of this Stratagem, until the end of the phase, those weapons have the [SUSTAINED HITS 2] ability instead.
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic Stratagem
Sensor-network calibration tied to the HunTR modules on Kin weaponry can portly automate targeting to ensure the uncompromising judgement of the Votann is carried out without fail.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy Stratagem
Once prizes have been seized, the Kin focus their efforts upon maximising their control and respond with redoubled fury to attempts to loosen their grip.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Fortify Takeover.

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

EFFECT: Your unit can shoot as if it were your Shooting phase, can only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic Stratagem
A kinhost's warriors take great pride in their combat proficiency as a symbol of their hold’s honour. The drive to cleave their foes apart is given greater impetus in pursuit of their kindred's needs.
WHEN: Fight phase.

TARGET: One unit from your army that has not been selected to fight this phase.

EFFECT: Each time you use this Stratagem, you can spend 3YP. Select one enemy unit within Engagement Range of your unit. 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. If you spent YP during this use of this Stratagem, improve the Armour Penetration characteristic of that attack by 2 instead.

The and CHARACTER keywords are used in the following Leagues of Votann datasheets:

ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy Stratagem
When opportunity catches the eye of a prospect's commander, they will readily resume a rapid and aggressive footing.
WHEN: Start of any phase, if units from your army have Fortify Takeover.

TARGET: One CHARACTER unit from your army.

EFFECT: Each time you use this Stratagem, you can spend any number of YP. Once you have done so, if you have 6 or fewer YP, until the start of your next turn, units from your army have Hostile Acquisition instead.

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

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

Dedicated Transports
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy Stratagem
The instinct to seize the most advantageous and dominating positions is ingrained in the Kin.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One unit from your army (excluding ARTILLERY and VEHICLE units) that is within 9" of that enemy unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Your unit can make a Normal move of up to D6". If you spent YP during this use of this Stratagem, your unit can make a Normal move of up to 6" instead.

RESTRICTIONS: A unit cannot embark within a TRANSPORT as part of this move.
Assailed From Every Angle
Persecution Prospect Detachment

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:

Guerrilla Adepts: In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding MONSTERS and VEHICLES). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (and only if it is an eligible target) and, after resolving those attacks, if one or more of those attacks hit that enemy unit, until the start of your next Shooting phase, that enemy unit is assailed (this simply labels that unit for the purposes of this ability and some Enhancements and Stratagems). If that unit is already assailed, until the start of your next Shooting phase, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.

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

Dedicated Transports
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic Stratagem
Foes thrown into disarray by the Hernkyn offer a vulnerability that is swiftly exploited.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if that attack targets an assailed unit and/or if your unit has the HERNKYN keyword, you can re-roll the Hit roll.
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.
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy Stratagem
A prospect's warriors will efficiently scatter to minimise the threat of concerted enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY or LEAGUES OF VOTANN MOUNTED 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, your unit has the Stealth ability and each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack.

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

Methodical Annihilation
Hearthband Detachment

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:
Martial Leverage
Needgaârd Oathband Detachment

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 and TRANSPORT keywords are used in the following Leagues of Votann datasheets:

Dedicated Transports
Mobile Sensor Relays
Brandfast Oathband Detachment

The massed armoured transports of a brandfast oathband connect to an encrypted data network shared by squads of Kin. Their robust sensor webs broadcast various targeting information and extrapolated judgements on enemy movements. Nearby warriors can tap into this wealth of data, enabling them to unleash salvoes of lethal efficiency.

TRANSPORT units from your army have the following ability:

Firebase Control (Aura): While a friendly INFANTRY unit is wholly within 6" of this TRANSPORT, ranged weapons equipped by models in that INFANTRY unit have the [sustained hits 1] ability.
Optimal Application
Hearthfyre Arsenal Detachment

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).

In your Shooting phase, each time a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your array is selected to shoot, you can spend 1YP. If you do, until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
  • Ironskein
    10 pts
Hearthband Detachment

A rare cloneskein threads this warrior’s bone structure and epidermis with metallic fibres.

model only. Add 2 to the bearer’s Wounds characteristic.

  • Bastion Shield
    25 pts
Hearthband Detachment

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.

  • Dead Reckoning
    10 pts
Needgaârd Oathband Detachment

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.

  • Ancestral Crest
    15 pts
Needgaârd Oathband Detachment

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.

model only. Once per turn, when you target the bearer’s unit with the Command Re-roll Stratagem, the bearer can use this Enhancement. If it does, spend 1YP and reduce the CP cost of that use of that Stratagem by 1CP.

  • Oathbound Speculator
    30 pts
Needgaârd Oathband Detachment

This kindred hero is a master of knowing the right moment to funnel the kinhosts precious resources into the most efficient destruction of the foe.

model only. Each time a model in the bearer’s unit makes an attack, re-roll a Wound roll of 1. Each time the bearer’s unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer’s unit makes an attack, add 1 to the Wound roll.

  • Iron Ambassador
    5 pts
Needgaârd Oathband Detachment

This exceptional weapon has been wielded by heroes against the enemies of numerous leagues and has been the last word in many a failed negotiation with obdurate foes.

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.

  • Surgical Saboteur
    10 pts
Persecution Prospect Detachment

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.

model only. In your Shooting phase, after the bearer’s unit has shot, select one MONSTER or VEHICLE unit hit by one or more of those attacks; until the start of your next Shooting phase, that unit is pinned.

  • Writ of Acquisition
    10 pts
Persecution Prospect Detachment

This mnestic mesh of circuitry records and analyses the enemy’s response under fire as witnessed by the bearer, harvesting valuable intelligence on their capabilities.

model only. In your Shooting phase, after the bearer’s unit has shot, you gain 1YP for each assailed enemy unit hit by one or more of those attacks (to a maximum of 3YP).

  • Nomad Strategist
    20 pts
Persecution Prospect Detachment

The mobile strategies of this far-ranging commander allow them to swiftly reposition their most versatile forces and exploit weaknesses in the enemy’s battle lines.

model only. Once per battle, at the end of your opponent’s Fight phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, you can spend up to 4YP. Select one HERNKYN unit from your army, and, for every 2YP you just spent, select up to one additional HERNKYN unit from your army. You can remove those units from the battlefield and place them into Strategic Reserves. You cannot select a unit that is within Engagement Range of one or more enemy units (excluding assailed units).

  • Eye for Weakness
    25 pts
Persecution Prospect Detachment

Any hint of vulnerability draws the gaze of this punitive assessor like a rich vein of ore.

model only. Each time a model in the bearer’s unit makes an attack that targets an assailed unit, add 1 to the Wound roll.

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

  • Multiwave System Jammer
    10 pts
Dêlve Assault Shift Detachment

This master-wrought comms array fouls enemy sensors, blinding the foe to the bearer's closing Cthonian allies.

model only. Once per battle, in your Movement phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, select one friendly CTHONIAN unit that is in Reserves. Until the end of the phase, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.

  • Piledriver
    15 pts
Dêlve Assault Shift Detachment

Kin 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.

  • Quake Supervisor
    20 pts
Dêlve Assault Shift Detachment

This structural analyst specialises in plotting attacks that exploit underlying weaknesses to deadly effect:

model only. While the bearer is within 3" of one or more friendly LEAGUES OF VOTANN ARTILLERY units, the bearer has the Lone Operative ability, and each time one of those ARTILLERY units makes a ranged attack that targets an enemy unit visible to the bearer, add 1 to the Hit roll.

  • Dêlvwerke Navigator
    25 pts
Dêlve Assault Shift Detachment

With a mastery of the dêllve’s workings, guild reserves can be expertly directed to where they are needed most.

model only. In the Reinforcements step of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly CTHONIAN BESERKS unit visible to the bearer and then spend any number of YP. Return one destroyed model to that unit and then, for every 2YP you just spent, return up to one additional destroyed model to that unit.

  • Trivärg Cyber Implant
    30 pts
Brandfast Oathband Detachment

A neural artefact of the famed - but tragically extinct - Trivärg Fisculate Guild of Brôkhyr, this implant enables its host to coordinate fire patterns with exemplary skill and extraordinary speed, directly accessing vehicular systems to triangulate overlapping attack angles.

model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if it disembarked from a TRANSPORT this turn, or if you spend 2YP, until the end of the phase, ranged weapons equipped by models in that unit have the [sustained HITS 2] ability.

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 BRÔKHYR keyword is used in the following Leagues of Votann datasheets:

BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed 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 have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – 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 after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
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).
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – 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.
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy Stratagem
Using their strength and rapid target acquisition subroutines to alter fire arcs swiftly, Thunderkyn and Steeljacks are skilled in focusing on escaping foes that might pose a future threat.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

TARGET: One BRÔKHYR THUNDERKYN or IRONKIN STEELJACKS unit from your army.

EFFECT: Your unit can shoot as if it were your Shooting phase. When doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, subtract 1 from the Hit roll.
  • Signature Restoration
    5 pts
Brandfast Oathband Detachment

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.

  • Calculated Tenacity
    15 pts
Hearthfyre Arsenal Detachment

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.

  • Fârstrydr Node
    20 pts
Hearthfyre Arsenal Detachment

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.

  • Graviton Vault
    5 pts
Hearthfyre Arsenal Detachment

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.

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).

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:

Characters
WEAVEFIELD FLARE
1CP
Hearthfire Strike – Battle Tactic Stratagem
Triggering weavefield generators worked into their wargear, the Einhyr bleed off the power of incoming enemy attacks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One 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 unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
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.
PAN-SPECTRAL VISUALISER
1CP
Hearthfire Strike – Battle Tactic Stratagem
These advanced sets of helm optics pierce veils both technological and sorcerous, laying the foe bare.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack with a weapon, you can ignore any or all modifiers to that attack’s or that weapon’s Ballistic Skill characteristic and any or all modifiers to the Hit roll.
FIGHTS FIRST

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.
GRAVITRONIC PULSE
1CP
Hearthfire Strike – Battle Tactic Stratagem
Emitters built into this squad's exo-armour batter the foe with focused gravity waves in the instant before the Kin charge crashes home.
WHEN: Your Charge phase, just after a unit from your army ends a Charge move.

TARGET: That unit.

EFFECT: For each enemy unit within Engagement Range of your unit, until the end of the turn, that unit loses the Fights First ability (if it has it) and, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy Stratagem
The Kin possess the accumulated knowledge of their ancestors, including ancient cyphers that enable them to seize control of cogitational systems.
WHEN: Your Command phase.

TARGET: One unit from your army.

EFFECT: Select one closed Hatchway on the battlefield and open it.

RESTRICTIONS: You can only use this Stratagem once.
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic Stratagem
As their allies push forwards, Kin squads train their guns down darkened corridors, preparing to repel unexpected ambushes.
WHEN: Your opponent's Movement or Charge phase.

TARGET: One unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic Stratagem
To draw the ire of the Kin is to invite a swift and brutal death.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target has 1 or more Judgement tokens, you can re-roll the Hit roll, and if the target has 2 Judgement tokens, you can re-roll the Wound roll as well.
Stalwart Advance
Void Salvagers Detachment

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.
Wrought in Wrath
Hearthfire Strike Detachment

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.
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.
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.
Masterful Construction
Void Salvagers Detachment

The weapons utilised by the Kin are wrought by expert craftsmen and are as versatile as they are deadly.

Each time the bearer is selected to shoot or fight, you can select one of the following weapon abilities: [DEVASTATING WOUNDS]; [LETHAL HITS]; [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by the bearer (excluding Psychic weapons) have that ability.

Obsessive Drive
Void Salvagers Detachment

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.

Celebrated Folk Hero
Hearthfire Strike Detachment

The exploits of this Einhyr Champion have fuelled many a Bru-fuelled celebration, and the Hearthguard compete to fight at their side. To see them laid low fires the wrath of their comrades.

The first time the bearer is destroyed, each enemy unit on the battlefield gains 1 Judgement token.

Gûlyk’s Stars
Hearthfire Strike Detachment

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.

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.
Alternative models by Artel W:

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

BRËKKEKNOTS
1CP
Hearthband – Battle Tactic Stratagem
These micro shield generators, worked into warrior jewellery or armour crests, trigger on command to provide short-lived boosted protection.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One KÂHL, ÛTHAR THE DESTINED or EINHYR HEARTHGUARD 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, models in your unit have a 4+ invulnerable save.
  • Quake Multigenerator
    15 pts
Hearthband Detachment

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.

  • High Kâhl
    30 pts
Hearthband Detachment

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.

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.
  • Tactical Alchemy
    10 pts
Brandfast Oathband Detachment

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.

  • Precursive Judgement
    15 pts
Brandfast Oathband Detachment

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.

  • Mantle of Elders
    10 pts
Hearthfyre Arsenal Detachment

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

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.
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.

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 (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and 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 model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
HIDDEN ACCESSWAYS
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
A guild’s elite can swiftly reenter the dêlve’s labyrinth, slipping into an artfully hidden tunnel or activating site-to-site teleports, ready to attack elsewhere at a moment's notice.
WHEN: End of your opponent’s Fight phase.

TARGET: One CTHONIAN BESERKS, HEARTHKYN WARRIORS or HERNKYN YAEGIRS unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
POINT-BLANK FIRE
1CP
Void Salvagers – Battle Tactic Stratagem
The Kin are well used to working in close confines and can fire their ranged weapons with precision even within the restrictive corridors of a voidship.
WHEN: Your Shooting phase.

TARGET: One HEARTHKYN WARRIORS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
FIRING DECK

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.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
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", 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".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

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.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

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.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. 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:

Dedicated Transports
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.

The FLY 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

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

Dedicated Transports

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

Dedicated Transports

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

Dedicated Transports
SECURE POSITIONS
1CP
Brandfast Oathband – Strategic Ploy Stratagem
While there are resources to secure, the Kin will seize any opportunity to effect a rapid and ordered deployment to establish defensive positions.
WHEN: End of any of your phases, if units from your army have Hostile Acquisition.

TARGET: One TRANSPORT unit from your army.

EFFECT: One unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your TRANSPORT. That unit cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear Stratagem
Using specialised beam emission signatures, multispectral ammunition, or broadcasting targeting data, the gunnery crews of Kin war engines can signify priority targets for their comrades.
WHEN: Your Shooting phase, just after a VEHICLE unit from your army has shot.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a INFANTRY model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1.
OPPORTUNISTIC ESCALATION
1CP
Brandfast Oathband – Strategic Ploy Stratagem
Even amid heavy incoming fire, the crew of a kinhost's lighter vehicles can make rapid manoeuvres to exploit sudden openings.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Hostile Acquisition.

TARGET: One VEHICLE unit from your army (excluding HEKATON LAND FORTRESS units) that was hit by one or more of those attacks.

EFFECT: Your unit can make a Normal move of up to D6".
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, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic Stratagem
Beyond the frontiers of kindred territory, survival depends upon swiftness of thought and action.
WHEN: Your Movement phase.

TARGET: One HERNKYN unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic Stratagem
Attuned to discerning imperfections in possible resources, Hernkyn soon spot weaknesses in their foes and are just as swift to profit from them.
WHEN: Your Shooting phase.

TARGET: One HERNKYN unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, if you spent YP during this use of this Stratagem and/or if that attack targets an assailed unit, you can re-roll the Wound roll.
UNWAVERING ACCURACY
2CP
Hearthfyre Arsenal – Battle Tactic Stratagem
Besides offering stable fire platforms, exoframes have multiple targeting and sensor subsystems that cut through foes' duplicitous evasion.
WHEN: Your Shooting phase.

TARGET: One BRÔKHYR THUNDERKYN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll; the Wound roll; that attack’s Armour Penetration characteristic.
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, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the [TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

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 an unmodified Hit roll of 1-3 always fails, 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, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

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

AUGMENTED ASSAULT
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
The profusion of bionic augmentations that Beserks possess can grant them a burst of incredible speed, one that can drive them - a guttural war song on their lips - into their reeling foes like a meteor.
WHEN: Your Movement phase.

TARGET: One CTHONIAN BESERKS unit from your army that has not been selected to move this phase.

EFFECT: Each time you use this Stratagem, you can spend up to 2YP. Until the end of the turn, add X" to the Move characteristic of models in your unit, where X is the number of YP you spent during this use of this Stratagem, and your unit is eligible to declare a charge in a turn in which it Advanced.
CYBERSTIMM INFUSION
1CP
Dêlve Assault Shift – Battle Tactic Stratagem
The subdermal shunts of Cthonian Beserks can flood their bodies with stimulant chemicals. So empowered, they can smash through the toughest of enemies as easily as an obdurate ore seam.
WHEN: Fight phase.

TARGET: One CTHONIAN BESERKS unit from your army that has not been selected to fight this phase.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If you spent YP during this use of this Stratagem, you can re-roll the Wound roll instead.
Fury From The Dêlve
Dêlve Assault Shift Detachment

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.

KEYWORDS
CTHONIAN BESERKS units from your army gain the BATTLELINE keyword.
TECTONIC FRACTURE
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
Skilled Cthonian gunners can initiate localised quakes and pressure waves of such intensity that foes struggle to retain their impetus.
WHEN: Your Shooting phase, just after a CTHONIAN EARTHSHAKERS unit from your army has shot.

TARGET: That CTHONIAN EARTHSHAKERS unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one enemy unit hit by one or more of your unit’s attacks this phase. Until the start of your next Shooting phase, subtract 2 from that unit’s Move characteristic and, if you spent YP during this use of this Stratagem, subtract 2 from Charge rolls made for that unit.
FURY OF THE HEARTH
1CP
Hearthband – Battle Tactic Stratagem
As though they unleash the raging flames of their kindred’s hearth upon the enemy, the Einhyr all but drown their enemies in fire.
WHEN: Your Shooting phase.

TARGET: One EINHYR HEARTHGUARD unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Strength characteristic of ranged weapons equipped by models in your unit by 1. If you spend 1YP, until the end of the phase, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability as well.
ECONOMY OF AGGRESSION
1CP
Hearthfire Strike – Battle Tactic Stratagem
A few grenades placed with care and skill reap greater returns in bloodshed than a wealth of recklessly hurled materiel.
WHEN: Your Shooting phase.

TARGET: One EINHYR HEARTHGUARD unit from your army that has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is visible to your unit and wholly on the opposite side of a Hatchway from it. Until the end of the phase, exo-armour grenade launchers equipped by models in your unit have an Attacks characteristic of 6 and lose the [BLAST] ability while targeting that enemy unit, and attacks made with such weapons that target that enemy unit can be allocated to models that are not visible to the attacking model.
BASTION RUNNING
1CP
Brandfast Oathband – Battle Tactic Stratagem
A Hekaton Land Fortress can be temporarily rigged by its crew for bastion running. They fortify its systems to provide a brief power surge, allowing the tank to smash its way through hostile environments.
WHEN: Your Movement phase.

TARGET: One HEKATON LAND FORTRESS unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features.
INFILTRATORS

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:

COGITATED NEED
1CP
Hearthfyre Arsenal – Strategic Ploy Stratagem
Focused on aiding their kindred to the best of their abilities, Ironkin Steeljacks locked onto an identified asset will push onward regardless of obstacles.
WHEN: End of your opponent’s Movement phase.

TARGET: One IRONKIN STEELJACKS unit from your army.

EFFECT: Your unit can make a Normal move. When doing so, your unit must end that move as close as possible to the closest objective marker.
WALL OF STEEL
1CP
Hearthfyre Arsenal – Battle Tactic Stratagem
Ironkin Steeljacks use their indomitable strength and bulk on the charge to crush enemy infantry in brutal, mechanised body slams.
WHEN: Your Charge phase, just after an IRONKIN STEELJACKS unit from your army ends a Charge move.

TARGET: That IRONKIN STEELJACKS unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of your unit and roll one D6 for each model in your unit, rolling two additional D6 if you spent YP during this use of this Stratagem: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025