Campaigning across the stars as part of a Prospect – a Kin scouting and prospecting fleet – Kâhl Warspeke and his comrades fight to secure those resources or technologies they assess as valuable enough to be worth the lives and effort. They have little patience for other races’ protestations of prior ownership or rights, and will resort to swiftly seizing their prizes by force the moment it becomes clear that threats alone will not do the job.
Book | Kind | Edition | Version | Last update |
Warspeke’s Prospect | ||||
Warspeke’s Prospect | Index | 10 | June 2023 |
The Kin are a highly practical people in every area of life, not least in war. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.
If your Army Faction is LEAGUES OF VOTANN, each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).
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One of the many Kin Truths, this saying is an admonition against frivolous expenditure of all sorts, ammunition included. It is an idiom this warrior has taken to heart and one they have drilled into their warriors until careful and steady shot-placement has become second nature. So steady and relentless has their marksmanship become that they can maintain a punishing hail of fire whether on the advance or staging a tactical retreat.
Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. In addition, the bearer’s unit is eligible to shoot in a turn in which it Fell Back.A hardened communications rig has been worked into this warrior’s armour and loaded with priority override boosters. This ensures that the Kin on the battlefield who most needs up-to-the-minute strategic and tactical updates can cut through any lower-priority exchanges to acquire them.
Add 1 to the Objective Control characteristic of models in the bearer’s unit. In addition, you can re-roll Battle-shock tests taken for the bearer’s unit.Once the Kin have set their sights on a particular goal, they will fight with bloody minded tenacity to hold it. In their estimation, whoever works hardest to claim that vital battlefield asset has an inarguable right to its possession.
Before the battle, at the start of the Deploy Armies step, you must select one objective marker that is not in your deployment zone.The Kin declare a grudge only in the most extreme circumstances, when such grave insult has been given that the pragmatic calculus of battle must be cast aside in favour of the enemy’s utter annihilation at any price. Once they have made this commitment, however, nothing short of death will halt their coldly methodical dismantlement of their enemies.
From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed and has one or more Judgement tokens to be your army’s target for that battle round. At the end of that battle round, you score 4VP if your army’s target for that battle round is destroyed.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Volkanite disintegrator [devastating wounds] | |||||||
Volkanite disintegrator [devastating wounds] | 18" | 3 | 2+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Mass gauntlet | |||||||
Mass gauntlet | Melee | 3 | 3+ | 8 | -2 | 3 |
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 pistol [pistol] | |||||||
EtaCarn plasma pistol [pistol] | 6" | 1 | 4+ | 8 | -3 | 2 | |
HYLas auto rifle [assault, rapid fire 3] | |||||||
HYLas auto rifle [assault, rapid fire 3] | 24" | 3 | 4+ | 6 | -1 | 1 | |
Ion blaster | |||||||
Ion blaster | 18" | 1 | 4+ | 5 | -2 | 1 | |
Magna-rail rifle [devastating wounds, heavy] | |||||||
Magna-rail rifle [devastating wounds, heavy] | 18" | 1 | 5+ | 12 | -3 | D3+3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 4 | 0 | 1 | |
Kin melee weapon | |||||||
Kin melee weapon | Melee | 2 | 4+ | 5 | -2 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt revolver [pistol] | |||||||
Bolt revolver [pistol] | 9" | 1 | 4+ | 5 | 0 | 1 | |
Bolt shotgun [assault] | |||||||
Bolt shotgun [assault] | 12" | 2 | 4+ | 5 | 0 | 1 | |
HYLas rotary cannon [sustained hits 1] | |||||||
HYLas rotary cannon [sustained hits 1] | 24" | 6 | 4+ | 6 | -1 | 1 | |
Magna-coil autocannon | |||||||
Magna-coil autocannon | 24" | 3 | 4+ | 7 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Plasma knife | |||||||
Plasma knife | Melee | 2 | 4+ | 4 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Mole grenade launcher [blast, indirect fire] | |||||||
Mole grenade launcher [blast, indirect fire] | 24" | D6 | 4+ | 5 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Heavy plasma axe – strike | |||||||
Heavy plasma axe – strike | Melee | 3 | 3+ | 6 | -2 | 2 | |
Heavy plasma axe – sweep | |||||||
Heavy plasma axe – sweep | Melee | 6 | 3+ | 4 | -1 | 1 | |
Twin concussion gauntlet [twin-linked] | |||||||
Twin concussion gauntlet [twin-linked] | Melee | 4 | 4+ | 9 | -1 | 2 |
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The Kin are a highly practical people in every area of life, not least in war. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.
If your Army Faction is LEAGUES OF VOTANN, each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).
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The LEAGUES OF VOTANN keyword is used in the following Warspeke’s Prospect datasheets:
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.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.The LEAGUES OF VOTANN keyword is used in the following Warspeke’s Prospect datasheets:
The INFANTRY keyword is used in the following Warspeke’s Prospect datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.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’.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).Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.