The Leagues of Votann have emerged from the depths of the galactic core. To face their armies in battle is to stand before an armoured avalanche that crushes all in its path. It is to be appraised and then brusquely dealt with by attackers who see you as little more than an obstruction to profit – or worse, as a hated nemesis whose annihilation is worth any cost. To their partners in trade and war, the Kin are invaluable allies. Yet those they deem a risk to their peoples’ survival face destruction, meted out with the same relentless rigour that the Kin apply to all their undertakings.
| Book | Kind | Edition | Version | Last update |
Leagues of Votann |
Leagues of Votann | Faction Pack | 10 | 1.3 | April 2026 |
Boarding Actions |
Boarding Actions | Expansion | 10 | 1.1 | July 2025 |
Munitorum Field Manual |
Munitorum Field Manual | Expansion | 11 | 1.0 | |
Keywords
ARTILLERY (1);
BATTLELINE (1);
BRÔKHYR (2);
CHARACTER (9);
CTHONIAN (3);
DEDICATED TRANSPORT (2);
EPIC HERO (3);
EXOARMOUR (2);
FLY (3);
FRAME (2);
GRENADES (3);
HERNKYN (4);
INFANTRY (17);
IRONKIN STEELJACKS (2);
KÂHL (2);
KAPRICUS (2);
LEAGUES OF VOTANN (22);
MOUNTED (1);
PSYKER (1);
TRANSPORT (3);
VEHICLE (4)
The keywords presented in this section have a number of special features:
- CLICK on the link to open the tooltip.
- The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
- The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).
Below you will find several
LEAGUES OF VOTANN Detachments you can select from, as described in the Core Rules (see the Select Detachment rules step). If you are playing a Crusade battle, see the equivalent step in the
Mustering a Crusade army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Leagues of Votann - the rules they include are as follows:
DETACHMENT RULEThe Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include additional keywords some of your units may gain.
ENHANCEMENTSWhen mustering your army, your chosen Detachment enables you to upgrade
CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the
Renowned Heroes Requisition to give your
CHARACTERS Enhancements, as described in the main Crusade rules.
STRATAGEMSYour chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend
Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems
here.
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
LEAGUES OF VOTANN,
LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those
LEAGUES OF VOTANN 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- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll.
- You can re-roll Advance and Charge rolls made for this unit.
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 PointsAt 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
LEAGUES OF VOTANN 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.
When a valuable site is identified, the Kin waste no time amassing an expeditionary force to secure and hold the prize. Needgaârd oathbands are typically forged around a core of Hearthkyn Warriors, readied to loose their weapons. Backed up by formidable armoured support, guild affiliates, and bands of elite warriors, such gatherings of the kinhost’s might overwhelm local defences and swiftly entrench their control. Commanders of these oathbands are experts in efficiently exploiting every martial advantage. Enemy reinforcements break upon fortified Kin positions and are then pulverised by systematic volleys of fire before they can escape to lend support elsewhere. The foe’s vanguard are outmanoeuvred and eradicated, their destruction opening up avenues of advance. Kin battle tanks and magna-coil gunships hammer armoured columns into a standstill and corral the enemy, with the remaining forces disintegrating by the time the oathband’s close-assault troops deliver the final blow.
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.
Enhancements
- Oathbound Speculator 30 pts
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. LEAGUES OF VOTANN 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. |
Through vigilant and judicious calculation, this commander marshals their warriors’ reserves against future martial requirements. LEAGUES OF VOTANN 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. |
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. LEAGUES OF VOTANN 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. |
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. LEAGUES OF VOTANN 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. |
Stratagems
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
LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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
LEAGUES OF VOTANN 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.
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
LEAGUES OF VOTANN unit from your army
Falls Back.
TARGET: That
LEAGUES OF VOTANN unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and
declare a charge in a turn in which it
Fell Back.
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
LEAGUES OF VOTANN 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.
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
LEAGUES OF VOTANN 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.
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
LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Your 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.
Even sedentary kindreds have a long reach, for their Hernkyn are mobile and pernicious. Persecution prospects are far-ranging military forces built around a core of Hernkyn and capable of seizing their Kindred’s industrial interests, no matter what claims the foe believes they have. These forces engage in destabilisation strikes, sabotage and resource denial. They specialise in bleeding a foe of impetus through repeated attacks from multiple angles with coordination born of efficient tactics and close-knit familial bonds. Bands of callous Yaegirs operate in advance of the prospect’s attack, spreading discord and fear through strongpoint attacks and assassinations while passing targeting data to supporting Kin. Squadrons of Pioneers make flanking attacks, weakening enemy positions to leave them vulnerable to assaults by Hearthkyn and Einhyr. For every step the foe takes, they are assailed from every angle until any survivors are driven off in disarray, enabling the Kin to seize their rightful prize.
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.
LEAGUES OF VOTANN 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.
Enhancements
Any hint of vulnerability draws the gaze of this punitive assessor like a rich vein of ore. LEAGUES OF VOTANN 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. |
- Writ of Acquisition 10 pts
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. LEAGUES OF VOTANN 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). |
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. LEAGUES OF VOTANN 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. |
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. LEAGUES OF VOTANN 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). |
Stratagems
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 LEAGUES OF VOTANN 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.
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.
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.
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
LEAGUES OF VOTANN 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.
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
LEAGUES OF VOTANN unit from your army (excluding
ARTILLERY and
VEHICLE units) that is within 8" 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.
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
LEAGUES OF VOTANN 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.
Many are the species who, to their cost, have failed to consider the full battlesphere capabilities of the Kin. The Cthonian guilds, in particular, have long mastered exploiting what they term the delve. In some situations, this is a network of subterranean passages, cunningly wrought with hidden surface access ways to permit rapid combat relocation of their ferocious cyberaltered Beserks. In others, particularly during Cthonian assaults upon giant void freighters or mountainous hives, the guilds employ Colossus-class macrobore engines to deliver troops from every angle or specialist teleport assaults that simultaneously undermine a foe’s positions and deliver infantry into their midst. The assault shift’s mole mortars unleash tunnelling salvoes of esoteric ammunition to fracture defensive emplacements such that armoured support and augmented Beserks can smash their way through. Multilayered weavewerke fields, meanwhile, buttress the Kin’s assault routes that delve unerringly into the foe’s heart.
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.
KEYWORDSCTHONIAN BESERKS units from your army gain the
BATTLELINE keyword.
Enhancements
- Dêlvwerke Navigator 25 pts
With a mastery of the dêllve’s workings, guild reserves can be expertly directed to where they are needed most. LEAGUES OF VOTANN 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. |
- Multiwave System Jammer 10 pts
This master-wrought comms array fouls enemy sensors, blinding the foe to the bearer's closing Cthonian allies. LEAGUES OF VOTANN 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. |
This structural analyst specialises in plotting attacks that exploit underlying weaknesses to deadly effect: LEAGUES OF VOTANN 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. |
Kin possessed of a ruthlessly direct attitude allow no impediments - no matter how large - to bar their path. LEAGUES OF VOTANN 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. |
Stratagems
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.
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
LEAGUES OF VOTANN 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".
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.
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.
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
LEAGUES OF VOTANN 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.
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.
Like a red-hot mass hammer repeatedly searing its mark into the hardest of materials, the blows of a brandfast oathband pummel a war zone and imprint it with an undeniable sign of the Kin’s claim. Such forces are typically mechanised, boasting rugged transports to speed a kinhost’s warriors into strategically advantageous positions. The foe’s infantry are driven back by supporting artillery and squads of Thunderkyn, whilst Kapricus and Sagitaurs employ evasive speed to outmanoeuvre enemy attempts to stall their advance. These smaller transports swiftly establish themselves as frontier outposts, their cargoes of Hearthkyn and Yaegirs using the vehicles’ heavy armour as cover while the transports’ powerful weapons carve through light opposition and relay tactical data to the squads. Hekaton Land Fortresses grind forward in their wake, bulldozing their way to the fore like mobile bastions. What began as a contested war zone is swiftly turned into a Kin holding with bulwarks and defensive embrasures the equal of a fortified city of other species.
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.
LEAGUES OF VOTANN TRANSPORT units from your army have the following ability:
Firebase Control (Aura): While a friendly
LEAGUES OF VOTANN INFANTRY unit is wholly within 6" of this
TRANSPORT, ranged weapons equipped by models in that
INFANTRY unit have the
[sustained hits 1] ability.
Enhancements
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. |
- Trivärg Cyber Implant 40 pts
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. LEAGUES OF VOTANN 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. |
- Precursive Judgement 15 pts
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 LEAGUES OF VOTANN 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. |
- Signature Restoration 5 pts
The masterful and efficient work of this senior Brôkhyr is renowned and admired amongst the leagues. IRON-MASTER model only. Each time a friendly LEAGUES OF VOTANN model is repaired using the bearer’s Forgewrought Expertise ability, that model regains 1 additional lost wound. |
Stratagems
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.
TARGET: One
LEAGUES OF VOTANN TRANSPORT unit from your army.
EFFECT: One
LEAGUES OF VOTANN 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.
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.
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
LEAGUES OF VOTANN VEHICLE unit from your army has shot.
TARGET: That
LEAGUES OF VOTANN VEHICLE unit.
EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a
LEAGUES OF VOTANN INFANTRY model from your army makes an attack that targets that enemy unit, re-roll a
Hit roll of 1.
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
LEAGUES OF VOTANN 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.
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
LEAGUES OF VOTANN 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".
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
LEAGUES OF VOTANN 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).
The potent volume of advanced firepower most Kin forces can unleash is enough to drive back would-be rivals from a kindred’s rightful claims. Yet it pales before the might of a hearthfyre arsenal, which gathers many of a kindred’s experts on ordnance application into a single, deadly force. They alloy the Kin’s ballistic superiority, inventive experimentation and masterwork engineering, and the ruthless logistical calculation required to dismantle the enemy efficiently, one piece at a time. Iron-masters and Thunderkyn unleash the Brokhyr guilds’ forge-wrought power in salvoes of high-explosive bolts, esoteric graviton emissions and energistic conversion beams. Phalanxes of Ironkin Steeljacks smash into reeling enemies like a steel gauntlet, their assaults’ timing forecast by Memnyr Strategists to result in the greatest ruin. Every ounce of advantage is analysed, and every weakness of their opponents is calculated until the foe’s expected capitulation becomes just another dispassionate forecast.
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 army 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.
Enhancements
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. |
- Calculated Tenacity 15 pts
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. |
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. |
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. |
Stratagems
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.
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.
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).
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).
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.
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.
UNIQUE: Hearthband
When the Eye of the Ancestors has been cast and the worth of some site or resource deemed vital, the Kin may form a hearthband to ensure its swift conquest. Typically led by one or more of the kindred’s most courageous and strategically cunning Kâhls, such forces are painstakingly forged to complete the precise mission for which they are assembled. Einhyr elites lead the charge, exo-armoured forms advancing like the Ancestors come to life, contemptuous of the enemy’s pitiful attempts to cut them down with gunfire or stagger their charge. Hand-picked Hearthkyn support their advance, no mere citizen soldiers but instead the finest warriors of the kinhost assembled for this one crucial mission. Driving inexorably into the teeth of the foe, the hearthband does not stop until their task is complete and the battle is won.
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
LEAGUES OF VOTANN 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:
Enhancements
The technologies contained within this heraldic crest radiate a dome of ablative weavewërke shielding that robs the force from enemy projectiles. LEAGUES OF VOTANN 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. |
- Quake Multigenerator 15 pts
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. |
A rare cloneskein threads this warrior’s bone structure and epidermis with metallic fibres. LEAGUES OF VOTANN model only. Add 2 to the bearer’s Wounds characteristic. |
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. |
Stratagems
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.
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
LEAGUES OF VOTANN 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".
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
LEAGUES OF VOTANN 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.
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
LEAGUES OF VOTANN INFANTRY unit from your army
Falls Back.
TARGET: That
LEAGUES OF VOTANN 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.
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
LEAGUES OF VOTANN 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.
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.
To the Kin, mercenary contracts are no different to any other means of providing for their kindred, and they have no qualms about the deed as long as their price is met and it ultimately benefits their people. Oathbands can amass lucrative advance payments from their temporary allies for these services, such as information, rare materials and experience of their employer’s capabilities to be exploited later. Astute kinhost commanders will identify opportunities during their contract to transmute such investment into even greater returns. From stripping the equipment of defeated foes to fulfilling secondary contracts through assassination, mercenary Kin are ever watchful for opportunity, and will seek to claim it with the grip of a forgewrought gauntlet.
Kin mercenaries are notoriously frugal and ungenerous in the spending of resources to fulfil their employers’ needs. They are nonetheless acquisitively motivated. Where it benefits them, they will not hesitate to spend ammunition, energy, information or any other resource secured in advance from their paymasters if doing so will reap prizes of greater value.
Your
LEAGUES OF VOTANN units do not have the
Hostile Acquisition or
Fortify Takeover abilities except as described in this rule. At the start of the battle, your
LEAGUES OF VOTANN units have the Hostile Acquisition ability. At the end of your
Command phase, you can spend 3YP. If you do,
LEAGUES OF VOTANN units from your army lose the Hostile Acquisition ability and gain the Fortify Takeover ability, or vice versa.
Enhancements
- Mercenary Prospector 20 pts
The most renowned military commanders of mercenary oathbands are swift to capitalise on the death and destruction of their foes. Whether tangible assets or a strategic benefit, to ignore such prizes would be to dishonour the ancestors. KÂHL model only. Each time an enemy unit is destroyed by the bearer’s unit, gain 2YP. |
- Metaphysical Brokerage 20 pts
This cogitator analyses every scrap of data uncovered by their mercenary comrades, and is capable of eking an advantage over their foes in the direst of circumstances. MEMNYR STRATEGIST model only. At the end of your turn, if the bearer is on the battlefield and you gained fewer than 3YP this turn, you gain an amount of YP equal to the difference. |
- Etacarn SB9 Targeting Implant 15 pts
By feeding tactical data harvested from across the battlesphere into this costly device, the wearer can gain optimal target acquisition information. LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit 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, that attack has the [SUSTAINED HITS 1] ability. |
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. LEAGUES OF VOTANN model only. At the start of the Command phase, you can spend 3YP. If you do, until the end of the turn, while an enemy unit is within 3" of the bearer, subtract 1 from the Objective Control characteristic of models in that enemy unit. |
Stratagems
Mercenary Oathband – Strategic Ploy Stratagem
Mercenary Kin are no strangers to working more than one seam of wealth at once, and extra contracts to slay or capture individuals or to gather specific trophies can be highly profitable.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
LEAGUES OF VOTANN INFANTRY or
LEAGUES OF VOTANN MOUNTED unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the
[PRECISION] ability.
Mercenary Oathband – Wargear Stratagem
By expending energy reserves, the Kin’s close-quarter weapons thrum with forgewrought power. The allotment of such resources sees their wielders determined to make every blow strike true.
WHEN: The
Fight phase.
TARGET: One
LEAGUES OF VOTANN INFANTRY unit from your army that has not been selected to fight this phase.
EFFECT: Each time you use this Stratagem, you can spend 3YP. 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. If you spent YP during this usage of this Stratagem, you can re-roll a Hit roll of 1 and re-roll the Wound roll instead.
Mercenary Oathband – Strategic Ploy Stratagem
Unfazed by deception where it serves a practical use, Kin privateers willingly effect a seemingly ragged retreat only to turn back into the fight from a more advantageous position the moment they are clear of the mire of foes.
WHEN: Your
Movement phase, just after a
LEAGUES OF VOTANN unit from your army
Falls Back.
TARGET: That
LEAGUES OF VOTANN unit.
EFFECT: Until the end of the turn, your unit is eligible to
shoot and
declare a charge in a turn in which it
Fell Back.
Mercenary Oathband – Wargear Stratagem
Confident their use will turn the tide, the Kin draw on personal caches of munitions, power cells bearing the signatures of acclaimed Brôkhyr or heirloom augurs to unleash a potent fusillade into the foe.
WHEN: Your
Shooting phase.
TARGET: One
LEAGUES OF VOTANN INFANTRY 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, 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. If you spent YP during this usage of this Stratagem, you can re-roll the Hit roll and re-roll a Wound roll of 1 instead.
Mercenary Oathband – Strategic Ploy Stratagem
Efficient and eager to stake their next claim, the Kin are ready to board their transports at a moment’s notice to reach fresh prizes.
WHEN: End of your opponent’s
Fight phase.
TARGET: One
LEAGUES OF VOTANN INFANTRY unit from your army that is not within
Engagement range of one or more enemy units and one friendly
TRANSPORT it is able to
embark within.
EFFECT: If your
LEAGUES OF VOTANN unit is wholly within 6" of that
TRANSPORT, it can embark within it.
Mercenary Oathband – Strategic Ploy Stratagem
The Hernkyn of mercenary oathbands are swift to outflank and outmanoeuvre the enemy, seeking avenues by which to punish any vulnerability as well as scouting for new sources of wealth.
WHEN: End of your opponent’s
Fight phase.
TARGET: One
HERNKYN unit from your army that is not within
Engagement Range of one or more enemy units. Alternatively, you can spend 2YP and target up to two
HERNKYN units from your army that are not within Engagement Range of one or more enemy units instead.
EFFECT: Remove your units from the battlefield and place them into
Strategic Reserves.
ARMOURED CAVALRY ENCIRCLE THE FOE, SPEARHEADED BY SPEEDING SAGITAURS
Scouting out the foe’s positions and performing reconnaissance in force, speeding Sagitaurs lead the armoured charge of the Kin.
Friendly
SAGITAUR units have
Scouts 6".
Enhancements
- Saturation RoundsUPGRADE 20 pts
Scouting out the foe’s positions and performing reconnaissance in force, speeding Sagitaurs lead the armoured charge of the Kin. SAGITAUR unit only. This unit’s ranged attacks have [IGNORES COVER]. |
- Optimised Attack LinesUPGRADE 25 pts
With suitable structural reinforcement, Sagitaurs can smash right through battlefield debris and ruins rather than waste time in circumnavigation. SAGITAUR unit only. This unit has MOBILE. |
Stratagems
COORDINATED CROSSFIRE
1CP
Armoured Trailblazers Stratagem
With their quarry caught outflanked and in the open, the Sagitaurs’ gunners coordinate fire to pick them apart with swift efficiency.
WHEN: Start of your
Shooting phase.
TARGET: Up to two friendly
SAGITAUR units.
EFFECT: Select one enemy unit. Your units’
ranged attacks that target that enemy unit can:
- Re-roll hit rolls of 1.
- Re-roll wound rolls of 1.
Armoured Trailblazers Stratagem
With the foes’ weaknesses identified, outflanking Sagitaurs streak in to exploit the gaps and punch deep into their lines.
WHEN: End of your opponent’s
Movement phase, from the second
battle round onwards.
TARGET: Up to two friendly
SAGITAUR units in
strategic reserves.
EFFECT: Your units each make an
ingress move.
Armoured Trailblazers Stratagem
Intended to shrug off the worst punishment by hostile alien environments, not to mention the hostile aliens themselves, Sagitaurs can withstand remarkable quantities of enemy fire.
WHEN: Your opponent’s
Shooting phase, when an enemy unit targets a friendly
SAGITAUR unit.
TARGET: That
SAGITAUR unit.
EFFECT: Ranged attacks that target your unit with a
S greater than your unit’s
T have -1 to
wound rolls.
THE FURY OF THE KIN WAR MACHINE IS GUIDED BY THE HUNTSMAN’S INSTINCTS OF THE CUNNING HERNKYN
Combining scanning and targeting functions for maximum efficiency, the Hernkyn guide fire unerringly down on their targets.
Friendly
HERNKYN units’
ranged attacks that target a unit within 12" have +1 to
hit rolls.
Enhancements
- Pan-Spectral LockonsUPGRADE 20 pts
Employing their pan‑spectral scanners and frontier‑scouting instincts, the Pioneers rapidly locate enemy forces and mark their positions for their comrades. PIONEERS unit only. In your Shooting phase, you can select one visible enemy unit within 12" of this unit. That enemy unit is spotted:
- While a unit is spotted, that unit has +3" detection range.
|
- Shroudwërke TalismansUPGRADE 25 pts
These small, rugged devices project a modified weavewërke field that, instead of shielding the bearer physically, deadens their signature on enemy scanners and confounds predatory senses. YAEGIRS unit only. This unit has -3" detection range |
Stratagems
Farseekers Stratagem
Casting a jaundiced eye over the so-called fortifications of their foes, the Hernkyn quickly identify weak spots in the enemy defences and spread the word to their comrades.
WHEN: Start of your
Shooting phase.
TARGET: One friendly
HERNKYN unit.
EFFECT: Select one
visible enemy unit within 12" of your unit. Friendly
LEAGUES OF VOTANN units’ attacks that target that enemy unit have
[IGNORES COVER].
Farseekers Stratagem
Knowing the burden of responsibility placed upon them by Kindred and Ancestors, Hernkyn focus on their marksmanship with a stern determination that makes every shot count.
WHEN: Your
Shooting phase, when a friendly
HERNKYN unit is
selected to shoot.
TARGET: That
HERNKYN unit.
EFFECT: Your unit’s
ranged attacks have
[LETHAL HITS].
Farseekers Stratagem
Pioneers operate in great peril behind hostile lines so often that it becomes second nature to respond with alacrity and cunning to the slightest scraps of intelligence on enemy movements.
WHEN: Your opponent’s
Movement phase, when an enemy unit ends a move within 8" of a friendly
unengaged PIONEERS unit.
TARGET: That
PIONEERS unit.
EFFECT: Your unit can make a
normal move of up to D3+3".
UNIQUE: Hearthguard
DRAWN TOGETHER TO COMPLETE A VITAL MISSION, THE KIN’S ELITE FIGHT WITH FOCUS AND UNITY
Shouldering the greatest responsibility for achieving victory, the elites of the Hearthband fight hardest of all to defeat and destroy their foes.
Friendly
KÂHL/
EINHYR CHAMPION/
EINHYR HEARTHGUARD/
ÛTHAR THE DESTINED units’
ranged attacks that target a unit within 9" can re-roll
wound rolls of 1.
This
detachment has the HEARTHGUARD tag and cannot be taken with another
HEARTHGUARD detachment.
Enhancements
Not easily do the greatest Kâhls of the Kin let go their grasp on life, not while they might yet benefit the Votann further. KÂHL model only. In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 4+, do not remove that model from the battlefield; after this unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield. |
A rare cloneskein threads this warrior’s bone structure and epidermis with metallic fibres. KÂHL model only. This model has +2 W. |
Stratagems
Hearthguard Covenant 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, when an enemy unit targets a friendly
EINHYR HEARTHGUARD unit.
TARGET: That
EINHYR HEARTHGUARD unit.
EFFECT: Your unit has 4+
InSv.
Hearthguard Covenant 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, when a friendly
EINHYR HEARTHGUARD unit is
selected to shoot.
TARGET: That
EINHYR HEARTHGUARD unit.
EFFECT: Your unit’s
ranged attacks have:
- +1 S.
- If you spend 1 YP, [SUSTAINED HITS 1].
MATERIALISATION MATRICES
1CP
Hearthguard Covenant 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: Your
Movement phase, when a friendly
EINHYR HEARTHGUARD unit with
Deep Strike is selected to make an
ingress move.
TARGET: That
EINHYR HEARTHGUARD unit.
EFFECT:- Your unit can be set up anywhere on the battlefield that is more than 6" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
- Your unit is not eligible to declare a charge until the end of the turn.
In this section you’ll find additional rules for playing Crusade battles that are bespoke to LEAGUES OF VOTANN units. You can find out more about Crusade armies in the main Crusade rules.
This section contains the following rules:
KINDRED ACQUISITIONSThe Kin maintain a frontier survivalist attitude to their existence in the galaxy. They must continually look to claim precious resources if they are to thrive and expand their territory further. In
this section, you will find rules to represent the Kin’s acquisitive nature, detailing how to gain a number of resources and how to spend them to gain and upgrade
kindred assets - each of which will grant your
Crusade force a special ability.
EXPEDITIONSThe
LEAGUES OF VOTANN are great explorers and prospectors, seeking always to strengthen their kindred with new resources and knowledge. The rules presented in
this section allow you to launch an expedition with set
goals and the promise of great rewards should it be successful.
AGENDASLEAGUES OF VOTANN armies can attempt to achieve unique
Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.
REQUISITIONSLEAGUES OF VOTANN armies have access to a number of bespoke
Requisitions in addition to those found in other publications.
BATTLE TRAITSAs they gain
experience and prowess,
LEAGUES OF VOTANN units in your Crusade force can be given one of the
Battle Traits in this section instead of one presented elsewhere.
CRUSADE RELICSIn addition to the Crusade Relics presented in other publications,
LEAGUES OF VOTANN CHARACTER models can claim one of the
Crusade Relics found here.
CRUSADE BADGESHere you will find three
Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal or take the opportunity to start a new Crusade force.
If your Crusade force includes any LEAGUES OF VOTANN units, then your Crusade force can embark on a campaign of acquisition to complete contracts and maintain assets.
The Kin are masters of harvesting the galaxy’s resources, including many other species cannot fathom.
There are four types of fundamental resources you can gain. In addition to your
Order of Battle, you should have an
Acquisitions tracker that you can use to keep a note of your Crusade force’s current number of each type of resource. The fundamental resources you can gain are:
Raw Minerals
Biomatter
Energy Sources
Galactic Intel
Each time you play a battle, if your Warlord was a
LEAGUES OF VOTANN CHARACTER model, you will gain fundamental resources after that battle. The type of fundamental resource gained is randomly determined by rolling on the table below:
| D6 | RESOURCE GAINED | | 1 | Raw Minerals | | 2 | Biomatter | | 3 | Energy Sources | | 4 | Galactic Intel | | 5-6 | Resource of your choice |
|
Then, the amount of that fundamental resource gained is randomly determined by the size of the battle just played:
| BATTLE SIZE | AMOUNT OF RESOURCE GAINED | | Combat Patrol | D6x5 | | Incursion | D6x10 | | Strike Force | 2D6x10 | | Onslaught | 3D6x10 |
|
Some precious elements occur only infrequently. The Kin seek such exotic resources with particular acquisitiveness.
Each time you win a battle, after gaining resources from that battle roll one D6: on a 6, you have also gained one rare resource (roll on the
Resource Gained table to randomly determine what type of rare resource is gained).
If a rule tells you that you have gained a rare resource, make a separate note of that on your
Acquisitions tracker. These resources are used for the completion of certain special projects, but each time you gain such a resource, you can, if you choose to, convert it into 50 regular units of the same resources type. For example, if a rule says you gain 1 rare raw mineral, you can either add rare raw mineral x 1, or you can add raw minerals x 50 to your
Acquisitions tracker.
The Kin do not simply hoard all of their resources but funnel much of them back into their civilisation to ensure its strength and survival.
After you have gained resources after a battle, you can purchase one kindred asset from those presented below. To do so, spend the relevant resources and add that kindred assets name to your
Acquisitions tracker. You now gain the associated Crusade effect for that kindred asset.
You can instead choose to upgrade a kindred asset, but only if you already have that kindred asset, by spending the required resources. If you do, note on your
Acquisitions tracker that the asset has now been upgraded and you gain the associated upgraded Crusade effect for that kindred asset.
A Crusade force cannot have more than one of each kindred asset (with the exception that you can have up to three of mining outpost). Each kindred asset can only be upgraded once.
Lost battles risk an unforgiveable waste of crucial resources that could have been more efficiently employed.
After each battle, if you have four or more kindred assets and you lost that battle, after gaining resources but before spending any, you must roll one D6: on a 1, randomly select one of your kindred assets. That kindred asset has ceased to work efficiently and is inactive (including any upgraded Crusade effect it has).
To reactivate an asset, you must spend half of the resources that were originally required to gain that kindred asset and that kindred asset’s Crusade effect (including any upgraded Crusade effect it has) can then be used again.
Kindred Assets
Raw Minerals x 30
Energy Sources x 30
Galactic Intel x 50
Crusade EffectEach time you gain any amount of raw minerals, add 20 to the amount you gain for each mining outpost you have.
UPGRADE COST
Upgraded Crusade EffectEach time you gain any amount of raw minerals, add an additional 10 to the amount you gain (for a total of +30 from this mining outpost).
Raw Minerals x 30
Biomatter x 30
Energy Sources x 50
Crusade EffectAfter each battle, you can use the
Guild Patronage Requisition once.
UPGRADE COST
Energy Sources x 100
Rare Raw Minerals x 1
Upgraded Crusade EffectAfter each battle, you can use the
Guild Patronage Requisition twice.
Raw Minerals x 50
Biomatter x 50
Energy Sources x 50
Galactic Intel x 50
Crusade EffectEach time a
LEAGUES OF VOTANN unit from your Crusade army is
Marked for Greatness, that unit gains an additional 1XP.
UPGRADE COST
Galactic Intel x 100
Energy Sources x 1
Upgraded Crusade EffectAfter each battle, select one additional
LEAGUES OF VOTANN unit from your Crusade army to be Marked for Greatness.
Raw Minerals x 100
Biomatter x 50
Energy Sources x 50
Crusade EffectEach time you roll to randomly determine a type of resource, you can re-roll the dice.
UPGRADE COST
Raw Minerals x 100
Rare Biomatter x 1
Upgraded Crusade EffectAfter each battle, if your Crusade force is on an
expedition, you can choose to remove 1 rare resource from your
Acquisitions tracker. If you do, increase the maximum length of the expedition by 1 battle.
Biomatter x 100
Energy Sources x 100
Crusade EffectAfter each battle, you can re-roll failed
Out of Action tests for
LEAGUES OF VOTANN units (excluding
VEHICLES) from your Crusade army.
UPGRADE COST
Biomatter x 50
Rare Energy Sources x 1
Upgraded Crusade EffectEach time you roll a D6 to see if your
Crusade force has gained a rare resource, you can re-roll the dice.
Raw Minerals x 50
Biomatter x 50
Galactic Intel x 50
Crusade EffectAfter each battle, randomly determine one
fundamental resource. For each Yield point you had at the end of the battle, gain 10 of that resource.
UPGRADE COST
Raw Minerals x 50
Galactic Intel x 50
Rare Biomatter x 1
Upgraded Crusade EffectAt the start of the first
battle round, you can spend 20 of any fundamental resource. If you do, gain 2 Yield points. These do not count towards the total Yield points you have.
Raw Minerals x 50
Biomatter x 50
Galactic Intel x 100
Crusade EffectBefore each battle, you can use the
Field Testing Requisition once for 1RP instead of 2RP.
UPGRADE COST
Raw Minerals x 100
Rare Galactic Intel x 1
Upgraded Crusade EffectBefore each battle, you can use the
Field Testing Requisition twice for 1RP instead of 2RP.
Raw Minerals x 50
Biomatter x 100
Energy Sources x 50
Crusade EffectAfter each battle, when you determine which
fundamental resource you gain, if it is not biomatter, gain 20 biomatter.
UPGRADE COST
Biomatter x 100
Rare Raw Minerals x 1
Upgraded Crusade EffectAt the end of each battle, each
LEAGUES OF VOTANN unit from your Crusade army that is on the battlefield (excluding
VEHICLES) gains 1XP.
LEAGUES OF VOTANN Crusade forces that are not on an expedition can commit their precious time and resources into a new expedition with the intention of profiting from their efforts.
Each time your Crusade force launches an expedition, you must decide the level of backing you will give it, the goal of the expedition, and any guild contracts your Crusade force will attempt to complete along the way.
Select one of the following levels of backing for your Crusade force’s expedition. Each level of backing has a cost in resources, and determines the maximum length of the expedition. The
fundamental resources spent to meet the cost can be the same resource, or a mixture of fundamental resources. If you choose a higher level of backing, you must spend the required resources to do so.
| LEVEL OF BACKING | RESOURCE COST | MAXIMUM LENGTH OF EXPEDITION | | Lean Operation | None | 5 battles | | Balanced Stake | 30 fundamental resources of any kind | 6 battles | | High Investment | 60 fundamental resources of any kind | 7 battles |
|
Select one of the following goals for your expedition. Each goal describes a condition your
Crusade force must meet to complete that goal, and the reward for completing that goal.
FARSTRYD EXPLORATION
CONDITION
While on this expedition, units from your Crusade force gained 2XP or more from the
Prospecting Agenda in three or more battles.
REWARD
You can select one
LEAGUES OF VOTANN CHARACTER unit from your Crusade force to gain 3XP. In addition, you can add one mining outpost kindred asset to your
Acquisitions tracker (to a maximum of 3).
RESOURCE REALLOCATION
CONDITION
While on this expedition, your Crusade force has used the
Red-handed Harvest Requisition three or more times.
REWARD
You can select one
LEAGUES OF VOTANN CHARACTER unit from your Crusade force to gain 3XP. In addition, select one
fundamental resource and double the amount of that resource that you currently have.
MONOPOLISE SITE
CONDITION
While on this expedition, your Crusade force has won three or more battles.
REWARD
You can select one
LEAGUES OF VOTANN CHARACTER unit from your Crusade force to gain 3XP. In addition, select one of your kindred assets and upgrade it without spending the required resources.
When you start an
expedition, you can also select one guild contract to attempt during that expedition. Each guild contract describes a condition your
Crusade force must meet to complete that contract. At the end of your expedition, if you have completed the contract, you gain that contract’s associated reward, otherwise you suffer the penalty attached to that contract.
| GUILD TYPE | CONTRACT | REWARD | PENALTY | MINING | Extraction - Minerals: At the end of the expedition, have an expedition total of 60 or more raw minerals. | 1 rare raw mineral | Until your Crusade force next completes an expedition, you cannot use the Guild Patronage Requisition, even if you have a trading hub. | | Extraction - Energy: At the end of the expedition, have an expedition total of 60 or more energy sources. | 1 rare energy source | SCIENCE | Research - Biology: At the end of the expedition, have an expedition total of 60 or more biomatter. | 1 rare biomatter | Until your Crusade force next completes an expedition, you cannot purchase, upgrade or reactivate kindred assets. | | Research - Emergent Field: At the end of the expedition, have an expedition total of 1 or more rare resources. | 50 of one fundamental resource (of your choice) | MAPPING | Exploration - Intelligence: At the end of the expedition, have an expedition total of 60 or more galactic intel. | 1 rare galactic intel | Until your Crusade force next completes an expedition, each time you roll to determine the fundamental resource gained or the amount of resources gained, subtract 1 from the roll, to a minimum of 1. | | Exploration - New Horizons: At the end of the expedition, units from your Crusade force gained 30XP or more during that expedition. | 25 of two fundamental resources (of your choice) |
|

After a battle, you can end an expedition or if the number of battles you have played during this expedition is equal to the maximum allowed by your level of backing, the expedition ends. Each time you end an expedition, do the following, in order:
- If your Crusade force has met the expedition goal you selected, gain the associated reward.
- If your Crusade force has selected a guild contract, gain the associated reward or penalty.
Once you have ended an expedition, your Crusade force is no longer on an expedition, and you can launch a new one.
If your Crusade army includes any LEAGUES OF VOTANN units, you can select Agendas from those presented here.
In the eyes of the Kin, battle is no excuse to suspend hunting out promising avenues of exploitation entirely.
At the end of the battle, for each battlefield edge other than your battlefield edge, select one
LEAGUES OF VOTANN unit from your Crusade army that is wholly within 9" of that edge and not wholly within 9" of any other battlefield edge. Each unit you select gains 2XP. At the end of the battle, if units from your Crusade army gained a combined total of 4XP or more from this Agenda, you gain 20 raw minerals in addition to any other
fundamental resources gained.
Those who meet the arcane calculations and interpreted prophecies of the Votann in their service to hearth and hold are rightly vaunted for their martial efficiency.
At the start of the first
battle round, declare a number of Yield points. At the end of the battle:
- If your Crusade army has precisely that number of Yield points, your WARLORD gains 3XP.
- If your Crusade army has either one less, or one more Yield point than you declared, your WARLORD gains 2XP.
- If your Crusade army has either two less, or two more Yield points than you declared, your WARLORD gains 1XP.
At the end of the battle, if units from your Crusade army gained a combined total of 2XP or more from this Agenda, you gain 20 galactic intel in addition to any other
fundamental resources gained.
In search of the rarest substances, the most ancient of Votannic artefacts or surviving CUs and legacy vaults, kindred forces will embark on hunts as extensive as they are thorough.
Each time you gain control of an objective marker you have not previously controlled this battle, that objective marker becomes searched by your Crusade army. Each time an objective marker becomes searched by your Crusade army, select one
LEAGUES OF VOTANN unit from your Crusade army that is within range of that objective marker. That unit gains 2XP. A unit cannot gain more than 4XP per battle from this Agenda.
At the end of the battle, if all objective marker on the battlefield have been searched by your Crusade army during the battle, you can select which fundamental resource you gain after the battle (you still randomly determine how much of that resource you gain) and, if units from your Crusade army gained a combined total of 6XP or more from this Agenda, you gain 20 energy sources in addition to any other
fundamental resources gained.
Kin are incredibly hardy but more enduring still are their faultless memories of those who wronged them and the hatred they nurse until restitution is met.
Each time a
LEAGUES OF VOTANN unit from your Crusade army with one or more
Battle Scars destroys an enemy unit, that
LEAGUES OF VOTANN unit gains 2XP. If, when you select this Agenda, you have already played one or more battles against that opponent in your campaign, then each time a
LEAGUES OF VOTANN unit from your Crusade army with one or more Battle Scars destroys an enemy unit, that
LEAGUES OF VOTANN unit gains 3XP instead. At the end of the battle, if units from your Crusade army gained a combined total of 4XP or more from this Agenda, you gain 20 biomatter in addition to any other
fundamental resources gained.
If your Crusade force includes any LEAGUES OF VOTANN units, you can spend Requisition points (RP) on any of the following Requisitions.
RED-HANDED HARVEST1RP
Foes are of little relevance to the Kin alive. Once their corpses, technologies or data have been picked over or recycled, they can be of greater utility to a kindred.
Purchase this Requisition at the end of a battle, if your
Crusade force is on an
expedition. Count the number of enemy units destroyed at the end of that battle, then roll that many D6. For each 5+, gain 10 of the
fundamental resource below that corresponds with the
Faction keyword of your opponent’s Crusade army.
| OPPONENT’S KEYWORDS | FUNDAMENTAL RESOURCE | | AELDARI, T’AU EMPIRE | Raw Minerals | | CHAOS, IMPERIUM | Galactic Intel | | NECRONS | Energy Sources | | GENESTEALER CULTS, ORKS, TYRANIDS | Biomatter |
|
GUILD PATRONAGE1RP
It is materially beneficial to cultivate alliances and favourable trading contacts with various guilds.
Purchase this Requisition at the end of a battle, if your Crusade force has a trading hub kindred asset (and it is not inactive). You can do one of the following:
- Spend 60 of one type of fundamental resource, then select another fundamental resource and gain 50 of that resource.
- Spend 1 rare resource, then gain 50 of the corresponding fundamental resource.
- Spend 1 rare resource, then randomly generate 1 rare resource.
FIELD TESTING2RP
Every blood-slick battlefield is an opportunity to assess and analyse the potency of new technologies.
Purchase this Requisition before any battle, if your Crusade force has an evaluation vault
kindred asset (and it is not inactive). Select one
LEAGUES OF VOTANN INFANTRY or
LEAGUES OF VOTANN MOUNTED unit from your Crusade army (you cannot select an
EPIC HERO or a unit that has the Weapon Modification
Battle Honour). Until the end of the battle, increase that unit’s
Crusade points by 1. Select one Weapon Modification from the
Weapon Modifications Battle Honour table, or randomly select two (see the main Crusade rules). Once per battle, when that unit is selected to shoot or fight, that unit can use the modifications selected before the battle. These apply to all weapons equipped by models in that unit until the end of the phase.
RETURNED TO THE ANCESTORS1RP
When a great hero of the Kin is slain, nothing is wasted, if possible, least of all the years of experience they have accumulated. To live a long life full of accomplishments is to enrich the Votann and become one with the ancestors.
Purchase this Requisition when a
LEAGUES OF VOTANN CHARACTER unit from your Crusade force that has gained at least the Blooded
rank gains a
Battle Scar. Remove that unit from your Crusade force. You immediately gain D6x5 biomatter and D6x5 raw minerals. In addition, for each
Battle Honour that unit had, you gain D6x5 galactic intel and each other Leagues of Votann unit from your Crusade force gains 1XP.
When a LEAGUES OF VOTANN unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.
The Kin under this grim hero’s stern and humourless gaze are rarely found wanting.
Improve the Objective Control and Leadership characteristics of models in this unit by 1.
Dwelling on pain is a waste of energy that this warrior demands be put to better use.
CHARACTER models in this unit have the
Feel No Pain 5+ ability and you can re-roll
Out of Action tests taken for this unit.
Some Kin harbour extremely long-standing grudges against their most hated nemeses.
At the start of the battle, select one unit from your opponent’s Crusade army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [precision] abilities.
The magna-coil bikes of these Hernkyn have been augmented with energistic cells that lend them greater acceleration.
Add 2" to the Move characteristic of models in this unit.
Beneath their armour, these explorers wear void suits woven from adaptive nanofibres that absorb excesses of energy.
Models in this unit have a 5+ invulnerable save.
Used to relying on limited support, these Kin leverage the engineering expertise of their former lives to adapt and enhance their fearsome guns.
Add 6" to the Range characteristic of ranged weapons equipped by models in this unit.
These callous fighters have a reputation for methodical aggressive acquisition.
This unit always has Hostile Acquisition, even while units from your Crusade army have Fortify Takeover.
Bitterly ill-tempered, these kindred soldiers allow for no loss to pass unanswered.
Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength. In addition, add 1 to the Wound roll if this unit is Below Half-strength.
In the desperate anarchy of close-quarters fighting, these Kin unleash the rage of their forebears.
Melee weapons equipped by models in this unit have the [sustained hits 1] ability.
As defenders of their kindred's future, these warriors are particularly disciplined.
At the start of the battle, you can select one objective marker on the battlefield. While this unit is within range of that objective marker, it has Fortify Takeover, even while units from your Crusade army have Hostile Acquisition.
Battlefield experience has hardened these warriors against both fear and suffering.
While units from your Crusade army have Fortify Takeover, each time an attack with an unmodified Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.
Veterans of prodigious martial skill, these soldiers pride themselves on their murderous combat efficiency.
Each time this unit is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.
When a LEAGUES OF VOTANN CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.
GREY CREST
This cunningly wrought armour crest contains helical circuit threads believed to have been traded from a mysterious alien species long since lost to the darkness between the stars. It projects a veil of obfuscatory energies able to fool both organic and artificial senses and conceal the bearer and their companions from the enemy’s sights.
Models in the bearer’s unit have the
Stealth ability.
FLÂYRE
This remarkable weapon is said to contain the bound fury of a colossal solar flare, syphoned from amidst the atomic fury of a raging star and trammelled within knotwêrk energy fields. If not some boast of the Brôkhyr, how such immense energies could be contained and channelled is unclear, but the puissant fury of Flâyre cannot be denied. This war tool’s killing edges burn so bright that they are painful to look upon as it streaks through the air. It is as swift and deadly as an unleashed starstorm, leaving nothing but charred enemy corpses in its wielder’s wake.
While units from your Crusade army have
Hostile Acquisition, add 2 to the Attacks characteristic of the bearer’s melee weapons. While units from your Crusade army have
Fortify Takeover, add 1 to the Attacks characteristic of the bearer’s melee weapons.
MURMURING STAVE
The immaculate Votann-forged psychocircuitry embedded within this ancient stave enables the wielder to access their otherworldly powers better. It is said that a suitably talented Grimnyr who holds this stave hears the faint voices of the Votann themselves in their mind and can interface with them to gain their guidance at will.
GRIMNYR only. When selecting Agendas for a battle, you can select one additional
Leagues of Votann Agenda for that battle.
THYRIKITE PLATE
Few substances mined from within the galactic core are as rare or dangerous to obtain as thyrikite. Occurring only within the gravitic tsunamis of the Thykus Cluster - home to the abhorrent Skorvexi - this substance is an insulating and phenomenally resilient alloy. Only once has enough thyrikite been harvested to fashion an entire suit of armour, but that suit remains a precious relic of the leagues to this day.
While units from your Crusade army have
Hostile Acquisition, each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. While units from your Crusade army have
Fortify Takeover, each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1.
WAYFARER’S GRACE
This one-of-a-kind void suit was crafted for the famed Hernkyn adventurer Simmka Farstryd as thanks for her saving the hold world of Hyvôk’s Kindred. Incorporating ancient technological secrets interpreted from Votannic lore, Wayfarer’s Grace acts as a life support system for its wearer. Monitoring their vital statistics constantly, the suit provides medical support and can even restart its wearer’s stopped heart in extremis.
The first time the bearer is destroyed, roll one D6 at the end of the phase: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within
Engagement Range of one or more enemy units, with 3 wounds remaining.
FIRST KNIFE
Almost every commander of the kinhost carries a plasma knife. Typically ceremonial badges of high office and rarely used except as a last resort, the First Knife is of greater cultural significance and offensive use. Triggering its blade unleashes a beam of energy that can slice through foes at close range. More than one ambusher or double-crossing envoy has discovered, to their cost, just how deadly the First Knife can be.
Each time the bearer makes a melee attack, you can re-roll the
Hit roll and you can re-roll the
Wound roll. At the end of the
Fight phase, you can select one enemy unit within
Engagement Range of the bearer and spend up to 4 Yield points. Roll one D6 for each point spent: for each 2+, that enemy unit suffers 1
mortal wound.
When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.
Exemplary Hero
Your commitment to duty has garnered quiet praise and great respect amongst the kindred. Your deeds have laid the solid foundations of an unimpeachable example to guarantee the kindreds success. Yet far greater horizons - and threats - await your steely assessment, where your prodigious skills can be put to ever more worthy efficiencies.
Vaunted of the Hearth
Boldly meeting the ancestors’ expectations, you have forged new paths into the dark void along which glittering streams of resources flow back into the hold. Venerable guild contacts favour your host as it opens new frontiers, and your battle tactics have proven decisive, hammering foes that dare deny your claims. But greater conquests are needed to feed the hungry maws of industry.
Kindred Legend
Yours is a grim tally of conquest and exploration that has enriched the Votann beyond measure. You have sung war songs atop the corpses of your nemeses and amassed a lifetime of new experience. The watching ancestors have indeed judged you worthy.
- You have completed one or more high investment expeditions.
- You have two or more upgraded kindred assets.
- You have won ten or more battles.
- You have completed three or more different guild contracts.
- You have gained at least 1 of every type of rare resource.
- You have used the Returned to the Ancestors Requisition one or more times.
Introduction
Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.ARMY FACTIONA keyword that will be shared by all units in your army.
MUSTERING RULESWhich units you are allowed to include in your army.
FORMING BOARDING SQUADSAny additional rules that will apply in the missions
Form Boarding Squads step. Note that not all Detachments will have these.
RULES ADAPTATIONSSome units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.
ARMY RULEDue to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.
DETACHMENT RULEEach faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.
ENHANCEMENTSFurther Enhancements that you can give to
CHARACTER models from your army, beyond those(
Boarding Actions Enhancments), will be found here.
STRATAGEMSAdditional Stratagems that you can use, in addition to those (
Boarding Actions Stratagems), will be found here.
The salvage fleets of the Leagues of Votann secure material resources and recover stolen technologies. Their aggressive salvage operations bring them into conflict with hostile foes. It is fortunate, therefore, that Kin soldiers are well suited to combat in the close confines of space hulks and voidships.
You can include up to two of the following units (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of each of the following units:
You can include up to one of the following unit:
- The EINHYR CHAMPION model loses the Mass Driver Accelerators and Teleport Crest abilities.
- The HEARTHKYN WARRIORS unit loses the Luck Has. Need Keeps. Toil Earns ability.
- The KÂHL model loses the Teleport Crest ability.
Eternal Resentment
The Kin are slow to anger, but their enmity, once earned, is eternal. Kin war-leaders will go to almost any length to destroy the targets of their ire and will not stop until every last one of their foes has been punished.
Units from your army with the Eye of the Ancestors ability retain that ability and gain this one.
At the start of the first
battle round, select one enemy unit on the battlefield. That unit gains 1 Judgement token. In addition, each time an enemy unit with 1 or more Judgement tokens is
destroyed, you can place 1 Judgement token on an enemy unit that is
visible to one or more
LEAGUES OF VOTANN models from your army.
Stalwart Advance
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
LEAGUES OF VOTANN unit from your army has shot, if one or more enemy units were
destroyed by those attacks and that
LEAGUES OF VOTANN 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.
Masterful Construction 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 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 LEAGUES OF VOTANN 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. |
Stratagems
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
LEAGUES OF VOTANN unit from your army.
EFFECT: Select one closed
Hatchway on the battlefield and open it.
RESTRICTIONS: You can only use this Stratagem once.
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.
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
LEAGUES OF VOTANN 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.
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
LEAGUES OF VOTANN 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.
During the most punishing void battles, when the butcher’s bill is spiralling but the promised rewards still justify the cost of conflict, the most expedient plan is often also the most direct. Gathering the might of the Einhyr, the Kin launch a single, thunderous strike to end all enemy resistance.
You can include up to two of the following unit:
You can include up to two of the following unit:
Eternal Resentment
The Kin are slow to anger, but their enmity, once earned, is eternal. Kin war-leaders will go to almost any length to destroy the targets of their ire and will not stop until every last one of their foes has been punished.
Units from your army with the Eye of the Ancestors ability retain that ability and gain this one.
At the start of the first
battle round, select one enemy unit on the battlefield. That unit gains 1 Judgement token. In addition, each time an enemy unit with 1 or more Judgement tokens is
destroyed, you can place 1 Judgement token on an enemy unit that is
visible to one or more
LEAGUES OF VOTANN models from your army.
Wrought in Wrath
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
LEAGUES OF VOTANN units from your army.
Celebrated Folk Hero 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 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. |
Stratagems
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
LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the
Wound roll.
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
LEAGUES OF VOTANN 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.
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.
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
LEAGUES OF VOTANN unit from your army ends a
Charge move.
TARGET: That
LEAGUES OF VOTANN 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.