Leagues of Votann
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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.

Books

BookKindEditionVersionLast update
  Leagues of Votann
  Leagues of VotannFaction Pack101.3April 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.0

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).

Introduction

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:

1
DETACHMENT RULE
The 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.

2
ENHANCEMENTS
When 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.

3
STRATAGEMS
Your 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.

Army Rules

Prioritised Efficiency

As the Kin truth describes, Luck has. Need keeps. Toil earns. The kinhost’s ability to efficiently switch its strategic footing embodies this wisdom. It results from swift assessments of a foe’s possessions, how best to seize them for the kindred’s need and then to stubbornly toil to hold them against counterattacks.

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

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

Needgaârd Oathband

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.

Detachment Rule

Martial Leverage

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.

  • Dead Reckoning 10 pts

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.

  • Iron Ambassador 5 pts

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.

  • Ancestral Crest 15 pts

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

VOID HARDENED
1CP
Needgaârd Oathband – Wargear Stratagem
Between their resilient armour and technology and their capacity to stoically endure pain and suffering, the Kin can weather devastating attacks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets, if units from your army have Fortify Takeover.

TARGET: One 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.
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic Stratagem
A kinhost's warriors take great pride in their combat proficiency as a symbol of their hold’s honour. The drive to cleave their foes apart is given greater impetus in pursuit of their kindred's needs.
WHEN: Fight phase.

TARGET: One 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.
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy Stratagem
Not for the Kin the sudden panic of the rout. Instead, they fall back steadily and by squads, laying down suppressing fire while preparing fresh assaults.
WHEN: Your Movement phase, just after a 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.
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic Stratagem
Some foes are so loathed that their ancestors are told to pass a sentence upon them. Marked for death, these enemies suffer the undiluted wrath of the Kin.
WHEN: Your Shooting phase.

TARGET: One 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.
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic Stratagem
Sensor-network calibration tied to the HunTR modules on Kin weaponry can portly automate targeting to ensure the uncompromising judgement of the Votann is carried out without fail.
WHEN: Your Shooting phase.

TARGET: One 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.
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy Stratagem
Once prizes have been seized, the Kin focus their efforts upon maximising their control and respond with redoubled fury to attempts to loosen their grip.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Fortify Takeover.

TARGET: One 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.

Persecution Prospect

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.

Detachment Rule


Assailed From Every Angle

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

  • Eye for Weakness 25 pts

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).

  • Surgical Saboteur 10 pts

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.

  • Nomad Strategist 20 pts

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

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

TARGET: One 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.
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic Stratagem
Beyond the frontiers of kindred territory, survival depends upon swiftness of thought and action.
WHEN: Your Movement phase.

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

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

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

EFFECT: Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, if you spent YP during this use of this Stratagem and/or if that attack targets an assailed unit, you can re-roll the Wound roll.
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic Stratagem
Foes thrown into disarray by the Hernkyn offer a vulnerability that is swiftly exploited.
WHEN: Your Shooting phase.

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

TARGET: One 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.
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy Stratagem
A prospect's warriors will efficiently scatter to minimise the threat of concerted enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One 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.

Dêlve Assault Shift

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.

Detachment Rule


Fury From The Dêlve

Efficiency and practicality are ingrained in all Kin. Thus, the most meagre of Cthonian dêlves are well-equipped networks of passages, accessways and teleport nodes that enable a guild's bionically altered elites to appear where the foe least expects them. They emerge saturated with cyberstimulants and full of fury, ready to smash asunder those who dare trespass amongst their guild’s operations.

CTHONIAN BESERKS units from your army have the Deep Strike ability.

KEYWORDS
CTHONIAN BESERKS units from your army gain the BATTLELINE keyword.

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.

  • Quake Supervisor 20 pts

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.

  • Piledriver 15 pts

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

CYBERSTIMM INFUSION
1CP
Dêlve Assault Shift – Battle Tactic Stratagem
The subdermal shunts of Cthonian Beserks can flood their bodies with stimulant chemicals. So empowered, they can smash through the toughest of enemies as easily as an obdurate ore seam.
WHEN: Fight phase.

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

EFFECT: Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If you spent YP during this use of this Stratagem, you can re-roll the Wound roll instead.
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
With their enemies within reach, the Kin’s fury and momentum become an elemental force that will not be stayed.
WHEN: Fight phase.

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

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

EFFECT: Each time you use this Stratagem, you can spend up to 2YP. Until the end of the turn, add X" to the Move characteristic of models in your unit, where X is the number of YP you spent during this use of this Stratagem, and your unit is eligible to declare a charge in a turn in which it Advanced.
TECTONIC FRACTURE
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
Skilled Cthonian gunners can initiate localised quakes and pressure waves of such intensity that foes struggle to retain their impetus.
WHEN: Your Shooting phase, just after a CTHONIAN EARTHSHAKERS unit from your army has shot.

TARGET: That CTHONIAN EARTHSHAKERS unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one enemy unit hit by one or more of your unit’s attacks this phase. Until the start of your next Shooting phase, subtract 2 from that unit’s Move characteristic and, if you spent YP during this use of this Stratagem, subtract 2 from Charge rolls made for that unit.
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
Every dêlve is threaded with force fields to shield against catastrophe, a protection that can be tapped in battle to support advances into hostile territory.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets, if units from your army have Hostile Acquisition.

TARGET: One 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.
HIDDEN ACCESSWAYS
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
A guild’s elite can swiftly reenter the dêlve’s labyrinth, slipping into an artfully hidden tunnel or activating site-to-site teleports, ready to attack elsewhere at a moment's notice.
WHEN: End of your opponent’s Fight phase.

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

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Brandfast Oathband

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.

Detachment Rule


Mobile Sensor Relays

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

  • Tactical Alchemy 10 pts

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

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

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.
BASTION RUNNING
1CP
Brandfast Oathband – Battle Tactic Stratagem
A Hekaton Land Fortress can be temporarily rigged by its crew for bastion running. They fortify its systems to provide a brief power surge, allowing the tank to smash its way through hostile environments.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features.
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear Stratagem
Using specialised beam emission signatures, multispectral ammunition, or broadcasting targeting data, the gunnery crews of Kin war engines can signify priority targets for their comrades.
WHEN: Your Shooting phase, just after a 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".
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy Stratagem
With a narrow-band data burst, those of an oathband who have been wronged can call in the devastating vengeance of their armoured support.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One 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).

Hearthfyre Arsenal

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.

Detachment Rule


Optimal Application

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

  • Fârstrydr Node 20 pts

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.

  • Mantle of Elders 10 pts

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.

  • Graviton Vault 5 pts

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

UNWAVERING ACCURACY
2CP
Hearthfyre Arsenal – Battle Tactic Stratagem
Besides offering stable fire platforms, exoframes have multiple targeting and sensor subsystems that cut through foes' duplicitous evasion.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll; the Wound roll; that attack’s Armour Penetration characteristic.
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy Stratagem
Only after executing their prepared firing solutions will the kinhost's heaviest gun lines move on, dispassionately assessing their next target.
WHEN: Your Shooting phase, just after a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army has shot.

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

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

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

EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next Shooting phase, each time that enemy unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WALL OF STEEL
1CP
Hearthfyre Arsenal – Battle Tactic Stratagem
Ironkin Steeljacks use their indomitable strength and bulk on the charge to crush enemy infantry in brutal, mechanised body slams.
WHEN: Your Charge phase, just after an IRONKIN STEELJACKS unit from your army ends a Charge move.

TARGET: That IRONKIN STEELJACKS unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of your unit and roll one D6 for each model in your unit, rolling two additional D6 if you spent YP during this use of this Stratagem: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy Stratagem
Using their strength and rapid target acquisition subroutines to alter fire arcs swiftly, Thunderkyn and Steeljacks are skilled in focusing on escaping foes that might pose a future threat.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

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

EFFECT: Your unit can shoot as if it were your Shooting phase. When doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, subtract 1 from the Hit roll.
COGITATED NEED
1CP
Hearthfyre Arsenal – Strategic Ploy Stratagem
Focused on aiding their kindred to the best of their abilities, Ironkin Steeljacks locked onto an identified asset will push onward regardless of obstacles.
WHEN: End of your opponent’s Movement phase.

TARGET: One IRONKIN STEELJACKS unit from your army.

EFFECT: Your unit can make a Normal move. When doing so, your unit must end that move as close as possible to the closest objective marker.
UNIQUE: Hearthband

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.

Detachment Rule


Methodical Annihilation

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

  • Bastion Shield 25 pts

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.

  • Ironskein 10 pts

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.

  • High Kâhl 30 pts

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

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

TARGET: One KÂHL, ÛTHAR THE DESTINED or EINHYR HEARTHGUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy Stratagem
The single-minded advance of the Kin rolls over collapsing enemy lines and exploits every fault and weakness, driving on towards the objective.
WHEN: Fight phase.

TARGET: One 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.
FURY OF THE HEARTH
1CP
Hearthband – Battle Tactic Stratagem
As though they unleash the raging flames of their kindred’s hearth upon the enemy, the Einhyr all but drown their enemies in fire.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, improve the Strength characteristic of ranged weapons equipped by models in your unit by 1. If you spend 1YP, until the end of the phase, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability as well.

Mercenary Oathband

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.

Detachment Rule


Ruthless Reinvestment

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.

  • Asset Manipulator 25 pts

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

AUXILIARY CONTRACT
1CP
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.
OPTIMAL EXPENDITURE
1CP
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.
GRAND ARTIFICE
1CP
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.
PRIVATEER ARSENAL
1CP
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.
NEW HORIZONS
1CP
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.
MOBILE EXPLOITATION
1CP
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 Trailblazers

ARMOURED CAVALRY ENCIRCLE THE FOE, SPEARHEADED BY SPEEDING SAGITAURS

Detachment Rule


Sagitaur Spearhead

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.
OUTFLANKING ARMOUR
1CP
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.
BUILT TO LAST
1CP
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.

Farseekers

THE FURY OF THE KIN WAR MACHINE IS GUIDED BY THE HUNTSMAN’S INSTINCTS OF THE CUNNING HERNKYN

Detachment Rule


Eye of the Hunt

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

SCORNFUL ANALYSIS
1CP
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].
NO SHOT WASTED
1CP
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].
ECONOMY OF MOTION
1CP
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

Hearthguard Covenant

DRAWN TOGETHER TO COMPLETE A VITAL MISSION, THE KIN’S ELITE FIGHT WITH FOCUS AND UNITY

Detachment Rule


Avatars of the Ancestors

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

  • High Kâhl 20 pts

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.

  • Ironskein 25 pts

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

KÂHL model only. This model has +2 W.


Stratagems

BRËKKEKNOTS
1CP
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.
FURY OF THE HEARTH
1CP
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.

Crusade Rules

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 ACQUISITIONS
The 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.

EXPEDITIONS
The 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.

AGENDAS
LEAGUES 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.

REQUISITIONS
LEAGUES OF VOTANN armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As 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 RELICS
In addition to the Crusade Relics presented in other publications, LEAGUES OF VOTANN CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here 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.

Kindred Acquisitions

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.

Fundamental Resources

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:

D6RESOURCE GAINED
1Raw Minerals
2Biomatter
3Energy Sources
4Galactic Intel
5-6Resource of your choice

Then, the amount of that fundamental resource gained is randomly determined by the size of the battle just played:

BATTLE SIZEAMOUNT OF RESOURCE GAINED
Combat PatrolD6x5
IncursionD6x10
Strike Force2D6x10
Onslaught3D6x10

Rare Resources

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
.

Kindred Assets

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.

Cost of Failure

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

MINING OUTPOST
Raw Minerals x 30
Energy Sources x 30
Galactic Intel x 50
Crusade Effect
Each time you gain any amount of raw minerals, add 20 to the amount you gain for each mining outpost you have.
UPGRADE COST
Energy Sources x 50
Upgraded Crusade Effect
Each 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).
TRADING HUB
Raw Minerals x 30
Biomatter x 30
Energy Sources x 50
Crusade Effect
After each battle, you can use the Guild Patronage Requisition once.
UPGRADE COST
Energy Sources x 100
Rare Raw Minerals x 1
Upgraded Crusade Effect
After each battle, you can use the Guild Patronage Requisition twice.

FANE AUGMENTATION
Raw Minerals x 50
Biomatter x 50
Energy Sources x 50
Galactic Intel x 50
Crusade Effect
Each 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 Effect
After each battle, select one additional LEAGUES OF VOTANN unit from your Crusade army to be Marked for Greatness.
SCOUT VESSEL
Raw Minerals x 100
Biomatter x 50
Energy Sources x 50
Crusade Effect
Each 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 Effect
After 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.

IMPLANT REFINERY
Biomatter x 100
Energy Sources x 100
Crusade Effect
After 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 Effect
Each time you roll a D6 to see if your Crusade force has gained a rare resource, you can re-roll the dice.
PIONEER FLEET
Raw Minerals x 50
Biomatter x 50
Galactic Intel x 50
Crusade Effect
After 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 Effect
At 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.

EVALUATION VAULT
Raw Minerals x 50
Biomatter x 50
Galactic Intel x 100
Crusade Effect
Before 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 Effect
Before each battle, you can use the Field Testing Requisition twice for 1RP instead of 2RP.
BIORECYC FABRICATOR
Raw Minerals x 50
Biomatter x 100
Energy Sources x 50
Crusade Effect
After 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 Effect
At the end of each battle, each LEAGUES OF VOTANN unit from your Crusade army that is on the battlefield (excluding VEHICLES) gains 1XP.

Expeditions

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.


Launching an Expedition

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.

Backing

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 BACKINGRESOURCE COSTMAXIMUM LENGTH OF EXPEDITION
Lean OperationNone5 battles
Balanced Stake30 fundamental resources of any kind6 battles
High Investment60 fundamental resources of any kind7 battles

Goals

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.

Guild Contracts

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 TYPECON­TRACTRE­WARDPENAL­TY
MIN­ING
Extraction - Minerals: At the end of the expedition, have an expedition total of 60 or more raw minerals.1 rare raw mineralUntil 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 bio­matterUntil 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 intelUntil 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)


Ending an Expedition

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.

Agendas

If your Crusade army includes any LEAGUES OF VOTANN units, you can select Agendas from those presented here.

PROSPECTING

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.
YIELD PROPHECY

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.
EXHAUSTIVE PURSUIT

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.
DEBT TO BE PAID

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.

Requisitions

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 KEYWORDSFUNDAMENTAL RESOURCE
AELDARI, T’AU EMPIRERaw Minerals
CHAOS, IMPERIUMGalactic Intel
NECRONSEnergy Sources
GENESTEALER CULTS, ORKS, TYRANIDSBiomatter
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.

Battle Traits

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.


CHARACTER UNITS
D6
GRIM DEMEANOUR

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.
DOUR SURVIVALIST

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.
PERSONAL GRUDGE

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.

MOUNTED UNITS
D6
REFINED POWER CORES

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.
KV-CERAMIDE UNDERSUITS

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.
FRONTIER WEAPONSMITHS

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.

INFANTRY UNITS
D6
RUTHLESS EFFICIENCY

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.
VENGEFUL

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.
ANCESTRAL FURY

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.
GUARDIANS OF NEED

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.
WAR-WROUGHT

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.
WARRIOR PRIDE

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.

Crusade Relics

When a LEAGUES OF VOTANN CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.


Artificer Relics

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.

Antiquity Relics

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.

Legendary Relics

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.

Crusade Badges

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.

Boarding Actions

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 FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some 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 RULE
Due 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 RULE
Each 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.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Void Salvagers

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.

Mustering a Boarding Patrol

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:

Rules Adaptations

  • 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.

Army Rule

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.

Detachment Rule

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.

Enhancements

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

RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy Stratagem
The Kin possess the accumulated knowledge of their ancestors, including ancient cyphers that enable them to seize control of cogitational systems.
WHEN: Your Command phase.

TARGET: One 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.
POINT-BLANK FIRE
1CP
Void Salvagers – Battle Tactic Stratagem
The Kin are well used to working in close confines and can fire their ranged weapons with precision even within the restrictive corridors of a voidship.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic Stratagem
To draw the ire of the Kin is to invite a swift and brutal death.
WHEN: Your Shooting phase.

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

TARGET: One 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.

Hearthfire Strike

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.

Mustering a Boarding Patrol

You can include up to two of the following unit:
You can include up to two of the following unit:

Rules Adaptations


Army Rule

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.

Detachment Rule

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.

Enhancements

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

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

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

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

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

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

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

Infantry Character

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

Infantry Epic Hero

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

Dedicated Transports

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

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

Characters

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

Dedicated Transports
17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

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

Dedicated Transports

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

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

Dedicated Transports

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

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

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

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

Dedicated Transports

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

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

Characters

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

Dedicated Transports

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

Dedicated Transports
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
Prioritised Efficiency

As the Kin truth describes, Luck has. Need keeps. Toil earns. The kinhost’s ability to efficiently switch its strategic footing embodies this wisdom. It results from swift assessments of a foe’s possessions, how best to seize them for the kindred’s need and then to stubbornly toil to hold them against counterattacks.

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

In your turn, YP gained in this way are always gained before checking which ability 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.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

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

Infantry Character
Assailed From Every Angle
Persecution Prospect Detachment

The Kin of persecution prospects are skilled in escalating their attacks with unrelenting volleys of fire. They pressure the kindred’s foes repeatedly from infiltration positions, unleash enfilading fire from the flanks and surge forward to blaze away at point-blank range before manoeuvring swiftly to other attack angles. Besides the death and destruction they cause, the prospect’s forces leave foes disarrayed, with little chance to rally any ravaged survivors before other Kin capitalise on their plight.

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.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield

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

13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
DEEP STRIKE

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

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.

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

Dedicated Transports
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

SEE ALSO
  • Hazard Rolls 06.03
  • Persisting Rules Effects
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
Optimal Application
Hearthfyre Arsenal Detachment

With advanced engineering knowledge and cogitational expertise, a hearthfyre arsenal’s specialists can apply the resources and information seized by the Kin to eradicate their foes efficiently. Such assets are used to coordinate the devastating fire patterns of the force’s support infantry, empowering already heavily armed Kin to the extent that little can escape their murderous fusillades.

At the end of your Command phase, you gain 1YP for each objective marker you control that is not within your deployment zone and has one or more IRON-MASTER and/or MEMNYR STRATEGIST models from your army within range of it (to a maximum of 2YP gained from this Detachment rule per turn).

In your Shooting phase, each time a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your 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.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
SCOUTS24.31

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
[IGNORES COVER]24.18

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

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
04.03.05 Fought
When all of the attacks made with a melee weapon have been resolved, that weapon has fought.

When all of a model’s selected melee weapons have fought, that model has fought.

When all models in a unit that are making melee attacks have resolved all of those attacks, that unit has fought.

If a unit was selected to fight and none of the models in it make any attacks, it has not fought.
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.
PROSPECTING

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.
02.05.01 Using Keywords & Mixed Keywords in Units
When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

SEE ALSO
  • Mixed Keywords in Units
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 KEYWORDSFUNDAMENTAL RESOURCE
AELDARI, T’AU EMPIRERaw Minerals
CHAOS, IMPERIUMGalactic Intel
NECRONSEnergy Sources
GENESTEALER CULTS, ORKS, TYRANIDSBiomatter
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
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.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).

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