RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Mole grenade launcher blast indirect fire | |||||||
| Mole grenade launcher blast indirect fire | 18" | D6 | 5+ | 5 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Concussion maul anti-monster 3+ anti-vehicle 3+ | |||||||
| Concussion maul anti-monster 3+ anti-vehicle 3+ | Melee | 3 | 4+ | 5 | -2 | 3 | |
| Heavy plasma axe | |||||||
| Heavy plasma axe | Melee | 3 | 4+ | 7 | -2 | 3 | |
| Twin concussion gauntlet twin-linked | |||||||
| Twin concussion gauntlet twin-linked | Melee | 4 | 4+ | 9 | -2 | 2 | |
| YOUR UNIT COSTS | |
| 5 models | 95 |
| 10 models | 190 |









The CTHONIAN keyword is used in the following Leagues of Votann datasheets:
| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
The HERNKYN keyword is used in the following Leagues of Votann datasheets:
The INFANTRY keyword is used in the following Leagues of Votann datasheets:
The KAPRICUS keyword is used in the following Leagues of Votann datasheets:
The LEAGUES OF VOTANN keyword is used in the following Leagues of Votann datasheets:
The TRANSPORT keyword is used in the following Leagues of Votann datasheets:
The VEHICLE keyword is used in the following Leagues of Votann datasheets:
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.



| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
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.
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Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
| Q: | When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order? |
| A: | Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound. |
| Q: | I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls? |
| A: | Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit. |
| Q: | Can I group or allocate a wound to a destroyed model? |
| A: | No. |
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.
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.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:Some weapons are so rare, or so complex and slow to reload, that they can only be used once.
Each weapon with this ability can only be selected to make attacks with once per battle.Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.
This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:| Q: | Do a unit's abilities continue to function while they are embarked within a TRANSPORT? |
| A: | Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail. Example: Azrael is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael’s Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects ‘weapons equipped by models’ in Azrael’s unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead). |
The LEAGUES OF VOTANN and INFANTRY keywords are used in the following Leagues of Votann datasheets:
| Q: | When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible? |
| A: | For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all. This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover. |
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).There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.The LEAGUES OF VOTANN and TRANSPORT keywords are used in the following Leagues of Votann datasheets:
The KÂHL keyword is used in the following Leagues of Votann datasheets:
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.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.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).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.| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.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:The weighing of costs in Kin lives and materiel expended against prospective material benefits is an instinct amongst kinhost commanders. Those who lead needgaârd oathbands leverage the deaths of their foes into these equations at every opportunity. Crushing the enemy’s soldiery and war engines can shift the balance of martial power, enabling a canny commander to spend the advantage it provides elsewhere.
Each time an enemy unit is destroyed, you gain 1YP.The 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: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.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.Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).Dual weapons are often grafted to the same targeting system for greater lethality.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.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.