Leagues of Votann – Datasheets
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Infantry Epic Hero


Berehk Stornbröw
(⌀40mm)
M
6"
T
6
SV
5+
W
5
LD
7+
OC
1
INSV
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Kromlôk’s Revenge – graviton strikes anti-monster 3+ anti-vehicle 3+
Kromlôk’s Revenge – graviton strikes anti-monster 3+ anti-vehicle 3+
Melee
4
2+
10
-2
4
Kromlôk’s Revenge – plasma sweeps
Kromlôk’s Revenge – plasma sweeps
Melee
8
2+
7
-2
2
Warforge Gauntlets extra attacks
Warforge Gauntlets extra attacks
Melee
2
2+
6
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 4+, Leader
FACTION: Prioritised Efficiency
Break the Foe: Melee weapons equipped by models in this model’s unit have the [SUSTAINED HITS 1] ability.
Relentless Avalanche: You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.
UNIT COMPOSITION
  • 1 Berehk Stornbröw – EPIC HERO
This model is equipped with: Kromlôk’s Revenge; Warforge Gauntlets.
YOUR UNIT COSTS
1 model
85
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY; CHARACTER; EPIC HERO; CTHONIAN; BEREHK STORNBRÖW
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment


Buri Aegnirssen
(⌀40mm)
M
5"
T
6
SV
3+
W
5
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern bolt pistol pistol
Autoch-pattern bolt pistol pistol
12"
1
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bane – strike precision
Bane – strike precision
Melee
5
2+
12
-3
3
Bane – sweep
Bane – sweep
Melee
10
2+
6
-2
1
ABILITIES
CORE: Lone Operative, Stealth
FACTION: Prioritised Efficiency
Grudge-fuelled Fortitude: The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining.
Unhinged Vengeance: In your opponent’s Shooting phase, when an enemy unit has shot, if this model lost one or more wounds as a result of those attacks, this unit can make a surge move of up to D6+2".
UNIT COMPOSITION
  • 1 Buri Aegnirssen – EPIC HERO
This model is equipped with: Autoch-pattern bolt pistol; Bane.
YOUR UNIT COSTS
1 model
85
KEYWORDS: INFANTRY; CHARACTER; EPIC HERO; BURI AEGNIRSSEN
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment


Ûthar the Destined
(⌀40mm)
M
5"
T
5
SV
3+
W
5
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Volkanite disintegrator devastating wounds
Volkanite disintegrator devastating wounds
24"
3
2+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blade of the Ancestors devastating wounds
Blade of the Ancestors devastating wounds
Melee
5
2+
6
-3
2
ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Ancestral Fortune: Once per turn, you can spend 1YP to change one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6.
Grim Efficiency: Once per battle round, when a friendly LEAGUES OF VOTANN unit within 12“ of this model is targeted with a Stratagem, this model can use this ability. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
WARGEAR ABILITIES
Rampart Crest: While the bearer is leading a unit, models in that unit have a 5+ invulnerable save.
UNIT COMPOSITION
  • 1 Ûthar the Destined – EPIC HERO
This model is equipped with: volkanite disintegrator; Blade of the Ancestors; rampart crest.
YOUR UNIT COSTS
1 model
90
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; EPIC HERO; KÂHL; ÛTHAR THE DESTINED
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
BRËKKEKNOTS
1CP
Hearthband – Battle Tactic
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment
Avatars of the Ancestors
Stalwart Advance
ENHANCEMENTS
Quake Multigenerator
15
High Kâhl
30
Mercenary Prospector
20

Infantry Character


Arkanyst Evaluator
(⌀32mm)
M
5"
T
5
SV
3+
W
4
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Transmatter inverter – half charge rapid fire 1
Transmatter inverter – half charge rapid fire 1
12"
3
2+
8
-1
1
Transmatter inverter – full charge hazardous rapid fire 2
Transmatter inverter – full charge hazardous rapid fire 2
18"
3
2+
8
-2
2
Transmatter inverter – overcharge hazardous overcharge rapid fire 3
Transmatter inverter – overcharge hazardous overcharge rapid fire 3
24"
3
2+
8
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
Overcharge: Each time the bearer takes a Hazardous test for this weapon profile, subtract 2 from the result.
ABILITIES
CORE: Deadly Demise 1
FACTION: Prioritised Efficiency
Science Guild Support: While this model is within 3" of one or more other friendly LEAGUES OF VOTANN INFANTRY units (excluding units with the Lone Operative ability), this model has the Lone Operative ability.
Resource Transmutation: Once per turn, in your Shooting phase, one model with this ability can use it when it is selected to shoot. If it does, you must spend 1YP and, until the end of the phase, ranged weapons equipped by that model have the [SUSTAINED HITS 1] ability and, after that model has shot this phase, if one or more enemy units were destroyed by those attacks, you can gain up to 2YP.
UNIT COMPOSITION
  • 1 Arkanyst Evaluator
This model is equipped with: transmatter inverter; close combat weapon.
YOUR UNIT COSTS
1 model
70
KEYWORDS: INFANTRY; CHARACTER; ARKANYST EVALUATOR
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
Ruthless Reinvestment
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
40
Etacarn SB9 Targeting Implant
15
Asset Manipulator
25


Brôkhyr Iron-master
M
5"
T
5
SV
4+
W
4
LD
7+
OC
1
BRÔKHYR IRON-MASTER(⌀32mm)
5"
5
4+
1
7+
1
IRONKIN ASSISTANT(⌀28.5mm)
5"
5
4+
1
7+
1
E-COG(⌀25mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
12"
1
3+
4
0
1
Graviton rifle anti-monster 3+ anti-vehicle 3+
Graviton rifle anti-monster 3+ anti-vehicle 3+
18"
3
3+
5
-1
3
Las-beam cutter
Las-beam cutter
6"
1
4+
6
-3
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
Graviton hammer anti-monster 3+ anti-vehicle 3+
Graviton hammer anti-monster 3+ anti-vehicle 3+
Melee
3
4+
9
-1
3
Manipulator arms
Manipulator arms
Melee
3
4+
3
0
1
Plasma torch
Plasma torch
Melee
1
4+
6
-3
2
ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Brôkhyr Guild Support: While this unit is within 3" of one or more friendly LEAGUES OF VOTANN VEHICLE or IRONKIN STEELJACKS units, if this unit is not an Attached unit, it has the Lone Operative ability.
Multispectral Visor: Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1.
Forgewrought Expertise: At the end of your Movement phase, this unit can repair one friendly LEAGUES OF VOTANN VEHICLE, EXOFRAME or IRONKIN STEELJACKS unit within 3" of it. One model in that unit regains up to D3 lost wounds, or up to 3 lost wounds instead if this unit contains an Ironkin Assistant model. Each unit can only be repaired once per turn.
UNIT COMPOSITION
  • 1 Brôkhyr Iron-master
  • 1 Ironkin Assistant
  • 3 E-COGs*
* If this unit’s Brôkhyr Iron-master model is ever destroyed, all of this unit’s remaining E-COG models are also destroyed. While embarking within a TRANSPORT and while embarked within a TRANSPORT, each E-COG model takes up the space of 0 models.

The Brôkhyr Iron-master is equipped with: graviton rifle; graviton hammer.

The Ironkin Assistant is equipped with: las-beam cutter; close combat weapon.

One E-COG is equipped with: Autoch-pattern bolt pistol; close combat weapon.

One other E-COG is equipped with: plasma torch.

One other E-COG is equipped with: manipulator arms.
YOUR UNIT COSTS
5 models
70
LEADER
This model can be attached to the following units:
KEYWORDS – ALL MODELS: INFANTRY; BRÔKHYRBRÔKHYR IRON-MASTER MODEL: CHARACTER; IRON-MASTER
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
Ruthless Reinvestment
Stalwart Advance
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
40
Signature Restoration
5
Calculated Tenacity
15
Fârstrydr Node
20
Graviton Vault
5
Etacarn SB9 Targeting Implant
15
Asset Manipulator
25
Masterful Construction
Obsessive Drive


Einhyr Champion
(⌀40mm)
M
5"
T
5
SV
2+
W
5
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern combi-bolter
Autoch-pattern combi-bolter
24"
4
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Darkstar axe
Darkstar axe
Melee
6
2+
6
-3
2
Mass hammer
Mass hammer
Melee
3
3+
12
-3
D6+1
WARGEAR OPTIONS
  • This model’s mass hammer can be replaced with 1 darkstar axe.
  • This model’s weavefield crest can be replaced with 1 teleport crest.

ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Exemplar of the Einhyr: While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.
Mass Driver Accelerators: Each time this model ends a Charge move, you can select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
WARGEAR ABILITIES
Teleport Crest: While the bearer is leading a unit, models in that unit have the Deep Strike ability.
Weavefield Crest: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Einhyr Champion
This model is equipped with: Autoch-pattern combi-bolter; mass hammer; weavefield crest.
YOUR UNIT COSTS
1 model
65
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY; CHARACTER; EXOARMOUR; EINHYR CHAMPION
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
WEAVEFIELD FLARE
1CP
Hearthfire Strike – Battle Tactic
PAN-SPECTRAL VISUALISER
1CP
Hearthfire Strike – Battle Tactic
GRAVITRONIC PULSE
1CP
Hearthfire Strike – Battle Tactic
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment
Avatars of the Ancestors
Stalwart Advance
Wrought in Wrath
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
40
Etacarn SB9 Targeting Implant
15
Asset Manipulator
25
Masterful Construction
Obsessive Drive
Celebrated Folk Hero
Gûlyk’s Stars


Grimnyr
M
5"
T
5
SV
4+
W
4
LD
6+
OC
1
GRIMNYR(⌀40mm)
INSV
4+
5"
5
4+
1
6+
1
CORV(⌀25mm)
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ancestral Wrath – witchfire psychic
Ancestral Wrath – witchfire psychic
24"
3
3+
6
-2
D3
Ancestral Wrath – focused witchfire hazardous psychic
Ancestral Wrath – focused witchfire hazardous psychic
24"
6
3+
6
-2
D3
Autoch-pattern bolter
Autoch-pattern bolter
24"
2
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ancestral ward stave psychic
Ancestral ward stave psychic
Melee
2
3+
7
-1
D3
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Fortify (Psychic): While this unit is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Grimnyr’s Regard: Once per battle, at the start of any phase, you can select one friendly LEAGUES OF VOTANN unit that is Battle-shocked and within 12" of this unit’s GRIMNYR model. That unit is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Grimnyr
  • 2 CORVs*
* If this unit’s Grimnyr model is ever destroyed, all of this unit’s remaining CORV models are also destroyed. While embarking within a TRANSPORT and while embarked within a TRANSPORT, each CORV model takes up the space of 0 models.

The Grimnyr is equipped with: Ancestral Wrath; ancestral ward stave.

Every CORV is equipped with: Autoch-pattern bolter; close combat weapon.
YOUR UNIT COSTS
3 models
65
LEADER
This model can be attached to the following unit:
KEYWORDS – ALL MODELS: INFANTRYGRIMNYR MODEL: CHARACTER; PSYKER; GRIMNYR
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment
Stalwart Advance
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
40
Etacarn SB9 Targeting Implant
15
Asset Manipulator
25
Masterful Construction
Obsessive Drive


Kâhl
(⌀40mm)
M
5"
T
5
SV
3+
W
4
LD
7+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern combi-bolter
Autoch-pattern combi-bolter
24"
4
2+
4
0
1
Volkanite disintegrator devastating wounds
Volkanite disintegrator devastating wounds
24"
3
2+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Forgewrought plasma axe
Forgewrought plasma axe
Melee
4
2+
5
-2
2
Mass gauntlet
Mass gauntlet
Melee
3
3+
8
-3
3
WARGEAR OPTIONS
  • This model’s Autoch-pattem combi-bolter can be replaced with 1 volkanite disintegrator.
  • This model’s forgewrought plasma axe can be replaced with 1 mass gauntlet.
  • This model’s rampart crest can be replaced with 1 teleport crest.

ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Kindred Hero: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Seized Opportunity: Once per phase, one model from your army with this ability can use it when its unit destroys an enemy unit. If it does, you gain 1YP.
WARGEAR ABILITIES
Rampart Crest: While this model is leading a unit, models in that unit have a 5+ invulnerable save.
Teleport Crest: While the bearer is leading a unit, models in that unit have the Deep Strike ability.
UNIT COMPOSITION
  • 1 Kâhl
This model is equipped with: Autoch-pattern combi-bolter; forgewrought plasma axe; rampart crest.
YOUR UNIT COSTS
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; KÂHL
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
BRËKKEKNOTS
1CP
Hearthband – Battle Tactic
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment
Avatars of the Ancestors
Stalwart Advance
ENHANCEMENTS
Ironskein
10
Quake Multigenerator
15
Bastion Shield
25
High Kâhl
30
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Tactical Alchemy
10
Precursive Judgement
15
Trivärg Cyber Implant
40
Etacarn SB9 Targeting Implant
15
Mercenary Prospector
20
Asset Manipulator
25
Ironskein
10
High Kâhl
30
Masterful Construction
Obsessive Drive


Memnyr Strategist
(⌀32mm)
M
5"
T
5
SV
4+
W
4
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern bolt pistol pistol
Autoch-pattern bolt pistol pistol
12"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Computational Mastermind: At the end of your Command phase, before you determine if units from your army have Hostile Acquisition or Fortify Takeover, for each objective marker you control that has one or more models with this ability within range of it, you can spend 1YP or gain 1YP.
Predictive Guidance: Once per battle round, this model can use this ability. If it does, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP.
UNIT COMPOSITION
  • 1 Memnyr Strategist
This model is equipped with: Autoch-pattern bolt pistol; close combat weapon.
YOUR UNIT COSTS
1 model
45
LEADER
KEYWORDS: INFANTRY; CHARACTER; MEMNYR STRATEGIST
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
Ruthless Reinvestment
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
40
Mantle of Elders
10
Calculated Tenacity
15
Fârstrydr Node
20
Etacarn SB9 Targeting Implant
15
Metaphysical Brokerage
20
Asset Manipulator
25

Battleline


Hearthkyn Warriors
(⌀28.5mm)
M
5"
T
5
SV
4+
W
1
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern bolt pistol pistol
Autoch-pattern bolt pistol pistol
12"
1
4+
4
0
1
Autoch-pattern bolter
Autoch-pattern bolter
24"
2
4+
4
0
1
EtaCarn plasma beamer sustained hits d3
EtaCarn plasma beamer sustained hits d3
18"
1
4+
8
-3
2
HYLas auto rifle assault rapid fire 3
HYLas auto rifle assault rapid fire 3
24"
3
4+
6
-1
1
HYLas rotary cannon heavy sustained hits 1
HYLas rotary cannon heavy sustained hits 1
24"
6
5+
6
-1
1
Ion blaster
Ion blaster
18"
1
4+
5
-2
1
L7 missile launcher – blast blast
L7 missile launcher – blast blast
24"
D6
4+
4
0
1
L7 missile launcher – focused
L7 missile launcher – focused
24"
1
4+
9
-2
D6
Magna-rail rifle devastating wounds heavy
Magna-rail rifle devastating wounds heavy
18"
1
5+
12
-3
D3+3
Theyn’s pistol pistol
Theyn’s pistol pistol
12"
1
4+
8
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
4
0
1
Plasma knife
Plasma knife
Melee
2
4+
4
-2
1
Theyn’s melee weapon
Theyn’s melee weapon
Melee
2
4+
5
-2
2
WARGEAR OPTIONS
  • Any number of Hearthkyn Warriors can each have their Autoch-pattern bolter replaced with 1 ion blaster.
  • Up to 2 Hearthkyn Warriors can each have their Autoch-pattern bolter or ion blaster replaced with one of the following (duplicates are not allowed):
    • 1 HYLas auto rifle
    • 1 HYLas rotary cannon
    • 1 L7 missile launcher
    • 1 EtaCarn plasma beamer
    • 1 magna-rail rifle
  • Up to 2 Hearthkyn Warriors can each have their Autoch-pattern bolter or ion blaster replaced with 1 plasma knife.
  • The Theyn’s Autoch-pattern bolter can be replaced with one of the following:
    • 1 ion blaster
    • 1 Theyn’s pistol
  • The Theyn can be equipped with 1 Theyn’s melee weapon.

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

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

Dedicated Transports


Kapricus Carrier
(⌀105 x 70mm)
M
12"
T
7
SV
4+
W
7
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Magna-coil autocannon
Magna-coil autocannon
24"
3
4+
7
-1
2
Twin magna-coil autocannon twin-linked
Twin magna-coil autocannon twin-linked
24"
3
4+
7
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with 1 smoke launcher.

ABILITIES
CORE: Deadly Demise 1, Firing Deck 5, Scouts 9"
FACTION: Prioritised Efficiency
Scanner Uplinks: In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
WARGEAR ABILITIES
Smoke Launcher: The bearer has the SMOKE keyword.
UNIT COMPOSITION
  • 1 Kapricus Carrier
This model is equipped with: magna-coil autocannon; twin magna-coil autocannon; armoured hull.
YOUR 1ST TO 3RD UNITS COST
1 model
70
YOUR 4TH + UNIT COSTS
1 model
80
TRANSPORT
This model has a transport capacity of 5 HERNKYN YAEGIR models.

At the start of the Declare Battle Formations step, you can select one HERNKYN YAEGIR unit from your army that has not been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit.
KEYWORDS: VEHICLE; FLY; TRANSPORT; DEDICATED TRANSPORT; HERNKYN; KAPRICUS; CARRIER
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SECURE POSITIONS
1CP
Brandfast Oathband – Strategic Ploy
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
OPPORTUNISTIC ESCALATION
1CP
Brandfast Oathband – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
NO SHOT WASTED
1CP
Farseekers Stratagem
SCORNFUL ANALYSIS
1CP
Farseekers Stratagem
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
MOBILE EXPLOITATION
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment
Eye of the Hunt


Sagitaur
(⌀Use model)
M
12"
T
9
SV
3+
W
9
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
HYLas beam cannon
HYLas beam cannon
24"
2
4+
12
-3
D6+1
L7 missile launcher – blast blast
L7 missile launcher – blast blast
36"
D6
4+
4
0
1
L7 missile launcher – focused
L7 missile launcher – focused
36"
1
4+
9
-2
D6
MATR autocannon assault sustained hits 1
MATR autocannon assault sustained hits 1
24"
6
4+
7
-1
2
Sagitaur missile launcher
Sagitaur missile launcher
36"
2
4+
10
-3
3
Twin bolt cannon sustained hits 2 twin-linked
Twin bolt cannon sustained hits 2 twin-linked
36"
3
4+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured wheels
Armoured wheels
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s HYLas beam cannon can be replaced with one of the following:
    • 1 L7 missile launcher and 1 Sagitaur missile launcher
    • 1 MATR autocannon

ABILITIES
CORE: Deadly Demise 1
FACTION: Prioritised Efficiency
Blistering Advance: Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
UNIT COMPOSITION
  • 1 Sagitaur
This model is equipped with: HYLas beam cannon; twin bolt cannon; armoured wheels.
YOUR 1ST TO 3RD UNITS COST
1 model
85
YOUR 4TH + UNIT COSTS
1 model
95
TRANSPORT
This model has a transport capacity of 6 LEAGUES OF VOTANN INFANTRY models. It cannot transport ARTILLERY, EXOARMOUR, EXOFRAME or IRONKIN STEELJACKS models.

At the start of the Declare Battle Formations step, you can select one HEARTHKYN WARRIORS unit from your army that has not been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit.
KEYWORDS: VEHICLE; FRAME; TRANSPORT; DEDICATED TRANSPORT; SAGITAUR
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
OUTFLANKING ARMOUR
1CP
Armoured Trailblazers Stratagem
COORDINATED CROSSFIRE
1CP
Armoured Trailblazers Stratagem
BUILT TO LAST
1CP
Armoured Trailblazers Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SECURE POSITIONS
1CP
Brandfast Oathband – Strategic Ploy
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
OPPORTUNISTIC ESCALATION
1CP
Brandfast Oathband – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment
Sagitaur Spearhead
ENHANCEMENTS
Saturation Rounds
15
Optimised Attack Lines
15

Infantry


Brôkhyr Thunderkyn
(⌀40mm)
M
5"
T
6
SV
3+
W
2
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt cannon sustained hits 2
Bolt cannon sustained hits 2
36"
3
4+
6
-1
2
Graviton blast cannon anti-monster 3+ anti-vehicle 3+
Graviton blast cannon anti-monster 3+ anti-vehicle 3+
24"
3
4+
5
-2
3
SP conversion beamer conversion lethal hits
SP conversion beamer conversion lethal hits
24"
2
4+
7
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
4+
4
0
1
Conversion: Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified Hit roll of 4+ scores a Critical Hit.
WARGEAR OPTIONS
  • All models in this unit can each have their bolt cannon replaced with 1 graviton blast cannon.
  • All models in this unit can each have their bolt cannon replaced with 1 SP conversion beamer.

ABILITIES
FACTION: Prioritised Efficiency
Breaching Fire: In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, that enemy unit cannot have the Benefit of Cover.
UNIT COMPOSITION
  • 3-6 Brôkhyr Thunderkyn
Every model is equipped with: bolt cannon; close combat weapon.
YOUR 1ST TO 2ND UNITS COST
3 models
80
6 models
160
YOUR 3RD + UNIT COSTS
3 models
90
6 models
170
KEYWORDS: INFANTRY; EXOFRAME; BRÔKHYR; THUNDERKYN
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
UNWAVERING ACCURACY
2CP
Hearthfyre Arsenal – Battle Tactic
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
Ruthless Reinvestment
Stalwart Advance


Cthonian Beserks
(⌀28.5mm50mm with mole grenade launcher)
M
6"
T
6
SV
5+
W
1
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mole grenade launcher blast indirect fire
Mole grenade launcher blast indirect fire
18"
D6
5+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Concussion maul anti-monster 3+ anti-vehicle 3+
Concussion maul anti-monster 3+ anti-vehicle 3+
Melee
3
4+
5
-2
3
Heavy plasma axe
Heavy plasma axe
Melee
3
4+
7
-2
3
Twin concussion gauntlet twin-linked
Twin concussion gauntlet twin-linked
Melee
4
4+
9
-2
2
WARGEAR OPTIONS
  • All models in this unit can each have their heavy plasma axe replaced with 1 concussion maul.
  • For every 5 models in this unit, 1 model that is not equipped with a mole grenade launcher can have its heavy plasma axe or concussion maul replaced with 1 twin concussion gauntlet.
  • For every 5 models in this unit, 1 model that is not equipped with a twin concussion gauntlet or a mole grenade launcher can be equipped with 1 mole grenade launcher.*

* Designer’s Note: If a Cthonian Beserk is equipped with a mole grenade launcher, it will be accompanied by an L-COG unit: both models should be placed on the same base and together they act as a single model for all rules purposes.
ABILITIES
CORE: Feel No Pain 4+
FACTION: Prioritised Efficiency
Cyberstimms: Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6, adding 1 to the result if units from your army have Fortify Takeover: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Subterranean Explosives: In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with a mole grenade launcher. Until the start of your next Shooting phase, that enemy unit cannot be targeted with the Fire Overwatch Stratagem.

Designer’s Note: We recommend placing a Mole Grenade token next to that enemy unit as a reminder.
UNIT COMPOSITION
  • 5-10 Cthonian Beserks
Every model is equipped with: heavy plasma axe.
YOUR UNIT COSTS
5 models
100
10 models
200
KEYWORDS: INFANTRY; CTHONIAN; BESERKS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
AUGMENTED ASSAULT
1CP
Dêlve Assault Shift – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
CYBERSTIMM INFUSION
1CP
Dêlve Assault Shift – Battle Tactic
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
HIDDEN ACCESSWAYS
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Fury From The Dêlve
Mobile Sensor Relays
Ruthless Reinvestment
Stalwart Advance


Cthonian Earthshakers
(⌀80mm)
M
4"
T
6
SV
4+
W
6
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern bolt pistol pistol
Autoch-pattern bolt pistol pistol
12"
1
4+
4
0
1
Breacher ordnance blast heavy indirect fire
Breacher ordnance blast heavy indirect fire
24"
D6+1
5+
10
-1
2
Tremor shells blast heavy indirect fire
Tremor shells blast heavy indirect fire
36"
D6+4
5+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Plasma picks
Plasma picks
Melee
4
3+
5
-2
1
WARGEAR OPTIONS
  • All models in this unit can each have their breacher ordnance replaced with 1 tremor shells.

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

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


Einhyr Hearthguard
(⌀32mm)
M
5"
T
5
SV
2+
W
2
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
EtaCarn plasma gun rapid fire 1
EtaCarn plasma gun rapid fire 1
24"
1
3+
7
-3
2
Exoarmour grenade launcher blast
Exoarmour grenade launcher blast
24"
D3
3+
3
0
1
Volkanite disintegrator devastating wounds
Volkanite disintegrator devastating wounds
24"
3
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Concussion gauntlet
Concussion gauntlet
Melee
2
3+
8
-2
2
Graviton hammer anti-monster 3+ anti-vehicle 3+
Graviton hammer anti-monster 3+ anti-vehicle 3+
Melee
3
4+
9
-1
3
Plasma blade gauntlet
Plasma blade gauntlet
Melee
3
3+
6
-2
1
WARGEAR OPTIONS
  • All models in this unit can each have their EtaCarn plasma gun replaced with 1 volkanite disintegrator.
  • All models in this unit can each have their concussion gauntlet replaced with 1 plasma blade gauntlet.
  • The Hesyr’s concussion gauntlet or plasma blade gauntlet can be replaced with 1 graviton hammer.
  • The Hesyr’s weavefield crest can be replaced with 1 teleport crest.

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

The Hesyr is additionally equipped with: weavefield crest.
YOUR 1ST TO 2ND UNITS COST
5 models
130
10 models
270
YOUR 3RD + UNIT COSTS
5 models
140
10 models
280
KEYWORDS: INFANTRY; EXOARMOUR; EINHYR HEARTHGUARD
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
BRËKKEKNOTS
1CP
Hearthband – Battle Tactic
FURY OF THE HEARTH
1CP
Hearthband – Battle Tactic
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
WEAVEFIELD FLARE
1CP
Hearthfire Strike – Battle Tactic
ECONOMY OF AGGRESSION
1CP
Hearthfire Strike – Battle Tactic
PAN-SPECTRAL VISUALISER
1CP
Hearthfire Strike – Battle Tactic
GRAVITRONIC PULSE
1CP
Hearthfire Strike – Battle Tactic
MATERIALISATION MATRICES
1CP
Hearthguard Covenant Stratagem
BRËKKEKNOTS
1CP
Hearthguard Covenant Stratagem
FURY OF THE HEARTH
1CP
Hearthguard Covenant Stratagem
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment
Avatars of the Ancestors
Stalwart Advance
Wrought in Wrath


Hernkyn Yaegirs
(⌀28.5mm)
M
6"
T
5
SV
5+
W
1
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
APM launcher anti-monster 3+ anti-vehicle 3+
APM launcher anti-monster 3+ anti-vehicle 3+
24"
1
4+
6
-2
D6
Bolt revolver pistol
Bolt revolver pistol
12"
1
4+
5
0
1
Bolt shotgun assault
Bolt shotgun assault
18"
2
4+
5
0
1
Magna-coil rifle ignores cover precision
Magna-coil rifle ignores cover precision
24"
1
4+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
4
0
1
Plasma knife
Plasma knife
Melee
2
4+
4
-2
1
WARGEAR OPTIONS
  • All models in this unit can each have their bolt shotgun replaced with 1 bolt revolver and 1 plasma knife.
  • 1 Hernkyn Yaegir can have its bolt revolver and plasma knife or its bolt shotgun replaced with 1 magna-coil rifle.
  • 1 Hernkyn Yaegir can have its bolt revolver and plasma knife or its bolt shotgun replaced with 1 APM launcher.

ABILITIES
CORE: Infiltrators
FACTION: Prioritised Efficiency
Pragmatic Hunters: In your opponent's Movement phase, if an enemy unit ends a move within 8" of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to D6".
UNIT COMPOSITION
  • 1 Yaegir Theyn
  • 9 Hernkyn Yaegirs
Every model is equipped with: bolt shotgun; close combat weapon.
YOUR UNIT COSTS
10 models
90
KEYWORDS: INFANTRY; GRENADES; HERNKYN; YAEGIRS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
HIDDEN ACCESSWAYS
1CP
Dêlve Assault Shift – Strategic Ploy
NO SHOT WASTED
1CP
Farseekers Stratagem
SCORNFUL ANALYSIS
1CP
Farseekers Stratagem
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
MOBILE EXPLOITATION
1CP
Mercenary Oathband – Strategic Ploy
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment
Eye of the Hunt
Stalwart Advance
ENHANCEMENTS
Shroudwërke Talismans
15


Ironkin Steeljacks with Heavy Volkanite Disintegrators
(⌀40mm)
M
5"
T
6
SV
2+
W
3
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern bolter pistol
Autoch-pattern bolter pistol
24"
2
4+
4
0
1
Heavy volkanite disintegrator devastating wounds
Heavy volkanite disintegrator devastating wounds
24"
6
4+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Plasma knife
Plasma knife
Melee
2
3+
6
-2
1
Plasma sword sustained hits 1
Plasma sword sustained hits 1
Melee
6
3+
6
-2
1
WARGEAR OPTIONS
  • The Steeljack Theyn’s heavy volkanite disintegrator and plasma knife can be replaced with 1 Autoch-pattern bolter and 1 plasma sword.

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

Every Ironkin Steeljack is equipped with: heavy volkanite disintegrator; plasma knife.
YOUR 1ST TO 2ND UNITS COST
3 models
80
6 models
160
YOUR 3RD + UNIT COSTS
3 models
90
6 models
170
KEYWORDS: INFANTRY; IRONKIN STEELJACKS; IRONKIN STEELJACKS WITH HEAVY VOLKANITE DISINTEGRATORS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
COGITATED NEED
1CP
Hearthfyre Arsenal – Strategic Ploy
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
WALL OF STEEL
1CP
Hearthfyre Arsenal – Battle Tactic
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
Ruthless Reinvestment


Ironkin Steeljacks with Melee Weapons
(⌀40mm)
M
5"
T
6
SV
2+
W
3
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern bolter pistol
Autoch-pattern bolter pistol
24"
2
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Concussion gauntlet lethal hits
Concussion gauntlet lethal hits
Melee
3
4+
10
-2
2
Plasma sword sustained hits 1
Plasma sword sustained hits 1
Melee
6
3+
6
-2
1
WARGEAR OPTIONS
  • Any number of models in this unit can each have their plasma sword replaced with 1 concussion gauntlet.

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

Every Ironkin Steeljack is equipped with: Autoch-pattern bolter; plasma sword.
YOUR 1ST TO 2ND UNITS COST
3 models
80
6 models
160
YOUR 3RD + UNIT COSTS
3 models
90
6 models
170
KEYWORDS: INFANTRY; IRONKIN STEELJACKS; IRONKIN STEELJACKS WITH MELEE WEAPONS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
COGITATED NEED
1CP
Hearthfyre Arsenal – Strategic Ploy
PREVENTATIVE PURGE
1CP
Hearthfyre Arsenal – Strategic Ploy
DELAYED-FIRE ROUNDS
1CP
Hearthfyre Arsenal – Wargear
FIRST CONCERN
1CP
Hearthfyre Arsenal – Strategic Ploy
WALL OF STEEL
1CP
Hearthfyre Arsenal – Battle Tactic
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Optimal Application
Ruthless Reinvestment

Mounted


Hernkyn Pioneers
(⌀90 x 52mm)
M
12"
T
6
SV
4+
W
3
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt revolver pistol
Bolt revolver pistol
12"
1
4+
5
0
1
Bolt shotgun assault
Bolt shotgun assault
18"
2
4+
5
0
1
HYLas rotary cannon sustained hits 1
HYLas rotary cannon sustained hits 1
24"
6
4+
6
-1
1
Ion beamer blast
Ion beamer blast
18"
D3+1
4+
8
-2
1
Magna-coil autocannon
Magna-coil autocannon
24"
3
4+
7
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Plasma knife
Plasma knife
Melee
2
4+
4
-2
1
WARGEAR OPTIONS
  • For every 3 models in this unit, 1 model can be equipped with one of the following::
    • 1 HYLas rotary cannon
    • 1 ion beamer
  • 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 multiwave comms array.*
  • 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 panspectral scanner.*
  • 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 rollbar searchlight.*

* A model can only take one of these options, and cannot be equipped with a HYLas rotary cannon or an ion beamer.
ABILITIES
CORE: Scouts 9"
FACTION: Prioritised Efficiency
Outflanking Mag-riders: At the end of your opponent’s turn, if this unit is wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Multiwave Comms Array: Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Panspectral Scanner: Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1.
Rollbar Searchlight: Each time a model in the bearer’s unit makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 3-6 Hernkyn Pioneers
Every model is equipped with: bolt revolver; bolt shotgun; magna-coil autocannon; plasma knife.
YOUR 1ST TO 2ND UNITS COST
3 models
80
6 models
160
YOUR 3RD + UNIT COSTS
3 models
90
6 models
170
KEYWORDS: MOUNTED; GRENADES; FLY; HERNKYN; PIONEERS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
ECONOMY OF MOTION
1CP
Farseekers Stratagem
NO SHOT WASTED
1CP
Farseekers Stratagem
SCORNFUL ANALYSIS
1CP
Farseekers Stratagem
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
MOBILE EXPLOITATION
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Ruthless Reinvestment
Eye of the Hunt
ENHANCEMENTS
Pan-Spectral Lockons
10

Transport


Hekaton Land Fortress
(⌀Use model)
M
10"
T
12
SV
2+
W
16
LD
7+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cyclic ion cannon blast
Cyclic ion cannon blast
24"
D6+2
4+
7
-2
2
Heavy magna-rail cannon devastating wounds heavy
Heavy magna-rail cannon devastating wounds heavy
30"
2
4+
18
-4
D6+4
Hekaton warhead blast one shot
Hekaton warhead blast one shot
36"
D6+3
4+
7
-2
2
MATR autocannon assault sustained hits 1
MATR autocannon assault sustained hits 1
24"
6
4+
7
-1
2
SP heavy conversion beamer conversion lethal hits
SP heavy conversion beamer conversion lethal hits
24"
4
4+
10
-2
4
Twin bolt cannon SUSTAINED HITS 2 TWIN-LINKED
Twin bolt cannon SUSTAINED HITS 2 TWIN-LINKED
36"
3
4+
6
-1
2
Twin ion beamer blast twin-linked
Twin ion beamer blast twin-linked
18"
D3+1
4+
8
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured wheels
Armoured wheels
Melee
6
4+
8
0
1
Conversion: Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified successful Hit roll of 4+ scores a Critical Hit.
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 twin bolt cannons can be replaced with one of the following:
    • 1 twin bolt cannon and 1 twin ion beamer
    • 2 twin ion beamers
  • This model’s cyclic ion cannon can be replaced with one of the following:
    • 1 SP heavy conversion beamer
    • 1 heavy magna-rail cannon
  • This model’s panspectral scanner can be replaced with 1 Hekaton warhead.

ABILITIES
CORE: Deadly Demise D6
FACTION: Prioritised Efficiency
MultiCOG Targeting: Each time this model makes a ranged attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll.
WARGEAR ABILITIES
Panspectral Scanner: Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1.
UNIT COMPOSITION
  • 1 Hekaton Land Fortress
This model is equipped with: cyclic ion cannon; MATR autocannon; 2 twin bolt cannons; armoured wheels; pan spectral scanner.
YOUR 1ST UNIT COSTS
1 model
250
YOUR 2ND + UNIT COSTS
1 model
265
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 14 LEAGUES OF VOTANN INFANTRY models. Each EXOARMOUR, EXOFRAME or IRONKIN STEELJACKS model takes up the space of 2 models. It cannot transport ARTILLERY models.
KEYWORDS: VEHICLE; TRANSPORT; FRAME; HEKATON LAND FORTRESS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SECURE POSITIONS
1CP
Brandfast Oathband – Strategic Ploy
BASTION RUNNING
1CP
Brandfast Oathband – Battle Tactic
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment

Vehicle


Kapricus Defenders
(⌀105 x 70mm)
M
12"
T
7
SV
4+
W
7
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
HYLas rotary cannon sustained hits 1
HYLas rotary cannon sustained hits 1
24"
6
4+
6
-1
2
Magna-rail cannon devastating wounds heavy
Magna-rail cannon devastating wounds heavy
24"
1
4+
14
-4
D3+3
Twin magna-coil autocannon twin-linked
Twin magna-coil autocannon twin-linked
24"
3
4+
7
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • Any number of models in this unit can each have their magna-rail cannon replaced with 1 HYLas rotary cannon.
  • Any number of models can each be equipped with 1 smoke launcher.

ABILITIES
CORE: Deadly Demise 1, Scouts 9"
FACTION: Prioritised Efficiency
Opportunistic Manoeuvre: In your Shooting phase, after this unit has shot, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
WARGEAR ABILITIES
Smoke Launcher: The bearer has the SMOKE keyword.
UNIT COMPOSITION
  • 1-2 Kapricus Defenders
Every model is equipped with: magna-rail cannon; twin magna-coil autocannon; armoured hull.
YOUR UNIT COSTS
1 model
65
2 models
130
KEYWORDS: VEHICLE; FLY; HERNKYN; KAPRICUS; DEFENDERS
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
ILLUMINATED PRIORITY
1CP
Brandfast Oathband – Wargear
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
OPPORTUNISTIC ESCALATION
1CP
Brandfast Oathband – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
NO SHOT WASTED
1CP
Farseekers Stratagem
SCORNFUL ANALYSIS
1CP
Farseekers Stratagem
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
MOBILE EXPLOITATION
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
FRONTIER MOMENTUM
1CP
Persecution Prospect – Battle Tactic
EXPOSED FLAWS
1CP
Persecution Prospect – Battle Tactic
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Ruthless Reinvestment
Eye of the Hunt

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

Infantry Character

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

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:

Infantry Character

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 IRONKIN STEELJACKS 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 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
[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:
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
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.
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:

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 01.02.04

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.
02.06.01 Bearer
The bearer of a weapon, enhancement or item of wargear is the model equipped with it.
Select Enhancements
Select all of the enhancements you want to include from the detachments you selected and give each one to a different unit in your army. When you do, increase those units points values accordingly. The points values for enhancements can be found on faction pages.

Unless otherwise stated:
  • Only CHARACTER units can be given enhancements. If such a unit contains more than one model, select one CHARACTER model in that unit to have that enhancement.
  • EPIC HEROES models cannot be given enhancements.
  • Your army cannot include more than one of the same enhancement.

Upgrades: Some enhancements are tagged with ’Upgrade’. Unlike other enhancements:
  • These can be given to non-CHARACTER units.
  • You can include up to three of the same Upgrade in your army (the second and third instances of the same Upgrade do not count towards the total number of enhancements in your army, but you must still spend the stated points cost each time).

If you are playing an Incursion battle, you can select a 3DP detachment as your only detachment.
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.
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.
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

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

Infantry Epic Hero
Infantry Character
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.
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.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


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.
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.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
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.

SEE ALSO
  • Normal Damage 06.02.01
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).
13.06.01 Solid Terrain and Movement
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
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).

SEE ALSO
  • Solid Terrain and Movement 13.06.01
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.
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.
[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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Before selecting targets for this weapon, select one of its profiles to make attacks with.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
[RAPID FIRE]24.30

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
[HAZARDOUS]24.15

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.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

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

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

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
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.
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.
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.
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".
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.
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.
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.
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.
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.
Martial Leverage
Needgaârd Oathband Detachment

The weighing of costs in Kin lives and materiel expended against prospective material benefits is an instinct amongst kinhost commanders. Those who lead needgaârd oathbands leverage the deaths of their foes into these equations at every opportunity. Crushing the enemy’s soldiery and war engines can shift the balance of martial power, enabling a canny commander to spend the advantage it provides elsewhere.

Each time an enemy unit is destroyed, you gain 1YP.
Mobile Sensor Relays
Brandfast Oathband Detachment

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

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.
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.
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.
Wrought in Wrath
Hearthfire Strike Detachment

The Einhyr know that they bear the weight of the ancestors’ expectations in this battle. To live up to them, they must strike with the fury of the very hearth fires of their Hold.

Add 1 to Advance and Charge rolls made for LEAGUES OF VOTANN units from your army.
INDIRECT SHOOTING10.07
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and did not make an advance move this turn.
  • Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
  • Each time an [INDIRECT FIRE] weapon makes an attack:
    • The target has the benefit of cover against that attack (13.08).
    • You cannot re-roll hit rolls.
    • An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
[INDIRECT FIRE]24.19

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).
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.
18.01 Transport Capacity
TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity.

Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for the whole unit.

A friendly unit must be embarked within each friendly DEDICATED TRANSPORT model. At the end of this step, each friendly DEDICATED TRANSPORT model without an embarked unit is destroyed, but they do not trigger rules that are triggered when a model is destroyed.
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
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.
INFILTRATORS24.20

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

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

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

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

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

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
LEADER24.22

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
  • Ironskein
    10 pts
Hearthband Detachment

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.

  • Bastion Shield
    25 pts
Hearthband Detachment

The technologies contained within this heraldic crest radiate a dome of ablative weavewërke shielding that robs the force from enemy projectiles.

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.

  • Dead Reckoning
    10 pts
Needgaârd Oathband Detachment

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
Needgaârd Oathband Detachment

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

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.

  • Surgical Saboteur
    10 pts
Persecution Prospect Detachment

Experience has taught this survivor the weak points of the most significant threats, enabling them to pinpoint joints and locomotive mechanisms to slow down such brutes.

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.

  • Writ of Acquisition
    10 pts
Persecution Prospect Detachment

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

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).

  • Piledriver
    15 pts
Dêlve Assault Shift Detachment

Kin possessed of a ruthlessly direct attitude allow no impediments - no matter how large - to bar their path.

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.

  • Etacarn SB9 Targeting Implant
    15 pts
Mercenary Oathband Detachment

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
Mercenary Oathband Detachment

This warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty.

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.

[ONE SHOT]24.26

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.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

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:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
[EXTRA ATTACKS]24.11

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

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

Infantry Epic Hero
Infantry Character
  • Quake Multigenerator
    15 pts
Hearthband Detachment

Extremely rare and costly to manufacture, this darkstar-powered coil enables a weapon to initiate tremendously powerful reverberations.

KÂHL model only. In your Shooting phase, after the bearer has shot, select one enemy unit (excluding TITANIC units) hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

  • High Kâhl
    30 pts
Hearthband Detachment

This warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty.

KÂHL model only. Each time a model in the bearer’s unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Mercenary Prospector
    20 pts
Mercenary Oathband Detachment

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.

Alternative models by Artel W:

  • Tactical Alchemy
    10 pts
Brandfast Oathband Detachment

The greatest kinhost commanders can transmute profitable yields into more immediate tactical and strategic support.

KÂHL model only. In your Command phase, if the bearer’s unit is within range of one or more objective markers you control that are not within your deployment zone, you can spend 1YP. If you do, roll one D6: on a 4+, you gain 1CP.

  • Precursive Judgement
    15 pts
Brandfast Oathband Detachment

This commander swiftly acts on alerts from trusted logic cores and unleashes deadly judgements before the kindred’s foes escape.

KÂHL model only. While the bearer’s unit is wholly within 6" of one or more friendly 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.

  • Ironskein
    10 pts
Hearthguard Covenant Detachment

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

KÂHL model only. This model has +2 W.

  • High Kâhl
    30 pts
Hearthguard Covenant Detachment

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.

Obsessive Drive
Void Salvagers Detachment

The bearer seeks a specific item that lies in the hands of the foe and they will not rest until it has been secured. Those foes foolish enough to block the path are targeted for priority destruction.

At the start of the first battle round, select one objective marker. While the bearer is on the battlefield, each time a 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.

Celebrated Folk Hero
Hearthfire Strike Detachment

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

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

Gûlyk’s Stars
Hearthfire Strike Detachment

A set of mass driver accelerators crafted by the master Brokhyr Gulyk, these potent devices can be worked into an Einhyr Champions exo-armour. Named stars for their ferocious energy output, they propel the wearer forward like an unstoppable battering ram.

Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. If this results in one or more enemy models being destroyed, you can select one closed Hatchway within 6" of the bearer and open it.

22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other 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.
[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).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
[ANTI]24.03

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
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).
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
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.

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

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

TARGET: One 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).
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.
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".
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.
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.
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.

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

Dedicated Transports
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.
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.
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.
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.

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

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

TARGET: One 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.
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.

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

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

TARGET: One 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.
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.
Methodical Annihilation
Hearthband Detachment

With their minds entirely focused on the singular mission with which they have been charged, the Kin work to blast a path through the enemy lines with the same tenacity as a Brôkhyr beating metal or a Cthonian miner splitting bedrock.

Each time a 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:
Ruthless Reinvestment
Mercenary Oathband Detachment

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.
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.
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.
Avatars of the Ancestors
Hearthguard Covenant Detachment

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.
Stalwart Advance
Void Salvagers Detachment

The Kin proceed with steadfast determination, exterminating all resistance and securing decks one at a time. Aggressively yet methodically, resistance is swept aside.

In your Shooting phase, each time a 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.
DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").

Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

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

Infantry Character

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

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

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

EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next Shooting phase, each time that enemy unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
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.
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.
  • Ancestral Crest
    15 pts
Needgaârd Oathband Detachment

It is said that this crest, inscribed with runes of the great Ancestor Cores, acts like a mobile fane through which the wisdom and gestalt power of the Votann flow.

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.

  • Oathbound Speculator
    30 pts
Needgaârd Oathband Detachment

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

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.

  • Nomad Strategist
    20 pts
Persecution Prospect Detachment

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

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).

  • Eye for Weakness
    25 pts
Persecution Prospect Detachment

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

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.

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

Infantry Epic Hero
  • Multiwave System Jammer
    10 pts
Dêlve Assault Shift Detachment

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

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
Dêlve Assault Shift Detachment

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.

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

  • Dêlvwerke Navigator
    25 pts
Dêlve Assault Shift Detachment

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

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 (excluding CHARACTER models) to that unit and then, for every 2YP you just spent, return up to one additional destroyed model (excluding CHARACTER models) to that unit.

  • Trivärg Cyber Implant
    40 pts
Brandfast Oathband Detachment

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

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.

  • Signature Restoration
    5 pts
Brandfast Oathband Detachment

The masterful and efficient work of this senior Brôkhyr is renowned and admired amongst the leagues.

IRON-MASTER model only. Each time a friendly LEAGUES OF VOTANN model is repaired using the bearer’s Forgewrought Expertise ability, that model regains 1 additional lost wound.

  • Calculated Tenacity
    15 pts
Hearthfyre Arsenal Detachment

Like any other resource, resolve and bloody-mindedness can be applied in force when and where needed by those with the will to do so.

IRON-MASTER or MEMNYR STRATEGIST model only. While the bearer is leading a unit, add 1 to the Objective Control characteristic of models in that unit.

  • Fârstrydr Node
    20 pts
Hearthfyre Arsenal Detachment

An evolutionary stride in teleportation technology, this experimental device shields its wearer and their companions in a bubble of esoteric force. It is.so strong that they can endure brief teleportation plunges through the Warp to strike at the most opportune time.

IRON-MASTER or MEMNYR STRATEGIST model only. Models in the bearer’s unit have the Deep Strike ability.

  • Graviton Vault
    5 pts
Hearthfyre Arsenal Detachment

This rune-scribed device holds a cache of forgewrought particles. Funnelled through an Iron-master’s graviton arsenal, they mutate and cause anarchic fluxes in neuroelectrical impulses of the largest targets.

IRON-MASTER model only. In your Shooting phase, after the bearer has shot, and in the Fight phase, after the bearer has fought, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Masterful Construction
Void Salvagers Detachment

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

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

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.
  • Mantle of Elders
    10 pts
Hearthfyre Arsenal Detachment

The minds linked in this kognitaar mantle are believed to be the oldest of their kind. The complexity of their shared cognition permits strategic calculations at a level that Memnyr believe approaches the greatest fane.

MEMNYR STRATEGIST model only. Each time the bearer’s unit is selected to shoot, if you spend YP using the Optimal Application Detachment rule when doing so, you can roll one D6: on a 2+, you gain 1YP.

  • Metaphysical Brokerage
    20 pts
Mercenary Oathband Detachment

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.

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

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

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

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
[TWIN-LINKED]24.38

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.
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.
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".
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].
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].
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.
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.
Eye of the Hunt
Farseekers Detachment

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.

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

Infantry Character
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.
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.
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.
Sagitaur Spearhead
Armoured Trailblazers Detachment

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".
  • Saturation RoundsUPGRADE
    15 pts
Armoured Trailblazers Detachment

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
    15 pts
Armoured Trailblazers Detachment

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 <KY>MOBILE</KY>.

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

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

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

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

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

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

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

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

TARGET: That CTHONIAN EARTHSHAKERS unit.

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

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

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

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

EFFECT: Select one enemy unit that is visible to your unit and wholly on the opposite side of a Hatchway from it. Until the end of the phase, exo-armour grenade launchers equipped by models in your unit have an Attacks characteristic of 6 and lose the [BLAST] ability while targeting that enemy unit, and attacks made with such weapons that target that enemy unit can be allocated to models that are not visible to the attacking model.
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.
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].
  • Shroudwërke TalismansUPGRADE
    15 pts
Farseekers Detachment

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

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

TARGET: One IRONKIN STEELJACKS unit from your army.

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

TARGET: That IRONKIN STEELJACKS unit.

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

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.

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.
© Vyacheslav Maltsev 2013-2026