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 | |
| YOUR UNIT COSTS | |
| 1 model | 85 |









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 | |
| YOUR UNIT COSTS | |
| 1 model | 85 |









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 | |
| YOUR UNIT COSTS | |
| 1 model | 90 |










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 | |
| YOUR UNIT COSTS | |
| 1 model | 70 |











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 | |
| YOUR UNIT COSTS | |
| 5 models | 70 |









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 | |
| YOUR UNIT COSTS | |
| 1 model | 65 |









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 | |
| YOUR UNIT COSTS | |
| 3 models | 65 |









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 | |
| YOUR UNIT COSTS | |
| 1 model | 65 |










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 | |
| YOUR UNIT COSTS | |
| 1 model | 45 |









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 | |
| YOUR UNIT COSTS | |
| 10 models | 100 |









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 | |
| YOUR 1ST TO 3RD UNITS COST | |
| 1 model | 70 |
| YOUR 4TH + UNIT COSTS | |
| 1 model | 80 |







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 | |
| YOUR 1ST TO 3RD UNITS COST | |
| 1 model | 85 |
| YOUR 4TH + UNIT COSTS | |
| 1 model | 95 |







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 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 3 models | 80 |
| 6 models | 160 |
| YOUR 3RD + UNIT COSTS | |
| 3 models | 90 |
| 6 models | 170 |









RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Mole grenade launcher blast indirect fire | |||||||
| Mole grenade launcher blast indirect fire | 18" | D6 | 5+ | 5 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Concussion maul anti-monster 3+ anti-vehicle 3+ | |||||||
| Concussion maul anti-monster 3+ anti-vehicle 3+ | Melee | 3 | 4+ | 5 | -2 | 3 | |
| Heavy plasma axe | |||||||
| Heavy plasma axe | Melee | 3 | 4+ | 7 | -2 | 3 | |
| Twin concussion gauntlet twin-linked | |||||||
| Twin concussion gauntlet twin-linked | Melee | 4 | 4+ | 9 | -2 | 2 | |
| YOUR UNIT COSTS | |
| 5 models | 100 |
| 10 models | 200 |









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 | |
| YOUR UNIT COSTS | |
| 2 models | 110 |









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 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 5 models | 130 |
| 10 models | 270 |
| YOUR 3RD + UNIT COSTS | |
| 5 models | 140 |
| 10 models | 280 |














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 | |
| YOUR UNIT COSTS | |
| 10 models | 90 |












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 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 3 models | 80 |
| 6 models | 160 |
| YOUR 3RD + UNIT COSTS | |
| 3 models | 90 |
| 6 models | 170 |









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 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 3 models | 80 |
| 6 models | 160 |
| YOUR 3RD + UNIT COSTS | |
| 3 models | 90 |
| 6 models | 170 |









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 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 3 models | 80 |
| 6 models | 160 |
| YOUR 3RD + UNIT COSTS | |
| 3 models | 90 |
| 6 models | 170 |









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 | |
| YOUR 1ST UNIT COSTS | |
| 1 model | 250 |
| YOUR 2ND + UNIT COSTS | |
| 1 model | 265 |




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 | |
| YOUR UNIT COSTS | |
| 1 model | 65 |
| 2 models | 130 |







The BRÔKHYR keyword is used in the following Leagues of Votann datasheets:
The CHARACTER keyword is used in the following Leagues of Votann datasheets:
The CTHONIAN keyword is used in the following Leagues of Votann datasheets:
The DEDICATED TRANSPORT keyword is used in the following Leagues of Votann datasheets:
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:
The FLY keyword is used in the following Leagues of Votann datasheets:
The FRAME keyword is used in the following Leagues of Votann datasheets:
The GRENADES keyword is used in the following Leagues of Votann datasheets:
The HERNKYN keyword is used in the following Leagues of Votann datasheets:
The INFANTRY keyword is used in the following Leagues of Votann datasheets:
The IRONKIN STEELJACKS keyword is used in the following Leagues of Votann datasheets:
The KAPRICUS keyword is used in the following Leagues of Votann datasheets:
The LEAGUES OF VOTANN keyword is used in the following Leagues of Votann datasheets:
The TRANSPORT keyword is used in the following Leagues of Votann datasheets:
The VEHICLE keyword is used in the following Leagues of Votann datasheets:
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
|

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.The LEAGUES OF VOTANN and CHARACTER keywords are used in the following Leagues of Votann datasheets:
The LEAGUES OF VOTANN and INFANTRY keywords are used in the following Leagues of Votann datasheets:
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).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.



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.The LEAGUES OF VOTANN and TRANSPORT keywords are used in the following Leagues of Votann datasheets:
The KÂHL keyword is used in the following Leagues of Votann datasheets:
|
Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.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: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).The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).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).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].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.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 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.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: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.The weighing of costs in Kin lives and materiel expended against prospective material benefits is an instinct amongst kinhost commanders. Those who lead needgaârd oathbands leverage the deaths of their foes into these equations at every opportunity. Crushing the enemy’s soldiery and war engines can shift the balance of martial power, enabling a canny commander to spend the advantage it provides elsewhere.
Each time an enemy unit is destroyed, you gain 1YP.The massed armoured transports of a brandfast oathband connect to an encrypted data network shared by squads of Kin. Their robust sensor webs broadcast various targeting information and extrapolated judgements on enemy movements. Nearby warriors can tap into this wealth of data, enabling them to unleash salvoes of lethal efficiency.
LEAGUES OF VOTANN TRANSPORT units from your army have the following ability: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 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).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.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.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.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.
Through vigilant and judicious calculation, this commander marshals their warriors’ reserves against future martial requirements.
LEAGUES OF VOTANN model only. At the end of the turn, if the bearer is on the battlefield and you spent no YP in that turn, you can gain 1YP.
This exceptional weapon has been wielded by heroes against the enemies of numerous leagues and has been the last word in many a failed negotiation with obdurate foes.
LEAGUES OF VOTANN model equipped with an Autoch-pattern combi-bolter only. Once per battle, when the bearer’s unit is selected to shoot, the bearer can use this Enhancement. If it does, spend up to 3YP and, until the end of the phase, add the number of YP you just spent to the Damage characteristic of the bearer’s ranged weapons.
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.
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).
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.
By feeding tactical data harvested from across the battlesphere into this costly device, the wearer can gain optimal target acquisition information.
LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. Each time the bearer’s unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer’s unit makes an attack, that attack has the [SUSTAINED HITS 1] ability.
This warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty.
LEAGUES OF VOTANN model only. At the start of the Command phase, you can spend 3YP. If you do, until the end of the turn, while an enemy unit is within 3" of the bearer, subtract 1 from the Objective Control characteristic of models in that enemy unit.
Some weapons are so rare, or so complex and slow to reload, that they can only be used once.
Each weapon with this ability can only be selected to make attacks with once per battle.Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.
This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence: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:The KÂHL keyword is used in the following Leagues of Votann datasheets:
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.
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.
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.
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.
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.
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.
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.
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.
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.
The LEAGUES OF VOTANN keyword is used in the following Leagues of Votann datasheets:
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.
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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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.The KAPRICUS keyword is used in the following Leagues of Votann datasheets:
The TRANSPORT keyword is used in the following Leagues of Votann datasheets:
The VEHICLE keyword is used in the following Leagues of Votann datasheets:
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:The HERNKYN keyword is used in the following Leagues of Votann datasheets:
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: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.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.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.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").The BRÔKHYR keyword is used in the following Leagues of Votann datasheets:
The IRONKIN STEELJACKS keyword is used in the following Leagues of Votann datasheets:
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).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.
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.
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).
The CTHONIAN keyword is used in the following Leagues of Votann datasheets:
This master-wrought comms array fouls enemy sensors, blinding the foe to the bearer's closing Cthonian allies.
LEAGUES OF VOTANN model only. Once per battle, in your Movement phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, select one friendly CTHONIAN unit that is in Reserves. Until the end of the phase, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.
This structural analyst specialises in plotting attacks that exploit underlying weaknesses to deadly effect:
LEAGUES OF VOTANN model only. While the bearer is within 3" of one or more friendly LEAGUES OF VOTANN ARTILLERY units, the bearer has the Lone Operative ability, and each time one of those ARTILLERY units makes a ranged attack that targets an enemy unit visible to the bearer, add 1 to the Hit roll.
The CHARACTER keyword is used in the following Leagues of Votann datasheets:
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.
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.
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.
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.
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.
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.
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.
The minds linked in this kognitaar mantle are believed to be the oldest of their kind. The complexity of their shared cognition permits strategic calculations at a level that Memnyr believe approaches the greatest fane.
MEMNYR STRATEGIST model only. Each time the bearer’s unit is selected to shoot, if you spend YP using the Optimal Application Detachment rule when doing so, you can roll one D6: on a 2+, you gain 1YP.
This 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.
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.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:
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".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].
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>.
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.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
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: