The Leagues of Votann have emerged from the depths of the galactic core. To face their armies in battle is to stand before an armoured avalanche that crushes all in its path. It is to be appraised and then brusquely dealt with by attackers who see you as little more than an obstruction to profit – or worse, as a hated nemesis whose annihilation is worth any cost. To their partners in trade and war, the Kin are invaluable allies. Yet those they deem a risk to their peoples’ survival face destruction, meted out with the same relentless rigour that the Kin apply to all their undertakings.

This section contains all of the datasheets that you will need in order to fight battles with your Leagues of Votann miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Leagues of Votann units – these are described below and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Leagues of Votann
  Leagues of VotannCodex9Indomitus 1.1November 2022

FAQ

Codex: Leagues of Votann

Q:Do weapons with the Beam ability affect friendly units along the line between the firing model and the target unit?
A:
Yes. A wound roll should be made against those friendly units in the same manner as attacks against enemy units.
Q:If an attack with a beam weapon scores one or more additional hits on the target, do those additional hits also trigger wound rolls against any intervening units?
A:
Yes. Each time an additional hit is scored against the target, that hit counts as its own attack, and so will cause a wound roll to be made against any intervening units.
Q:When a beam weapon causes a wound roll to be made against an intervening unit, does that unit count as having been hit by an attack for any other rules purposes?
A:
No.

Weapon Definitions

Some rules refer to ‘bolt weapons’, ‘beam weapons’ or ‘ion weapons’. The definitions of these weapons for the purposes of such rules can be found below:

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (Autoch-pattern bolter, bolt cannon, etc.), and any Relic that replaces a bolt weapon.

Beam Weapons

A beam weapon is any weapon with the Beam ability.

Ion Weapons

An ion weapon is any weapon whose profile includes the word ‘ion’ (ion blaster, ion pistol, ion beamer, etc.), and any Relic that replaces an ion weapon.

Magna-rail Weapons

A Magna-rail weapon is any weapon with the Magna-rail ability.

Datasheet Rules

The <LEAGUE> Keyword

Many datasheets in this section have the <LEAGUE> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All VOTANN units are drawn from one of the Leagues. When you include a unit with the <LEAGUE> keyword in your army, you must nominate which League it is from and then replace the <LEAGUE> keyword in every instance on its datasheet with the name of your chosen League. This could be one of the Leagues detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a KÂHL unit in your army, and you decide they are from the Greater Thurian League, their keyword becomes GREATER THURIAN LEAGUE and their Kindred Hero ability reads ‘While a friendly GREATER THURIAN LEAGUE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different Leagues in the same Detachment.

HunTR Weapons

Coupled with the natural steadiness and sturdiness of the Kin and their combat vehicles, the auto-calibration andgravitic nudge-assist provided by HunTR modules ensures a stable firing platform, even when on the move.

Many ranged Votann weapons have the type ‘HunTR’. The number of attacks that a model makes with a HunTR weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting a ‘HunTR 1’ weapon can make one attack with that weapon; a model firing a ‘HunTR 3’ weapon can make three attacks, and so on.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Eye of the Ancestors

Kin war leaders learn the ability to cast the Eye of the Ancestors, judging swiftly which foes take priority for destruction.

If every unit from your army has the VOTANN keyword and is from the same League (excluding models with the UNALIGNED keyword), then enemy units will gain Judgement tokens (to a maximum of 3) throughout the battle as follows:
  • Each time an enemy unit destroys a VOTANN unit from your army, that enemy unit gains 1 Judgement token.
  • Each time an enemy unit successfully completes an action or a psychic action, it gains 1 Judgement token.
  • At the end of each of your opponent’s turns, you can select one enemy unit within range of an objective marker that your opponent controls. That unit gains 1 Judgement token.
If a unit with any Judgement tokens is removed from the battlefield (e.g. because it embarked on a TRANSPORT, is entering Strategic Reserves, etc.) make a note of how many Judgement tokens it had when it was removed. If that unit is set up on the battlefield again, place the corresponding number of Judgement tokens next to it again.

If a unit with one or more Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. If two or more units combine to form a single large unit, and any of those units had one or more Judgement tokens, make a note of how many are on the unit with the most just before they combined - the new larger unit has a number of Judgement tokens equal to this.

Each time a VOTANN model (excluding COG models) from your army makes an attack against a unit that has one or more Judgement tokens, apply the applicable bonus from the table below to that attack.

JUDGEMENT OF THE ANCESTORS
JUDGEMENT TOKENSABILITY
Priority Target Identified: On an unmodified hit roll of 6, that attack automatically wounds the target.
Eminent Threat: On an unmodified hit roll of 5+, if that attack successfully hits the target, it also automatically wounds the target.
Now We’ve Got a Grudge to Settle: On an unmodified hit roll of 4+, if that attack successfully hits the target, it also automatically wounds the target.

Note, if an attack automatically wounds the target as the result of this ability, then for the purposes of any other rules that are triggered on a particular wound roll, that attack is never considered to have been made with an unmodified wound roll of 6.

Magna-rail

The Kin utilise linear accelerator weapons to fire hypervelocity projectiles, capable of punching holes through any target.

Some Votann weapons have the Magna-rail ability. Each time an attack is made with such a weapon:
  • Invulnerable saving throws cannot be taken against that attack.
  • On an unmodified wound roll of 6, excess damage that weapon inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.

Steady Advance

The Kin stride into battle with an unwavering sense of purpose, their advance steady and deliberate.

  • This unit can ignore any or all modifiers to its Move characteristic and any or all modifiers to its Advance or charge rolls.
  • Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 3" to the Move characteristic of each model in this unit (add 6" instead if this unit is ACCELERATED).

Void Armour

Void armour comprises hardened, jointed segments hooked into the void suit beneath. It is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with micro-field generators.

  • Each time an attack is made against this unit, your opponent cannot re-roll the wound roll and cannot re-roll the damage roll.
  • Each time an attack is allocated to a model in this unit, the Armour Penetration characteristic of that attack is reduced by 1 (to a minimum of 0).

Beam

The Brôkhyr of the Leagues of Votann are masters of focused energy beam technology. They have spent millennia perfecting the manufacture of focusing lenses, stream modulators, capacitor-shunts and other technological esoterica, which render these weapons as reliable as they are lethal. Beam weapons spit out a sustained stream of energy that bores through everything in its path, and can be played over the target region to wreak further havoc amongst the foe.

Some Votann weapons have the Beam ability. Each time an attack is made with such a weapon, if a hit is scored, draw a line between the closest point of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over (excluding units that were not eligible to be targeted by this weapon when targets were selected). When a VEHICLE model makes an attack with beam weapons that targets an enemy unit in Engagement Range of it, that attack is only resolved against that target unit and it cannot hit any other unit.

Example 1: A VOTANN model with a beam weapon targets and hits Unit C. Unit A and B lie on a line between the attacking model and the closest point of the target unit. Unit B was not an eligible target for the original attack however (due to the Look Out, Sir rule) and so cannot be hit by the beam, but Unit A can.

Example 2: A VOTANN model with a beam weapon targets and hits Unit C. Unit A and B lie on a line between the attacking model and the closest point of the target unit. Unit B was not an eligible target for the original attack however (it is wholly behind a terrain feature with the Obscuring trait and, unlike the TITANIC unit, contains no models with a Wounds characteristic of 18 or higher) and so cannot be hit by the beam, but Unit A can.

Detachment Abilities

A VOTANN Detachment is one that only includes models with the VOTANN keyword (excluding models with the UNALIGNED keyword).
  • VOTANN Detachments gain the Hero of the Oathband ability.
  • VOTANN units in VOTANN Detachments gain the League Customs ability.
  • HEARTHKYN WARRIORS and HERNKYN PIONEERS units in VOTANN Detachments gain the Objective Secured ability.

Hero of the Oathband

It is tradition for a single Kâhl either to lead each Oathband, or else to serve as its military figurehead and strategist alongside whichever hero has mustered its forces. So great is the store of strategic cunning martial prowess and inspirational courage possessed by each Kâhl, that they are of greatest benefit to the Kinhost divided in this fashion.

You can include a maximum of one KÂHL model in this Detachment.

League Customs

Each of the Leagues of Votann are renowned for particular customs that have defined their approach to matters for so long that they have become tradition. Though individual Kindreds may choose to focus on particular aspects of their Leagues traditions, all observe them as cultural and military cornerstones.

All VOTANN units with this ability, and all the models in them, gain a League Custom so long as every VOTANN unit in your army is from the same League. The custom gained depends upon which League they are from, as shown below.

Example: A GREATER THURIAN LEAGUE unit with the League Customs ability gains the Ruthless Efficiency League Custom.

If your League does not have an associated League Custom, you must instead select an Established League Custom for them; this allows you to customise the rules for your Established League. In either case, write down all of your Detachments’ customs on your army roster.

The Leagues

If your army is Battle-forged, <LEAGUE> units in VOTANN Detachments gain access to the following League rules, provided every VOTANN unit in your army is from the same League. If every <LEAGUE> unit in a VOTANN Detachment is from the same League, that Detachment is referred to as a League Detachment.

LEAGUE CUSTOMS
All <LEAGUE> units in a League Detachment will gain a League Custom. Below you will find the League Custom associated with each League, as well as the list of Established League Customs that you must use if your League does not have an associated custom. Note that each custom is made up of three rules, one of which has an ‘Ancestral Judgement’ label - this rule will only apply if every unit from your army is from the same League (excluding models with the UNALIGNED keyword).

WARLORD TRAITS
Each League has an associated League Warlord Trait. If a VOTANN <LEAGUE> CHARACTER model gains a Warlord Trait, they can have the relevant League Warlord Trait instead of a Votann Warlord Trait.

STRATAGEMS
Each League has an associated League Stratagem. If your army includes a League Detachment (excluding Auxiliary Support Detachments), then you have access to and can spend Command points to use this Stratagem, in addition to Votann Stratagems.

RELICS OF THE LEAGUES
Each League has an associated League Ancestral Relic. If your army is led by a VOTANN <LEAGUE> WARLORD, you can give the relevant League Ancestral Relic to a VOTANN <LEAGUE> CHARACTER model from your army instead of giving them an Ancestral Relic. Named characters and IRONKIN ASSISTANT models can never be given one of these Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Ancestral Relics your models have on your army roster.

Example: A Battle-forged army includes a VOTANN Detachment in which every unit has the URANI-SURTR REGULATES keyword. All URANI-SURTR REGULATES units in that Detachment gain the Dour Survivalists League Custom, an URANI-SURTR REGULATES CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the Grim Pragmatism trait, you have access to the Waste Not Your Last Breath Stratagem and can spend CPs to use it, and if the army’s WARLORD is selected from this Detachment and is from the URANI-SURTR REGULATES, then an URANI-SURTR REGULATES CHARACTER model from your army that could be given an Ancestral Relic can instead be given The Abiding Mantle.

Greater Thurian League

The Greater Thurian League are as uncompromisingly mercenary as they are driven in the causes of exploration, resource acquisition and military conquest. Boasting scores of allied Kindreds and near-inexhaustible ranks of Kinhost warriors to enforce their will, the Greater Thurian League take pride in epitomising all that it means to be Kin.

LEAGUE CUSTOM: RUTHLESS EFFICIENCY

The Kin of the Greater Thurian League are skilled warriors and ruthless expansionists, instinctively working together to defeat their foes and efficiently achieve their aims. As with everything, they approach war with a grim, methodical pragmatism that is an inspiration to other Leagues.

  • Models with this custom (excluding COG models) count as 2 models when determining control of an objective marker, or 5 models if they have a Wounds characteristic of 10 or more.
  • Each time a unit with this custom is selected to shoot or fight, you can re-roll one hit roll or one wound roll when making that unit’s attacks.

Ancestral Judgement
Each time a model (excluding a COG model) with this custom makes an attack against a target that has 1 or more Judgement tokens, that enemy unit is considered to have 1 more Judgement token than it actually has (to a maximum of 3) when determining what bonuses apply to the attacking model’s attacks.

WARLORD TRAIT: PRAGMATIC WISDOM

This warlord squeezes the most of out every strategic ploy, their command decisions optimising the reward for every expenditure.

While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.

APPRAISING GLARE1CP
Greater Thurian League – Epic Deed Stratagem

Few Kin can cast the Eye of the Ancestors with the swiftness and grim efficiency of this League’s Kâhls. Where their merciless gaze falls, the strengths and weaknesses of the enemy are laid bare, and there their warriors strike hardest.

Use this Stratagem when a GREATER THURIAN LEAGUE KÂHL model from your army uses its Grim Efficiency ability. The selected enemy unit gains one additional Judgement token.

RELIC: KÔRVYK’S CUIRASS

Amongst the earliest records of the Greater Thurian League is an account of the famed Brôkhyr Kôrvyk the Hammer fashioning this remarkable chest plate. Said to be crafted from one of only three small transubstantium deposits ever discovered by the Kin, and with the direct aid of the nascent Leagues still-lucid Votann, it is a truly remarkable piece of armour. It is said that Kôrvyk’s Cuirass is as unyielding and resilient as the very spirit of the Kin race.

GREATER THURIAN LEAGUE model only.
  • The bearer has a 4+ invulnerable save.
  • Each time an attack is allocated to the bearer, the Armour Penetration characteristic of that attack is reduced by 1 (to a minimum of 0). This is cumulative with the similar bonus from the Void Armour ability.

Trans-hyperian Alliance

The Kindreds of the Trans-Hyperian Alliance are scattered far and wide, with many of their Hold ships cruising at the heart of nomadic fleets. Observing a secular cult of ancestral veneration that surpasses the dedication of the rest of their race, the Kin of the Trans-Hyperian Alliance are ever on the move, always seeking new knowledge and conquests to enrich the Votann.

LEAGUE CUSTOM: HONOUR THE ANCESTORS

Ever on the move - and often strung out and under-strength - the Kin of the Trans-Hyperian Alliance are no strangers to fighting against the odds. They relish such hardships, however, and strive all the more fiercely to apply their hard won experience to every conflict, the better to honour the Votann.

  • Each time a model with this custom makes an attack, if that model’s unit is below its Starting Strength, add 1 to that attack’s hit roll.
  • Each time a model with this custom makes an attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

Ancestral Judgement
Each time a model with this custom (excluding a COG model) makes an attack against a target that has 1 or more Judgement tokens, re-roll a wound roll of 1.

WARLORD TRAIT: NOMAD STRATEGIST

This warlord makes the most of their warriors’ desire to stay on the move, employing mobile strategies and swiftly repositioning their forces to exploit weaknesses in enemy battle lines.

At the start of the first battle round, you can select up to three friendly TRANS-HYPERIAN ALLIANCE units wholly within your deployment zone. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

CULT OF VENERATION1CP
Trans-Hyperian Alliance – Battle Tactic Stratagem

The Ancestor worship within the Trans-Hyperian Alliance borders on the puritanical. So wholly determined are its Kin to live up to the impossible standards of their forebears, that they will endure unbelievable hardships and keep fighting to survive and prevail - even should they be terribly injured.

Use this Stratagem in any phase, when a TRANS-HYPERIAN ALLIANCE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model, or another model in its unit, would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

RELIC: THE CORV DUAS

Originally fashioned aboard the Hold ship of Urvû’s Kindred during the years of the Longest March, these CORV units contain shards of psychoactive crystal recovered from a scintillating anomaly. Like escorts around a capital ship, the CORV Duas employ their psycho-amplified resilience to shield their Grimnyr from harm. At the same time, the empyric resonance generated by their presence magnifies the fortitude of the Grimnyr’s barrier-tech, helping them to ward off harmful enemy manifestations.

TRANS-HYPERIAN ALLIANCE GRIMNYR model only.
  • Add 1 to the Wounds characteristics of this unit’s CORV models.
  • While the bearer’s unit contains 1 or more CORV models, the bearer can attempt to deny one additional psychic power in each of your opponent’s Psychic phases.
  • While the bearer’s unit contains 1 or more CORV models, add 1 to Deny the Witch tests taken for the bearer.

Kronus Hegemony

The Kronus Hegemony are ever on the march. Their Kindreds must fulfil quotas of martial conquest, and find the slightest excuse to launch into full-blown military invasions of alien-held systems. Over time, the temperament of these Kindreds has become ever more aggressive and ill-tempered, so that now there are few problems the Kin of the Kronus Hegemony will not seek to solve with violence.

LEAGUE CUSTOM: BATTLE PROWESS

The Kin of the Kronus Hegemony are vaunted warriors who are expected to display exceptional feats of strength and skill in combat. They never hesitate to hurl themselves into battle and, the steeper the odds, the harder they fight to prevail.

  • Each time a unit with this custom fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
  • Each time a model with this custom makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s Strength characteristic.

Ancestral Judgement
Each time a model with this custom (excluding a COG model) makes a melee attack against a target that has 2 or more Judgement tokens, the Armour Penetration characteristic of that attack is improved by 1.

WARLORD TRAIT: EXEMPLARY HERO

It is the duty of all war leaders within the Kronus Hegemony to set an unimpeachable example to their followers, employing their prodigious skills to lay low the greatest enemy threats in person.

Each time this WARLORD fights, if it is within Engagement Range of any enemy CHARACTER or MONSTER units, then until that fight is resolved, add 1 to this WARLORD’s Attacks characteristic.
  • Each time this WARLORD makes a melee attack, you can re-roll the hit roll.
  • Each time this WARLORD makes a melee attack against an enemy CHARACTER or MONSTER unit, add 1 to the wound roll.

BLOODY EXPECTATIONS1CP
Kronus Hegemony – Battle Tactic Stratagem

With a few stern words, the war leaders of the Kronus Hegemony remind their warriors what is expected of them. They must fight all the harder, for the Ancestors expect their due.

Use this Stratagem in the Fight phase, when a KRONUS HEGEMONY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

RELIC: THE JUST BLADE

Rumour has it that this mighty axe is the deadliest weapon ever to be fashioned in the Forges of the Kronus Hegemony. A phase-modulated plasma field wreathes a polytrinate blade that has been witnessed to cut through feet-thick armour plating - and even energy fields - as though they were not there. It is said within the Hegemony that so deadly a weapon must only be wielded in a truly justified conflict against a deserving foe.

KRONUS HEGEMONY model with a forgewrought plasma axe or dark star axe only.

This Relic replaces a forgewrought plasma axe or dark star axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Just Blade
The Just Blade
Melee
Melee
+1
-4
2
Abilities: Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.

Ymyr Conglomerate

The Ymyr Conglomerate are renowned for two things above all else; their vast material wealth and the spectacular technologies that they craft with it. A League whose mantra is ever quality over quantity, the Ymyr Conglomerate deploy some of the most elite and heavily equipped Oathbands to be seen in any theatre of war.

LEAGUE CUSTOM: MASTER ARMOURERS

The craftsmanship and quality of the Ymyr Conglomerate’s weapons and void armour are second to none. Kin who enter battle girded with such forgewrought masterpieces strive never to waste their tremendous potential.

  • Add 4" to the Range characteristic of all ranged weapons (excluding Relics) models with this custom are equipped with.
  • Models in a unit with this custom that have a Save characteristic of 2+ gain a 4+ invulnerable save; other models in a unit with this custom gain a 5+ invulnerable save.

Ancestral Judgement
Each time a model with this custom (excluding a COG model) makes a ranged attack that targets a unit within half range, if that target has 1 or more Judgement tokens, the Armour Penetration characteristic of that attack is improved by 1.

WARLORD TRAIT: GUILD CONNECTIONS

It serves this warlord well to maintain strong contacts with the greatest Cthonian Guilds of the Ymyr Conglomerate. Such friendships yield rich gifts that can be put to good use upon the battlefield.

The Damage characteristic of all weapons this WARLORD is equipped with (excluding Relics) is increased by 1.

PULSED BEAM DISCHARGE1CP
Ymyr Conglomerate – Wargear Stratagem

With specific modifications it is possible to focus a beam weapon’s output into a more deadly stream of energy.

Use this Stratagem in your Shooting phase, when an YMYR CONGLOMERATE unit from your army is selected to shoot. Select one model in that unit, and then select one beam weapon that it is equipped with. Until the end of the phase, each time a hit is scored with that weapon, the target suffers 1 mortal wound in addition to the normal Damage.

RELIC: THE LAST CREST OF JÂLUK

The tragic fall of the Hold world of Jâluk remains a cautionary tale to all those Brôkhyr tempted by wild experimentation. Only this one gilded crest was recovered from the storm-lost planet, pristine and seemingly untouched by the warp-madness that surrounded it. Its protective powers extend to its bearer, as does the weight of responsibility to prevent such a tragedy befalling their own Hold.

YMYR CONGLOMERATE SHIELD CREST model only.
  • Once per battle, before making a saving throw for the bearer, it can activate this Relic. If it does so, then until the end of the phase, the bearer has a 3+ invulnerable save.
  • Each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

Urani-Surtr Regulates

The Kindreds of the Urani-Surtr Regulates prize stoicism, self-reliance and - unusually for their race - inflexible determination no matter the odds of success. They disparage wastefulness above all else, and will subsist uncomplainingly upon the absolute minimum if doing so will bring them victory, and their Kindreds survival.

LEAGUE CUSTOM: DOUR SURVIVALISTS

The URSR have suffered greatly over the millennia, yet still they endure. Their grim warriors have disdain for every foe, and are known to fight to the last. While they can still stand, they can fight.

  • Add 1 to the Toughness characteristic of models in a unit with this custom.
  • You can re-roll failed Morale tests taken for a unit with this custom.

Ancestral Judgement
Each time a model with this custom (excluding a COG model) makes an attack against a target that has 0 Judgement tokens, that enemy unit is considered to have 1 Judgement token when determining what bonuses apply to the attacking model’s attacks.

WARLORD TRAIT: GRIM PRAGMATISM

Dwelling on pain and discomfort only wastes valuable energy that could be put to better use.

Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

WASTE NOT YOUR LAST BREATH1CP
Urani-Surtr Regulates – Epic Deed Stratagem

It is incumbent upon the leaders of the URSR to set an example of absolute indomitability before their followers.

Use this Stratagem in the Fight phase when an URANI-SURTR REGULATES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.

RELIC: THE ABIDING MANTLE

By their own insistence, the name of whichever skilled URSR craftsman fashioned this cloak was never recorded. Laced through with chamelioweave and contramotive optic damper-circuits, this seemingly plain garment causes its wearer to blend in amongst the ranks of their comrades - their survival aided by understated anonymity.

URANI-SURTR REGULATES model only. Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.

Established League Customs

If your chosen League does not have an associated League Custom, you must instead create their custom by selecting rules from the list here. Unless otherwise stated, your League has three customs from the following list, one of which (and only one) must be from those with an Ancestral Judgement label.

MARTIAL CLONESKEINS

Some Leagues emphasise cloneskeins throughout their populace, which promote physical strength and aggression. This better ensures a ready supply of soldiers of the line.

Each time a model with this custom makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s Strength characteristic.
VENGEFUL
Ancestral Judgement

This League allows no insult or loss amongst their number to go unavenged. The fallen are always honoured in blood.

Each time a unit with this custom is destroyed by an enemy unit, that enemy unit gains 2 Judgement tokens instead of 1.
BRUTAL EFFICIENCY
Ancestral Judgement

This League imposes a particularly punishing training regime upon all the warriors of its Oathbands, training them to eliminate their enemies with merciless efficiency.

Each time a model with this custom (excluding a COG model) makes a melee attack against a target that has 1 or more Judgement tokens, an unmodified hit roll of 6 scores 1 additional hit.
CLOSE QUARTERS PRIORITISATION
Ancestral Judgement

The Kindreds of this League view firefights as but the first stage of battle, leading into a devastating headlong offensive to crush the foe in hand-to-hand battle.

Each time a unit with this custom declares a charge, if it only declares a charge against one target, and if that target has 1 or more Judgement tokens, add 2 to the charge roll.
STOIC

Courage and fortitude are the watchwords of this League, its Kin dour and fearless no matter the enemy or the odds.

You can re-roll failed Morale tests taken for a unit with this custom.
TAKING IT PERSONALLY
Ancestral Judgement

This League’s warriors are infamously ill-tempered and known to take the continued existence of their foes rather personally.

Each time a unit with this custom is selected to shoot or fight, if all the models in that unit that make attacks target the same enemy unit, after resolving those attacks, if that enemy unit suffered damage as the result of those attacks but was not destroyed, roll one D6 and add 1 to the result if the unit being attacked is now below Half-strength. On a 5+, that enemy unit gains 1 Judgement token.
HONOUR IN TOIL

When their comrades fall in battle, the Kin of this League fight all the harder to honour them through unfaltering success.

Each time an attack is made by a model with this custom, if this unit is below its Starting Strength, add 1 to that attack’s hit roll.
WAR SONGS

It is customary within the Kindreds of this League to form indomitable shield walls in battle, and then to raise massed voices in an inspirational song of ancestral honour and defiance.

Each time a <LEAGUE> model with this custom makes a melee attack, if the target of that melee attack was within Engagement Range of 2 or more <LEAGUE> CORE units from your army when the attacking unit was selected to fight, you can re-roll the hit roll.
LEAGUE AFFILIATED

This League has such close ties with another League, that they are on the verge of forming an alliance.

You cannot select this custom if you have selected any other custom, and if you select this custom you cannot select any other customs. Select one of the following Leagues: Greater Thurian League, Trans-Hyperian Alliance, Kronus Hegemony, Ymyr Conglomerate, Urani-Surtr Regulates.
  • Use the custom of the League you selected.
  • If a CHARACTER model with this custom gains a Warlord Trait, they can have a League Warlord Trait associated with the League you selected, instead of a Votann Warlord Trait. If a CHARACTER has such a Warlord Trait, replace all instances of the League keyword on that Warlord Trait (e.g. TRANSHYPERIAN ALLIANCE), if any, with the name of the League that this CHARACTER is from.
  • Unless the only units with this custom are part of an Auxiliary Support Detachment, you will gain access to the League Stratagem associated with the League you selected. When using such a Stratagem, replace all instances of the League keyword on that Stratagem (e.g. TRANS-HYPERIAN ALLIANCE), if any, with the name of the League that the units with this custom have.
REFINED POWER CORES

This League is known for processing highly refined power cells to fuel their war machines, lending them greater acceleration.

Add 2" to the Move characteristic of models with this custom that have either the ACCELERATED or VEHICLE keywords.
QUICK TO JUDGE
Ancestral Judgement

The Kin of this League waste no time in appraising their foe, and they are quick to pass judgement upon all who mean them harm.

Each time an enemy unit targets a unit with this custom with a shooting or melee attack, after the attacking unit has resolved all of its attacks, if the unit with this custom suffered one or more casualties as the result of those attacks but was not destroyed, roll one D6 and add 1 to the result if the unit being attacked is now below Half-strength. On a 4+, the attacking unit gains 1 Judgement token.
SUPERIOR BEAM CAPACITORS

The Brôkhyr of this League have refined the art of crafting superior energy capacitors and focal lenses to transform their continuous beam energy tools into deadly weapons capable of scything through enemy ranks.

  • Add 1 to the Strength characteristic of all beam weapons equipped by models with this custom (including Relics).
  • Each time a unit with this custom is selected for the Core-Buster Fire Pattern Stratagem, that Stratagem costs 0CP.
UNWAVERING DISCIPLINE
Ancestral Judgement

These Kin warriors are renowned for being stiff-necked and particularly disciplined. When their heroes mark a foe for destruction, they brook no distraction from their appointed task.

Each time a model (excluding a COG model) with this custom makes an attack against a target that has 1 or more Judgement tokens, you can ignore any or all hit roll, Weapon Skill and Ballistic Skill modifiers.
VOID HARDENED

This League requires all its Kindreds to promote cloneskeins that render their peoples especially hardy and resilient.

Each time an attack is made against a unit with this custom, an unmodified wound roll of 1-2 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
WARRIOR PRIDE

The warriors of this League of Votann pride themselves on their martial skills and their proficiency in combat.

Each time a unit with this custom is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.
WEAPONSMITHS

Whether through the skill of their Kindreds’ Brôkhyr, or access to sources of rare and highly perilous ballistic materials, the Kindreds of this League are able to deploy exceptionally potent firearms throughout their Oathbands.

Add 4" to the Range characteristic of all ranged weapons (excluding Relics) models with this custom are equipped with.

Stratagems by Phase

Before battle

BEQUEST OF THE VOTANN (Votann – Requisition)

IN THE RIGHT HANDS (Votann – Requisition)

LEGEND OF THE LEAGUE (Votann – Requisition)

Battle Round

Any phase

MULTIWAVE SYSTEM JAMMER (Votann – Wargear)

Command phase

APPRAISING GLARE (Greater Thurian League – Epic Deed)

BASTION RUNNING (Votann – Epic Deed)

COMBAT SURGERY (Votann – Epic Deed)

GRIMWROUGHT BARRIER (Votann – Epic Deed)

PERSONAL GRUDGE (Votann – Epic Deed)

Movement phase

ACCELERATED RESPONSE (Votann – Battle Tactic)

OUTFLANKING PIONEERS (Votann – Strategic Ploy)

SITE-TO-SITE TRANSPORT (Votann – Wargear)

WELL-ORDERED RETREAT (Votann – Strategic Ploy)

LUCK HAS. NEED KEEPS. TOIL EARNS. (Votann – Strategic Ploy)

Enemy Movement phase

PAN SPECTRAL WARNING (Votann – Wargear)

Shooting phase

POINT-BLANK FUSILLADE (Votann – Battle Tactic)

THE MIGHT OF THE EINHYR (Votann – Battle Tactic)

ANCESTRAL SENTENCE (Votann – Battle Tactic)

CONCUSSION BLAST (Votann – Wargear)

CORE-BUSTER FIRE PATTERN (Votann – Battle Tactic)

HUNTR’S MARK (Votann – Battle Tactic)

ION STORM (Votann – Wargear)

LIGHT’EM UP (Votann – Strategic Ploy)

OPTIMISED VOLLEY (Votann – Battle Tactic)

PULSED BEAM DISCHARGE (Ymyr Conglomerate – Wargear)

SUBTERRANEAN EXPLOSIVES (Votann – Wargear)

Enemy Shooting phase

MAG-RIDERS (Votann – Strategic Ploy)

REACTIVE REPRISAL (Votann – Battle Tactic)

Being targeted

OVERCHARGED SHIELD CREST (Votann – Wargear)

Enemy Charge phase

FAMILIAL LOYALTY (Votann – Strategic Ploy)

Fight phase

KINBOND (Votann – Battle Tactic)

THE MIGHT OF THE EINHYR (Votann – Battle Tactic)

ANCESTRAL SENTENCE (Votann – Battle Tactic)

BLOODY EXPECTATIONS (Kronus Hegemony – Battle Tactic)

CYBERSTIMM INFUSION (Votann – Battle Tactic)

WASTE NOT YOUR LAST BREATH (Urani-Surtr Regulates – Epic Deed)

Enemy Fight phase

KINBOND (Votann – Battle Tactic)

THE MIGHT OF THE EINHYR (Votann – Battle Tactic)

ANCESTRAL SENTENCE (Votann – Battle Tactic)

BLOODY EXPECTATIONS (Kronus Hegemony – Battle Tactic)

CYBERSTIMM INFUSION (Votann – Battle Tactic)

Taking casualties

CULT OF VENERATION (Trans-Hyperian Alliance – Battle Tactic)

NEW-FOUND NEMESIS (Votann – Strategic Ploy)

WASTE NOT YOUR LAST BREATH (Urani-Surtr Regulates – Epic Deed)


Stratagems

If your army includes any VOTANN Detachments (excluding Auxiliary Support Detachments), you have access to these Stratagems, and can spend CPs to use them.

ACCELERATED RESPONSE1CP
Votann – Battle Tactic Stratagem

It is a point of honour to Kin military forces that they be precisely where their leaders need them, exactly when they are required.

Use this Stratagem in your Movement phase, when a VOTANN ACCELERATED unit from your army is selected to Advance. Until the end of the phase, add 12" to the Move characteristic of each model in this unit (this is not cumulative with the similar bonus provided by the Steady Advance ability).
ANCESTRAL SENTENCE1CP
Votann – Battle Tactic Stratagem

Some foes are so loathed that the Ancestors themselves are said to pass sentence upon them, marking them for death.

Use this Stratagem in your Shooting phase, when a VOTANN unit from your army is selected to shoot, or in the Fight phase, when a VOTANN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a target that has 1 or more Judgement tokens, you can re-roll the hit roll.
CORE-BUSTER FIRE PATTERN1CP
Votann – Battle Tactic Stratagem

Originally perfected for explosively excavating especially resistant mining obstacles, this intersectional beam weapon fire pattern works equally well to blast the heart from the enemy battle line.

Use this Stratagem in your Shooting phase after an enemy unit is hit by an attack made by a beam weapon fired by a VOTANN model from your army. Until the end of the phase, each time that enemy unit is hit by another attack made by a beam weapon fired by a VOTANN model from your army, roll one D6: on 4+, that enemy unit suffers 1 mortal wound in addition to the normal damage. A unit can only suffer a maximum of 6 mortal wounds per phase due to this Stratagem.
CYBERSTIMM INFUSION1CP
Votann – Battle Tactic Stratagem

Cthonian Beserks are typically fitted with augmetic, sub-dermal shunts that can flood their systems with stimulant chemicals to help them fight their way out of dangerous situations.

Use this Stratagem in the Fight phase, when a VOTANN BESERKS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
HUNTR’S MARK1CP
Votann – Battle Tactic Stratagem

Sensor-network calibration tied in to the HunTR modules on Kin weaponry can be used to part-automate targetting based on the casting of the Eye of the Ancestors. This ensures that, if the Votann have marked a victim, their will is carried out without fail.

Use this Stratagem in your Shooting phase, before making a hit roll for an attack made by a VOTANN model from your army. If the target unit has 1 or more Judgement tokens, do not make a hit roll for that attack: it automatically hits the target.
KINBOND2CP
Votann – Battle Tactic Stratagem

A clone race with a deep-rooted bond of common thought and intent, the Kin can act with eerie - and wholly unspoken - coordination, which helps them to overwhelm and pick apart their foes upon the field of battle.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that is within Engagement Range of 2 or more VOTANN CORE units from your army. Until the end of the phase, each time a VOTANN CORE model makes a melee attack against that enemy unit, you can re-roll the wound roll.
THE MIGHT OF THE EINHYR1CP
Votann – Battle Tactic Stratagem

When the fighting is at its fiercest, a Kindred’s elite Einhyr warriors truly show their quality.

Use this Stratagem in your Shooting phase, when an EINHYR unit from your army is selected to shoot, or in the Fight phase, when an EINHYR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
OPTIMISED VOLLEY1CP
Votann – Battle Tactic Stratagem

Should the foe gather in sufficient numbers, it becomes more efficient to hammer the tight-packed enemy targets with a full-auto hail of bolt fire than to conserve ammunition.

Use this Stratagem in your Shooting phase, when a VOTANN unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a bolt weapons, on an unmodified hit roll of 6, one additional hit is scored; if the target unit contained 11 or more models when this Stratagem was used, then 2 additional hits are scored instead.
POINT-BLANK FUSILLADE2CP
Votann – Battle Tactic Stratagem

So resolute and steadfast are the Kin that their warriors are able to keep aiming and firing even in the midst of close-quarters battle.

Use this Stratagem at the start of your Shooting phase. Select one VOTANN INFANTRY or VOTANN BIKER unit from your army. Until the end of the phase, models in this unit can make attacks with ranged weapons even when their unit is within Engagement Range of enemy units, but they can only make such attacks against enemy units that they are within Engagement Range of (if a model makes an attack with a beam weapon, that attack is only resolved against that target unit and it cannot hit any other unit). In such circumstances, those models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. Note that if a model in this unit has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of that model’s unit, but that model will only be able to make the attacks with that weapon if all enemy units within Engagement Range of that model’s unit have been destroyed when you come to resolve those attacks. In addition, when a model in this unit shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.
REACTIVE REPRISAL1CP/2CP
Votann – Battle Tactic Stratagem

Once an enemy target has been marked out by the Eye of the Ancestors, the Kin focus their efforts upon its destruction, redoubling their fury should it attempt to engage.

Use this Stratagem in your opponent’s Shooting phase, after an enemy unit that had 1 or more Judgement tokens when it was selected to shoot has resolved its attacks. Select one VOTANN CORE unit from your army that was hit by one or more of that enemy unit’s attacks this phase, and that is not within Engagement Range of any enemy units. That VOTANN CORE unit can immediately shoot as if it were your Shooting phase, but its models can only target that enemy unit when doing so, and only if that enemy unit is an eligible target. After resolving its attacks, that VOTANN CORE unit is then not eligible to shoot in your next Shooting phase. If that VOTANN CORE unit was a unit of HEARTHKYN WARRIORS, this Stratagem costs 1CP; otherwise, it costs 2CP.
GRIMWROUGHT BARRIER2CP
Votann – Epic Deed Stratagem

By carefully manipulating localised warp flow via their barrier tech implements, the Grimnyr are able to ward their allies against malefic empyric manifestations.

Use this Stratagem in your Command phase. Select one VOTANN unit from your army that is within 9" of a friendly GRIMNYR model.
  • That unit, and the models it contains, stop being affected by any psychic powers that had been affecting it that had been manifested by an enemy unit.
  • Until the start of your next Command phase, that unit, and the models it contains, are not affected by any Malediction psychic powers manifested.
BASTION RUNNING1CP
Votann – Epic Deed Stratagem

A damaged Hekaton Land Fortress can be temporarily rigged for bastion running by its crew, fortifying systems with a short-lived power surge that allows the war engine to smash and blast its way out of even the most perilous situations.

Use this Stratagem in your Command phase. Select one HEKATON LAND FORTRESS model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
COMBAT SURGERY1CP
Votann – Epic Deed Stratagem

It is a tragic waste to let warriors die on the battlefield when there is a chance they can be revived to rejoin the fight.

Use this Stratagem in your Command phase. Select one VOTANN MEDIC unit from your army that is below its Starting Strength and not within Engagement Range of any enemy units. Up to D3 destroyed models are returned to that unit.
PERSONAL GRUDGE1CP
Votann – Epic Deed Stratagem

Some amongst the Kin harbour extremely personal and long-standing Grudges against their most hated nemeses.

Use this Stratagem in your Command phase. Select one VOTANN CHARACTER unit from your army and one enemy unit that is on the battlefield. Until the end of the battle, each time a model in that CHARACTER unit makes an attack against the selected enemy unit, that enemy unit is considered to have 3 Judgement tokens on it for the purposes of determining what bonuses apply to the attacking model’s attacks. You can only use this Stratagem if every unit from your army is from the same League (excluding UNALIGNED unit). You can only use this Stratagem once, unless you are playing an Onslaught battle (in which case, you can use this Stratagem twice).
IN THE RIGHT HANDS1CP
Votann – Requisition Stratagem

The Kin see little use in their most powerful and ancient technologies languishing in safety when - in the hands of their heroes - these devices can mean the difference between victory and defeat in battle.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the VOTANN keyword. Select one VOTANN CHARACTER model from your army and give them one Ancestral Relic (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
BEQUEST OF THE VOTANN1CP
Votann – Requisition Stratagem

Should a lower-ranking Kin hero show particular promise, they may be extended a Bequest of the Votann - an item of rarefied wargear they have proved themselves worthy of wielding.

Use this Stratagem before the battle. Select one Theyn or Hesyr model from your army. That model can have one of the following Ancestral Relics, even though they are not a CHARACTER model: The Grey Crest; Grudge’s End; The Hearthfist; Wârpestryk. Each Relic in your army must be unique. You can only use this Stratagem once.
LEGEND OF THE LEAGUE1CP
Votann – Requisition Stratagem

This hero's name and reputation are known throughout their League, synonymous with exceptional conduct and skill.

Use this Stratagem before the battle, when you arc mustering your army, if your WARLORD has the VOTANN keyword. Select one VOTANN CHARACTER model from your army and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
FAMILIAL LOYALTY1CP
Votann – Strategic Ploy Stratagem

The strong family bond between all members of a Kindred ensures that they will spare no effort to aid their imperilled comrades.

Use this Stratagem in your opponent’s Charge phase. Select one VOTANN INFANTRY or VOTANN BIKER unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it was a CHARACTER.
LIGHT’EM UP1CP
Votann – Strategic Ploy Stratagem

Hernkyn Pioneers can use their searchlights to illuminate priority targets for their comrades.

Use this Stratagem in your Shooting phase, after a VOTANN SEARCHLIGHT unit from your army has resolved its attacks. Select one enemy unit that was hit by one or more of that unit’s ranged attacks this phase; if every unit in your army is from the same League (excluding UNALIGNED units), the selected enemy unit gains 1 Judgement token.
LUCK HAS. NEED KEEPS. TOIL EARNS.1CP
Votann – Strategic Ploy Stratagem

The Kin believe that rightful ownership lies with whoever strives hard enough to posses the prize.

Use this Stratagem at the end of your Movement phase. Select one VOTANN CORE INFANTRY unit from your army that is within range of an objective marker. Until the start of your next Movement phase, while that unit is within range of that objective marker:
  • That unit automatically passes Morale tests.
  • Unless that unit makes a ranged attack or declares a charge, that unit can ignore any rules that would cause any actions they are performing to fail.
  • Each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
MAG-RIDERS1CP
Votann – Strategic Ploy Stratagem

Kindred magna-coil tech allows a skilled rider to effect sudden, drastic jinking manoeuvres while flaring the polarity of their vehicles coils to throw out disruptive energy pulses.

Use this Stratagem in your opponent’s Shooting phase, when a VOTANN BIKER unit from your army is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit:
  • Subtract 1 from that attack’s hit roll.
  • If that unit has Advanced during its previous turn, that attack’s hit roll cannot be re-rolled.
NEW-FOUND NEMESIS1CP
Votann – Strategic Ploy Stratagem

To strike down a hero amongst the Kin is to earn the immediate and murderous ire of all their warrior comrades.

Use this Stratagem when a VOTANN WARLORD or GRIMNYR model from your army is destroyed. The enemy unit that destroyed that model gains 2 Judgement tokens. If your destroyed model was a GRIMNYR, that enemy unit gains 3 Judgement tokens instead.
OUTFLANKING PIONEERS1CP
Votann – Strategic Ploy Stratagem

Hernkyn Pioneers often push their mounts to their limit to outflank the foe, knowing that their most effective strategic use amongst the ranks of the Oathband is as rapid, encircling raiders.

Use this Stratagem at the start of your Movement phase. Select one HERNKYN PIONEERS unit from your army that is more than 6" away from any enemy models and within 6" of any battlefield edge. If the mission you are playing is using the Strategic Reserves rules, place that unit into Strategic Reserves - that unit cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
WELL-ORDERED RETREAT1CP
Votann – Strategic Ploy Stratagem

Not for the Kin the sudden panic of the rout. Instead, they fall back steadily and by squads, laying down furious suppressing fire to drive back pursuing foes.

Use this Stratagem in your Movement phase, when a VOTANN CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
CONCUSSION BLAST1CP
Votann – Wargear Stratagem

Gravitic concussion grenades do not merely pulp flesh and crack bone, they also leave their foes disoriented from the blast wave.

Use this Stratagem in your Shooting phase, when a VOTANN CONCUSSION unit from your army is selected to shoot. Select one enemy unit within 6" of that unit. Until the start of your next Shooting phase:
  • The selected enemy unit cannot fire Overwatch or Set to Defend.
  • Each time a model in the selected enemy unit makes an attack, subtract 1 from that attack’s hit roll.
ION STORM2CP/1CP
Votann – Wargear Stratagem

The Kindreds’ mastery of ion weaponry has been fine tuned over millennia.

Use this Stratagem in your Shooting phase, when a VOTANN unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with an ion weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds). If that unit contains 11 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.
SUBTERRANEAN EXPLOSIVES2CP
Votann – Wargear Stratagem

Mole grenades can be set with a delayed fuse so that their underground detonation causes shock waves and subsidence.

Use this Stratagem in your Shooting phase, when a SUBTERRANEAN EXPLOSIVES unit from your army is selected to shoot. Until the end of the phase, each time that unit makes a ranged attack, subtract 1 from that attack’s wound roll, and, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Shooting phase:
  • Halve the Move characteristic of models in the target unit.
  • The target unit is not eligible to fight until after all other eligible units from your army have fought.

Designer’s Note: We recommend placing a Mole Grenade model next to enemy units while they are under the effects of this Stratagem, removing it at the start of your next Movement phase (a Mole Grenade does not count as a model for any rules purposes).
MULTIWAVE SYSTEM JAMMER2CP
Votann – Wargear Stratagem

The comms arrays of the Leagues of Votann can decrypt enemy communications channels and temporarily drown them in static.

Use this Stratagem at the start of any phase. Select one VOTANN COMMS unit from your army, then select one enemy unit within 12" of that unit. Until the end of the phase, that enemy unit cannot be affected by any Aura abilities that units in your opponent’s army have.
OVERCHARGED SHIELD CREST1CP/2CP
Votann – Wargear Stratagem

Kindred shield crests are capable of projecting strengthened energy fields to attenuate incoming attacks for short periods of time.

Use this Stratagem in any phase, when a VOTANN SHIELD CREST unit from your army is selected as the target of a ranged attack. Until the end of the phase, each time a ranged attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
PAN SPECTRAL WARNING2CP
Votann – Wargear Stratagem

Kindred pan spectral scanners can give forewarning of enemies approaching from unseen quarters, or even through the warp.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one VOTANN SCANNER unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.
SITE-TO-SITE TRANSPORT1CP/2CP
Votann – Wargear Stratagem

Kin teleport crests are capable of performing short site-to-site transportations, but doing so drains their power cores.

Use this Stratagem at the start of your Movement phase. Select one VOTANN TELEPORTATION unit from your army and remove it from the battlefield. In the Reinforcements step of this Movement phase, set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. You cannot select the same unit to use this Stratagem more than once per battle. If the unit you selected was a CHARACTER, this Stratagem costs 1CP; otherwise, it costs 2CP.

The Votannic Council

If your army is Battle-forged and includes any VOTANN Detachments (excluding Auxiliary Support Detachments), then when you muster your army, you can upgrade any of the following VOTANN CHARACTER units (excluding named characters) from your army: KÂHL, BRÔKHYR IRON-MASTER, GRIMNYR.

Each time you upgrade one of the aforementioned units, its Power Rating is increased, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules. These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.

Each time you upgrade a unit, one CHARACTER model in it gains a new keyword, as shown in the keyword column of the table below. It also gains access to bespoke Warlord Traits and gains two additional abilities, one of which is an Ancestral Judgement ability, as shown in the appropriate section below. A model can only use its Ancestral Judgement ability if every unit from your army has the VOTANN keyword (excluding models with the UNALIGNED keyword) and is from the same League. When you upgrade a VOTANN CHARACTER model with these rules, replace all instances of the <LEAGUE> keyword in their new abilities and Warlord Trait (if any) with the name of - the League that your model is from.

A Crusade force cannot start with any upgraded CHARACTER units - to include one in a Crusade force, you must use the A Great Honour Requisition.

An army (and a Crusade force) cannot contain more than one model from the same League that has the same Votannic Council keyword (e.g. it cannot contain two GREATER THURIAN LEAGUE HIGH KÂHL models, or two KRONUS HEGEMONY LORD GRIMNYR models, etc.).

THE VOTANNIC COUNCIL
CHARACTERKEYWORDPOWERPOINTS
KâhlHIGH KÂHL+2+40
GrimnyrLORD GRIMNYR+1+25
Brôkhyr Iron-masterBRÔKHYR FORGE-MASTER+1+25

High Kâhl

To be named the High Kâhl of an entire Kindred is both a tremendous honour and an awesome responsibility. These heroes act as the ultimate military commander of their Kinhost, instructing their subordinate Kâhls as the final word in grand strategy, and the figurehead of the Votannic Council. For their peers - and the wider Hearthspake - to elect a High Kâhl, the incumbent must be more than just a tremendously capable warrior and indomitable battlefield leader. They must also demonstrate their cool head for strategic command over planet-wide - or even system-wide - theatres, and their merciless mastery of the cruel calculus of war It is said that one should never expect compassion from the High Kâhl, but always sense and surely.

ABILITIES
A HIGH KÂHL model gains the following abilities:

High Kâhl: In your Command phase, select one friendly <LEAGUE> CORE or <LEAGUE> CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.

A HIGH KÂHL is excluded from the Hero of the Oathband ability rule. This means a Detachment can include both one HIGH KÂHL unit and one other KÂHL unit.

Ancestral Judgement
Efficient Exemplar: Each time a HIGH KÂHL model destroys an enemy unit, if that unit had 1 or more Judgement tokens, you can select one enemy unit that is visible to this model. If you do so, that unit gains 1 Judgement token.

WARLORD TRAIT
You can give a HIGH KÂHL model the Experienced Eye Warlord Trait instead of giving them another Warlord frail.

This old warrior has fought in countless wars. and has witnessed first-hand much of the worst the galaxy has to offer. They can appraise the battlefield situation at a glance, and from bitter experience can select priority targets with pragmatic efficiency while directing the Kin in war.

In each of your Command phases, this WARLORD can use their Grim Efficiency ability one additional time, but only if you select an enemy unit that has not already been selected for this ability during this phase.

Lord Grimnyr

The mechanism by which a Kindred’s Grimnyr choose their ultimate representative is unknown outside of their enigmatic circles. Yet all Kin know what this venerated figure embodies: wisdom, guidance and insight. Within the Volannic Council, the Lord Grimnyr is held to be the voice of the Ancestors themselves, as well as a walking conduit for both their lore and their gestalt might. Nor is this role a purely ceremonial or advisory one. It is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes and curs and voice of the Votann, dispensing wisdom to friends and allies, even as they unleash the wrath of the glowering Ancestors upon the enemies of their Kindred.

ABILITIES
A LORD GRIMNYR model gains the following abilities:

Lord Grimnyr: This model can attempt to manifest one additional psychic power in each of your Psychic phases.

Ancestral Judgement
Anger of the Ancestors: Each time a LORD GRIMNYR model attempts to manifest a psychic power from the Skeinwrought discipline, if there are any enemy units within 18" of this LORD GRIMNYR model with 1 or more Judgement tokens, add 1 to that Psychic test.

WARLORD TRAIT
You can give a LORD GRIMNYR model the Ancestral Power Warlord Trait instead of giving them another Warlord Trait.

This old and wisened soul has communed with the Votann for countless years. They have gleaned many incredible secrets and interpreted great truths in their time, and have immense skill in wielding the psycho-activated barrier technologies that are their birthright.

Add 6" to the range of psychic powers from the Skeinwrought discipline that are manifested by this WARLORD.

Brôkhyr Forge-master

To become their Kindreds Forge-master, a Brôkhyr must prove not only their pre-eminence at the crafting of technological marvels, but also in overseeing their deployment. It is their duty to fashion the tools of war that will be wielded by their Kindred’s greatest heroes in the coming conflict, themselves included. They must further embody the fury of the Forge upon the battlefield, providing wise counsel on everything from siegecraft to field-repair, even as they blast and bludgeon their enemies to ruin.

ABILITIES
A BRÔKHYR FORGE-MASTER model gains the following abilities:

Brôkhyr Forge-master: Once per battle round, if this model is on the battlefield when you use a Votann Wargear Stratagem, if the unit selected to use that Stratagem is a friendly <LEAGUE> unit within 6" of this BRÔKHYR FORGE-MASTER, reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.

Ancestral Judgement
Forge-master’s Eye: Each time a BRÔKHYR FORGE-MASTER model makes an attack, on an unmodified wound roll of 6, if the target of that attack has 1 or more Judgement tokens, that attack inflicts a number of mortal wounds on the target equal to the damage characteristic of that attack, and the attack sequence ends. If a BRÔKHYR FORGE-MASTER model makes an attack with a beam weapon, this ability also applies to any intervening units that are ‘hit’ by that beam that have 1 or more Judgement tokens.

WARLORD TRAIT
You can give a BRÔKHYR FORGE-MASTER model the Master Armourer Warlord Trail instead of giving them another Warlord Trait.

This Brôkhyr is a true craftsman, and their experience in executing battlefield repairs is second to none. Vehicle crews are much assured when this trusted old hand is on standby, even believing their touch to bestow good fortune.

  • Each time this WARLORD repairs a model using its Brôkhyr’s Guild ability, the model being repaired regains up to 3 lost wounds instead of D3 (the model being repaired regains up to 4 lost wounds instead while this BRÔKHYR FORGE-MASTER’s unit includes 1 or more E-COG models, as described in the E-COG Support ability).
  • Once per battle round, when a saving throw is failed for a friendly <LEAGUE> VEHICLE or <LEAGUE> EXO-FRAME model that is within 6" of this WARLORD, this WARLORD can use this trait. When it does so, the Damage characteristic of that attack is changed to 0.

Skeinwrought Discipline

Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Skeinwrought discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <LEAGUE> keyword on that psychic power (if any) with the name of the League that your PSYKER is from.

D6PSYCHIC POWER
1

INTERFACE ECHO

The Grinmyr draws empyrically archived Votannic wisdom from within ward-tech augmentic neural buffers, and uses it to inform their comrades’ battle plan.

Blessing: Interface Echo has a warp charge value of 5. If manifested, you gain 1 Command point. The limit of gaining or refunding 1CP per battle round does not apply to any Command points gained via this psychic power.

2

FORTIFY

The Kin have a natural belief in their own indomitable fortitude. Employing controlled empyric energies, the Grinmyr causes these beliefs to manifest as temporary physical enhancement.

Blessing: Fortify has a warp charge value of 6. If manifested, select one friendly <LEAGUE> CORE or <LEAGUE> CHARACTER unit within 12" of this PSYKER. Until the start of your next Psychic phase:

  • Add 1 to the Toughness characteristic of models in that unit.
  • Roll one D6 each time a model in that unit loses a wound: on a 6, that wound is not lost.

3

ANCESTRAL WRATH

Channelling the grim hatred that all Kin believe the Ancestors hold for their foes, the Grinmyr transmutes it into furious destructive energies. White fire leaps from their eyes, their fingertips and their open mouth, blasting the foe to scattered ashes.

Witchfire: Ancestral Wrath has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER and roll 3 dice. If that enemy unit contains 11 or more models, roll 6 dice instead. In either case, add 1 to each result if that enemy unit has 1 or more Judgement tokens on it. For each roll of 4+, that enemy unit suffers 1 mortal wound.

4

GRUDGEPYRE

Harnessing the Kin’s gestalt hatred for a begrudged foe, the Grinmyr engulfs their victim in a pillar of flame that scours them from existence.

Witchfire: Grudgepyre has a warp charge value of 4. If manifested, select one enemy unit that is not a VEHICLE, MONSTER or CHARACTER within 18" of and visible to this PSYKER. Roll 2D6 and add the number of Judgement tokens that are next to that unit to the result: if the result is greater than the unmodified Leadership characteristic of that unit, one model selected by your opponent in that unit is destroyed.

5

NULL VORTEX

Unleashing the full contra-empyric power of their barrier tech, the Grinmyr projects a null-probability field that causes enemy force shields to flicker and die, and even the most agile foes to fumble weakly in their efforts to evade harm.

Malediction: Null Vortex has a warp charge value of 8. If manifested, select one enemy unit within 12" of this PSYKER. Until the start of your next Psychic phase, models in that unit cannot use any invulnerable saves.

6

CRUSHING CONTEMPT

The glowering stare of the Grinmyr bores into the enemy, its manifest disdain and anger intensifying by the moment until they feel its weight as a physical force. It causes them to stagger and strain simply to keep from collapsing altogether.

Malediction: Crushing Contempt has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Roll 3D6:

  • If the result is greater than or equal to the Leadership characteristic of that enemy unit, until the start of your next psychic phase, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).
  • If the result is greater than the Leadership characteristic of that enemy unit, until the start of your next psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.


Warlord Traits

If a VOTANN CHARACTER model is your WARLORD, you can use the Votann Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. IRONKIN ASSISTANT models can never be given a Warlord Trait.

When you have determined a Warlord Trait for a VOTANN CHARACTER model, replace all instances of the <LEAGUE> keyword in their Warlord Trait (if any) with the name of the League that your model is from.

D6WARLORD TRAIT
1

ANCESTRAL BEARING

This warlord carries themselves like the Ancestors of aeons past and commands much respect amongst the Kin.

  • Each time this WARLORD uses an ability in your Command phase that specifies a range, you can add 3" to the range of that ability (to a maximum of 12").
  • Add 3" to the range of this WARLORD’s Aura abilities (to a maximum of 12").

2

WARRIOR LORD

This warlord is a supremely skilled combatant. No axe blow or sword strike they make is wasted - when they put an enemy down, it stays down.

  • Each time this WARLORD makes a melee attack, you can re-roll the wound roll.
  • Each time a melee attack made by this WARLORD is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.

3

A LONG LIST

This warlord holds the majority of the galaxy’s races in contempt, and seeks out their many nemeses with a keen and inescapable eye. No sooner have they settled a Grudge against one foe, than they move to the next name on their list.

  • Each time this WARLORD makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
  • Each time you select a target for this WARLORD’s ranged weapons, you can ignore the Look Out, Sir rule for any unit that has one or more Judgement tokens.
  • At the end of each phase, if any enemy units with Judgement tokens were destroyed during that phase by a <LEAGUE> unit from your army, select one enemy unit that is visible to this WARLORD; that unit gains 1 Judgement token.

4

GUILD AFFILIATE

This warlord is always on the lookout for valuable resources and sites to claim for their Kindred’s ever-acquisitive Guilds.

In your Command phase, you can select one friendly <LEAGUE> CORE unit within 6" of this WARLORD. Until the start of your next Command phase, that unit has the Objective Secured ability. If a model in that unit already has this ability, that model counts as one additional model when determining control of an objective marker.

5

UNRELENTING TOIL (AURA)

This warlord is a tireless exemplar. They inspire similar dedication in their warriors, who redouble their efforts in this warlord's presence.

While a friendly <LEAGUE> CORE unit that is performing an action is within 6" of this WARLORD, that unit can shoot without that action failing.

6

GRIM DEMEANOUR (AURA)

This warlord’s grim countenance is legendary, and they are rumoured to have never smiled. Such a demeanour is, of course, an outward sign of how seriously this warlord undertakes their solemn tasks, and under their stern gaze no Kin will be found wanting.

While a friendly <LEAGUE> CORE unit is within 6" of this WARLORD:

  • That unit can ignore any or all modifiers to its Leadership characteristic.
  • Each time a Combat Attrition test is taken for that unit, you can ignore any or all modifiers.


Named Characters and Warlord Traits

If ÛTHAR THE DESTINED gains a Warlord Trait, he gains both the Ancestral Bearing and Experienced Eye Warlord Traits.

Chapter Approved Rules

If every model from your army has the VOTANN keyword (excluding models with the UNALIGNED keyword), you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the VOTANN secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

No Mercy, No Respite

THE ANCESTORS ARE WATCHING
Progressive Objective

The Kin prioritise the destruction of those foes judged wanting by the Ancestors, the better to live up to those ancients' expectations.

At the end of each phase, score 2 victory points if one of more enemy units that had 1 or more Judgement tokens was destroyed by a VOTANN unit from your army during that phase. Score an additional 1 victory point for each of those enemy units that had 3 or more Judgement tokens when it was destroyed. At the end of the battle, reduce the number of victory points you have earned from this secondary objective by 1 (to a minimum of 0) for each unit that is on the battlefield (or that is embarked on a TRANSPORT that is itself on the battlefield) that - has 1 or more Judgement tokens.

Purge the Enemy

GRUDGE MATCH
End Game Objective

On occasion, the Kin develop such a Grudge that the elimination of certain enemies becomes all-consuming whether it is efficient to pursue such vendettas or not.

If you select this objective, then before the battle, you must identify five units from your opponent’s army, one of which must be the enemy’s WARLORD, and make a note of them on your army roster. If your opponent’s army has five or fewer units, then you instead identify all the units in your opponent’s army.

At the end of the battle, for each of the identified units that was destroyed by a VOTANN unit from your army, you score 1 victory point. If that unit had a points cost of 150 or more, you score 1 additional victory point, and/or if that unit was destroyed by a melee attack, you score 1 additional victory point (for a maximum of 3 victory points per unit). A unit’s points value includes the points of all weapons, other wargear and upgrades it has.

At the end of the battle, reduce the number of victory points you have earned from this secondary objective by 1 (to a minimum of 0) for each of the identified units that has not been destroyed. If a unit splits into several smaller units during a battle, all of those separate units (excluding DRONE units) must be destroyed at the end of the battle for the unit to be counted as being destroyed for the purposes of this objective.

Shadow Operations

PROSPECTS OF WEALTH
Progressive and End Game Objective

The Kindreds of the Leagues of Votann are ever on the hunt for new sources of material wealth to strengthen their society.

If you select this objective, then VOTANN INFANTRY and VOTANN BIKER units from your army can attempt the following action:

Prospect (Action): One VOTANN INFANTRY or VOTANN BIKER unit from your army can start to perform this action at the end of your Movement phase if it is in range of an objective marker that is not within your deployment zone and has not already been prospected by your army. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the end of the turn. If completed, that objective marker is said to have been prospected by your army and you must roll one D6, adding 1 to the result if the unit that completed the action has the SCANNER keyword: on a 6+, that objective marker is a Rich Deposits objective marker.

Each time a unit from your army completes this action, you score 3 victory points. At the end of the battle, if you control one or more Rich Deposits markers, you score an additional 3 victory points.

Battlefield Supremacy

LAY CLAIM
End Game Objective

Having identified rare and valuable resources amidst the ruin of battle, the Kin move swiftly to secure them against the foe.

If you selected this secondary objective, then during the Resolve Pre-battle Abilities step, your opponent must set up 3 objective markers anywhere on the ground level of the battlefield that is not within 6" of their own deployment zone or any battlefield edge, and not within 9" of each other. They cannot be set up on terrain features with the Unstable Position terrain trait. If it is impossible to set up an objective marker, it is not set up. Each represents Precious Resources, but does not count as an objective marker for any rules purposes other than for this secondary objective. At the end of the battle, you score 5 victory points for each of your Precious Resources objective markers that you control.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with the Leagues of Votann, such as Agendas, Requisitions, Battle Traits and Crusade Relics that are bespoke to VOTANN units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Crusade Faction

When you start a Crusade force, you must decide what its Crusade Faction will be, as described in the Warhammer 40,000 Core Book. You can, if you wish, choose for that Crusade Faction to be ‘VOTANN’.

You can also include VOTANN units in a Crusade force whose Crusade Faction is ‘IMPERIUM’, but only 25% of the supply limit of such a Crusade force can be comprised of VOTANN units.

Grudges

The Kin strive to keep a level head where lesser warriors would fly into fits of rage, however, there are insults and atrocities which simply cannot be borne, and that lead the Kin to declare a Grudge against their perpetrators. Once they have reached this point, the Kin will pursue their nemeses with a single-minded and reckless hatred that is frightening to behold.

If your Crusade Faction is VOTANN, then each time a VOTANN unit from your Order of Battle is destroyed by an enemy unit and subsequently fails its Out of Action test, make a note on that unit’s Crusade card of the Crusade Faction of the enemy unit that destroyed it. For example, if a VOTANN unit was destroyed by an ORKS unit in a battle and it then failed its Out of Action test, you would write Grudge (ORKS) on its Crusade card.

While a unit has such a note on its Crusade card, it is said to be harbouring a Grudge against that faction (in the above example, the VOTANN unit would be harbouring a Grudge against ORKS units), and if your opponent’s army has, for example, the ORKS Crusade Faction, then such a VOTANN unit would be harbouring a Grudge against your opponent s army.

  • At the start of every battle, if any VOTANN units in your Crusade army are harbouring a Grudge against your opponent’s army, the following rules apply:
    At the start of the battle, after both sides have deployed, but before the first turn begins, you must roll a number of D6s equal to the number of units in your Crusade army that are harbouring a Grudge against your opponent’s army:
    • For each roll of 6, you can place 1 Grudge token next to one enemy unit that is on the battlefield. You can place more than 1 Grudge token next to the same unit if you wish. A Grudge token works exactly as if it was a Judgement token, except that they are only used to determine what bonuses apply to an attacking model’s attacks if that attacking models unit is harbouring a Grudge against your opponent’s army.
    • For each roll of 1, you must reduce your army’s number of Command points by 1 (to a minimum of 0).

  • Each time a model (excluding a COG model) in a unit from your army makes an attack, if that unit is harbouring a Grudge against your opponent’s army:
    • If the target unit has 1-2 Grudge tokens, re-roll a hit roll of 1.
    • If the target unit has 3 Grudge tokens, you can re-roll the hit roll.

  • A unit from your army that is harbouring a Grudge against your opponent’s army:
    • Cannot start an action if it is within 6" of one or more enemy units.
    • Cannot Fall Back while it is within Engagement Range of one or more enemy units.

  • At the end of the battle, if a unit from your army that was harbouring a Grudge against your opponent’s army has a ‘Units destroyed during this battle’ tally of 3 or more, unless the unit harbouring the Grudge was destroyed during the battle, its Grudge has been settled - the Grudge note for your opponent’s Crusade Faction is removed from its Crusade card.


Grudge Token

Kindred Acquisitions

If your Crusade force includes any VOTANN units, then as you progress through your Crusade campaign, you will acquire different types of resources that are required by your Kindred in order to construct new assets, upgrade them or maintain existing ones.

Fundamental Resources

The Kin are masters of the process of harvesting raw materials from the galaxy at large. They exploit sources Humanity cannot begin to fathom, and stockpile them against times of need.

There are four types of resources you can acquire. In addition to your Order of Battle, you should have a Kindred Acquisitions Record Sheet that you can use to keep a note of your Crusade forces current number of each type of resource. The resources you can acquire are:

Raw Minerals
Biomatter
Energy Sources
Galactic Intel
Each time you play a battle, if your WARLORD was a VOTANN CHARACTER, you will gain resources after that battle. The type of resource gained is randomly determined by rolling on the table below.

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

The amount of resource gained depends on the battle size of the battle just played, as shown in the table below:

RESOURCES GAINED
BATTLE SIZEAMOUNT OF RESOURCE GAINED
Combat PatrolD3x10
IncursionD6x10
Strike Force2D6x10
Onslaught3D6x10

You can use Kindred Acquisitions Record Sheets to:
  1. Write the name of your Crusade force.
  2. Keep note of the amount of each type of resource you have.
  3. Each time you acquire or upgrade a Kindred Asset, write down its name and Crusade Effect. If one becomes inactive, make a note of that as well.

Rare Resources

Some extremely valuable substances occur only infrequently. The Kin seek such resources with particular acquisitiveness.

Rare Resources represent exotic minerals, especially valued materiel, experimental sources of power and extremely sensitive information. Each time you win a battle, after gaining resources from that battle roll one D6: on a 6+, you have also acquired one Rare Resource (roll on the table above to randomly determine what type of Rare Resource is acquired). If a rule tells you that you have acquired a rare type of resource, make a separate note of that on your Kindred Acquisitions Record Sheet. Rare Resources are used for the completion of certain special projects, but each time you acquire such a resource you can, if you choose to, convert it into 50 regular units of the same resources type. For example, if a rule says you gain 1 Rare Raw Mineral, you can either add ‘Rare Raw Minerals x 1’ to your Kindred Acquisitions Record Sheet, or you can add ‘Raw Minerals x 50’ to your Kindred Acquisitions Record Sheet.

Kindred Assets

The Kin do not simply sit upon their resources, but funnel it back into their civilisation, ensuring its strength and survival.

After you have acquired resources after a battle, you can, if you have enough of all of the required resources, purchase one Kindred Asset. If you do so, add that asset’s name to your Kindred Acquisitions Record Sheet - you now gain the associated Crusade Effect for that Kindred Asset.

If you have a Rare Resource, you can instead choose to upgrade a Kindred Asset, but only if you already have that Kindred Asset on your Kindred Acquisitions Record Sheet and only if you have the required Rare Resource and all the other required resources for that upgrade. If you do, add a note on your Kindred Acquisitions Record Sheet that the asset has now been upgraded - you now gain the associated Upgraded Crusade Effect for that Kindred Asset.

A Crusade force cannot have more than one of each Kindred Asset, and each can only be upgraded once.

The Cost of Failure

Lost battles waste resources that could have been used by the Kin.

After each battle, if you have four or more Kindred Assets and you lost the battle, you must, after acquiring resources (and before spending any) roll one D6. On a 1, one randomly selected Kindred Asset on your Kindred Acquisitions Record Sheet has ceased to work efficiently - either vital systems need replacing or key supplies are running short. Until you divert more resources to that Kindred Asset, you cannot use its Crusade Effect (including any Upgraded Crusade Effect it may have). Such an asset is said to be inactive, and you must make a note of this on your Kindred Acquisitions Record Sheet. To reactivate an asset, you must deduct half of the resources that were originally required to aquire that associated Kindred Asset from your Kindred Acquisitions Record Sheet. When you do so, that asset’s Crusade Effect (including any Upgraded Crusade Effect it has, if any) can then be used again as normal.

Kindred Assets

MAINTAIN CORE SYSTEMS
Raw Minerals x 50
Energy Sources x 50
Galactic Intel x 100
Crusade Effect
After each battle, you gain an additional D3x10 Galactic Intel.
UPGRADE COST
Energy Sources x 100
Rare Galactic Intel x 1
Upgraded Crusade Effect
After each battle, you can choose to remove 1 Rare Galactic Intel from your Kindred Acquisitions Record Sheet. If you do so, select one GRIMNYR unit from your Order of Battle. That unit gains one Psychic Fortitude Battle Honour. You can only give each unit in your Crusade force one Psychic Fortitude in this manner.
ENHANCE KINDRED FLEET
Raw Minerals x 50
Biomatter x 50
Energy Sources x 50
Crusade Effect
Aftereach battle, you gain an additional D3x10 Energy Sources.
UPGRADE COST
Energy Sources x 100
Rare Raw Materials x 1
Upgraded Crusade Effect
After each battle, roll one D6, adding 1 to the result if you won that battle. On a 5+, you gain 1 additional Requisition point.

SUPPLY THE GUILDS
Raw Minerals x 100
Biomatter x 50
Energy Sources x 50
Crusade Effect
The Rearm and Resupply Requisition costs 0 Requisition points to use.
UPGRADE COST
Raw Minerals x 100
Rare Energy Sources x 1
Upgraded Crusade Effect
After each battle, you can choose to remove 1 Rare Energy Sources from your Kindred Acquisitions Record Sheet. If you do so, select one VOTANN unit from your Order of Battle. That unit gains one Weapon Enhancement Battle Honour. You can only give each unit in your Crusade force one Weapon Enhancement in this manner.
EQUIP PROSPECTS
Raw Minerals x 50
Biomatter x 50
Energy Sources x 50
Galactic Intel x 50
Crusade Effect
Each time you roll to randomly determine a type of resource, you can roll two dice and choose one of the resultsto apply.
UPGRADE COST
Galactic Intel x 100
Rare Biomatter x 1
Upgraded Crusade Effect
After each battle, you can choose to remove 1 Rare Biomatter from your Kindred Acquisitions Record Sheet. If you do so, select one VOTANN CHARACTER unit from your Order of Battle. That unit gains one Crusade Relic Battle Honour (it must be a Crusade Relic they can have). You can only give each unit in your Crusade force one Crusade Relic in this manner.

EXPAND MINING OPERATIONS
Biomatter x 100
Energy Sources x 100
Crusade Effect
After each battle, you gain an additional D3x10 Raw Minerals.
UPGRADE COST
Biomatter x 100
Rare Energy Sources x 1
Upgraded Crusade Effect
Each time you roll a D6 to see if your Crusade force has acquired a Rare Resource, add 1 to the result.
HONOUR MERCENARY CONTRACTS
Raw Minerals x 50
Biomatter x 50
Galactic Intel x 50
Crusade Effect
The Fresh Recruits Requisition costs 0 Requisition points to use.
UPGRADE COST
Raw Materials x 50
Galactic Intel x 50
Rare Biomatter x 1
Upgraded Crusade Effect
Aftereach battle, you can choose to remove 1 Rare Raw Minerals from your Kindred Acquisitions Record Sheet. If you do so, select one VOTANN unit from your Order of Battle. That unit gains one Battle Trait Battle Honour. You can only give each unit in your Order of Battle one Battle Trait in this manner.

ESTABLISH TRADE ROUTES
Raw Minerals x 50
Biomatter x 50
Galactic Intel x 100
Crusade Effect
Each time you exchange a Rare Resource, you can either do so for 70 units of that resource’s type, or for 30 units of a different type of resource.
UPGRADE COST
Raw Minerals x 100
Rare Galactic Intel x 1
Upgraded Crusade Effect
After each battle, when you are determining how many resources are gained by your Crusade force, you can re-roll the dice.
SETTLE KINDRED COLONY
Raw Minerals x 50
Biomatter x 100
Energy Sources x 50
Crusade Effect
After each battle, you gain an additional D3x10 Biomatter.
UPGRADE COST
Biomatter x 100
Rare Raw Minerals x 1
Upgraded Crusade Effect
Each time you use the Increase Supply Limit Requisition, your Crusade force’s Supply Limit is increased by 10 Power instead of 5.

Agendas

If your Crusade army includes any VOTANN units, you can select one Agenda from the Leagues of Votann Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

NO EFFORT WASTED
Leagues of Votann Agenda

The warriors of the Kinhost bring honour to their Kindred by fighting in the most efficient manner possible. Trying and failing to destroy those units that have been specifically marked for destruction is a shameful waste of time and effort.

Keep a No Waste tally for each VOTANN unit from your army. Each time such a unit destroys an enemy unit:
  • If that enemy unit had 1 or 2 Judgement tokens next to it, add 1 to its No Waste tally.
  • If that enemy unit had 3 Judgement tokens next to it, add 2 to its No Waste tally.
At the end of the battle, reduce every unit’s No Waste tally by 1 for each enemy unit that has 1 or more Judgement tokens that is on the battlefield, or that is embarked within a TRANSPORT that is on the battlefield (to a minimum of 0). Each unit gains a number of experience points equal to its No Waste tally (to a maximum of 3 experience points per unit).
PRIORITY ACQUISITION
Leagues of Votann Agenda

The Leagues of Votann are always seeking to acquire more supplies, from stocks of power cells and nutri-packs to rare metallic ores and ancient salvageable technology. All of it is required by the Kin, and all of it must be claimed.

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker anywhere on the battlefield that is not within their own deployment zone. This objective marker represents a Priority Acquisition, but does not count as an objective marker for any rules purposes other than for this Agenda. VOTANN INFANTRY units from your army can attempt the following action:

Recover Acquisition (Action): At the end of your Movement phase, one VOTANN INFANTRY unit from your army that is within 3" of the Priority Acquisition objective marker can start to perform this action if no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The Action is completed at the end of your turn. If completed, remove the Priority Acquisition objective marker from the battlefield.

A unit gains 3 experience points if it completed this action. If a unit completes this action and that unit is not destroyed at the end of the battle, you also gain 1 random Rare Resource, and, if that unit is a SCANNER unit, you can re-roll the dice when determining what that Rare Resource is.
TO SETTLE A GRUDGE
Leagues of Votann Agenda

Once the Kin have declared a Grudge against a particular foe, nothing will suffice short of that enemy’s absolute destruction. Yet even in prosecuting such vendettas, the Kin are pragmatic enough to learn from experience and seek wisdom to enrich the Votann in both the hunt for, and the slaying of, their enemy.

If you selected this Agenda, keep a Grudge Settler tally for each VOTANN unit from your army that is harbouring a Grudge against your opponent’s Crusade Faction. Add 1 to a unit’s tally each time it destroys an enemy unit, and add an additional 1 to its tally each time it destroys an enemy unit with a melee attack. At the end of the battle, each unit gains a number of experience points equal to its Grudge Settler tally (to a maximum of 3 experience points per unit). If a unit settles its Grudge during this battle, it gains a bonus 3 experience points.
ANCESTRAL REVELATION
Leagues of Votann Agenda

While interfacing with the Votann, Grimnyr are sometimes made party to fragments of revelations. Interpreted and debated at length, these hints often lead the Grimnyr to assemble a Prospect or full-blown Oathband to discover whatever wonders the Votann are attempting to show them. Once they have reached their destination, the Grimnyr uses the full power of their Embyr cloneskein to seek out their prize. Should they find it, then their discovery is declared a gift from the Ancestors. If there is nothing to be found, then surely some other impertinent interlopers have come before them and stolen away that which was rightfully the property of the Kin...

If you selected this Agenda, select one GRIMNYR unit from your army. Keep a Psychic Prospecting tally for that unit. Add 1 to that unit’s Psychic Prospecting tally each time it successfully completes the following psychic action:

Psychic Prospecting (Psychic Action - Warp Charge 3): One GRIMNYR unit from your army can attempt this psychic action if it is in your deployment zone, in your opponent’s deployment zone or is more than 6" away from either player’s deployment zone. This psychic action can only be completed once in your deployment zone, once in your opponent’s deployment zone and once anywhere of the battlefield that is more than 6" away from either player’s deployment zone.

At the end of the battle, that unit earns:
  • 1 experience point if its Psychic Prospecting tally is 1.
  • 3 experience points if its Psychic Prospecting tally is 2.
  • 6 experience points and one Psychic Fortitude if its Psychic Prospecting tally is 3.

Requisitions

If your Crusade force includes any VOTANN units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

GUILD PATRONAGE1RP

It is often a good thing for individual Kin to cultivate contacts and friendships with representatives of various Guilds. Often such favourable relationships can lead to official Guild patronage, and all the material benefits that come with it.

Purchase this Requisition when a VOTANN unit from your Crusade force gains a rank. When you use this Requisition, you must deduct 50 of any one resource (Raw Minerals, Biomatter, Energy Sources or Galactic Intel) from your Kindred Acquisitions Record Sheet; if you cannot, then you cannot use this Requisition. That VOTANN unit gains 5 experience points and you can immediately use the Repair and Recuperate Requisition on this unit at no additional RP cost. You cannot use this Requisition on the same unit more than once.
RARE ACQUISITION1RP

Sometimes, victory brings with it the pleasing justification of additional, and highly valuable, resources to add to Kindred stockpiles.

Purchase this Requisition at the end of a battle. Roll one D6, adding 3 to the result if you won that battle, and adding an additional 1 to that result if there were one or more VOTANN SCANNER units from your army on the battlefield at the end of that battle: on a 4+, you gain 1 random Rare Resource; on a 10, you gain 2 random Rare Resources.
DIRECTED HATRED1RP

Not all Grudges stem from immediate battlefield experiences. Should the Kin learn of suitably diabolical deeds perpetrated by foes elsewhere - especially against others of their Kindred - this is sometimes cause enough for a Grudge to be declared.

Purchase this Requisition at any time. Select one VOTANN unit from your Crusade force and select one Crusade Faction. That unit now harbours a Grudge against that Crusade Faction (make a note of it on its Crusade card, as described here).
A GREAT HONOUR1RP

Should a hero of the Kin achieve suitably great deeds and display their capacity for shrewd strategic wisdom, they may be accorded the immense honour of elevation to their Kindred's Votannic Council.

Purchase this Requisition when a KÂHL, GRIMNYR or BRÔKHYR IRON-MASTER unit from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That unit is upgraded to the Votannic Council; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
IMPERIAL MERCENARIES1RP

The Kin view the act of accepting mercenary contracts with the Imperium as a practical means by which to gather wealth and intelligence.

Purchase this Requisition at the start of any battle if your Crusade army contains both one VOTANN Combat Patrol Detachment and one or more of the following units: INQUISITOR CHARACTER, ASTRA CARTOGRAPHICA CHARACTER or ASTRA MILITARUM CHARACTER. Until the end of the battle, all VOTANN units in your Crusade army gain the AGENT OF THE IMPERIUM keyword.
RETURNED TO THE ANCESTORS1RP

When a great hero of the Kin is slain, nothing is wasted, least of all the years of experience they have accumulated. To live a long life full of accomplishments is to bring enrichment to the Votann, and to become one with the Ancestors.

Purchase this Requisition when a VOTANN CHARACTER unit from your Crusade force that has gained at least the Blooded rank gains a Battle Scar. Remove that unit from your Order of Battle. You immediately gain D3xl0 Biomatter and D3xl0 Raw Minerals. In addition, for each Battle Honour that unit had:
  • You gain D3xl0 Galactic Intel.
  • Every other VOTANN unit from your Order of Battle gains 1 experience point.

Battle Traits

When a VOTANN unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. If a unit gains one of these Battle Traits, replace all instances of the <LEAGUE> keyword on that Battle Trait (if any) with the name of the League that your unit is from. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

EINHYR HEARTHGUARD UNITS
D6TRAIT
1-2Stalwart Protectors

These warriors have sworn on their honour that no harm shall befall their respected elders.

While a friendly <LEAGUE> CHARACTER unit is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
3-4Ancestral Exo-armour

The suits of armour worn by these warriors have been reverently maintained and upgraded for aeons.

Each time a model in this unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
5-6Heroes of the League

Even amongst the elite warriors of the Einhyr, this band is noted for their exceptional skill in battle.

Each time you use The Might of the Einhyr Stratagem and select this unit for that Stratagem, it costs 0CP.
BRÔKHYR IRON-MASTER UNITS
D6TRAIT
1-3Master Salvager

This Brôkhyr will not rest until their Kinhost’s vehicles are restored to full operation.

If this unit is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a <LEAGUE> VEHICLE unit - that test is treated as having been passed instead.
4-6Exceptional Assistant

This Brôkhyr’s assistant excels in their apprenticeship - in fact, their skills rival those of their master.

Add 2 to the Attacks, Leadership and Wounds characteristics of this unit’s IRONKIN ASSISTANT model.
HERNKYN PIONEERS UNITS
D6TRAIT
1-2Advanced Mag-tech

These Pioneers’ bikes have been augmented with improved magna-coils by the Kindred’s Brôkhyr.

  • Add 2" to the Move characteristic of models in this unit.
  • Each time you use the Accelerated Response Stratagem and select this unit for that Stratagem, it costs 0CP.
3-4Full Throttle Assault

This Pioneer band have become adept at shock assault tactics, laying down hails of fire as they speed through the ranks of the foe.

Each time this unit is selected to shoot in your Shooting phase, if it Advanced during this turn, until the end of the phase it treats all HunTR weapons it is equipped with as Assault weapons.
5-6Strafing Run

By feathering their magno-coils, Hernkyn pilots can bring their bikes in high over the enemy, allowing their gunners to rake the foe’s lines before they streak away from reprisal fire.

Once per battle, after this unit has resolved its shooting attacks in your Shooting phase, it can make a Normal Move as if it were your Movement phase.
VOTANN UNITS (EXCLUDING VEHICLE UNITS)
D6TRAIT
1Stalwart Efficiency

These warriors always go the extra mile, ensuring that their allotted task is accomplished with speed and skill.

Once per battle, in your Command phase, you can select one enemy unit on the battlefield that has 1 or more Judgement tokens to be this unit’s ‘Allotted Target’. Until the start of your next Command phase, each time a model (excluding a COG model) in this unit makes an attack against its Allotted Target, that enemy unit is considered to have 3 Judgement tokens when determining what bonus applies to the attacking model’s attacks.
2Stubborn and Unforgiving

These warriors are particularly noted for their stubborn and exacting demeanour, regarding anyone who crosses them with contempt.

  • When a unit first gains this Battle Trait, you can immediately use the Directed Hatred Requisition on this unit for 0RP.
  • Each time a model in this unit makes an attack, if this unit is harbouring a Grudge against your opponent’s Crusade Faction, you can re-roll the hit roll.
3Resourceful

These warriors waste no effort in securing vital resources for the Kindred, and their frugality and resourcefulness are much admired and valued.

  • At the end of each battle, for each unit with this Battle Trait that is on the battlefield, increase the amount of the resource that is acquired by 10, to a maximum of an additional 50 resources.
  • At the end of each battle, if one or more units with this Battle Trait are on the battlefield, each time you roll a dice to see if a Rare Resource is acquired, add 1 to the result.
4War-wrought

All the training in the cosmos is no substitute for real experience on the battlefield, which has hardened these warriors against both fear and suffering.

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • You can re-roll failed Out of Action tests taken for this unit.
5Nulllyn Cloneskein

These hardy souls benefit from an advanced anti-empyric cloneskein that helps them shrug off the malign energies of the Immaterium.

Once per turn, this unit can attempt to Deny the Witch as if it were a PSYKER. If this unit is a PSYKER,then in each enemy Psychic phase, it can instead attempt to Deny the Witch one additional time.
6Comrades’ Acclaim

Advancement through the ranks of the Kinhost comes primarily thanks to the reasoned and measured acclaim of fellow warriors. This band has been accorded such an honour, and so strive all the harder to live up to their fellows’ expectations.

Each time this unit is Marked for Greatness, it gains 2 additional experience points.

Crusade Relics

When a VOTANN CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply. IRONKIN ASSISTANT models can never be given any Crusade Relics.

Artificer Relics

A VOTANN CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Forgestar

This respected relic houses a unique power core that enables the weapon to maintain a constant beam of destructive energy.

Model equipped with a volkanite disintegrator only. This Relic replaces a volkanite disintegrator and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Forgestar
Forgestar
18"
HunTR 3
5
-1
1
Abilities: Beam. Each time an attack is made with this weapon, an unmodified hit roll of 6 inflicts 1 mortal wound and the attack sequence ends.

Kâhyrm’s War Plate

Constructed over the lifetime of the Master Armourer Kâhyrm, this war plate can withstand a punishing amount of damage.

Add 2 to the bearer’s Wounds characteristic.

Iron Ambassador

This exceptional weapon was named by a Brôkhyr with a typically ‘Kin’ sense of humour. It has been wielded by numerous heroes against the enemies of the Leagues of Votann, and has been the last word in many a failed negotiation with obdurate foes.

Model equipped with an Autoch-pattern combi-bolter only. This Relic replaces an Autoch-pattern combi-bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Iron Ambassador
Iron Ambassador
24"
HunTR 6
4
-3
1
Abilities: Each time an attack made with this weapon is allocated to a model that is part of a unit that has 1 or more Judgement tokens, invulnerable saving throws cannot be taken against that attack.

Antiquity Relics

A VOTANN CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Recyc Converter

Waste not, want not. This module extracts minerals and biomatter from the energy streams of its host weapon, storing them in a quantum field until they are required by the Kin.

Model with volkanite disintegrator, ion blaster or graviton rifle only (or a Relic that replaces such a weapon). Each time the bearer destroys an enemy model with an attack made with a volkanite disintegrator, an ion blaster or a graviton rifle only (or a Relic that replaces such a weapon), at the end of the battle you gain:
  • 20x Raw Minerals if that model was a VEHICLE.
  • 20x Biomatter if that model was a MONSTER.
  • 10x Biomatter if that model was not a VEHICLE and not a MONSTER.
  • 20x Energy Sources if that model was equipped with a Relic (in addition to the above).
You cannot gain more than 60 units of resources from this Relic per battle. If you would gain more than this from this Relic, select what type of resource(s) collected you wish to add to your Kindred Acquisitions Record Sheet - the remainder is lost.

Ythur’s Vengeance

It was said of master Brôkhyr Ythur Glâureye that he held more Grudges than any other single Kin in his peoples’ history, especially against the Orks. He put his intolerance to good use by crafting this subtly worked ocular augmetic. It provides its user with an encyclopedic record of hostile species’ weak spots for them to exploit, as well as listing Ythur’s endless Grudges so that others can continue to exact his vengeance on his behalf.

  • The bearer harbours a Grudge against every Crusade Faction, and these Grudges can never be settled (ignore any rules that would apply when a Grudge is settled).
  • Each time the bearer makes an attack against an ORKS unit, you can re-roll that attack’s wound roll.
  • If an attack made by the bearer destroys an enemy unit, subtract 1 from that unit’s Out of Action test at the end of this battle.

The Captive Abyss

It is said this emitter contains a captive black hole lent vengeful sentience by the Ancestors. When hurled into the midst of hated foes, it triggers a microsecond burst of its ravening hunger and wreaks horrible carnage before falling quiescent again.

This Relic has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Captive Abyss
The Captive Abyss
6"
Grenade 1
*
*
*
Abilities: The bearer can only shoot with this weapon once per battle. If the target is hit by this weapon, it suffers D3 mortal wounds for each Judgement token it has and the attack sequence ends. After resolving these mortal wounds, remove 1 Judgement token from the target unit.

Legendary Relics

A VOTANN CHARACTER model of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add 2 to a unit s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Tôrek’s Shard

Ancient records suggest that a time-lost craftsman named Tôrek fashioned this plasma knife from the stuff of the first Votann - a primordial Ancestor and maybe even the sentience responsible forgiving the Kin life. Unsheathed and raised high, Tôrek’s Shard inspires the Kin as no banner or impassioned oratory ever could.

KÂHL or GRIMNYR model only. Once per battle, at the start of any Fight phase, the bearer can unveil this Relic. If it does so:
  • Until the end of the turn, add 1 to the Attacks characteristic of models in friendly VOTANN units that were within 6" of this model when it unveiled the Relic.
  • If every unit from your army is from the same League (excluding models with the UNALIGNED keyword), then every enemy unit within 18" of the bearer gains 1 Judgement token.

Ancestral Relics

If your army is led by a VOTANN WARLORD, you can, when mustering your army, give one of the following Ancestral Relics to a VOTANN CHARACTER model from your army. Named characters and IRONKIN ASSISTANT models cannot be given any of the following Relics.

When a model from your army is given an Ancestral Relic, replace all instances of the <LEAGUE> keyword in that Relics rules (if any) with the name of the League that your model is from.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Ancestral Relics your models have on your army roster.

AKTÔL’S FORTRESS

This armour crest was the life’s work of the blind Brôkhyr Aktôl Vatyk. Painstakingly wrought using conflicting harmonic abrasion fields rather than hammer blows, and shot through with a core of hyperdense stelanictite, the crest projects a complex gravitic repulsion field that can be directed by the bearer against their foes. Bludgeoned and restrained by clashing grav-waves, the enemy is held at bay long enough for the crest’s bearer and their comrades to press forward and lay them low.

SHIELD CREST model only. At the start of the Fight phase, you can select one enemy unit within 3" of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

ANCESTRAL CREST

This crest is inscribed with the runes of the great Ancestor Cores, and it is only bestowed in times of great need to a legendary warrior whose skills have been proven in a hundred battles. It is said that the crest acts like a mobile Fane, a node through which the wisdom and gestalt power of the Votann flows. It is a great honour and responsibility to bring such an artefact to war, and should the bearer fall in battle, it is said the Votann themselves will wreak their vengeance upon the foe.

  • Once per battle, if the bearer is selected to use an Epic Deed Stratagem, that Stratagem costs 0 Command points.
  • Once per battle, after making a hit roll, wound roll or saving throw for the bearer, you can change the result of that roll to a 6. For any rules purpose, this counts as an unmodified 6.
  • If an enemy unit destroys the bearer, roll one D6 at the end of the phase: on a 2-5 that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

EXACTOR

This potent hammer was fashioned for High Kâhl Ynnôk Orkhunter by the notoriously irascible craftsman Krynn the Furious. Exactor requires its wielder to swing it at precisely the correct angle in order to get the best from the weapon - a testament to Krynn’s legendarily high expectations of all those around him. However, when it impacts correctly, Exactor unleashes a devastating shock wave of power that not even the most formidable foes can survive.

Model with a mass hammer only. This Relic replaces a mass hammer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Exactor
Exactor
Melee
Melee
x2
-3
D3+3
Abilities: Each time an attack is made with this weapon, on an unmodified hit roll of 6 the target suffers D3+3 mortal wounds and the attack sequence ends.

FLÂYRE

This remarkable axe is said to contain the bound fury of a colossal solar flare, syphoned from amidst the nuclear fury of a raging star and trammelled within knotwerk energy fields. Whether this is some boast of the Brôkhyr, or how such immense energies could be contained and channelled, is unclear, but the puissant fury of Flâyre cannot be denied. The axes plasma blade burns so bright that it is painful to look upon as it streaks through the air. It is as swift and deadly as an unleashed star-storm, and leaves nought but charred enemy corpses in its wielder’s wake.

Model equipped with a forgewrought plasma axe only. This Relic replaces a forgewrought plasma axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Flâyre
Flâyre
Melee
Melee
+2
-3
2
Abilities: Each time the bearer fights, it makes 3 additional attacks with this weapon.

GRUDGE’S END

Manufactured over three centuries by a dedicated team of Brôkhyr and Ironkin savants, Grudges End is not one single object. Rather, it is an entire suite of conjoined adaptor modules which can autoadjust to integrate themselves with any forgewrought bolt weapon. Introducing intelligent ballistic calibrators, a hypermunition micro-factory and a bewildering host of additional one-off augmentations, Grudges End transforms the host weapon into a tool that will indeed bring about the fatal demise of many a loathed nemesis of the Kin.

Model equipped with a bolt weapon only. When you give a model this Relic, select one bolt weapon that model is equipped with.
  • That weapon is considered to be a Relic for all rules purposes.
  • The Damage characteristic of that weapon is increased by 1.
  • The Armour Penetration characteristic of that weapon is improved by 1.
  • Each time an attack made by this weapon hits a unit that has 1 or more Judgement tokens, that attack automatically wounds the target.

THE FIRST KNIFE

Almost every Kâhl and Grimnyr carries with them a plasma knife. These are badges of high office, denoting that the individual speaks with the authority of the Ancestors. They are typically ceremonial - rarely used in combat unless as a weapon of last resort. The First Knife, however, is of particular cultural significance and greater offensive use. It is believed to have been crafted by the Votann themselves during the days before the Kin came to the galactic core. Containing a unique power source and worked with script so ancient that no Kin can read it, this blade can be triggered to project a beam of laser energy that scythes through the victim at point-blank range. More than one ambushing foe or doublecrossing faux ambassador has discovered, to their cost, just how deadly The First Knife can be.

KÂHL or GRIMNYR model only. Each time the bearer fights, it can make 1 additional attack using the close combat weapon profile. If that attack scores a hit, the target suffers D3 mortal wounds plus 1 additional mortal wound for each Judgement token the target unit has, and the attack sequence ends.

THE GREY CREST

This cunningly wrought armour crest contains helical circuit-threads believed to have been traded from a mysterious alien race, long since lost to the darkness between the stars. It projects a veil of obfuscatory energies able to fool both organic and artificial targeting senses, and conceal the bearer from the enemy’s sights.

SHIELD CREST model only.
  • If the bearer is a CHARACTER model, each time an attack is made against the bearer’s unit, subtract 1 from that attack’s hit roll.
  • If the bearer is not a CHARACTER model, each time an attack is made against the bearer’s unit, if the attacker is more than 12" away, subtract 1 from that attack’s hit roll.

THE HEARTHFIST

This gauntlet contains a thermoreactive plasma core of unique design. When clenched into a fist, it begins to blaze with what is said to be the raw and furious fire of the Hearth itself. Each blow from the Hearthfist discharges furious blasts of plasmic energy that scorch and disintegrate, and it is said that those foes marked for death by the Ancestors feel the burning wrath of the Hearth worst of all.

Model equipped with a mass gauntlet or concussion gauntlet only. This Relic replaces a mass gauntlet or concussion gauntlet and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Hearthfist
The Hearthfist
Melee
Melee
+4
-3
3
Abilities: Each time an attack made by this weapon is allocated to a model in a unit that has 1 or more Judgement tokens, that attack has a Damage characteristic of 4.

THE MURMURING STAVE

The psychocircuitry embedded within this ancient stave is of a unique design that enables the wielder to better access their otherworldly powers. Along with the Blade of the Ancestors, it is said to be one of only two weapons ever fashioned through immaculate forging by the Votann themselves, though prophecy speaks of a third still to be wrought. It is said that a suitably talented Grimnyr who holds this stave hears the faint voices of the Votann themselves in his or her mind, and can interface with them and gain their guidance at will.

GRIMNYR model only.

THYRIKITE PLATE

Few substances mined from within the galactic core are as rare or dangerous to obtain as thyrikite. Occurring only within the gravitic tsunamis of the Thykus Cluster - home to the abhorrent Skorvexi - this substance nonetheless serves as both a perfect insulator and phenomenally resilient, lightweight armour alloy. Only once has enough thyrikite been harvested to fashion an entire suit of void armour, but that suit remains a precious relic of the Leagues of Votann to this day.

This Relic cannot be taken by EXO-ARMOUR models.
  • Add 1 to armour saving throws made for the bearer.
  • Add 1 to the bearer’s Wounds characteristic.

VÔLUMM’S MASTER ARTIFICE

The name Vôlumm is spoken with deep respect within Forges throughout the Leagues of Votann, for few Brôkhyr have ever surpassed her achievements. Her trusted rifie - reverently cared for over thousands of years - continues to be the finest example of hand-held graviton technology the Kin possess, able to project and maintain beams of ravening power instead of firing regular pulsed blasts.

Model equipped with a graviton rifle only. This Relic replaces a graviton rifle and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Vôlumm’s Master Artifice
Vôlumm’s Master Artifice
18"
HunTR 3
5
-3
2
Abilities: Beam. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.

WÂRPESTRYK

Hailed as the physical proof of Kin technological superiority, this incredible armour crest nonetheless has a somewhat dark reputation. None knows who fashioned it, how or when, and all attempts to replicate Wârpestryk have seen ill fate befall those who tried. Nonetheless, the crest allows its bearer to step between realspace and the warp almost at will, crossing the battlefield in a series of flickering strides. Moreover, its mysterious inner workings project a directed field of intermingled energistic and empyric interference, which fouls nearby enemy communications and seems to jam all attempts to gain a teleport fix within proximity to Wârpestryk.

TELEPORTATION model only.
  • Each time the bearer makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model, or its base).
  • Once per battle, when you use the Site-to-Site Transport Stratagem, if you select the bearer’s unit for that Stratagem, it costs 0CP.
  • Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model’s unit.

WAYFARER’S GRACE

This one-of-a-kind void suit was crafted for the famed Hernkyn adventurer Simmka Farstryd as thanks for her saving the Hold world of Hyvôk’s Kindred. Incorporating ancient technological secrets interpreted from Votannic lore, Wayfarer’s Grace acts as a life support system for its wearer. Monitoring their vital statistics constantly, the suit provides medical support and can even restart its wearer’s stopped heart in extremis.

  • At the start of each of your Command phases, the bearer regains 1 lost wound.
  • The first time the bearer is destroyed, you can choose to use this Relic instead of using any rules that are triggered when that model is destroyed. If you do so, roll one D6 at the end of the phase; on a 3+, set that model back up on the battlefield as close as possible to where they were destroyed, and not in Engagement Range of any enemy models, with D3 wounds remaining.

YMMÂ’S SHIELD

It is said that the ore used in the forging of this remarkable shield was brought across the gulfs of space aboard the first fleets of the Kin. Nothing like it has been seen before or since, though the Kin have searched tirelessly for fresh deposits of what appears to be a nigh on invulnerable substance. It fell to the venerated Brôkhyr Ymmâ the Sure to fashion the unique deposit into a RAM shield of unsurpassed resilience and perfect balance. Foes who assail the bearer of Ymmâ’s Shield prove themselves doubly foolish; not only are their efforts futile against the unbreakable bulwark of the shield itself, but striking this beloved relic in anger is a mortal insult to the entire Kin species. One who dares land such a blow is rarely permitted to keep breathing long enough to aim for a second.

EINHYR CHAMPION model only. Once per battle round, when a saving throw is failed for the bearer, the bearer can use this Relic. When it does so, the Damage characteristic of that attack is changed to 0. Each time the bearer uses this Relic, roll one D6: on a 5+, if every model from your army has the VOTANN keyword and is from the same League (excluding UNALIGNED units) the unit that made that attack gains 1 Judgement token.


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Ancestor’s vengeance warhead
+10
Ancestor’s vengeance warhead
36"
Heavy D6
6
-2
2
Indirect Fire. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Indirect Fire. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Autoch-pattem combi-bolter
Autoch-pattem combi-bolter
24"
HunTR 4
4
-1
1
-
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
12"
Pistol 1
4
-1
1
-
Autoch-pattern bolter
Autoch-pattern bolter
24"
HunTR 2
4
-1
1
-
Bolt cannon
Bolt cannon
36"
HunTR 3
6
-2
2
-
Bolt revolver
Bolt revolver
9"
Pistol 1
5
-1
1
-
Bolt shotgun
Bolt shotgun
12"
Assault 2
5
-1
1
-
Cyclic ion cannon
Cyclic ion cannon
24"
Heavy 3D3
8
-2
2
Blast
Blast
+10
EtaCarn plasma beamer
+10
EtaCarn plasma beamer
18"
HunTR 1
8
-3
2
Beam
Beam
EtaCarn plasma gun
EtaCarn plasma gun
24"
HunTR 1
8
-4
2
-
+5
EtaCarn plasma pistol
+5
EtaCarn plasma pistol
6"
Pistol 1
8
-3
2
-
Exo-armour grenade launcher
Exo-armour grenade launcher
18"
HunTR D6
4
-1
1
Blast
Blast
Gravitic concussion grenades
Gravitic concussion grenades
6"
Grenade D6
5
-1
1
Blast
Blast
Graviton blast cannon
Graviton blast cannon
18"
HunTR D6
5
-3
2
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Graviton rifle
Graviton rifle
18"
HunTR 3
5
-3
2
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Heavy magna-rail cannon
Heavy magna-rail cannon
36"
Heavy 1
14
-4
2D3+6
Magna-rail
Magna-rail
+5
HYLas auto rifle
+5
HYLas auto rifle
24"
HunTR 3
6
-2
1
-
+20
HYLas beam cannon
+20
HYLas beam cannon
24"
Heavy 2
9
-3
D6
Beam
Beam
+10
HYLas rotary cannon
+10
HYLas rotary cannon
24"
HunTR 9
6
-2
1
-
+5..10
Ion beamer
+5..10
Ion beamer
18"
HunTR 2
7
-2
2
Beam
Beam
+1
Ion blaster
+1
Ion blaster
18"
HunTR 1
5
-2
2
-
+5
Ion pistol
+5
Ion pistol
12"
Pistol 1
5
-2
2
-
+10
Kin’s wrath warhead
+10
Kin’s wrath warhead
36"
Heavy 2D6
6
-2
1
Indirect Fire. Blast. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer.
+10
L7 missile launcher
Before selecting targets, select one of the profiles below to make attacks with:
+10
L7 missile launcher
Before selecting targets, select one of the profiles below to make attacks with:
 - Focused
 - Focused
30"
HunTR 1
9
-2
D6
-
 - Blast
 - Blast
30"
HunTR D6
5
-1
1
Blast
Blast
Las-beam cutter
Las-beam cutter
9"
Pistol 1
6
-3
1
Beam
Beam
Magna-coil autocannon
Magna-coil autocannon
24"
HunTR 3
7
-1
2
-
+20
Magna-rail rifle
+20
Magna-rail rifle
24"
HunTR 1
9
-4
D3+3
Magna-rail
Magna-rail
MATR autocannon
MATR autocannon
24"
Heavy 6
7
-2
2
-
+10
Mole grenade launcher
+10
Mole grenade launcher
24"
HunTR D6
5
-2
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
+10
Mountain breaker warhead
+10
Mountain breaker warhead
36"
Heavy 1
10
-3
6
Indirect Fire. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer.
Indirect Fire. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer.
+10
Sagitaur missile launcher
+10
Sagitaur missile launcher
36"
Heavy 2
10
-3
3
-
+5
SP conversion beamer
+5
SP conversion beamer
30"
HunTR 1
7
-2
3
Beam. Each time an attack made with this weapon hits a unit, if the unit that was hit is wholly more than 15" from the firing model, one additional hit is scored against that unit.
Beam. Each time an attack made with this weapon hits a unit, if the unit that was hit is wholly more than 15" from the firing model, one additional hit is scored against that unit.
SP heavy conversion beamer
SP heavy conversion beamer
30"
HunTR 2
8
-3
4
Beam. Each time an attack made with this weapon hits a unit, if the unit that was hit is wholly more than 15" from the firing model, one additional hit is scored against that unit.
Beam. Each time an attack made with this weapon hits a unit, if the unit that was hit is wholly more than 15" from the firing model, one additional hit is scored against that unit.
Twin bolt cannon
Twin bolt cannon
36"
HunTR 6
6
-2
2
-
Volkanite disintegrator
Volkanite disintegrator
18"
HunTR 3
5
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 inflicts 1 mortal wound on the target and the attack’s sequence ends.
Each time an attack is made with this weapon, an unmodified hit roll of 6 inflicts 1 mortal wound on the target and the attack’s sequence ends.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Ancestral ward stave
Ancestral ward stave
Melee
Melee
+3
-2
D3
-
Blade of the Ancestors
Blade of the Ancestors
Melee
Melee
+1
-4
2
Each time an attack is made with this weapon, an unmodified hit roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends (it inflicts 3 mortal wounds instead if the target of that attack has 1 or more Judgement tokens).
Each time an attack is made with this weapon, an unmodified hit roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends (it inflicts 3 mortal wounds instead if the target of that attack has 1 or more Judgement tokens).
+0..10
Concussion gauntlet
+0..10
Concussion gauntlet
Melee
Melee
+3
-2
2
-
+10
Concussion hammer
+10
Concussion hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Concussion maul
Concussion maul
Melee
Melee
x2
-3
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Darkstar axe
Darkstar axe
Melee
Melee
+1
-3
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1. Each time an attack made by this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1. Each time an attack made by this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
Forgewrought plasma axe
Forgewrought plasma axe
Melee
Melee
+1
-3
2
-
Graviton hammer
Graviton hammer
Melee
Melee
x2
-2
2
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Heavy plasma axe
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Heavy plasma axe
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Strike
 - Strike
Melee
Melee
+1
-3
2
-
 - Sweep
 - Sweep
Melee
Melee
User
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Manipulator arms
Manipulator arms
Melee
Melee
User
0
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
+10
Mass gauntlet
+10
Mass gauntlet
Melee
Melee
+3
-3
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+10
Mass hammer
+10
Mass hammer
Melee
Melee
x2
-3
D3+3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Plasma axe
+5
Plasma axe
Melee
Melee
+1
-3
1
-
Plasma blade gauntlet
Plasma blade gauntlet
Melee
Melee
+1
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Plasma sword
+5
Plasma sword
Melee
Melee
User
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Plasma torch
Plasma torch
Melee
Melee
+4
-4
2
-
+5
Twin concussion gauntlet
+5
Twin concussion gauntlet
Melee
Melee
+3
-2
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Medipack
The bearer’s unit gainsthe MEDIC keyword. In addition, once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
+5
Medipack
The bearer’s unit gainsthe MEDIC keyword. In addition, once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
+5
Multiwave comms array
The bearer’s unit gains the COMMS keyword. Whilst the bearer’s unit is within 24" of a friendly KÂHL model, the bearer’s unit is considered to be within range of that model’s Kindred Hero aura ability.
+5
Multiwave comms array
The bearer’s unit gains the COMMS keyword. Whilst the bearer’s unit is within 24" of a friendly KÂHL model, the bearer’s unit is considered to be within range of that model’s Kindred Hero aura ability.
+0..5
Pan spectral scanner
The bearer’s unit gains the SCANNER keyword. In addition, each time a model in the bearer’s unit makes an attack with a ranged weapon, the target does not receive the benefits of Light Cover against that attack.
+0..5
Pan spectral scanner
The bearer’s unit gains the SCANNER keyword. In addition, each time a model in the bearer’s unit makes an attack with a ranged weapon, the target does not receive the benefits of Light Cover against that attack.
+0..10
Rampart crest
The bearer’s unit gains the SHIELD CREST keyword. In addition, the bearer has the following ability:‘Rampart Shield (Aura): While a friendly INFANTRY or BIKER unit is within 6" of this model, models in that unit have a 5+ invulnerable save against ranged attacks. The range of this ability cannot be increased by any means (e.g. Ancestral Bearing).’
+0..10
Rampart crest
The bearer’s unit gains the SHIELD CREST keyword. In addition, the bearer has the following ability:‘Rampart Shield (Aura): While a friendly INFANTRY or BIKER unit is within 6" of this model, models in that unit have a 5+ invulnerable save against ranged attacks. The range of this ability cannot be increased by any means (e.g. Ancestral Bearing).’
+5
Rollbar searchlight
The bearer’s unit gains the SEARCHLIGHT keyword. In addition, each time a model in the bearer’s unit makes an attack with a ranged weapon, the target does not receive the benefits of Dense Cover against that attack.
+5
Rollbar searchlight
The bearer’s unit gains the SEARCHLIGHT keyword. In addition, each time a model in the bearer’s unit makes an attack with a ranged weapon, the target does not receive the benefits of Dense Cover against that attack.
Teleport crest
The bearer’s unit gains the TELEPORTATION keyword. During deployment, you can set up this unit in a teleportation dock instead of setting it up on the battlefield. If you do so, then 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" away from any enemy models.
Teleport crest
The bearer’s unit gains the TELEPORTATION keyword. During deployment, you can set up this unit in a teleportation dock instead of setting it up on the battlefield. If you do so, then 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" away from any enemy models.
Weavefield crest
The bearer’s unit gains the SHIELD CREST keyword. In addition, the bearer increases its Wounds characteristic to 6 and has a 4+ invulnerable save.
Weavefield crest
The bearer’s unit gains the SHIELD CREST keyword. In addition, the bearer increases its Wounds characteristic to 6 and has a 4+ invulnerable save.
Weavefield crest
The bearer’s unit gains the SHIELD CREST keyword. In addition, the bearer increases its Wounds characteristic to 3 and has a 4+ invulnerable save.
Weavefield crest
The bearer’s unit gains the SHIELD CREST keyword. In addition, the bearer increases its Wounds characteristic to 3 and has a 4+ invulnerable save.

Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

Ancestral Judgement label: A rule with this label will only apply if every unit from your army is from the same League (excluding models with the UNALIGNED keyword).

Ancestral Relic: A type of Relic that can be given to VOTANN CHARACTER models.

Beam weapon: A weapon with the Beam ability.

Bolt weapon: A weapon whose profile includes the word ‘bolt’, or a Relic that replaces a bolt weapon.

All of the models in the unit can have their Weapon A replaced with 1 Weapon B each: When this option is selected for a unit, every single model in that unit that is equipped with Weapon A must have its weapon replaced with Weapon B. It is not possible for only some of the models in the unit to have their weapon replaced and for others not to.

Any number of models can each have their Weapon A replaced with 1 Weapon B: When this option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have its weapon replaced Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Drawn from: The League that a unit belongs to is the League they are drawn from. A unit is drawn from a certain League if they have that League’s name listed on their Faction keyword line.

Eye Of The Ancestors Bonus: Each time a VOTANN model (excluding COG models) makes an attack, if the target of that attack has 1 or more Judgement tokens, a bonus applies to that attack.

Grudge: Units in your Crusade force can harbour Grudges against certain Crusade Factions. If your opponent’s Crusade Faction is one that a unit in your Crusade force is harbouring a Grudge against, that unit is said to harbour a Grudge against your opponent’s army. When a unit harbouring a Grudge meets specified conditions, its Grudge is settled and its Crusade card updated accordingly.

Grudge Token: A token that works like Judgement tokens in all regards except they only apply when a model that is harbouring a Grudge against your opponent’s army is making an attack (they are ignored for all other rules reasons).

Hero of the Oathband: Detachment ability for VOTANN Detachments.

Inactive (Kindred Asset): If a Kindred Asset is inactive, its associated Crusade rules, and that of its upgrades (if any) cannot be used until it has been reactivated by paying an amount of resources.

Ion weapon: A weapon whose profile includes the word ‘ion’, or a Relic that replaces an ion weapon.

Judgement token: A token acquired by enemy units during a battle if every unit from your army has the VOTANN keyword and is from the same League (excluding models with the UNALIGNED keyword). Each time a unit gains a Judgement token, you can place one token next to it. The number of Judgement tokens an enemy unit has will determine what bonus applies when a VOTANN model attacks it. A unit cannot have more than 3 Judgement tokens.

Kindred Assets: A Crusade force that includes any VOTANN units can acquire and upgrade certain Kindred Assets, which will reward you with different bonuses. A Crusade force cannot have more than one of each Kindred Asset, and each can only be upgraded once.

League Ancestral Relic: An Ancestral Relic associated with one of the Leagues. These are only available to CHARACTER models that are part of a League Detachment (and only if they, and your WARLORD, are drawn from the associated League).

League Custom: Detachment ability for VOTANN Detachments. An ability gained by <LEAGUE> models and units based on the League they are drawn from, if all VOTANN units in your army are drawn from the same League.

League Detachment: A VOTANN Detachment in which every VOTANN unit is drawn from the same League.

League Stratagem: A Stratagem associated with one of the Leagues. These are only available to VOTANN units that are part of a League Detachment (and only if they are drawn from the associated League). All League Stratagems are considered to have the Votann Stratagem label (see below).

Leagues of Votann secondary objectives: Additional secondary objectives that can be used in certain matched play mission packs if every Detachment in your army is a VOTANN Detachment.

League Warlord Trait: A Warlord Trait associated with one of the Leagues. These are only available to League CHARACTER models that are part of a League Detachment (and only if they are drawn from the associated League).

Magna-rall weapon: A weapon with the Magna-rail ability.

Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing, Malediction and Witchfire.

Resources: A Crusade force that contains VOTANN units can gain resources as part of the Kindred Acquisitions rules. There are four types of resources that can be gained: Raw Minerals; Biomatter; Energy Sources; Galactic Intel. Resources are commonly required to acquire, upgrade and reactivate Kindred Assets.

Rare Resources: A Rare Resource is a resource that is worth 50 units of its type.

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Votann; Battle Tactic; Epic Deed; Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label, for example, a Stratagem with ‘Votann - Wargear Stratagem’ has both the Votann and Wargear labels.

Votannic Council: An upgrade that can be applied to VOTANN CHARACTER models (excluding named characters).

VOTANN Detachment: A Detachment in a Battle-forged army where every model has the VOTANN keyword (excluding models with the UNALIGNED keyword).


Reference

Below you will find a bullet pointed summary of several Leagues of Votann rules. In most games, you may find referencing this summary is all you need to resolve a rule, but if not, follow the link to read the entirety of the rule.

BEAM
  • Each time an attack that is made with such a weapon hits, draw a line between this model and the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over.
  • Do not roll for intervening units that were not eligible to be targeted by this weapon when targets were selected.
  • When VEHICLE models make an attack with a beam weapon against an enemy unit in Engagement Range of it, that attack is only resolved against that target (it cannot hit any other unit).

DETACHMENT ABILITIES

EYE OF THE ANCESTORS
  • Eye Of The Ancestors only applies if every model in your army has the VOTANN keyword and is from the same League (excluding UNALIGNED models).
  • An enemy unit will gain 1 Judgement token each time it does one of the following: destroys a VOTANN unit; completes an action or a psychic action; controls an objective marker at the end of their turn (one unit per turn).
  • Each time a VOTANN model makes an attack against a target that has one or more Judgement tokens, apply the following applicable bonus to that attack:
  • 1 Judgement Token: On an unmodified hit roll of 6, that attack automatically wounds the target.
  • 2 Judgement Tokens: On an unmodified hit roll of 5+, if that attack hits, it automatically wounds the target.
  • 3 Judgement Tokens: On an unmodified hit roll of 4+, if that attack hits, it automatically wounds the target.

GRUDGES
  • VOTANN units in your Crusade force will, if they are destroyed and fail their Out of Action test, harbour a Grudge against the Crusade Faction of your opponent’s army.
  • At the start of the battle, roll a number of D6s equal to the number of units in your Crusade army that are harbouring a Grudge against your opponent’s army: for each 6, place 1 Grudge token next to one enemy unit; for each 1, you lose 1CP.
  • Each time a model in a unit makes an attack, if it is harbouring a Grudge against your opponent’s army, re-roll a hit roll of 1 (if the target unit has 3 Judgement tokens, you can re-roll the hit roll).
  • A unit that is harbouring a Grudge against your opponent’s army cannot start an action if it is within 6" of one or more enemy units.
  • A unit that is harbouring a Grudge against your opponent’s army cannot Fall Back while it is within Engagement Range of one or more enemy units.
  • At the end of each battle, if a unit that was harbouring a Grudge against your opponent’s army has destroyed 3 or more units, unless the unit harbouring the Grudge was destroyed, its Grudge has been settled.

HUNTR WEAPON
  • The number of attacks made with a HunTR weapon is equal to the number written on that weapon’s profile after its type, e.g. HunTR 3 = 3 attacks.

KINDRED ACQUISITIONS
  • If your Crusade force includes any VOTANN units, you will gain resources after that battle.
  • The type of resources gained is randomly determined by rolling a D6:1 = Raw Minerals; 2 = Biomatter; 3 = Energy Sources; 4 = Galactic Intel; 5-6 = Resource of your choice.
  • The amount of resource gained depends on the battle size: Combat Patrol = D3x10; Incursion = D6x10; Strike Force = 2D6x10; Onslaught = 3D6x10
  • If you win a battle, roll one D6: on 6, you also acquire 1xRare Resource (roll another D6 as above to determine its type).
  • If you lose a battle, and you have 4 or more Kindred Assets, roll one D6. On a 1, one randomly selected Kindred Asset on your Kindred Acquisitions Record Sheet becomes inactive.

<LEAGUE> KEYWORD
  • When you include a unit with the <LEAGUE> keyword, nominate which League it is drawn from.
  • Replace every instance of the <LEAGUE> keyword on that unit’s datasheet with the name of your chosen League.
  • A Detachment cannot include units from two different Leagues if your army is Battle-forged.

MAGNA-RAIL
  • Invulnerable saving throws cannot be taken against attacks from such weapons.
  • On an unmodified wound roll of 6, excess damage is not lost. Instead, keep allocating excess damage to another model in the target unit until either all excess damage has been allocated or the target unit is destroyed.

STEADY ADVANCE
  • This unit can ignore any or all modifiers to its Move characteristic and any or all modifiers to Advance or charge rolls.
  • Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 3" to the Move characteristic of each model in this unit (add 6" instead if this model is ACCELERATED).

VOID ARMOUR
  • Each time an attack is made against this unit, wound rolls and damage rolls cannot be re-rolled.
  • Each time an attack is allocated to this model, the AP of that attack is reduced by 1 (to a minimum of 0).

VOTANNIC COUNCIL
  • If your army is Battle-forged, you can upgrade KÂHL, BRÔKHYR IRON-MASTER and GRIMNYR units.
  • Doing so increases the unit’s Power Rating and points value.
  • One CHARACTER model in an upgraded unit will gain a new Votannic Council keyword, and additional abilities.
  • Your army cannot contain more than one model from the same League with the same Votannic Council keyword.
  • Crusade armies must use the A Great Honour Requisition to upgrade characters.
  • You cannot upgrade named characters.

Beam

The Brôkhyr of the Leagues of Votann are masters of focused energy beam technology. They have spent millennia perfecting the manufacture of focusing lenses, stream modulators, capacitor-shunts and other technological esoterica, which render these weapons as reliable as they are lethal. Beam weapons spit out a sustained stream of energy that bores through everything in its path, and can be played over the target region to wreak further havoc amongst the foe.

Some Votann weapons have the Beam ability. Each time an attack is made with such a weapon, if a hit is scored, draw a line between the closest point of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over (excluding units that were not eligible to be targeted by this weapon when targets were selected). When a VEHICLE model makes an attack with beam weapons that targets an enemy unit in Engagement Range of it, that attack is only resolved against that target unit and it cannot hit any other unit.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Magna-rail

The Kin utilise linear accelerator weapons to fire hypervelocity projectiles, capable of punching holes through any target.

Some Votann weapons have the Magna-rail ability. Each time an attack is made with such a weapon:
  • Invulnerable saving throws cannot be taken against that attack.
  • On an unmodified wound roll of 6, excess damage that weapon inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.

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

The GREATER THURIAN LEAGUE and CORE keywords are used in the following Leagues of Votann datasheets:

Fast Attack
Heavy Support
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

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

Fast Attack

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

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

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

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

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

Fast Attack
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.

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

Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.

The URANI-SURTR REGULATES and CHARACTER keywords are used in the following Leagues of Votann datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

GRIM PRAGMATISM

Dwelling on pain and discomfort only wastes valuable energy that could be put to better use.

Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

WASTE NOT YOUR LAST BREATH1CP
Urani-Surtr Regulates – Epic Deed Stratagem

It is incumbent upon the leaders of the URSR to set an example of absolute indomitability before their followers.

Use this Stratagem in the Fight phase when an URANI-SURTR REGULATES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.

THE ABIDING MANTLE

By their own insistence, the name of whichever skilled URSR craftsman fashioned this cloak was never recorded. Laced through with chamelioweave and contramotive optic damper-circuits, this seemingly plain garment causes its wearer to blend in amongst the ranks of their comrades - their survival aided by understated anonymity.

URANI-SURTR REGULATES model only. Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.
Void Armour

Void armour comprises hardened, jointed segments hooked into the void suit beneath. It is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with micro-field generators.

  • Each time an attack is made against this unit, your opponent cannot re-roll the wound roll and cannot re-roll the damage roll.
  • Each time an attack is allocated to a model in this unit, the Armour Penetration characteristic of that attack is reduced by 1 (to a minimum of 0).

The GREATER THURIAN LEAGUE and KÂHL keywords are used in the following Leagues of Votann datasheets:

Eye of the Ancestors

Kin war leaders learn the ability to cast the Eye of the Ancestors, judging swiftly which foes take priority for destruction.

If every unit from your army has the VOTANN keyword and is from the same League (excluding models with the UNALIGNED keyword), then enemy units will gain Judgement tokens (to a maximum of 3) throughout the battle as follows:
  • Each time an enemy unit destroys a VOTANN unit from your army, that enemy unit gains 1 Judgement token.
  • Each time an enemy unit successfully completes an action or a psychic action, it gains 1 Judgement token.
  • At the end of each of your opponent’s turns, you can select one enemy unit within range of an objective marker that your opponent controls. That unit gains 1 Judgement token.
If a unit with any Judgement tokens is removed from the battlefield (e.g. because it embarked on a TRANSPORT, is entering Strategic Reserves, etc.) make a note of how many Judgement tokens it had when it was removed. If that unit is set up on the battlefield again, place the corresponding number of Judgement tokens next to it again.

If a unit with one or more Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. If two or more units combine to form a single large unit, and any of those units had one or more Judgement tokens, make a note of how many are on the unit with the most just before they combined - the new larger unit has a number of Judgement tokens equal to this.

Each time a VOTANN model (excluding COG models) from your army makes an attack against a unit that has one or more Judgement tokens, apply the applicable bonus from the table below to that attack.

JUDGEMENT OF THE ANCESTORS
JUDGEMENT TOKENSABILITY
Priority Target Identified: On an unmodified hit roll of 6, that attack automatically wounds the target.
Eminent Threat: On an unmodified hit roll of 5+, if that attack successfully hits the target, it also automatically wounds the target.
Now We’ve Got a Grudge to Settle: On an unmodified hit roll of 4+, if that attack successfully hits the target, it also automatically wounds the target.

Note, if an attack automatically wounds the target as the result of this ability, then for the purposes of any other rules that are triggered on a particular wound roll, that attack is never considered to have been made with an unmodified wound roll of 6.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.

The TRANS-HYPERIAN ALLIANCE and GRIMNYR keywords are used in the following Leagues of Votann datasheets:

Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The YMYR CONGLOMERATE and SHIELD CREST keywords are used in the following Leagues of Votann datasheets:


– if equipped with the Weavefield crest this unit gains the SHIELD CREST keyword.
– if equipped with the Rampart crest this unit gains the SHIELD CREST keyword.
– if equipped with the Weavefield crest this unit gains the SHIELD CREST keyword.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

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

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

Fast Attack
CORE-BUSTER FIRE PATTERN1CP
Votann – Battle Tactic Stratagem

Originally perfected for explosively excavating especially resistant mining obstacles, this intersectional beam weapon fire pattern works equally well to blast the heart from the enemy battle line.

Use this Stratagem in your Shooting phase after an enemy unit is hit by an attack made by a beam weapon fired by a VOTANN model from your army. Until the end of the phase, each time that enemy unit is hit by another attack made by a beam weapon fired by a VOTANN model from your army, roll one D6: on 4+, that enemy unit suffers 1 mortal wound in addition to the normal damage. A unit can only suffer a maximum of 6 mortal wounds per phase due to this Stratagem.
BEQUEST OF THE VOTANN1CP
Votann – Requisition Stratagem

Should a lower-ranking Kin hero show particular promise, they may be extended a Bequest of the Votann - an item of rarefied wargear they have proved themselves worthy of wielding.

Use this Stratagem before the battle. Select one Theyn or Hesyr model from your army. That model can have one of the following Ancestral Relics, even though they are not a CHARACTER model: The Grey Crest; Grudge’s End; The Hearthfist; Wârpestryk. Each Relic in your army must be unique. You can only use this Stratagem once.

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

IN THE RIGHT HANDS1CP
Votann – Requisition Stratagem

The Kin see little use in their most powerful and ancient technologies languishing in safety when - in the hands of their heroes - these devices can mean the difference between victory and defeat in battle.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the VOTANN keyword. Select one VOTANN CHARACTER model from your army and give them one Ancestral Relic (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
LEGEND OF THE LEAGUE1CP
Votann – Requisition Stratagem

This hero's name and reputation are known throughout their League, synonymous with exceptional conduct and skill.

Use this Stratagem before the battle, when you arc mustering your army, if your WARLORD has the VOTANN keyword. Select one VOTANN CHARACTER model from your army and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).

The VOTANN and COMMS keywords are used in the following Leagues of Votann datasheets:

Fast Attack

– if equipped with the Multiwave comms array this unit gains the COMMS keyword.
MULTIWAVE SYSTEM JAMMER2CP
Votann – Wargear Stratagem

The comms arrays of the Leagues of Votann can decrypt enemy communications channels and temporarily drown them in static.

Use this Stratagem at the start of any phase. Select one VOTANN COMMS unit from your army, then select one enemy unit within 12" of that unit. Until the end of the phase, that enemy unit cannot be affected by any Aura abilities that units in your opponent’s army have.
APPRAISING GLARE1CP
Greater Thurian League – Epic Deed Stratagem

Few Kin can cast the Eye of the Ancestors with the swiftness and grim efficiency of this League’s Kâhls. Where their merciless gaze falls, the strengths and weaknesses of the enemy are laid bare, and there their warriors strike hardest.

Use this Stratagem when a GREATER THURIAN LEAGUE KÂHL model from your army uses its Grim Efficiency ability. The selected enemy unit gains one additional Judgement token.

The HEKATON LAND FORTRESS keyword is used in the following Leagues of Votann datasheets:

BASTION RUNNING1CP
Votann – Epic Deed Stratagem

A damaged Hekaton Land Fortress can be temporarily rigged for bastion running by its crew, fortifying systems with a short-lived power surge that allows the war engine to smash and blast its way out of even the most perilous situations.

Use this Stratagem in your Command phase. Select one HEKATON LAND FORTRESS model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

The VOTANN and MEDIC keywords are used in the following Leagues of Votann datasheets:


– if equipped with the Medipack this unit gains the MEDIC keyword.
COMBAT SURGERY1CP
Votann – Epic Deed Stratagem

It is a tragic waste to let warriors die on the battlefield when there is a chance they can be revived to rejoin the fight.

Use this Stratagem in your Command phase. Select one VOTANN MEDIC unit from your army that is below its Starting Strength and not within Engagement Range of any enemy units. Up to D3 destroyed models are returned to that unit.

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

GRIMWROUGHT BARRIER2CP
Votann – Epic Deed Stratagem

By carefully manipulating localised warp flow via their barrier tech implements, the Grimnyr are able to ward their allies against malefic empyric manifestations.

Use this Stratagem in your Command phase. Select one VOTANN unit from your army that is within 9" of a friendly GRIMNYR model.
  • That unit, and the models it contains, stop being affected by any psychic powers that had been affecting it that had been manifested by an enemy unit.
  • Until the start of your next Command phase, that unit, and the models it contains, are not affected by any Malediction psychic powers manifested.
PERSONAL GRUDGE1CP
Votann – Epic Deed Stratagem

Some amongst the Kin harbour extremely personal and long-standing Grudges against their most hated nemeses.

Use this Stratagem in your Command phase. Select one VOTANN CHARACTER unit from your army and one enemy unit that is on the battlefield. Until the end of the battle, each time a model in that CHARACTER unit makes an attack against the selected enemy unit, that enemy unit is considered to have 3 Judgement tokens on it for the purposes of determining what bonuses apply to the attacking model’s attacks. You can only use this Stratagem if every unit from your army is from the same League (excluding UNALIGNED unit). You can only use this Stratagem once, unless you are playing an Onslaught battle (in which case, you can use this Stratagem twice).

The VOTANN and ACCELERATED keywords are used in the following Leagues of Votann datasheets:

Steady Advance

The Kin stride into battle with an unwavering sense of purpose, their advance steady and deliberate.

  • This unit can ignore any or all modifiers to its Move characteristic and any or all modifiers to its Advance or charge rolls.
  • Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 3" to the Move characteristic of each model in this unit (add 6" instead if this unit is ACCELERATED).
ACCELERATED RESPONSE1CP
Votann – Battle Tactic Stratagem

It is a point of honour to Kin military forces that they be precisely where their leaders need them, exactly when they are required.

Use this Stratagem in your Movement phase, when a VOTANN ACCELERATED unit from your army is selected to Advance. Until the end of the phase, add 12" to the Move characteristic of each model in this unit (this is not cumulative with the similar bonus provided by the Steady Advance ability).
OUTFLANKING PIONEERS1CP
Votann – Strategic Ploy Stratagem

Hernkyn Pioneers often push their mounts to their limit to outflank the foe, knowing that their most effective strategic use amongst the ranks of the Oathband is as rapid, encircling raiders.

Use this Stratagem at the start of your Movement phase. Select one HERNKYN PIONEERS unit from your army that is more than 6" away from any enemy models and within 6" of any battlefield edge. If the mission you are playing is using the Strategic Reserves rules, place that unit into Strategic Reserves - that unit cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.

The VOTANN and TELEPORTATION keywords are used in the following Leagues of Votann datasheets:


– if equipped with the Teleport crest this unit gains the TELEPORTATION keyword.
SITE-TO-SITE TRANSPORT1CP/2CP
Votann – Wargear Stratagem

Kin teleport crests are capable of performing short site-to-site transportations, but doing so drains their power cores.

Use this Stratagem at the start of your Movement phase. Select one VOTANN TELEPORTATION unit from your army and remove it from the battlefield. In the Reinforcements step of this Movement phase, set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. You cannot select the same unit to use this Stratagem more than once per battle. If the unit you selected was a CHARACTER, this Stratagem costs 1CP; otherwise, it costs 2CP.

The VOTANN and CORE keywords are used in the following Leagues of Votann datasheets:

Fast Attack
Heavy Support
WELL-ORDERED RETREAT1CP
Votann – Strategic Ploy Stratagem

Not for the Kin the sudden panic of the rout. Instead, they fall back steadily and by squads, laying down furious suppressing fire to drive back pursuing foes.

Use this Stratagem in your Movement phase, when a VOTANN CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.

The VOTANN, CORE and INFANTRY keywords are used in the following Leagues of Votann datasheets:

Heavy Support
LUCK HAS. NEED KEEPS. TOIL EARNS.1CP
Votann – Strategic Ploy Stratagem

The Kin believe that rightful ownership lies with whoever strives hard enough to posses the prize.

Use this Stratagem at the end of your Movement phase. Select one VOTANN CORE INFANTRY unit from your army that is within range of an objective marker. Until the start of your next Movement phase, while that unit is within range of that objective marker:
  • That unit automatically passes Morale tests.
  • Unless that unit makes a ranged attack or declares a charge, that unit can ignore any rules that would cause any actions they are performing to fail.
  • Each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.

The VOTANN and SCANNER keywords are used in the following Leagues of Votann datasheets:

Fast Attack

– if equipped with the Pan spectral scanner this unit gains the SCANNER keyword.
PAN SPECTRAL WARNING2CP
Votann – Wargear Stratagem

Kindred pan spectral scanners can give forewarning of enemies approaching from unseen quarters, or even through the warp.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one VOTANN SCANNER unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.

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

Heavy Support

The VOTANN and BIKER keywords are used in the following Leagues of Votann datasheets:

Fast Attack
POINT-BLANK FUSILLADE2CP
Votann – Battle Tactic Stratagem

So resolute and steadfast are the Kin that their warriors are able to keep aiming and firing even in the midst of close-quarters battle.

Use this Stratagem at the start of your Shooting phase. Select one VOTANN INFANTRY or VOTANN BIKER unit from your army. Until the end of the phase, models in this unit can make attacks with ranged weapons even when their unit is within Engagement Range of enemy units, but they can only make such attacks against enemy units that they are within Engagement Range of (if a model makes an attack with a beam weapon, that attack is only resolved against that target unit and it cannot hit any other unit). In such circumstances, those models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. Note that if a model in this unit has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of that model’s unit, but that model will only be able to make the attacks with that weapon if all enemy units within Engagement Range of that model’s unit have been destroyed when you come to resolve those attacks. In addition, when a model in this unit shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.

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

THE MIGHT OF THE EINHYR1CP
Votann – Battle Tactic Stratagem

When the fighting is at its fiercest, a Kindred’s elite Einhyr warriors truly show their quality.

Use this Stratagem in your Shooting phase, when an EINHYR unit from your army is selected to shoot, or in the Fight phase, when an EINHYR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
ANCESTRAL SENTENCE1CP
Votann – Battle Tactic Stratagem

Some foes are so loathed that the Ancestors themselves are said to pass sentence upon them, marking them for death.

Use this Stratagem in your Shooting phase, when a VOTANN unit from your army is selected to shoot, or in the Fight phase, when a VOTANN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a target that has 1 or more Judgement tokens, you can re-roll the hit roll.

The VOTANN and CONCUSSION keywords are used in the following Leagues of Votann datasheets:

Fast Attack
CONCUSSION BLAST1CP
Votann – Wargear Stratagem

Gravitic concussion grenades do not merely pulp flesh and crack bone, they also leave their foes disoriented from the blast wave.

Use this Stratagem in your Shooting phase, when a VOTANN CONCUSSION unit from your army is selected to shoot. Select one enemy unit within 6" of that unit. Until the start of your next Shooting phase:
  • The selected enemy unit cannot fire Overwatch or Set to Defend.
  • Each time a model in the selected enemy unit makes an attack, subtract 1 from that attack’s hit roll.
HUNTR’S MARK1CP
Votann – Battle Tactic Stratagem

Sensor-network calibration tied in to the HunTR modules on Kin weaponry can be used to part-automate targetting based on the casting of the Eye of the Ancestors. This ensures that, if the Votann have marked a victim, their will is carried out without fail.

Use this Stratagem in your Shooting phase, before making a hit roll for an attack made by a VOTANN model from your army. If the target unit has 1 or more Judgement tokens, do not make a hit roll for that attack: it automatically hits the target.
ION STORM2CP/1CP
Votann – Wargear Stratagem

The Kindreds’ mastery of ion weaponry has been fine tuned over millennia.

Use this Stratagem in your Shooting phase, when a VOTANN unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with an ion weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds). If that unit contains 11 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.

The VOTANN and SEARCHLIGHT keywords are used in the following Leagues of Votann datasheets:

Fast Attack

– if equipped with the Rollbar searchlight this unit gains the SEARCHLIGHT keyword.
LIGHT’EM UP1CP
Votann – Strategic Ploy Stratagem

Hernkyn Pioneers can use their searchlights to illuminate priority targets for their comrades.

Use this Stratagem in your Shooting phase, after a VOTANN SEARCHLIGHT unit from your army has resolved its attacks. Select one enemy unit that was hit by one or more of that unit’s ranged attacks this phase; if every unit in your army is from the same League (excluding UNALIGNED units), the selected enemy unit gains 1 Judgement token.
OPTIMISED VOLLEY1CP
Votann – Battle Tactic Stratagem

Should the foe gather in sufficient numbers, it becomes more efficient to hammer the tight-packed enemy targets with a full-auto hail of bolt fire than to conserve ammunition.

Use this Stratagem in your Shooting phase, when a VOTANN unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a bolt weapons, on an unmodified hit roll of 6, one additional hit is scored; if the target unit contained 11 or more models when this Stratagem was used, then 2 additional hits are scored instead.
PULSED BEAM DISCHARGE1CP
Ymyr Conglomerate – Wargear Stratagem

With specific modifications it is possible to focus a beam weapon’s output into a more deadly stream of energy.

Use this Stratagem in your Shooting phase, when an YMYR CONGLOMERATE unit from your army is selected to shoot. Select one model in that unit, and then select one beam weapon that it is equipped with. Until the end of the phase, each time a hit is scored with that weapon, the target suffers 1 mortal wound in addition to the normal Damage.

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


- While a unit contains one or more models equipped with a mole grenade launcher, it has the SUBTERRANEAN EXPLOSIVES keyword.
SUBTERRANEAN EXPLOSIVES2CP
Votann – Wargear Stratagem

Mole grenades can be set with a delayed fuse so that their underground detonation causes shock waves and subsidence.

Use this Stratagem in your Shooting phase, when a SUBTERRANEAN EXPLOSIVES unit from your army is selected to shoot. Until the end of the phase, each time that unit makes a ranged attack, subtract 1 from that attack’s wound roll, and, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Shooting phase:
  • Halve the Move characteristic of models in the target unit.
  • The target unit is not eligible to fight until after all other eligible units from your army have fought.

Designer’s Note: We recommend placing a Mole Grenade model next to enemy units while they are under the effects of this Stratagem, removing it at the start of your next Movement phase (a Mole Grenade does not count as a model for any rules purposes).
MAG-RIDERS1CP
Votann – Strategic Ploy Stratagem

Kindred magna-coil tech allows a skilled rider to effect sudden, drastic jinking manoeuvres while flaring the polarity of their vehicles coils to throw out disruptive energy pulses.

Use this Stratagem in your opponent’s Shooting phase, when a VOTANN BIKER unit from your army is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit:
  • Subtract 1 from that attack’s hit roll.
  • If that unit has Advanced during its previous turn, that attack’s hit roll cannot be re-rolled.
REACTIVE REPRISAL1CP/2CP
Votann – Battle Tactic Stratagem

Once an enemy target has been marked out by the Eye of the Ancestors, the Kin focus their efforts upon its destruction, redoubling their fury should it attempt to engage.

Use this Stratagem in your opponent’s Shooting phase, after an enemy unit that had 1 or more Judgement tokens when it was selected to shoot has resolved its attacks. Select one VOTANN CORE unit from your army that was hit by one or more of that enemy unit’s attacks this phase, and that is not within Engagement Range of any enemy units. That VOTANN CORE unit can immediately shoot as if it were your Shooting phase, but its models can only target that enemy unit when doing so, and only if that enemy unit is an eligible target. After resolving its attacks, that VOTANN CORE unit is then not eligible to shoot in your next Shooting phase. If that VOTANN CORE unit was a unit of HEARTHKYN WARRIORS, this Stratagem costs 1CP; otherwise, it costs 2CP.

The VOTANN and SHIELD CREST keywords are used in the following Leagues of Votann datasheets:


– if equipped with the Weavefield crest this unit gains the SHIELD CREST keyword.
– if equipped with the Rampart crest this unit gains the SHIELD CREST keyword.
– if equipped with the Weavefield crest this unit gains the SHIELD CREST keyword.
OVERCHARGED SHIELD CREST1CP/2CP
Votann – Wargear Stratagem

Kindred shield crests are capable of projecting strengthened energy fields to attenuate incoming attacks for short periods of time.

Use this Stratagem in any phase, when a VOTANN SHIELD CREST unit from your army is selected as the target of a ranged attack. Until the end of the phase, each time a ranged attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
FAMILIAL LOYALTY1CP
Votann – Strategic Ploy Stratagem

The strong family bond between all members of a Kindred ensures that they will spare no effort to aid their imperilled comrades.

Use this Stratagem in your opponent’s Charge phase. Select one VOTANN INFANTRY or VOTANN BIKER unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it was a CHARACTER.
KINBOND2CP
Votann – Battle Tactic Stratagem

A clone race with a deep-rooted bond of common thought and intent, the Kin can act with eerie - and wholly unspoken - coordination, which helps them to overwhelm and pick apart their foes upon the field of battle.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that is within Engagement Range of 2 or more VOTANN CORE units from your army. Until the end of the phase, each time a VOTANN CORE model makes a melee attack against that enemy unit, you can re-roll the wound roll.
BLOODY EXPECTATIONS1CP
Kronus Hegemony – Battle Tactic Stratagem

With a few stern words, the war leaders of the Kronus Hegemony remind their warriors what is expected of them. They must fight all the harder, for the Ancestors expect their due.

Use this Stratagem in the Fight phase, when a KRONUS HEGEMONY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

The VOTANN and BESERKS keywords are used in the following Leagues of Votann datasheets:

CYBERSTIMM INFUSION1CP
Votann – Battle Tactic Stratagem

Cthonian Beserks are typically fitted with augmetic, sub-dermal shunts that can flood their systems with stimulant chemicals to help them fight their way out of dangerous situations.

Use this Stratagem in the Fight phase, when a VOTANN BESERKS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
CULT OF VENERATION1CP
Trans-Hyperian Alliance – Battle Tactic Stratagem

The Ancestor worship within the Trans-Hyperian Alliance borders on the puritanical. So wholly determined are its Kin to live up to the impossible standards of their forebears, that they will endure unbelievable hardships and keep fighting to survive and prevail - even should they be terribly injured.

Use this Stratagem in any phase, when a TRANS-HYPERIAN ALLIANCE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model, or another model in its unit, would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
NEW-FOUND NEMESIS1CP
Votann – Strategic Ploy Stratagem

To strike down a hero amongst the Kin is to earn the immediate and murderous ire of all their warrior comrades.

Use this Stratagem when a VOTANN WARLORD or GRIMNYR model from your army is destroyed. The enemy unit that destroyed that model gains 2 Judgement tokens. If your destroyed model was a GRIMNYR, that enemy unit gains 3 Judgement tokens instead.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

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


– if equipped with the Weavefield crest this unit gains the SHIELD CREST keyword.
– if equipped with the Rampart crest this unit gains the SHIELD CREST keyword.
– if equipped with the Weavefield crest this unit gains the SHIELD CREST keyword.

THE GREY CREST

This cunningly wrought armour crest contains helical circuit-threads believed to have been traded from a mysterious alien race, long since lost to the darkness between the stars. It projects a veil of obfuscatory energies able to fool both organic and artificial targeting senses, and conceal the bearer from the enemy’s sights.

SHIELD CREST model only.
  • If the bearer is a CHARACTER model, each time an attack is made against the bearer’s unit, subtract 1 from that attack’s hit roll.
  • If the bearer is not a CHARACTER model, each time an attack is made against the bearer’s unit, if the attacker is more than 12" away, subtract 1 from that attack’s hit roll.

GRUDGE’S END

Manufactured over three centuries by a dedicated team of Brôkhyr and Ironkin savants, Grudges End is not one single object. Rather, it is an entire suite of conjoined adaptor modules which can autoadjust to integrate themselves with any forgewrought bolt weapon. Introducing intelligent ballistic calibrators, a hypermunition micro-factory and a bewildering host of additional one-off augmentations, Grudges End transforms the host weapon into a tool that will indeed bring about the fatal demise of many a loathed nemesis of the Kin.

Model equipped with a bolt weapon only. When you give a model this Relic, select one bolt weapon that model is equipped with.
  • That weapon is considered to be a Relic for all rules purposes.
  • The Damage characteristic of that weapon is increased by 1.
  • The Armour Penetration characteristic of that weapon is improved by 1.
  • Each time an attack made by this weapon hits a unit that has 1 or more Judgement tokens, that attack automatically wounds the target.

THE HEARTHFIST

This gauntlet contains a thermoreactive plasma core of unique design. When clenched into a fist, it begins to blaze with what is said to be the raw and furious fire of the Hearth itself. Each blow from the Hearthfist discharges furious blasts of plasmic energy that scorch and disintegrate, and it is said that those foes marked for death by the Ancestors feel the burning wrath of the Hearth worst of all.

Model equipped with a mass gauntlet or concussion gauntlet only. This Relic replaces a mass gauntlet or concussion gauntlet and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Hearthfist
The Hearthfist
Melee
Melee
+4
-3
3
Abilities: Each time an attack made by this weapon is allocated to a model in a unit that has 1 or more Judgement tokens, that attack has a Damage characteristic of 4.

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


– if equipped with the Teleport crest this unit gains the TELEPORTATION keyword.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

WÂRPESTRYK

Hailed as the physical proof of Kin technological superiority, this incredible armour crest nonetheless has a somewhat dark reputation. None knows who fashioned it, how or when, and all attempts to replicate Wârpestryk have seen ill fate befall those who tried. Nonetheless, the crest allows its bearer to step between realspace and the warp almost at will, crossing the battlefield in a series of flickering strides. Moreover, its mysterious inner workings project a directed field of intermingled energistic and empyric interference, which fouls nearby enemy communications and seems to jam all attempts to gain a teleport fix within proximity to Wârpestryk.

TELEPORTATION model only.
  • Each time the bearer makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model, or its base).
  • Once per battle, when you use the Site-to-Site Transport Stratagem, if you select the bearer’s unit for that Stratagem, it costs 0CP.
  • Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model’s unit.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

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

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
The <LEAGUE> Keyword
Many datasheets in this section have the keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All VOTANN units are drawn from one of the Leagues. When you include a unit with the keyword in your army, you must nominate which League it is from and then replace the keyword in every instance on its datasheet with the name of your chosen League. This could be one of the Leagues detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a KÂHL unit in your army, and you decide they are from the Greater Thurian League, their keyword becomes GREATER THURIAN LEAGUE and their Kindred Hero ability reads ‘While a friendly GREATER THURIAN LEAGUE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different Leagues in the same Detachment.
A GREAT HONOUR1RP

Should a hero of the Kin achieve suitably great deeds and display their capacity for shrewd strategic wisdom, they may be accorded the immense honour of elevation to their Kindred's Votannic Council.

Purchase this Requisition when a KÂHL, GRIMNYR or BRÔKHYR IRON-MASTER unit from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That unit is upgraded to the Votannic Council; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

The and VEHICLE keywords are used in the following Leagues of Votann datasheets:

Fast Attack

The and EXO-FRAME keywords are used in the following Leagues of Votann datasheets:

Heavy Support

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

Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The ÛTHAR THE DESTINED keyword is used in the following Leagues of Votann datasheets:

ANCESTRAL BEARING

This warlord carries themselves like the Ancestors of aeons past and commands much respect amongst the Kin.

  • Each time this WARLORD uses an ability in your Command phase that specifies a range, you can add 3" to the range of that ability (to a maximum of 12").
  • Add 3" to the range of this WARLORD’s Aura abilities (to a maximum of 12").

EXPERIENCED EYE

This old warrior has fought in countless wars. and has witnessed first-hand much of the worst the galaxy has to offer. They can appraise the battlefield situation at a glance, and from bitter experience can select priority targets with pragmatic efficiency while directing the Kin in war.

In each of your Command phases, this WARLORD can use their Grim Efficiency ability one additional time, but only if you select an enemy unit that has not already been selected for this ability during this phase.

Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.

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

Fast Attack

– if equipped with the Pan spectral scanner this unit gains the SCANNER keyword.
Unstable Position
Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.
Crusade Faction
When you start a Crusade force, you must decide what its Crusade Faction will be - this must be one of the following Faction keywords:
  • IMPERIUM
  • CHAOS
  • AELDARI
  • TYRANIDS
  • ORKS
  • NECRONS
  • T’AU EMPIRE
In a Crusade force, all of the units in your Order of Battle (see below), with the exception of those that are UNALIGNED, must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS). If a unit does not have the correct Faction keyword, it cannot be included in your Order of Battle.

  • Crusade Faction: All units in your Crusade force must share this keyword (or be UNALIGNED).
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
REARM AND RESUPPLY1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS) that has a Crusade card. You can change any wargear options that models in that unit are equipped with as described on that unit’s datasheet, provided that none of those wargear options would change the Power Rating of the unit. You cannot replace a weapon that a model is equipped with if the weapon in question has been upgraded by a Weapon Enhancement.
FRESH RECRUITS1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
REPAIR AND RECUPERATE1RP
Purchase this Requisition either before or after a battle. Select one Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit's Crusade points will effectively increase by 1).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

The ASTRA CARTOGRAPHICA and CHARACTER keywords are used in the following Astra Cartographica datasheets:

Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

The EINHYR and HEARTHGUARD keywords are used in the following Leagues of Votann datasheets:

HunTR Weapons

Coupled with the natural steadiness and sturdiness of the Kin and their combat vehicles, the auto-calibration andgravitic nudge-assist provided by HunTR modules ensures a stable firing platform, even when on the move.

Many ranged Votann weapons have the type ‘HunTR’. The number of attacks that a model makes with a HunTR weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting a ‘HunTR 1’ weapon can make one attack with that weapon; a model firing a ‘HunTR 3’ weapon can make three attacks, and so on.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
DIRECTED HATRED1RP

Not all Grudges stem from immediate battlefield experiences. Should the Kin learn of suitably diabolical deeds perpetrated by foes elsewhere - especially against others of their Kindred - this is sometimes cause enough for a Grudge to be declared.

Purchase this Requisition at any time. Select one VOTANN unit from your Crusade force and select one Crusade Faction. That unit now harbours a Grudge against that Crusade Faction (make a note of it on its Crusade card, as described here).
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

The EXO-ARMOUR keyword is used in the following Leagues of Votann datasheets:

The EINHYR and CHAMPION keywords are used in the following Leagues of Votann datasheets:

Ancestor’s vengeance warhead used in the following datasheets:

Heavy Support
Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

Autoch-pattem combi-bolter used in the following datasheets:

Autoch-pattern bolt pistol used in the following datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Autoch-pattern bolter used in the following datasheets:

Bolt cannon used in the following datasheets:

Bolt revolver used in the following datasheets:

Fast Attack

Bolt shotgun used in the following datasheets:

Fast Attack

Cyclic ion cannon used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

EtaCarn plasma beamer used in the following datasheets:

EtaCarn plasma gun used in the following datasheets:

EtaCarn plasma pistol used in the following datasheets:

Exo-armour grenade launcher used in the following datasheets:

Gravitic concussion grenades used in the following datasheets:

Fast Attack

Graviton blast cannon used in the following datasheets:

Heavy Support

Graviton rifle used in the following datasheets:

Heavy magna-rail cannon used in the following datasheets:

HYLas auto rifle used in the following datasheets:

HYLas beam cannon used in the following datasheets:

Fast Attack

HYLas rotary cannon used in the following datasheets:

Fast Attack

Ion beamer used in the following datasheets:

Heavy Support
Fast Attack

Ion blaster used in the following datasheets:

Ion pistol used in the following datasheets:

Kin’s wrath warhead used in the following datasheets:

Heavy Support

L7 missile launcher used in the following datasheets:

Fast Attack

Las-beam cutter used in the following datasheets:

Magna-coil autocannon used in the following datasheets:

Fast Attack

Magna-rail rifle used in the following datasheets:

MATR autocannon used in the following datasheets:

Fast Attack

Mole grenade launcher used in the following datasheets:

Mountain breaker warhead used in the following datasheets:

Heavy Support

Sagitaur missile launcher used in the following datasheets:

Fast Attack

SP conversion beamer used in the following datasheets:

Heavy Support

SP heavy conversion beamer used in the following datasheets:

Twin bolt cannon used in the following datasheets:

Fast Attack

Volkanite disintegrator used in the following datasheets:

Ancestral ward stave used in the following datasheets:

Blade of the Ancestors used in the following datasheets:

Concussion gauntlet used in the following datasheets:

Concussion hammer used in the following datasheets:

Concussion maul used in the following datasheets:

Darkstar axe used in the following datasheets:

Forgewrought plasma axe used in the following datasheets:

Graviton hammer used in the following datasheets:

Heavy plasma axe used in the following datasheets:

Manipulator arms used in the following datasheets:

Mass gauntlet used in the following datasheets:

HQ

Mass hammer used in the following datasheets:

Plasma axe used in the following datasheets:

Plasma blade gauntlet used in the following datasheets:

Plasma sword used in the following datasheets:

Plasma torch used in the following datasheets:

Twin concussion gauntlet used in the following datasheets:

Medipack used in the following datasheets:

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


– if equipped with the Medipack this unit gains the MEDIC keyword.

Multiwave comms array used in the following datasheets:

Fast Attack

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

Fast Attack

– if equipped with the Multiwave comms array this unit gains the COMMS keyword.

Pan spectral scanner used in the following datasheets:

Fast Attack

Rampart crest used in the following datasheets:

The and BIKER keywords are used in the following Leagues of Votann datasheets:

Fast Attack

Rollbar searchlight used in the following datasheets:

Fast Attack

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

Fast Attack

– if equipped with the Rollbar searchlight this unit gains the SEARCHLIGHT keyword.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.

Teleport crest used in the following datasheets:

Weavefield crest used in the following datasheets:

© Vyacheslav Maltsev 2013-2022