Leagues of Votann – Brôkhyr Thunderkyn
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5

Brôkhyr Thunderkyn

NoNAME  M WS BS S T W A Ld Sv Base
35
Brôkhyr Thunderkyn (base: 40mm)
3‑6
35
Brôkhyr Thunderkyn
5" 3+ 3+ 5 5 3 2 8 3+ 40mm
If this unit contains 4 or more models, it has Power Rating 10. Every model is equipped with: bolt cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt cannon
Bolt cannon
36"
HunTR 3
6
-2
2
-
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.
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their bolt cannon replaced with 1 graviton blast cannon each.
 • All of the models in the unit can have their bolt cannon replaced with 1 SP conversion beamer each.
ABILITIES
ABILITIES
Eye of the Ancestors, Steady Advance, Void Armour
Omni-visors: Each time a model in this unit makes an attack with a ranged weapon, the target does not receive the benefits of Dense Cover against that attack.
FACTION KEYWORDS: VOTANN,
KEYWORDS: INFANTRY, CORE, EXO-FRAME, BRÔKHYR THUNDERKYN

Datasheet-related Stratagems

EXACTING FOCUS1CP/2CP
Votann – Boarding Actions – Battle Tactic Stratagem

Skilled in breaching space hulks and in defending their mining ventures, the Kin have perfected the art of unleashing blistering salvoes of focused fire in the confines of narrow passages.

Use this Stratagem in your Shooting phase. Select one VOTANN unit from your army. Until the end of the phase, each time a model in that unit makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1. If that unit is a HEARTHKYN WARRIORS unit, this Stratagem costs 1CP; otherwise, it costs 2CP.
HARDENED RESOLUTION1CP
Votann – Boarding Actions – Battle Tactic Stratagem

Ownership of a prize is earned through honest toil, the Kin believe, and where such effort has been expended, they will stubbornly refuse to let their hard-won gains fall from their grip.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when a VOTANN unit from your army that is within range of an objective marker you control is selected as the target of an attack. Until the attacking model’s unit finishes making its attacks, each time a model in that VOTANN unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
HATCHWAY OVERRIDES1CP
Votann – Boarding Actions – Strategic Ploy Stratagem

With advanced breaching and sealing gear and the data-picking cogitations of the Ironkin, few hatches are beyond the Kin’s control.

Use this Stratagem in either player’s Movement phase, when you or your opponent attempt to prevent a Hatchway that is within 1" of a VOTANN unit from your army from being opened or closed. You automatically win the resulting roll off. If both players have such a rule, roll off as usual.
FAMILIAL LOYALTY1CP
Votann – Boarding Actions – Strategic Ploy Stratagem

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

Use this Stratagem in your opponent’s Charge phase. Select one VOTANN unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER unit.
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.
HunTR Weapons

Coupled with the natural steadiness and sturdiness of the Kin and their combat vehicles, the auto-calibration and gravitic 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.
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.
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.

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:

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.
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.

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

Heavy Support

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

Fast Attack
Heavy Support
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.
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.

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

Fast Attack
Heavy Support
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.

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
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.

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

Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.

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

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.
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.
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.
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.
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.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.
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 VOTANN, CORE and INFANTRY keywords are used in the following Leagues of Votann datasheets:

Heavy Support
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.

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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+.

This datasheet has Heavy Support Battlefield Role. Full list of Leagues of Votann units sharing same Battlefield Role follows:

Bolt cannon used in the following datasheets:

© Vyacheslav Maltsev 2013-2023