Leagues of Votann – Einhyr Champion
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5

Einhyr Champion

NoNAME  M WS BS S T W A Ld Sv Base
120
Einhyr Champion (base: 40mm)
1
120
Einhyr Champion
5" 2+ 2+ 5 5 5 4 9 2+ 40mm
An Einhyr Champion is equipped with: Autoch-pattern combi-bolter; mass hammer; Weavefield crest.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autoch-pattem combi-bolter
Autoch-pattem combi-bolter
24"
HunTR 4
4
-1
1
-
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.
+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.
OTHER WARGEAR
ABILITIES 
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's mass hammer can be replaced with 1 darkstar axe.
 • This model's Weavefield crest can be replaced with 1 teleport crest.
ABILITIES
ABILITIES
Eye of the Ancestors, Steady Advance, Void Armour
Mass Driver Accelerators: Each time this model ends a charge move, select one enemy unit within Engagement Range of this model and roll one D6: if the result is an unmodified 6, or if it equals or beats the highest Toughness characteristic in that enemy unit, that enemy unit suffers D3 mortal wounds.
Exemplar of the Einhyr (Aura): While a friendly HEARTHGUARD unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Exo-armour: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
RAM Shield: Each time a melee attack is made against this model, subtract 1 from that attack’s wound roll.
FACTION KEYWORDS: VOTANN,
KEYWORDS: INFANTRY, CHARACTER, ACCELERATED, EXO-ARMOUR, EINHYR, CHAMPION

Datasheet-related Stratagems

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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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).
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.
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.
NEW-FOUND NEMESIS1CP
Votann – Boarding Actions – 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 CHARACTER 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.
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.
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.
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.
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.
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.

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).
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.

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

Heavy Support

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.
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.
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.

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


– if equipped with the Teleport crest this unit gains the TELEPORTATION keyword.
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.
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 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.
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 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.

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Weavefield crest used in the following datasheets:

Teleport crest used in the following datasheets:

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

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

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

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

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

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.

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

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

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

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

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.

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

© Vyacheslav Maltsev 2013-2023