Leagues of Votann – Hearthkyn Warriors
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7

Hearthkyn Warriors

NoNAME  M WS BS S T W A Ld Sv Base
13
Hearthkyn Warrior (base: 28mm)
9‑19
13
Hearthkyn Warrior
5" 3+ 3+ 4 4 1 2 7 4+ 28mm
13
Theyn (base: 28mm)
1
13
Theyn
5" 3+ 3+ 4 4 2 3 8 4+ 28mm
If this unit contains 11 or more models, it has Power Rating 14. Every model is equipped with: Autoch-pattern bolt pistol; Autoch-pattern bolter; gravitic concussion grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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
-
+10
EtaCarn plasma beamer
+10
EtaCarn plasma beamer
18"
HunTR 1
8
-3
2
Beam
Beam
+5
EtaCarn plasma pistol
+5
EtaCarn plasma pistol
6"
Pistol 1
8
-3
2
-
+5
HYLas auto rifle
+5
HYLas auto rifle
24"
HunTR 3
6
-2
1
-
+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
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
+20
Magna-rail rifle
+20
Magna-rail rifle
24"
HunTR 1
9
-4
D3+3
Magna-rail
Magna-rail
+10
Concussion gauntlet
+10
Concussion gauntlet
Melee
Melee
+3
-2
2
-
+5
Plasma axe
+5
Plasma axe
Melee
Melee
+1
-3
1
-
+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.
Gravitic concussion grenades
Gravitic concussion grenades
6"
Grenade D6
5
-1
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
+5
Medipack
The bearer’s unit gains the 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 gains the 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.
+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.
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their Autoch-pattern bolter replaced with 1 ion blaster each.
 • You can select up to 2 different options from the following list:
  ○ 1 Warrior’s Autoch-pattern bolter or ion blaster can be replaced with 1 HYLas auto rifle.
  ○ 1 Warrior’s Autoch-pattern bolter or ion blaster can be replaced with 1 L7 missile launcher
  ○ 1 Warrior’s Autoch-pattern bolter or ion blaster can be replaced with 1 EtaCarn plasma beamer
  ○ 1 Warrior’s Autoch-pattern bolter or ion blaster can be replaced with 1 magna-rail rifle.
 • If this unit contains 20 models, you can also select up to 2 different options from the following list:
  ○ 1 Warrior’s Autoch-pattern bolter or ion blaster can be replaced with 1 HYLas auto rifle.
  ○ 1 Warrior’s Autoch-pattern bolter or ion blaster can be replaced with 1 L7 missile launcher
  ○ 1 Warrior’s Autoch-pattern bolter or ion blaster can be replaced with 1 EtaCarn plasma beamer
  ○ 1 Warrior’s Autoch-pattern bolter or ion blaster can be replaced with 1 magna-rail rifle.
 • Up to 3 different Warriors that are equipped with either an Autoch-pattern bolter or ion blaster can each take one different option from the following list:
  ○ Be equipped with a medipack.*
  ○ Be equipped with a multiwave comms array*
  ○ Be equipped with a pan spectral scanner*
* This model’s Autoch-pattern bolter or ion blaster cannot be replaced.
 • The Theyn’s Autoch-pattern bolt pistol can be replaced with one of the following: 1 ion pistol; 1 EtaCarn plasma pistol.
 • The Theyn’s Autoch-pattern bolter or ion blaster can be replaced with one of the following: 1 concussion gauntlet; 1 plasma axe; 1 plasma sword.
ABILITIES
ABILITIES
Eye of the Ancestors, Steady Advance, Void Armour
Weavefield Crest: This unit’s Theyn has a 4+ invulnerable save.
FACTION KEYWORDS: VOTANN,
KEYWORDS: INFANTRY, CORE, SHIELD CREST, CONCUSSION, HEARTHKYN WARRIORS

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
FOCUSED GRAVITIC BLAST1CP
Votann – Boarding Actions – Wargear Stratagem

In the confines of boarding actions, gravitic concussion grenades are especially debilitating, the blast wave leaving foes reeling.

Use this Stratagem in your Shooting phase, when a 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:
  • Each time a model in the selected enemy unit makes an attack, subtract 1 from that attack’s hit roll.
  • If that enemy unit has Set Overwatch or is Set to Defend, then it is no longer in either of those states.
  • That enemy unit fails any actions it is performing.

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

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:

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.

L7 missile launcher used in the following datasheets:

Fast Attack
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.
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.

Concussion gauntlet used in the following datasheets:

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.

Gravitic concussion grenades used in the following datasheets:

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


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

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

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.
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.

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

Fast Attack
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.

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

Fast Attack
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.

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.
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 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.
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.
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.

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.

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.
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.

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

Fast Attack
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.

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.
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 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.

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.
Set Overwatch
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. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Set to Defend
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. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.

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