Leagues of Votann – Hekaton Land Fortress
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Hekaton Land Fortress

NoNAME  M WS BS S T W! A Ld Sv Base
310
Hekaton Land Fortress (base: Use model)
1
310
Hekaton Land Fortress
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
8" 6+ 4+ 8 8 5-8 D6 9 2+
6" 6+ 5+ 8 8 1-4 3 9 2+
A Hekaton Land Fortress is equipped with: cyclic ion cannon; MATR autocannon; pan spectral scanner; 4 bolt cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Ancestor’s vengeance warhead
+10
Ancestor’s vengeance warhead
36"
Heavy D6
6
-2
2
Indirect Fire. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Indirect Fire. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Bolt cannon
Bolt cannon
36"
HunTR 3
6
-2
2
-
Cyclic ion cannon
Cyclic ion cannon
24"
Heavy 3D3
8
-2
2
Blast
Blast
Heavy magna-rail cannon
Heavy magna-rail cannon
36"
Heavy 1
14
-4
2D3+6
Magna-rail
Magna-rail
+5
Ion beamer
+5
Ion beamer
18"
HunTR 2
7
-2
2
Beam
Beam
+10
Kin’s wrath warhead
+10
Kin’s wrath warhead
36"
Heavy 2D6
6
-2
1
Indirect Fire. Blast. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer.
MATR autocannon
MATR autocannon
24"
Heavy 6
7
-2
2
-
+10
Mountain breaker warhead
+10
Mountain breaker warhead
36"
Heavy 1
10
-3
6
Indirect Fire. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer.
Indirect Fire. The bearer can only shoot with this weapon once per battle. This weapon can target units that are not visible to the bearer.
SP heavy conversion beamer
SP heavy conversion beamer
30"
HunTR 2
8
-3
4
Beam. Each time an attack made with this weapon hits a unit, if the unit that was hit is wholly more than 15" from the firing model, one additional hit is scored against that unit.
Beam. Each time an attack made with this weapon hits a unit, if the unit that was hit is wholly more than 15" from the firing model, one additional hit is scored against that unit.
OTHER WARGEAR
ABILITIES 
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.
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
 • This model can take one of the following options:
  ○ Replace 2 bolt cannons with 2 ion beamers.
  ○ Replace 4 bolt cannons with 4 ion beamers.
 • This model’s cyclic ion cannon can be replaced with one of the following: 1 SP heavy conversion beamer; 1 heavy magna-rail cannon.
 • This model’s pan spectral scanner can be replaced with one of the following: 1 Ancestor’s vengeance warhead; 1 Kin’s wrath warhead; 1 mountain breaker warhead.
ABILITIES
ABILITIES
Eye of the Ancestors, Steady Advance, Void Armour
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. Each EXO-ARMOUR model takes the space of 2 models and each EXO-FRAME model takes the space of 3 models.
FACTION KEYWORDS: VOTANN,
KEYWORDS: VEHICLE, ACCELERATED, TRANSPORT, HEKATON LAND FORTRESS

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.
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.
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.
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.
BASTION RUNNING1CP
Votann – Epic Deed Stratagem

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

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

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

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

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

Some Votann weapons have the Beam ability. Each time an attack is made with such a weapon, if a hit is scored, draw a line between the closest point of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over (excluding units that were not eligible to be targeted by this weapon when targets were selected). When a VEHICLE model makes an attack with beam weapons that targets an enemy unit in Engagement Range of it, that attack is only resolved against that target unit and it cannot hit any other unit.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

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

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).
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.
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.
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.
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 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.

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

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

Ion beamer used in the following datasheets:

Heavy Support
Fast Attack

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:

MATR autocannon used in the following datasheets:

Fast Attack
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

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

Heavy Support

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

Fast Attack

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

Fast Attack

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

Bolt cannon used in the following datasheets:

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

© Vyacheslav Maltsev 2013-2023