Leagues of Votann – Sagitaur
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7

Sagitaur

NoNAME  M WS BS S T W A Ld Sv Base
130
Sagitaur (base: Use model)
1‑2
130
Sagitaur
12" 6+ 3+ 6 7 9 3 8 3+ Use model
If this unit contains 2 models, it has Power Rating 14. Every model is equipped with: HYLas beam cannon; twin bolt cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
HYLas beam cannon
+20
HYLas beam cannon
24"
Heavy 2
9
-3
D6
Beam
Beam
+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
MATR autocannon
MATR autocannon
24"
Heavy 6
7
-2
2
-
Sagitaur missile launcher
Sagitaur missile launcher
36"
Heavy 2
10
-3
3
-
Twin bolt cannon
Twin bolt cannon
36"
HunTR 6
6
-2
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their HYLas beam cannon replaced with one of the following: 1 L7 missile launcher and 1 Sagitaur missile launcher; 1 MATR autocannon.
ABILITIES
ABILITIES
Eye of the Ancestors, Steady Advance, Void Armour
Sagitaur Squadron: If this unit contains two models, the first time it is set up on the battlefield, each model must be set up within 6" of the other. From that point onwards, each model operates independently and is treated as a separate unit.
Explodes: When this transportis 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 1 mortal wound.
Mounted Assault: If this unit contains two models, then before the battle, at the start of the Declare Reserves and Transports step of the mission sequence, you can select one HEARTHKYN WARRIORS or BESERKS unit that contains 10 models. If you do so, that unit is split into two units, each containing 5 models (when splitting a unit using this ability, make a note of which models form each of the two new units), which must start the battle embarked within one of these two SAGITAUR models. If you are playing a Crusade mission, the Split Unit rules do not apply to INFANTRY units that split using this ability: if that unit has any Battle Honours or Battle Scars, both its split units count as having those Battle Honours and Scars, and you only need to take an Out of Action test for that unit if both its split units are destroyed during the battle.
TRANSPORT
TRANSPORT
Each model in this unit has a transport capacity of 5 INFANTRY models. It cannot transport EXO-ARMOUR or EXO-FRAME models.
FACTION KEYWORDS: VOTANN,
KEYWORDS: TRANSPORT, VEHICLE, ACCELERATED, SAGITAUR

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.
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.
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.
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.
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.

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.

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.
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.

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

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

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.

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

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

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

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Split Units
Some units have an ability that instructs you to deploy the unit at the same time, but then treat different models (or groups of models) in that unit as separate units for the duration of the battle. These are referred to as split units. The most common split units are VEHICLE squadrons, units of MONSTERS, or T’AU EMPIRE units that have accompanying drones, but there are others. If you have any such units in your Order of Battle you must fill out a separate Crusade card for each model (or group of models) that is treated as a separate unit during the battle - these individual components gain experience points, Battle Honours, take Out of Action tests and acquire Battle Scars separately. When you make a Crusade army, if you select this unit to be part of your army list you must include all the separate Crusade cards (you cannot, for example, only choose part of the unit).

  • Split Units: Units that split into multiple independent units during a battle.
  • Each individual unit in a split unit must have its own Crusade card and is treated as a separate unit for all Crusade rules.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

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

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

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
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