Leagues of Votann – Grimnyr
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Grimnyr
M
5"
T
5
SV
4+
W
4
LD
6+
OC
1
GRIMNYR(⌀40mm)
INSV
4+
5"
5
4+
1
6+
1
CORV(⌀25mm)
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ancestral Wrath – witchfire psychic
Ancestral Wrath – witchfire psychic
24"
3
3+
6
-2
D3
Ancestral Wrath – focused witchfire hazardous psychic
Ancestral Wrath – focused witchfire hazardous psychic
24"
6
3+
6
-2
D3
Autoch-pattern bolter
Autoch-pattern bolter
24"
2
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ancestral ward stave psychic
Ancestral ward stave psychic
Melee
2
3+
7
-1
D3
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
ABILITIES
CORE: Leader
FACTION: Prioritised Efficiency
Fortify (Psychic): While this unit is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Grimnyr’s Regard: Once per battle, at the start of any phase, you can select one friendly LEAGUES OF VOTANN unit that is Battle-shocked and within 12" of this unit’s GRIMNYR model. That unit is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Grimnyr
  • 2 CORVs*
* If this unit’s Grimnyr model is ever destroyed, all of this unit’s remaining CORV models are also destroyed. While embarking within a TRANSPORT and while embarked within a TRANSPORT, each CORV model takes up the space of 0 models.

The Grimnyr is equipped with: Ancestral Wrath; ancestral ward stave.

Every CORV is equipped with: Autoch-pattern bolter; close combat weapon.
YOUR UNIT COSTS
3 models
65
LEADER
This model can be attached to the following unit:
KEYWORDS – ALL MODELS: INFANTRYGRIMNYR MODEL: CHARACTER; PSYKER; GRIMNYR
FACTION KEYWORDS:
LEAGUES OF VOTANN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy
VOID HARDENED
1CP
Needgaârd Oathband – Wargear
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic
DETACHMENT ABILITY
Methodical Annihilation
Martial Leverage
Assailed From Every Angle
Mobile Sensor Relays
Ruthless Reinvestment
Stalwart Advance
ENHANCEMENTS
Ironskein
10
Bastion Shield
25
Dead Reckoning
10
Ancestral Crest
15
Oathbound Speculator
30
Iron Ambassador
5
Surgical Saboteur
10
Writ of Acquisition
10
Nomad Strategist
20
Eye for Weakness
25
Multiwave System Jammer
10
Piledriver
15
Quake Supervisor
20
Dêlvwerke Navigator
25
Trivärg Cyber Implant
40
Etacarn SB9 Targeting Implant
15
Asset Manipulator
25
Masterful Construction
Obsessive Drive

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

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

Infantry Epic Hero

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

Dedicated Transports

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

Dedicated Transports

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

Dedicated Transports

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

Dedicated Transports
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
Prioritised Efficiency

As the Kin truth describes, Luck has. Need keeps. Toil earns. The kinhost’s ability to efficiently switch its strategic footing embodies this wisdom. It results from swift assessments of a foe’s possessions, how best to seize them for the kindred’s need and then to stubbornly toil to hold them against counterattacks.

If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have:
  • At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.

Hostile Acquisition
  • Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll.
  • You can re-roll Advance and Charge rolls made for this unit.

Fortify Takeover
  • Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll.
  • Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll.

Yield Points
At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:
  • You control one or more objective markers not within your deployment zone.
  • You control two or more objective markers not within your deployment zone.
  • You control more objective markers than your opponent.

In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have.

Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule.

Designer’s Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.

Example: In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead.

During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

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

Assailed From Every Angle
Persecution Prospect Detachment

The Kin of persecution prospects are skilled in escalating their attacks with unrelenting volleys of fire. They pressure the kindred’s foes repeatedly from infiltration positions, unleash enfilading fire from the flanks and surge forward to blaze away at point-blank range before manoeuvring swiftly to other attack angles. Besides the death and destruction they cause, the prospect’s forces leave foes disarrayed, with little chance to rally any ravaged survivors before other Kin capitalise on their plight.

LEAGUES OF VOTANN units from your army have the following ability:

Guerrilla Adepts: In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding MONSTERS and VEHICLES). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (and only if it is an eligible target) and, after resolving those attacks, if one or more of those attacks hit that enemy unit, until the start of your next Shooting phase, that enemy unit is assailed (this simply labels that unit for the purposes of this ability and some Enhancements and Stratagems). If that unit is already assailed, until the start of your next Shooting phase, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04

The LEAGUES OF VOTANN and INFANTRY keywords are used in the following Leagues of Votann datasheets:

13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
DEEP STRIKE24.09

There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
02.06.01 Bearer
The bearer of a weapon, enhancement or item of wargear is the model equipped with it.
Select Enhancements
Select all of the enhancements you want to include from the detachments you selected and give each one to a different unit in your army. When you do, increase those units points values accordingly. The points values for enhancements can be found on faction pages.

Unless otherwise stated:
  • Only CHARACTER units can be given enhancements. If such a unit contains more than one model, select one CHARACTER model in that unit to have that enhancement.
  • EPIC HEROES models cannot be given enhancements.
  • Your army cannot include more than one of the same enhancement.

Upgrades: Some enhancements are tagged with ’Upgrade’. Unlike other enhancements:
  • These can be given to non-CHARACTER units.
  • You can include up to three of the same Upgrade in your army (the second and third instances of the same Upgrade do not count towards the total number of enhancements in your army, but you must still spend the stated points cost each time).

If you are playing an Incursion battle, you can select a 3DP detachment as your only detachment.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.

The LEAGUES OF VOTANN and TRANSPORT keywords are used in the following Leagues of Votann datasheets:

Dedicated Transports

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

Infantry Epic Hero
Infantry Character
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).

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Before selecting targets for this weapon, select one of its profiles to make attacks with.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
INEXORABLE EFFICIENCY
1CP
Brandfast Oathband – Strategic Ploy Stratagem
With the wealth of sensor-wrought information they can access, the Kin can efficiently adapt fighting withdrawals into deadly counterattacks.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
VENGEANCE FLARE
2CP
Brandfast Oathband – Strategic Ploy Stratagem
With a narrow-band data burst, those of an oathband who have been wronged can call in the devastating vengeance of their armoured support.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One LEAGUES OF VOTANN INFANTRY unit that was hit by one or more of those attacks.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one friendly KAPRICUS or SAGITAUR unit within 6" of your INFANTRY unit. If you spent YP during this use of this Stratagem, you can select one friendly HEKATON LAND FORTRESS unit within 6" of your INFANTRY unit instead. The selected unit can shoot as if it were your Shooting phase. When doing so, models in the selected unit can only target that enemy unit (and only if it is an eligible target).
WEAVEWËRKE BUTTRESS
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
Every dêlve is threaded with force fields to shield against catastrophe, a protection that can be tapped in battle to support advances into hostile territory.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets, if units from your army have Hostile Acquisition.

TARGET: One LEAGUES OF VOTANN INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
UNSTOPPABLE FORCE
1CP
Dêlve Assault Shift – Strategic Ploy Stratagem
With their enemies within reach, the Kin’s fury and momentum become an elemental force that will not be stayed.
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time your unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3".
MATERIALISATION MATRICES
1CP
Hearthband – Strategic Ploy Stratagem
Built to a superior standard using secrets imparted by the Votann, the teleporters employed by this Hearthband can stabilise rematerialisation fields remarkably close to the foe.
WHEN: The Reinforcements step of your Movement phase.

TARGET: One LEAGUES OF VOTANN unit from your army that is in Reserves and has the Deep Strike ability.

EFFECT: Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
UNYIELDING AGGRESSION
1CP
Hearthband – Strategic Ploy Stratagem
Even should they be compelled to pull back momentarily, the warriors of the Hearthband maintain a punishing curtain of fire to erode the enemy further or rally swiftly and drive back into the fight.
WHEN: Your Movement phase, just after a LEAGUES OF VOTANN INFANTRY unit from your army Falls Back.

TARGET: That LEAGUES OF VOTANN INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
SUPERIOR CRAFTSMANSHIP
2CP
Hearthband – Battle Tactic Stratagem
Not only are the finest of the Kindred’s warriors selected for this duty, but they are also equipped with the best weaponry and wargear the Brôkhyr can produce.
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack.
SURE OF PURPOSE
1CP
Hearthband – Strategic Ploy Stratagem
The single-minded advance of the Kin rolls over collapsing enemy lines and exploits every fault and weakness, driving on towards the objective.
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
GRAND ARTIFICE
1CP
Mercenary Oathband – Strategic Ploy Stratagem
Unfazed by deception where it serves a practical use, Kin privateers willingly effect a seemingly ragged retreat only to turn back into the fight from a more advantageous position the moment they are clear of the mire of foes.
WHEN: Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back.

TARGET: That LEAGUES OF VOTANN unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
AUXILIARY CONTRACT
1CP
Mercenary Oathband – Strategic Ploy Stratagem
Mercenary Kin are no strangers to working more than one seam of wealth at once, and extra contracts to slay or capture individuals or to gather specific trophies can be highly profitable.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One LEAGUES OF VOTANN INFANTRY or LEAGUES OF VOTANN MOUNTED unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [PRECISION] ability.
PRIVATEER ARSENAL
1CP
Mercenary Oathband – Wargear Stratagem
Confident their use will turn the tide, the Kin draw on personal caches of munitions, power cells bearing the signatures of acclaimed Brôkhyr or heirloom augurs to unleash a potent fusillade into the foe.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If you spent YP during this usage of this Stratagem, you can re-roll the Hit roll and re-roll a Wound roll of 1 instead.
OPTIMAL EXPENDITURE
1CP
Mercenary Oathband – Wargear Stratagem
By expending energy reserves, the Kin’s close-quarter weapons thrum with forgewrought power. The allotment of such resources sees their wielders determined to make every blow strike true.
WHEN: The Fight phase.

TARGET: One LEAGUES OF VOTANN INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If you spent YP during this usage of this Stratagem, you can re-roll a Hit roll of 1 and re-roll the Wound roll instead.
NEW HORIZONS
1CP
Mercenary Oathband – Strategic Ploy Stratagem
Efficient and eager to stake their next claim, the Kin are ready to board their transports at a moment’s notice to reach fresh prizes.
WHEN: End of your opponent’s Fight phase.

TARGET: One LEAGUES OF VOTANN INFANTRY unit from your army that is not within Engagement range of one or more enemy units and one friendly TRANSPORT it is able to embark within.

EFFECT: If your LEAGUES OF VOTANN unit is wholly within 6" of that TRANSPORT, it can embark within it.
ORDERED RETREAT
1CP
Needgaârd Oathband – Strategic Ploy Stratagem
Not for the Kin the sudden panic of the rout. Instead, they fall back steadily and by squads, laying down suppressing fire while preparing fresh assaults.
WHEN: Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back.

TARGET: That LEAGUES OF VOTANN unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
VOID HARDENED
1CP
Needgaârd Oathband – Wargear Stratagem
Between their resilient armour and technology and their capacity to stoically endure pain and suffering, the Kin can weather devastating attacks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets, if units from your army have Fortify Takeover.

TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ANCESTRAL SENTENCE
1CP
Needgaârd Oathband – Battle Tactic Stratagem
Some foes are so loathed that their ancestors are told to pass a sentence upon them. Marked for death, these enemies suffer the undiluted wrath of the Kin.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If you spent YP during this use of this Stratagem, until the end of the phase, those weapons have the [SUSTAINED HITS 2] ability instead.
HUNTR’S MARK
1CP
Needgaârd Oathband – Battle Tactic Stratagem
Sensor-network calibration tied to the HunTR modules on Kin weaponry can portly automate targeting to ensure the uncompromising judgement of the Votann is carried out without fail.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
REACTIVE REPRISAL
2CP
Needgaârd Oathband – Strategic Ploy Stratagem
Once prizes have been seized, the Kin focus their efforts upon maximising their control and respond with redoubled fury to attempts to loosen their grip.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Fortify Takeover.

TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, can only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
HONOUR OF THE HOLD
1CP
Needgaârd Oathband – Battle Tactic Stratagem
A kinhost's warriors take great pride in their combat proficiency as a symbol of their hold’s honour. The drive to cleave their foes apart is given greater impetus in pursuit of their kindred's needs.
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase.

EFFECT: Each time you use this Stratagem, you can spend 3YP. Select one enemy unit within Engagement Range of your unit. Until the end of the phase, each time a model in your unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. If you spent YP during this use of this Stratagem, improve the Armour Penetration characteristic of that attack by 2 instead.
CLAIMSTAKER REFLEX
1CP
Persecution Prospect – Strategic Ploy Stratagem
The instinct to seize the most advantageous and dominating positions is ingrained in the Kin.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One LEAGUES OF VOTANN unit from your army (excluding ARTILLERY and VEHICLE units) that is within 8" of that enemy unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Your unit can make a Normal move of up to D6". If you spent YP during this use of this Stratagem, your unit can make a Normal move of up to 6" instead.

RESTRICTIONS: A unit cannot embark within a TRANSPORT as part of this move.
RANGER TACTICS
1CP
Persecution Prospect – Battle Tactic Stratagem
Foes thrown into disarray by the Hernkyn offer a vulnerability that is swiftly exploited.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if that attack targets an assailed unit and/or if your unit has the HERNKYN keyword, you can re-roll the Hit roll.
DISPERSED FORMATION
1CP
Persecution Prospect – Strategic Ploy Stratagem
A prospect's warriors will efficiently scatter to minimise the threat of concerted enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One LEAGUES OF VOTANN INFANTRY or LEAGUES OF VOTANN MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability and each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack.
RELIC CYPHER
1CP
Void Salvagers – Strategic Ploy Stratagem
The Kin possess the accumulated knowledge of their ancestors, including ancient cyphers that enable them to seize control of cogitational systems.
WHEN: Your Command phase.

TARGET: One LEAGUES OF VOTANN unit from your army.

EFFECT: Select one closed Hatchway on the battlefield and open it.

RESTRICTIONS: You can only use this Stratagem once.
CORRIDOR COVERED
1CP
Void Salvagers – Battle Tactic Stratagem
As their allies push forwards, Kin squads train their guns down darkened corridors, preparing to repel unexpected ambushes.
WHEN: Your opponent's Movement or Charge phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
JUDGED AND PUNISHED
1CP
Void Salvagers – Battle Tactic Stratagem
To draw the ire of the Kin is to invite a swift and brutal death.
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target has 1 or more Judgement tokens, you can re-roll the Hit roll, and if the target has 2 Judgement tokens, you can re-roll the Wound roll as well.
Methodical Annihilation
Hearthband Detachment

With their minds entirely focused on the singular mission with which they have been charged, the Kin work to blast a path through the enemy lines with the same tenacity as a Brôkhyr beating metal or a Cthonian miner splitting bedrock.

Each time a LEAGUES OF VOTANN model from your army makes an attack with a weapon that targets the closest eligible target or a target that is within Engagement Range of that model’s unit:
Martial Leverage
Needgaârd Oathband Detachment

The weighing of costs in Kin lives and materiel expended against prospective material benefits is an instinct amongst kinhost commanders. Those who lead needgaârd oathbands leverage the deaths of their foes into these equations at every opportunity. Crushing the enemy’s soldiery and war engines can shift the balance of martial power, enabling a canny commander to spend the advantage it provides elsewhere.

Each time an enemy unit is destroyed, you gain 1YP.
Mobile Sensor Relays
Brandfast Oathband Detachment

The massed armoured transports of a brandfast oathband connect to an encrypted data network shared by squads of Kin. Their robust sensor webs broadcast various targeting information and extrapolated judgements on enemy movements. Nearby warriors can tap into this wealth of data, enabling them to unleash salvoes of lethal efficiency.

LEAGUES OF VOTANN TRANSPORT units from your army have the following ability:

Firebase Control (Aura): While a friendly LEAGUES OF VOTANN INFANTRY unit is wholly within 6" of this TRANSPORT, ranged weapons equipped by models in that INFANTRY unit have the [sustained hits 1] ability.
Ruthless Reinvestment
Mercenary Oathband Detachment

Kin mercenaries are notoriously frugal and ungenerous in the spending of resources to fulfil their employers’ needs. They are nonetheless acquisitively motivated. Where it benefits them, they will not hesitate to spend ammunition, energy, information or any other resource secured in advance from their paymasters if doing so will reap prizes of greater value.

Your LEAGUES OF VOTANN units do not have the Hostile Acquisition or Fortify Takeover abilities except as described in this rule. At the start of the battle, your LEAGUES OF VOTANN units have the Hostile Acquisition ability. At the end of your Command phase, you can spend 3YP. If you do, LEAGUES OF VOTANN units from your army lose the Hostile Acquisition ability and gain the Fortify Takeover ability, or vice versa.
Stalwart Advance
Void Salvagers Detachment

The Kin proceed with steadfast determination, exterminating all resistance and securing decks one at a time. Aggressively yet methodically, resistance is swept aside.

In your Shooting phase, each time a LEAGUES OF VOTANN unit from your army has shot, if one or more enemy units were destroyed by those attacks and that LEAGUES OF VOTANN unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
ADAPTABLE AVARICE
1CP
Persecution Prospect – Strategic Ploy Stratagem
When opportunity catches the eye of a prospect's commander, they will readily resume a rapid and aggressive footing.
WHEN: Start of any phase, if units from your army have Fortify Takeover.

TARGET: One LEAGUES OF VOTANN CHARACTER unit from your army.

EFFECT: Each time you use this Stratagem, you can spend any number of YP. Once you have done so, if you have 6 or fewer YP, until the start of your next turn, units from your army have Hostile Acquisition instead.
LEADER24.22

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
  • Ironskein
    10 pts
Hearthband Detachment

A rare cloneskein threads this warrior’s bone structure and epidermis with metallic fibres.

LEAGUES OF VOTANN model only. Add 2 to the bearer’s Wounds characteristic.

  • Bastion Shield
    25 pts
Hearthband Detachment

The technologies contained within this heraldic crest radiate a dome of ablative weavewërke shielding that robs the force from enemy projectiles.

LEAGUES OF VOTANN model only. Each time a ranged attack targets the bearer’s unit, if the attacking model is within 12" of the bearer’s unit, worsen the Armour Penetration characteristic of that attack by 1. If you spend 1YP, until the end of the phase, if the attacking model is within 18" of the bearer’s unit, worsen the Armour Penetration characteristic of that attack by 1 instead.

  • Dead Reckoning
    10 pts
Needgaârd Oathband Detachment

Through vigilant and judicious calculation, this commander marshals their warriors’ reserves against future martial requirements.

LEAGUES OF VOTANN model only. At the end of the turn, if the bearer is on the battlefield and you spent no YP in that turn, you can gain 1YP.

  • Ancestral Crest
    15 pts
Needgaârd Oathband Detachment

It is said that this crest, inscribed with runes of the great Ancestor Cores, acts like a mobile fane through which the wisdom and gestalt power of the Votann flow.

LEAGUES OF VOTANN model only. Once per turn, when you target the bearer’s unit with the Command Re-roll Stratagem, the bearer can use this Enhancement. If it does, spend 1YP and reduce the CP cost of that use of that Stratagem by 1CP.

  • Oathbound Speculator
    30 pts
Needgaârd Oathband Detachment

This kindred hero is a master of knowing the right moment to funnel the kinhosts precious resources into the most efficient destruction of the foe.

LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack, re-roll a Wound roll of 1. Each time the bearer’s unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer’s unit makes an attack, add 1 to the Wound roll.

  • Iron Ambassador
    5 pts
Needgaârd Oathband Detachment

This exceptional weapon has been wielded by heroes against the enemies of numerous leagues and has been the last word in many a failed negotiation with obdurate foes.

LEAGUES OF VOTANN model equipped with an Autoch-pattern combi-bolter only. Once per battle, when the bearer’s unit is selected to shoot, the bearer can use this Enhancement. If it does, spend up to 3YP and, until the end of the phase, add the number of YP you just spent to the Damage characteristic of the bearer’s ranged weapons.

  • Surgical Saboteur
    10 pts
Persecution Prospect Detachment

Experience has taught this survivor the weak points of the most significant threats, enabling them to pinpoint joints and locomotive mechanisms to slow down such brutes.

LEAGUES OF VOTANN model only. In your Shooting phase, after the bearer’s unit has shot, select one MONSTER or VEHICLE unit hit by one or more of those attacks; until the start of your next Shooting phase, that unit is pinned.

  • Writ of Acquisition
    10 pts
Persecution Prospect Detachment

This mnestic mesh of circuitry records and analyses the enemy’s response under fire as witnessed by the bearer, harvesting valuable intelligence on their capabilities.

LEAGUES OF VOTANN model only. In your Shooting phase, after the bearer’s unit has shot, you gain 1YP for each assailed enemy unit hit by one or more of those attacks (to a maximum of 3YP).

  • Nomad Strategist
    20 pts
Persecution Prospect Detachment

The mobile strategies of this far-ranging commander allow them to swiftly reposition their most versatile forces and exploit weaknesses in the enemy’s battle lines.

LEAGUES OF VOTANN model only. Once per battle, at the end of your opponent’s Fight phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, you can spend up to 4YP. Select one HERNKYN unit from your army, and, for every 2YP you just spent, select up to one additional HERNKYN unit from your army. You can remove those units from the battlefield and place them into Strategic Reserves. You cannot select a unit that is within Engagement Range of one or more enemy units (excluding assailed units).

  • Eye for Weakness
    25 pts
Persecution Prospect Detachment

Any hint of vulnerability draws the gaze of this punitive assessor like a rich vein of ore.

LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack that targets an assailed unit, add 1 to the Wound roll.

  • Multiwave System Jammer
    10 pts
Dêlve Assault Shift Detachment

This master-wrought comms array fouls enemy sensors, blinding the foe to the bearer's closing Cthonian allies.

LEAGUES OF VOTANN model only. Once per battle, in your Movement phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, select one friendly CTHONIAN unit that is in Reserves. Until the end of the phase, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.

  • Piledriver
    15 pts
Dêlve Assault Shift Detachment

Kin possessed of a ruthlessly direct attitude allow no impediments - no matter how large - to bar their path.

LEAGUES OF VOTANN model only. Each time the bearer’s unit is selected to fight, the bearer can use this Enhancement. If it does, spend up to 2YP and, until the end of the phase, add the number of YP you just spent to the Damage characteristic of the bearer’s melee weapons.

  • Quake Supervisor
    20 pts
Dêlve Assault Shift Detachment

This structural analyst specialises in plotting attacks that exploit underlying weaknesses to deadly effect:

LEAGUES OF VOTANN model only. While the bearer is within 3" of one or more friendly LEAGUES OF VOTANN ARTILLERY units, the bearer has the Lone Operative ability, and each time one of those ARTILLERY units makes a ranged attack that targets an enemy unit visible to the bearer, add 1 to the Hit roll.

  • Dêlvwerke Navigator
    25 pts
Dêlve Assault Shift Detachment

With a mastery of the dêllve’s workings, guild reserves can be expertly directed to where they are needed most.

LEAGUES OF VOTANN model only. In the Reinforcements step of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly CTHONIAN BESERKS unit visible to the bearer and then spend any number of YP. Return one destroyed model (excluding CHARACTER models) to that unit and then, for every 2YP you just spent, return up to one additional destroyed model (excluding CHARACTER models) to that unit.

  • Trivärg Cyber Implant
    40 pts
Brandfast Oathband Detachment

A neural artefact of the famed - but tragically extinct - Trivärg Fisculate Guild of Brôkhyr, this implant enables its host to coordinate fire patterns with exemplary skill and extraordinary speed, directly accessing vehicular systems to triangulate overlapping attack angles.

LEAGUES OF VOTANN model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if it disembarked from a TRANSPORT this turn, or if you spend 2YP, until the end of the phase, ranged weapons equipped by models in that unit have the [sustained HITS 2] ability.

  • Etacarn SB9 Targeting Implant
    15 pts
Mercenary Oathband Detachment

By feeding tactical data harvested from across the battlesphere into this costly device, the wearer can gain optimal target acquisition information.

LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. Each time the bearer’s unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer’s unit makes an attack, that attack has the [SUSTAINED HITS 1] ability.

  • Asset Manipulator
    25 pts
Mercenary Oathband Detachment

This warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty.

LEAGUES OF VOTANN model only. At the start of the Command phase, you can spend 3YP. If you do, until the end of the turn, while an enemy unit is within 3" of the bearer, subtract 1 from the Objective Control characteristic of models in that enemy unit.

Masterful Construction
Void Salvagers Detachment

The weapons utilised by the Kin are wrought by expert craftsmen and are as versatile as they are deadly.

Each time the bearer is selected to shoot or fight, you can select one of the following weapon abilities: [DEVASTATING WOUNDS]; [LETHAL HITS]; [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by the bearer (excluding Psychic weapons) have that ability.

Obsessive Drive
Void Salvagers Detachment

The bearer seeks a specific item that lies in the hands of the foe and they will not rest until it has been secured. Those foes foolish enough to block the path are targeted for priority destruction.

At the start of the first battle round, select one objective marker. While the bearer is on the battlefield, each time a LEAGUES OF VOTANN unit from your army is selected to shoot or fight, each enemy unit within range of that objective marker is considered to have 1 additional Judgement token while resolving those attacks.

22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
© Vyacheslav Maltsev 2013-2026