Darkline Engineering
Darkline Engineering
Configuration
Battle Size Strike Force (2000 Point limit)
Rules: Eye of the Ancestors, Ruthless Efficiency, Pistol, Feel No Pain 6+, Ignores Cover
Abilities: Luck Has, Need Keeps, Toil Earns, Weavefield crest, Medipack, Pan spectral scanner[1]
Unit: Hearthkyn Warriors (x2) (x2)
Ranged Weapons: Autoch-pattern bolt pistol (x5) (x10), Autoch-pattern bolter (x4) (x4), Ion pistol (x2) (x2)
Melee Weapons: Close combat weapon (x7) (x21), Kin melee weapon (x2) (x4)
Rules: Eye of the Ancestors, Ruthless Efficiency, Pistol, Blast, Devastating Wounds, Heavy, Feel No Pain 6+,
Ignores Cover
Abilities: Luck Has, Need Keeps, Toil Earns, Weavefield crest, Comms array, Medipack, Pan spectral
scanner[1]
Unit: Hearthkyn Warriors (x2) (x2)
Ranged Weapons: Autoch-pattern bolt pistol (x5) (x15), Autoch-pattern bolter (x4) (x8), L7 missile launcher -
blast (x3) (x3), L7 missile launcher - focused (x3) (x3), Magna-rail rifle, Ion pistol (x2) (x2)
Melee Weapons: Close combat weapon (x7) (x28)
Rules: Eye of the Ancestors, Ruthless Efficiency, Scouts 9", Pistol, Assault, Sustained Hits, Ignores Cover
Abilities: Outflanking Mag-Riders, Pan-spectral scanner, Rollbar searchlight
Unit: Hernkyn Pioneer, Hernkyn Pioneer w/ HYLas rotary cannon
Ranged Weapons: Bolt revolver (x3) (x9), Bolt shotgun (x3) (x9), HYLas rotary cannon, Magna-coil
autocannon (x3) (x9)
Melee Weapons: Plasma knife (x3) (x9)
Hekaton Land Fortress (1) Pan spectral scanner, 2x Twin bolt cannon, SP heavy conversion beamer
(225 pts)
Rules: Eye of the Ancestors, Ruthless Efficiency, Deadly Demise D6, Conversion, Sustained Hits, Twin-linked
Unit: Hekaton Land Fortress (x2) (x2)
Abilities: Fire Support, Damaged: 1-5 wounds remaining, Pan spectral scanner[2]
Transport: Hekaton Land Fortress
Melee Weapons: Armoured wheels (x2)[1] (x2)
Ranged Weapons: MATR autocannon (x2) (x2), SP heavy conversion beamer (x2) (x2), Twin bolt cannon (x6)
(x6)
Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.
Eye of the Ancestors If your Army Faction is LEAGUES OF VOTANN, each time an enemy unit destroys a LEAGUES OF VOTANN unit from your
army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further
Judgement tokens a unit would gain beyond this are ignored).
Each time a model from your army with this ability makes an attack that targets a unit that has one or more Judgement tokens,
until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.
Designer’s Note: If a unit with Judgement tokens is removed from the battlefield, 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. If a unit with 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 units combine to form a single larger unit and either of those units
had Judgement tokens, make a note of how many the unit with the most has, just before they combine – the new unit has a
number of Judgement tokens equal to this.
Ruthless Efficiency At the start of the battle, select a number of units from your opponent’s army depending on the battle size, as shown below:
% Incursion: 2 units
% Strike Force: 4 units
% Onslaught: 6 units.
Each of those units starts the battle with 2 Judgement tokens (see Eye of the Ancestors).
If, at the start of any of your Command phases, any of those enemy units have been destroyed, you gain a number of CP
depending on how early in the battle you destroyed it, as shown below (you can only gain CP in this way once per battle, and
CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round
to 1).
Unit destroyed by the start of your first or second Command phase: You gain 3CP
Unit destroyed by the start of your third or fourth Command phase: You gain 2CP
Unit destroyed by the start of your fifth Command phase: You gain 1CP
Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.
Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):
% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Feel No Pain 6+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.
Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.
Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.
Scouts 9" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.
Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.
Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’
Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Conversion Each time an attack is made with this weapon, if the target is more than 12" from the bearer, an unmodified successful Hit roll
of 4+ scores a Critical Hit.
Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.
Scouts 6" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.
Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Abilities
Multi-spectral visor
While this model is leading a unit, each time a model in that unit makes a ranged attack, add 1 to the Hit roll.
Brôkhyr's Guild
At the end of your Movement phase, this unit can repair one friendly LEAGUES OF VOTANN VEHICLE or EXO-FRAME model within 3" of it. That model
regains up to D3 lost wounds, or up to 3 lost wounds instead if this unit contains an Ironkyn Assistant. Each model can only be repaired once per turn.
Leader[1]
Leader[2]
While this model is leading a unit, you can re-roll Charge rolls made for that unit.
Each time this model ends a Charge move, you can select one enemy unit within Engagement Range of this unit and roll one D6: on a 2-5, that enemy unit
suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
Weavefield crest
Leader[3]
Invulnerable Save[1]
Fortify (Psychic)
While this model is leading a unit, improve the Toughness characteristic of models in that unit by 1.
Grimnyr's Regard
Once per battle, after this model’s unit fails a Battle-shock test, this model can use this ability. If it does, that unit is no longer Battle-shocked.
Kindred Hero
While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Leader[4]
Invulnerable Save[2]
Grim Efficiency
Once per battle round, in your Command phase, you can select one model from your army with this ability, then select one enemy unit that is visible to that
model. That enemy unit gains 1 Judgement token.
Rampart crest
While the bearer is leading a unit, models in that unit have a 5+ invulnerable save.
Medipack
Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Comms array
Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem.
Oathband Bodyguard
While a CHARACTER is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness
characteristic, subtract 1 from the Wound roll.
Outflanking Mag-Riders
At the end of your opponent’s turn, if this unit is within 6" of any battlefield edge and is not within Engagement Range of any enemy units, you can remove this
unit from the battlefield and place it into Strategic Reserves.
Pan-spectral scanner
Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Rollbar searchlight
Each time a model in the bearer’s unit makes an attack that targets a unit that contains one or more models with the Stealth ability, add 1 to the Hit roll.
Fire Support
In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a
friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.
Blistering Advance
Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a
charge in the same turn, but can otherwise act normally in the remainder of the turn.
Unit M T SV W LD OC
E-COG 5" 5 4+ 1 7+ 1
Grimnyr 5" 5 4+ 4 6+ 1
Kâhl 5" 5 3+ 4 7+ 1
Transport
This model has a transport capacity of 12 LEAGUES OF VOTANN INFANTRY models. Each EXO-ARMOUR model takes up the space of 2 models and each
EXO-FRAME model takes up the space of 3 models.
Sagitaur
This model has a transport capacity of 6 LEAGUES OF VOTANN INFANTRY models. It cannot transport EXO-ARMOUR or EXO-FRAME models.
At the start of the Declare Battle Formations step, you can select one Hearthkyn Warriors unit from your army and split it into two units, each containing 5
models (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked
within this Transport; the other can start the battle embarked within another Transport, or it can be deployed as a separate unit.