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Votann 2.1

The document outlines a 1500-point army roster for the Xenos - Leagues of Votann, featuring various units including Epic Hero Ûthar the Destined, Einhyr Champions, Cthonian Beserks, Hekaton Land Fortresses, and a Sagitaur transport. It details the configuration, rules, and abilities of each unit, along with specific weaponry and tactical advantages such as Methodical Annihilation and Eye of the Ancestors. The document also includes various special rules and characteristics that enhance gameplay and unit interactions.

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Fabrizio Airundo
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0% found this document useful (0 votes)
22 views7 pages

Votann 2.1

The document outlines a 1500-point army roster for the Xenos - Leagues of Votann, featuring various units including Epic Hero Ûthar the Destined, Einhyr Champions, Cthonian Beserks, Hekaton Land Fortresses, and a Sagitaur transport. It details the configuration, rules, and abilities of each unit, along with specific weaponry and tactical advantages such as Methodical Annihilation and Eye of the Ancestors. The document also includes various special rules and characteristics that enhance gameplay and unit interactions.

Uploaded by

Fabrizio Airundo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Xenos - Leagues of Votann - VOTANN_2.

1 - (1500 pts)

Army Roster (Xenos - Leagues of Votann) (1500 pts)

Configuration
Battle Size Onslaught (3000 Point limit)

Detachment Choice Hearthband

Rules: Methodical Annihilation

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible

Epic Hero (80 pts)


Ûthar the Destined (1) Warlord
(80 pts)
Rules: Leader, Eye of the Ancestors, Devastating Wounds
Unit: Ûthar the Destined
Abilities: Ancestral Fortune, The Destined, Leader[1], Invulnerable Save, Grim Efficiency, Rampart crest
Melee Weapons: Blade of the Ancestors
Ranged Weapons: Volkanite disintegrator

Character (205 pts)


Einhyr Champion (1) Mass hammer, Bastion Shield, Weavefield crest
(85 pts)
Rules: Eye of the Ancestors, Leader
Abilities: Leader[2], Exemplar of the Einhyr, Mass Driver Accelerators, Weavefield crest, Bastion Shield
Unit: Einhyr Champion (x3) (x3)
Ranged Weapons: Autoch-pattern combi-bolter (x3) (x3)
Melee Weapons: Mass hammer (x3) (x3)

Einhyr Champion (1) Mass hammer, Weavefield crest


(60 pts)
Rules: Eye of the Ancestors, Leader
Abilities: Leader[2], Exemplar of the Einhyr, Mass Driver Accelerators, Weavefield crest
Unit: Einhyr Champion (x3) (x3)
Ranged Weapons: Autoch-pattern combi-bolter (x3) (x3)
Melee Weapons: Mass hammer (x3) (x3)

Einhyr Champion (1) Mass hammer, Weavefield crest


(60 pts)
Rules: Eye of the Ancestors, Leader
Abilities: Leader[2], Exemplar of the Einhyr, Mass Driver Accelerators, Weavefield crest
Unit: Einhyr Champion (x3) (x3)
Ranged Weapons: Autoch-pattern combi-bolter (x3) (x3)
Melee Weapons: Mass hammer (x3) (x3)

Infantry (100 pts)


Cthonian Beserks (5) • 3x Beserk: Concussion maul
(100 pts) • Beserk w/ mole grenade launcher: Concussion maul
• Beserk w/ twin concussion gauntlets

Rules: Eye of the Ancestors, Feel No Pain 5+, Blast, Indirect Fire, Twin-linked
Abilities: Cyberstimms, Subterranean Explosives
Unit: Beserk (x3) (x3), Beserk w/ mole grenade launcher
Melee Weapons: Concussion maul (x2) (x4), Twin concussion gauntlets
Ranged Weapons: Mole grenade launcher

Vehicle (450 pts)


Hekaton Land Fortress (1) Hekaton warhead, 2x Twin ion beamer, Heavy magna-rail cannon
(225 pts)
Rules: Eye of the Ancestors, Deadly Demise D6, Devastating Wounds, Heavy, Twin-linked, Sustained Hits,
Blast, Indirect Fire, One Shot
Unit: Hekaton Land Fortress (x2) (x2)
Abilities: Fire Support, Damaged: 1-5 wounds remaining
Transport: Hekaton Land Fortress
Melee Weapons: Armoured wheels (x2) (x2)
Ranged Weapons: MATR autocannon (x2) (x2), Heavy magna-rail cannon (x2) (x2), Twin ion beamer (x4)
(x4), Hekaton warhead (x2) (x2)
Hekaton Land Fortress (1) Hekaton warhead, 2x Twin ion beamer, Heavy magna-rail cannon
(225 pts)
Rules: Eye of the Ancestors, Deadly Demise D6, Devastating Wounds, Heavy, Twin-linked, Sustained Hits,
Blast, Indirect Fire, One Shot
Unit: Hekaton Land Fortress (x2) (x2)
Abilities: Fire Support, Damaged: 1-5 wounds remaining
Transport: Hekaton Land Fortress
Melee Weapons: Armoured wheels (x2) (x2)
Ranged Weapons: MATR autocannon (x2) (x2), Heavy magna-rail cannon (x2) (x2), Twin ion beamer (x4)
(x4), Hekaton warhead (x2) (x2)

Dedicated Transport (115 pts)


Sagitaur (1) HYLas beam cannon
(115 pts)
Rules: Eye of the Ancestors, Scouts 6", Deadly Demise 1, Sustained Hits, Twin-linked
Unit: Sagitaur
Abilities: Blistering Advance
Transport: Sagitaur
Melee Weapons: Armoured wheels
Ranged Weapons: Twin bolt cannon, HYLas beam cannon

Fortification (550 pts)


Macro-cannon Aquila Strongpoint 4x Heavy bolter
[Legends] (1)
(550 pts) Rules: Firing Deck 15, Deadly Demise 2D6, Sustained Hits
Abilities: Tremor Quake, Reinforced Cover, Fortification, Damaged: 1-10 Wounds Remaining, Roof Access
Unit: Macro-cannon Aquila Strongpoint
Transport: Macro-cannon Aquila Strongpoint
Ranged Weapons: Aquila macro-cannon, Heavy bolter (x4) (x4)
Rules:

Methodical Annihilation Each time a LEAGUES OF VOTANN model from your army makes an attack with a weapon (excluding Blast weapons) that
targets the closest eligible target or a target that is within Engagement Range of that model’s unit:
- Re roll a Hit roll of 1.
- If your unit is a KÂHL, EINHYR HEARTHGUARD or ÛTHAR THE DESTINED unit, improve the Armour Penetration
characteristic of that attack by 1.

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.

JUDGEMENT TOKENS BONUS


1. Eminent Threat: Add 1 to the Hit roll.
2. Now We’ve Got a Grudge to Settle: Add 1 to the Hit roll and add 1 to the Wound roll.

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.

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.

Feel No Pain 5+ 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.

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).

Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
[TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

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.

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").

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.
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’

One Shot The bearer can only shoot with this weapon once per battle.

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").

Firing Deck 15 Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the
Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for
each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding
weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being
equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those
selected models’ units are not eligible to shoot.

Deadly Demise 2D6 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").

Unit M T SV W LD OC

Ûthar the Destined 5" 5 3+ 5 7+ 1

Einhyr Champion (x3) (x3) 5" 6 2+ 5 7+ 1

Beserk (x3) (x3) 5" 5 6+ 2 7+ 1

Beserk w/ mole grenade launcher 5" 5 6+ 3 7+ 1

Hekaton Land Fortress (x2) (x2) 10" 12 2+ 16 7+ 5

Sagitaur 12" 10 3+ 9 7+ 3

Macro-cannon Aquila Strongpoint - 13 2+ 30 7+ 0


Abilities

Ancestral Fortune

Once per turn, you can change one Hit roll or one Wound roll made for this model to an unmodified 6.

The Destined

Each time an attack is allocated to this model, change the Damage characteristic of that attack to 1.

Leader[1]

This model can be attached to the following units:


- Einhyr Hearthguard
- Hearthkyn Warriors

Invulnerable Save

This model has a 4+ invulnerable save.

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.

Leader[2]

This model can be attached to the following unit:


- EINHYR HEARTHGUARD

Exemplar of the Einhyr

While this model is leading a unit, you can re-roll Charge rolls made for that unit.

Mass Driver Accelerators

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

The bearer has a 4+ invulnerable save.

Bastion Shield

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.

Cyberstimms

Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The
destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Subterranean Explosives

In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of this unit’s mole
grenade launchers this phase and roll one D6. On a 4+, until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract
2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.

Designer’s Note: While a unit is shaken, place a Mole Grenade token next to that unit as a reminder.

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.

Damaged: 1-5 wounds remaining

While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

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.
Tremor Quake

In your Shooting phase, just after selecting a target for this model’s Aquila macro-cannon, the target unit and every other enemy INFANTRY unit within 3" of
that unit must take a Battle-shock test.

Reinforced Cover

Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that
model has the Benefit of Cover against that attack.

Fortification

While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit
roll.
- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models
when doing so.

Damaged: 1-10 Wounds Remaining

While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Roof Access

Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION.

Melee Weapons Range A WS S AP D Keywords

Blade of the Ancestors Melee 5 2+ 6 -3 2 Devastating Wounds

Mass hammer (x3) (x3) Melee 3 3+ 12 -2 D6+1 -

Concussion maul (x2) (x2) Melee 3 4+ 9 -2 3 -

Twin concussion gauntlets Melee 4 4+ 9 -1 2 Twin-linked

Armoured wheels (x2) (x2) Melee 6 4+ 8 0 1 -

Armoured wheels Melee 3 4+ 6 0 1 -


Ranged Weapons Range A BS S AP D

Volkanite disintegrator 18" 3 2+ 5 0 1

Devastating Wounds

Autoch-pattern combi-bolter (x3) (x3) 24" 4 2+ 4 0 1

Mole grenade launcher 24" D6 4+ 5 -1 1

Blast, Indirect Fire

MATR autocannon (x2) (x2) 24" 6 4+ 7 -1 2

Heavy magna-rail cannon (x2) (x2) 30" 1 4+ 18 -4 D6+6

Devastating Wounds, Heavy

Twin ion beamer (x4) (x4) 18" 3 4+ 7 -2 1

Sustained Hits D3, Twin-linked

Hekaton warhead (x2) (x2) 36" D6+3 4+ 7 -2 2

Blast, Indirect Fire, One Shot

Twin bolt cannon 36" 3 4+ 6 -1 2

Sustained Hits 1, Twin-linked

HYLas beam cannon 24" 2 4+ 12 -3 D6

Sustained Hits D3

Aquila macro-cannon 72" D6+6 5+ 16 -4 4

Heavy bolter (x4) (x4) 36" 3 4+ 5 -1 2

Sustained Hits 1

Transport

Hekaton Land Fortress

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.

Macro-cannon Aquila Strongpoint

This FORTIFICATION has a transport capacity of 30 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2
models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.

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