You are on page 1of 6

A Votann (Warhammer 40,000 9th Edition) [34 PL, 750pts]

Unbound Army (Faction) (Leagues of Votann) [34 PL, 750pts]


Rules: HunTR weapons

Configuration

Game Type
Selections: 3. Chapter Approved: War Zone Nachmund
Categories: Configuration

League
Selections: Ymyr Conglomerate
Categories: Configuration
Abilities: Master Armourers

Abilities Description Ref

- Add 4" to the Range characteristic of all ranged weapons (excluding Relics) models with this custom are
equipped with.

with this custom that have a Save characteristic of 2+ gains a 4+ invulnerable save, other
- Models in a unit
models in a unit with this custom gain a 5+ invulnerable save.
Master

Armourers
Ancestral Judgement
Each time a model with
this custom (excluding a COG model) makes a ranged attack that targets a unit
within half range, if that target has one or more Judgement tokens, the Armour Penetration characteristic of
that attack is improved by 1.

HQ [4 PL, 80pts]
Kâhl [4 PL, 80pts]
Selections: A Long List, Forgewrought plasma axe, Teleport crest, Volkanite disintegrator, Warlord
Categories: HQ, Faction: Votann, Infantry, Character, Kâhl, Ymyr Conglomerate, YC Warlord, Warlord, Teleportation
Rules: Eye of the Ancestors, Steady Advance, Void Armour
Abilities: A Long List, Bastium Void Armour, Grim Efficiency, Kindred Hero (Aura), Teleport crest, Unit: Kâhl, Weapon: Forgewrought
plasma axe, Volkanite disintegrator

Abilities Description Ref

- Each time this WARLORD makes a ranged attack, the target does not receive the benefits of Light Cover
against that attack.

a target for this WARLORD's ranged weapons, you can ignore the Look Out, Sir! rule for
- Each time you select
A Long
any unit that has one or more Judgement tokens.
List
- At the end of each phase, if any enemy units with
Judgement tokens were destroyed during that phase by a
<LEAGUE> unit from your army, select one enemy unit that is visible to this WARLORD; that unit gains 1
Judgement token.

Bastium
Void This model has a 4+ invulnerable save.
Armour

In each of your Command phases, if every unit from your army is from the same League (excluding models
Grim
with the UNALIGNED keyword), you can select one enemy unit that is visible to this model. If you do so, that
Efficiency
enemy unit gains one Judgement token.

Kindred
While a friendly <LEAGUE> CORE unit is within 6" of this model, each time a model in that unit makes an
Hero
attack, re-roll a hit roll of 1.
(Aura)

During deployment, you can set up this unit in a teleportation dock instead of setting it up on the battlefield. If
Teleport
you do so, then in the Reinforcements step of one of your Movement phases, you can set this unit up
crest
anywhere on the battlefield that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref

Kâhl 5" 2+ 2+ 4 4 5 4 9 3+

Weapon Range Type S AP D Abilities Ref

Forgewrought
Melee Melee +1 -3 2 -
plasma axe

Volkanite HunTR Each time an attack is made with this weapon, an unmodified hit roll of 6
18" 5 0 1
disintegrator 3 inflicts 1 mortal wound on the target and the attack sequence ends.

Troops [7 PL, 140pts]


Hearthkyn Warriors w/ bolters [7 PL, 140pts]
Categories: Troops, Faction: Votann, Infantry, Core, Shield Crest, Concussion, Hearthkyn Warriors, Ymyr Conglomerate
Rules: Eye of the Ancestors, Steady Advance, Void Armour
Unit: Hearthkyn Warrior

Theyn [12pts]
Selections: Autoch-pattern bolt pistol, Autoch-pattern bolter, Gravitic concussion grenades
Abilities: Weavefield Crest, Unit: Theyn, Weapon: Autoch-pattern bolt pistol, Autoch-pattern bolter, Gravitic concussion grenades

8x Warrior [96pts]
Selections: 8x Autoch-pattern bolt pistol, 8x Autoch-pattern bolter, 8x Gravitic concussion grenades
Weapon: Autoch-pattern bolt pistol, Autoch-pattern bolter, Gravitic concussion grenades

Warrior w/ heavy weapon [32pts]


Selections: Autoch-pattern bolt pistol, Gravitic concussion grenades, Magna-rail rifle [20pts]
Weapon: Autoch-pattern bolt pistol, Gravitic concussion grenades, Magna-rail rifle

Abilities Description Ref

Weavefield Crest This unit's Theyn has a 4+ invulnerable save.

Unit M WS BS S T W A Ld Save Ref

Hearthkyn Warrior 5" 3+ 3+ 4 4 1 2 7 4+

Theyn 5" 3+ 3+ 4 4 2 3 8 4+

Weapon Range Type S AP D Abilities Ref

Autoch-pattern bolt pistol 12" Pistol 1 4 -1 1 -

Autoch-pattern bolter 24" HunTR 2 4 -1 1 -

Gravitic concussion grenades 6" Grenade D6 5 -1 1 Blast

Magna-rail rifle 24" HunTR 1 9 -4 D3+3 Magna-rail

Fast Attack [10 PL, 230pts]


Hernkyn Pioneers [5 PL, 115pts]
Categories: Fast Attack, Faction: Votann, Biker, Core, Fly, Accelerated, Concussion, Hernkyn Pioneers, Ymyr Conglomerate
Rules: Eye of the Ancestors, Steady Advance, Void Armour
Abilities: Ranger Outriders, Unit: Pioneer

2x Pioneer [70pts]
Selections: 2x Bolt revolver, 2x Bolt shotgun, 2x Gravitic concussion grenades, 2x Magna-coil autocannon
Weapon: Bolt revolver, Bolt shotgun, Gravitic concussion grenades, Magna-coil autocannon

Pioneer w/ HYLas rotary cannon [45pts]


Selections: Bolt revolver, Bolt shotgun, Gravitic concussion grenades, HYLas rotary cannon [10pts], Magna-coil autocannon
Unit: Pioneer w/ heavy weapon, Weapon: Bolt revolver, Bolt shotgun, Gravitic concussion grenades, HYLas rotary cannon, Magna-
coil autocannon

Abilities Description Ref

At the start of the first battle round, before the first turn begins, this unit can make a Normal Move of up to 12"
Ranger
as if it were your Movement phase. This unit must end that move more than 9" away from any enemy models.
Outriders
If both players have units that can do this, the player who is taking the first turn moves their units first.

Unit M WS BS S T W A Ld Save Ref

Pioneer 12" 3+ 3+ 4 5 3 3 8 4+

Pioneer w/ heavy weapon 12" 3+ 3+ 4 5 4 4 8 4+

Weapon Range Type S AP D Abilities Ref

Bolt revolver 9" Pistol 1 5 -1 1 -

Bolt shotgun 12" Assault 2 5 -1 1 -

Gravitic concussion grenades 6" Grenade D6 5 -1 1 Blast

HYLas rotary cannon 24" HunTR 9 6 -2 1 -

Magna-coil autocannon 24" HunTR 3 7 -1 2 -


Hernkyn Pioneers [5 PL, 115pts]
Categories: Fast Attack, Faction: Votann, Biker, Core, Fly, Accelerated, Concussion, Hernkyn Pioneers, Ymyr Conglomerate
Rules: Eye of the Ancestors, Steady Advance, Void Armour
Abilities: Ranger Outriders, Unit: Pioneer

2x Pioneer [70pts]
Selections: 2x Bolt revolver, 2x Bolt shotgun, 2x Gravitic concussion grenades, 2x Magna-coil autocannon
Weapon: Bolt revolver, Bolt shotgun, Gravitic concussion grenades, Magna-coil autocannon

Pioneer w/ HYLas rotary cannon [45pts]


Selections: Bolt revolver, Bolt shotgun, Gravitic concussion grenades, HYLas rotary cannon [10pts], Magna-coil autocannon
Unit: Pioneer w/ heavy weapon, Weapon: Bolt revolver, Bolt shotgun, Gravitic concussion grenades, HYLas rotary cannon, Magna-
coil autocannon

Abilities Description Ref

At the start of the first battle round, before the first turn begins, this unit can make a Normal Move of up to 12"
Ranger
as if it were your Movement phase. This unit must end that move more than 9" away from any enemy models.
Outriders
If both players have units that can do this, the player who is taking the first turn moves their units first.

Unit M WS BS S T W A Ld Save Ref

Pioneer 12" 3+ 3+ 4 5 3 3 8 4+

Pioneer w/ heavy weapon 12" 3+ 3+ 4 5 4 4 8 4+

Weapon Range Type S AP D Abilities Ref

Bolt revolver 9" Pistol 1 5 -1 1 -

Bolt shotgun 12" Assault 2 5 -1 1 -

Gravitic concussion grenades 6" Grenade D6 5 -1 1 Blast

HYLas rotary cannon 24" HunTR 9 6 -2 1 -

Magna-coil autocannon 24" HunTR 3 7 -1 2 -

Heavy Support [13 PL, 300pts]


Hekaton Land Fortress [13 PL, 300pts]
Selections: Heavy magna-rail cannon, MATR autocannon, Pan spectral scanner
Categories: Faction: Votann, Vehicle, Accelerated, Transport, Hekaton Land Fortress, Heavy Support, Ymyr Conglomerate,
Scanner
Rules: Eye of the Ancestors, Magna-rail weapons, Steady Advance, Void Armour
Abilities: Explodes (Hekaton), Pan spectral scanner, Transport: Hekaton Land Fortress, Unit: Hekaton Land Fortress 1 (9+ wounds
remaining), Hekaton Land Fortress 2 (5-8 wounds remaining), Hekaton Land Fortress 3 (1-4 wounds remaining), Weapon: Heavy
magna-rail cannon, MATR autocannon

2x Two bolt cannons


Selections: 4x Bolt cannon
Weapon: Bolt cannon

Abilities Description Ref

Explodes When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it
(Hekaton) from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Pan
The bearer's unit gains the SCANNER keyword. In addition, each time a model in the bearer's unit makes an
spectral
attack with a ranged weapon, the target does not receive the benefits of Light Cover against that attack.
scanner

Transport Capacity Ref

Hekaton
This model has a transport capacity of 12 <LEAGUE> INFANTRY models. Each EXO-ARMOUR model takes
Land
the space of 2 models and each EXO-FRAME model takes the space of 3 models.
Fortress

Unit M WS BS S T W A Ld Save Ref

Hekaton Land Fortress 1 (9+ wounds remaining) 10" 6+ 3+ 8 8 16 6 9 2+

Hekaton Land Fortress 2 (5-8 wounds remaining) 8" 6+ 4+ 8 8 N/A D6 9 2+

Hekaton Land Fortress 3 (1-4 wounds remaining) 6" 6+ 5+ 8 8 N/A 3 9 2+

Weapon Range Type S AP D Abilities Ref

Bolt cannon 36" HunTR 3 6 -2 2 -

Heavy magna-rail cannon 36" Heavy 1 14 -4 2D3+6 Magna-rail

MATR autocannon 24" Heavy 6 7 -2 2 -

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

Selection Rules
Eye of the Ancestors:
See p86 of the Leagues of Votann Codex and associated updates and errata.
()
Magna-rail weapons:
Some Votann weapons have the Magna-rail ability. Each time an attack is made with such a weapon:
- Invulnerable saves cannot be taken against that attack.

- On an unmodified wound roll of 6, excess damage that weapon inflicts is not lost. Keep allocating excess damage to another model in the target
unit until either all the excess damage has been allocated or the target unit is destroyed.
()
Steady Advance:
- This unit can ignore any or all modifiers to its Move characteristic and any or all modifiers to its Advance or charge rolls.

- Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 3" to the Move characteristic of each model in
this unit (add 6" instead if this unit is ACCELERATED).
()
Void Armour:
- Each time an attack is made against this unit, your opponent cannot re-roll the wound roll and cannot re-roll the damage roll.
- Each time an attack is allocated to a model in this unit, the Armour Penetration characteristic of that attack is reduced by 1 (to a minimum
of 0).
()

Created with BattleScribe

You might also like