# Leagues of Votann Stratagems: 11th Edition Cards

> All 59 Leagues of Votann stratagems for 40k 11th edition by detachment, with CP, timing, phase and rules text, ready to print as cards.

Canonical: https://lexmechanic.com/print/stratagems/leagues-of-votann

[§ PRINT](/print) · 11th edition

# Leagues of Votann Stratagems: 59 stratagems across 12 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

59

Detachments

12 10 tournament legal

Army rules

4

Data

2026-08-04

[Print as cards](/print/stratagems?faction=leagues-of-votann) [Phase Plan](/phaseplan) [Leagues of Votann meta](/metamerge/leagues-of-votann)

[Armoured Trailblazers](#det-armoured-trailblazers) [Brandfast Oathband](#det-brandfast-oathband) [Dêlve Assault Shift](#det-d-lve-assault-shift) [Farseekers](#det-farseekers) [Hearthband](#det-hearthband) [Hearthfire Strike](#det-hearthfire-strike) [Hearthfyre Arsenal](#det-hearthfyre-arsenal) [Hearthguard Covenant](#det-hearthguard-covenant) [Mercenary Oathband](#det-mercenary-oathband) [Needgaârd Oathband](#det-needga-rd-oathband) [Persecution Prospect](#det-persecution-prospect) [Void Salvagers](#det-void-salvagers)

4 rules

## Army rules

What every Leagues of Votann army brings to the table, whichever detachment it is built on.

### Prioritised Efficiency

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.

59 stratagems

## Detachments

Each detachment's own rules, then the stratagems it unlocks.

## Armoured Trailblazers

3 stratagems

### Sagitaur Spearhead

Scouting out the foe’s positions and performing reconnaissance in force, speeding Sagitaurs lead the armoured charge of the Kin.

Friendly SAGITAUR units have **Scouts 6"**.

1 CP Your turn

### COORDINATED CROSSFIRE

Shooting

With their quarry caught outflanked and in the open, the Sagitaurs’ gunners coordinate fire to pick them apart with swift efficiency.

When

Start of your Shooting phase.

Target

Up to two friendly SAGITAUR units.

Effect

Select one enemy unit. Your units’ ranged attacks that target that enemy unit can:
▪ Re-roll **hit rolls** of 1.
▪ Re-roll **wound rolls** of 1.

1 CP Opponent's turn

### OUTFLANKING ARMOUR

Movement

With the foes’ weaknesses identified, outflanking Sagitaurs streak in to exploit the gaps and punch deep into their lines.

When

End of your opponent’s Movement phase, from the second battle round onwards.

Target

Up to two friendly SAGITAUR units in **strategic reserves**.

Effect

Your units each make an **ingress move**.

1 CP Opponent's turn

### BUILT TO LAST

Shooting · Fight

Intended to shrug off the worst punishment by hostile alien environments, not to mention the hostile aliens themselves, Sagitaurs can withstand remarkable quantities of enemy fire.

When

Your opponent’s Shooting phase, when an enemy unit targets a friendly SAGITAUR unit.

Target

That SAGITAUR unit.

Effect

Ranged attacks that target your unit with a **S** greater than your unit’s **T** have -1 to **wound rolls**.

## Brandfast Oathband

6 stratagems

### Mobile Sensor Relays

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.

1 CP Strategic Ploy Either turn

### SECURE POSITIONS

Any phase

While there are resources to secure, the Kin will seize any opportunity to effect a rapid and ordered deployment to establish defensive positions.

When

End of any of your phases.

Target

One LEAGUES OF VOTANN TRANSPORT unit from your army.

Effect

One LEAGUES OF VOTANN unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your TRANSPORT. That unit cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

1 CP Battle Tactic Your turn

### BASTION RUNNING

Movement

A Hekaton Land Fortress can be temporarily rigged by its crew for bastion running. They fortify its systems to provide a brief power surge, allowing the tank to smash its way through hostile environments.

When

Your Movement phase.

Target

One HEKATON LAND FORTRESS unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, each time your unit makes a **Normal** or **Advance move**, it can move horizontally through terrain features.

1 CP Wargear Your turn

### ILLUMINATED PRIORITY

Shooting

Using specialised beam emission signatures, multispectral ammunition, or broadcasting targeting data, the gunnery crews of Kin war engines can signify priority targets for their comrades.

When

Your Shooting phase, just after a LEAGUES OF VOTANN VEHICLE unit from your army has shot.

Target

That LEAGUES OF VOTANN VEHICLE unit.

Effect

Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a LEAGUES OF VOTANN INFANTRY model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1.

1 CP Strategic Ploy Your turn

### INEXORABLE EFFICIENCY

Shooting

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.

1 CP Strategic Ploy Opponent's turn

### OPPORTUNISTIC ESCALATION

Shooting

Even amid heavy incoming fire, the crew of a kinhost's lighter vehicles can make rapid manoeuvres to exploit sudden openings.

When

Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Hostile Acquisition.

Target

One LEAGUES OF VOTANN VEHICLE unit from your army (excluding HEKATON LAND FORTRESS units) that was hit by one or more of those attacks.

Effect

Your unit can make a **Normal move** of up to D6".

2 CP Strategic Ploy Opponent's turn

### VENGEANCE FLARE

Shooting

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).

## Dêlve Assault Shift

6 stratagems

### Fury From The Dêlve

Efficiency and practicality are ingrained in all Kin. Thus, the most meagre of Cthonian dêlves are well-equipped networks of passages, accessways and teleport nodes that enable a guild's bionically altered elites to appear where the foe least expects them. They emerge saturated with cyberstimulants and full of fury, ready to smash asunder those who dare trespass amongst their guild’s operations.

CTHONIAN BESERKS units from your army have the **Deep Strike** ability.
**KEYWORDS**
CTHONIAN BESERKS units from your army gain the BATTLELINE keyword.

1 CP Battle Tactic Either turn

### CYBERSTIMM INFUSION

Fight

The subdermal shunts of Cthonian Beserks can flood their bodies with stimulant chemicals. So empowered, they can smash through the toughest of enemies as easily as an obdurate ore seam.

When

Fight phase.

Target

One CTHONIAN BESERKS unit from your army that has not been selected to fight this phase.

Effect

Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If you spent YP during this use of this Stratagem, you can re-roll the Wound roll instead.

1 CP Strategic Ploy Either turn

### UNSTOPPABLE FORCE

Fight

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".

1 CP Strategic Ploy Your turn

### AUGMENTED ASSAULT

Movement

The profusion of bionic augmentations that Beserks possess can grant them a burst of incredible speed, one that can drive them - a guttural war song on their lips - into their reeling foes like a meteor.

When

Your Movement phase.

Target

One CTHONIAN BESERKS unit from your army that has not been selected to move this phase.

Effect

Each time you use this Stratagem, you can spend up to 2YP. Until the end of the turn, add X" to the Move characteristic of models in your unit, where X is the number of YP you spent during this use of this Stratagem, and your unit is eligible to declare a charge in a turn in which it Advanced.

1 CP Strategic Ploy Your turn

### TECTONIC FRACTURE

Shooting

Skilled Cthonian gunners can initiate localised quakes and pressure waves of such intensity that foes struggle to retain their impetus.

When

Your Shooting phase, just after a CTHONIAN EARTHSHAKERS unit from your army has shot.

Target

That CTHONIAN EARTHSHAKERS unit.

Effect

Each time you use this Stratagem, you can spend 2YP. Select one enemy unit hit by one or more of your unit’s attacks this phase. Until the start of your next Shooting phase, subtract 2 from that unit’s Move characteristic and, if you spent YP during this use of this Stratagem, subtract 2 from **Charge rolls** made for that unit.

1 CP Strategic Ploy Opponent's turn

### WEAVEWËRKE BUTTRESS

Shooting

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.

1 CP Strategic Ploy Opponent's turn

### HIDDEN ACCESSWAYS

Fight

A guild’s elite can swiftly reenter the dêlve’s labyrinth, slipping into an artfully hidden tunnel or activating site-to-site teleports, ready to attack elsewhere at a moment's notice.

When

End of your opponent’s Fight phase.

Target

One CTHONIAN BESERKS, HEARTHKYN WARRIORS or HERNKYN YAEGIRS unit from your army that is not within Engagement Range of one or more enemy units.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**.

## Farseekers

3 stratagems

### Eye of the Hunt

Combining scanning and targeting functions for maximum efficiency, the Hernkyn guide fire unerringly down on their targets.

Friendly HERNKYN units’ ranged attacks that target a unit within 12" have +1 to **hit rolls**.

1 CP Your turn

### SCORNFUL ANALYSIS

Shooting

Casting a jaundiced eye over the so-called fortifications of their foes, the Hernkyn quickly identify weak spots in the enemy defences and spread the word to their comrades.

When

Start of your Shooting phase.

Target

One friendly HERNKYN unit.

Effect

Select one **visible** enemy unit within 12" of your unit. Friendly LEAGUES OF VOTANN units’ attacks that target that enemy unit have \[IGNORES COVER\].

1 CP Your turn

### NO SHOT WASTED

Shooting

Knowing the burden of responsibility placed upon them by Kindred and Ancestors, Hernkyn focus on their marksmanship with a stern determination that makes every shot count.

When

Your Shooting phase, when a friendly HERNKYN unit is **selected to shoot**.

Target

That HERNKYN unit.

Effect

Your unit’s ranged attacks have \[LETHAL HITS\].

1 CP Opponent's turn

### ECONOMY OF MOTION

Movement

Pioneers operate in great peril behind hostile lines so often that it becomes second nature to respond with alacrity and cunning to the slightest scraps of intelligence on enemy movements.

When

Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly **unengaged** PIONEERS unit.

Target

That PIONEERS unit.

Effect

Your unit can make a **normal move** of up to D3+3".

## Hearthband

6 stratagems

### Methodical Annihilation

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:
▪ Re-roll a Wound 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.

1 CP Battle Tactic Either turn

### BRËKKEKNOTS

Shooting

These micro shield generators, worked into warrior jewellery or armour crests, trigger on command to provide short-lived boosted protection.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One KÂHL, ÛTHAR THE DESTINED or EINHYR HEARTHGUARD 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, models in your unit have a 4+ invulnerable save.

1 CP Strategic Ploy Either turn

### SURE OF PURPOSE

Fight

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".

2 CP Battle Tactic Either turn

### SUPERIOR CRAFTSMANSHIP

Fight

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.

1 CP Strategic Ploy Your turn

### UNYIELDING AGGRESSION

Movement

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.

1 CP Strategic Ploy Your turn

### MATERIALISATION MATRICES

Movement

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.

1 CP Battle Tactic Your turn

### FURY OF THE HEARTH

Shooting

As though they unleash the raging flames of their kindred’s hearth upon the enemy, the Einhyr all but drown their enemies in fire.

When

Your Shooting phase.

Target

One EINHYR HEARTHGUARD unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, improve the Strength characteristic of ranged weapons equipped by models in your unit by 1. If you spend 1YP, until the end of the phase, ranged weapons equipped by models in that unit have the \[SUSTAINED HITS 1\] ability as well.

## Hearthfire Strike

Boarding Actions 4 stratagems

### Wrought in Wrath

The Einhyr know that they bear the weight of the ancestors’ expectations in this battle. To live up to them, they must strike with the fury of the very hearth fires of their Hold.

Add 1 to **Advance** and **Charge rolls** made for LEAGUES OF VOTANN units from your army.

1 CP Battle Tactic Either turn

### WEAVEFIELD FLARE

Shooting · Fight

Triggering weavefield generators worked into their wargear, the Einhyr bleed off the power of incoming enemy attacks.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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 end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

1 CP Battle Tactic Your turn

### PAN-SPECTRAL VISUALISER

Shooting

These advanced sets of helm optics pierce veils both technological and sorcerous, laying the foe bare.

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, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] ability and each time a model in your unit makes an attack with a weapon, you can ignore any or all modifiers to that attack’s or that weapon’s Ballistic Skill characteristic and any or all modifiers to the Hit roll.

1 CP Battle Tactic Your turn

### ECONOMY OF AGGRESSION

Shooting

A few grenades placed with care and skill reap greater returns in bloodshed than a wealth of recklessly hurled materiel.

When

Your Shooting phase.

Target

One EINHYR HEARTHGUARD unit from your army that has not been selected to shoot this phase.

Effect

Select one enemy unit that is visible to your unit and wholly on the opposite side of a Hatchway from it. Until the end of the phase, exo-armour grenade launchers equipped by models in your unit have an Attacks characteristic of 6 and lose the \[BLAST\] ability while targeting that enemy unit, and attacks made with such weapons that target that enemy unit can be allocated to models that are not visible to the attacking model.

1 CP Battle Tactic Your turn

### GRAVITRONIC PULSE

Charge

Emitters built into this squad's exo-armour batter the foe with focused gravity waves in the instant before the Kin charge crashes home.

When

Your Charge phase, just after a LEAGUES OF VOTANN unit from your army ends a **Charge move**.

Target

That LEAGUES OF VOTANN unit.

Effect

For each enemy unit within Engagement Range of your unit, until the end of the turn, that unit loses the **Fights First** ability (if it has it) and, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

## Hearthfyre Arsenal

6 stratagems

### Optimal Application

At the end of your Command phase, you gain 1YP for each objective marker you control that is not within your deployment zone and has one or more IRON-MASTER and/or MEMNYR STRATEGIST models from your army within range of it (to a maximum of 2YP gained from this Detachment rule per turn).
In your Shooting phase, each time a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army is selected to shoot, you can spend 1YP. If you do, until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1.

2 CP Battle Tactic Your turn

### UNWAVERING ACCURACY

Shooting

Besides offering stable fire platforms, exoframes have multiple targeting and sensor subsystems that cut through foes' duplicitous evasion.

When

Your Shooting phase.

Target

One BRÔKHYR THUNDERKYN 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, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll; the Wound roll; that attack’s Armour Penetration characteristic.

1 CP Strategic Ploy Your turn

### FIRST CONCERN

Shooting

Only after executing their prepared firing solutions will the kinhost's heaviest gun lines move on, dispassionately assessing their next target.

When

Your Shooting phase, just after a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army has shot.

Target

That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.

Effect

If your unit Remained Stationary in your Movement phase this turn, it can make a **Normal move**.

1 CP Wargear Your turn

### DELAYED-FIRE ROUNDS

Shooting

Exotic munitions can seed enemy lines with slow-reiease death, stalling those who neutralise the threat while ravaging any who push on.

When

Your Shooting phase, just after a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army has shot.

Target

That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.

Effect

Select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next Shooting phase, each time that enemy unit makes a **Normal**, **Advance** or **Fall Back move**, roll one D6 for each model in that unit: for each 1, that unit suffers 1 **mortal wound** (to a maximum of 6 mortal wounds).

1 CP Battle Tactic Your turn

### WALL OF STEEL

Charge

Ironkin Steeljacks use their indomitable strength and bulk on the charge to crush enemy infantry in brutal, mechanised body slams.

When

Your Charge phase, just after an IRONKIN STEELJACKS unit from your army ends a **Charge move**.

Target

That IRONKIN STEELJACKS unit.

Effect

Each time you use this Stratagem, you can spend 2YP. Select one enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of your unit and roll one D6 for each model in your unit, rolling two additional D6 if you spent YP during this use of this Stratagem: for each 4+, that enemy unit suffers 1 **mortal wound** (to a maximum of 6 mortal wounds).

1 CP Strategic Ploy Opponent's turn

### PREVENTATIVE PURGE

Movement

Using their strength and rapid target acquisition subroutines to alter fire arcs swiftly, Thunderkyn and Steeljacks are skilled in focusing on escaping foes that might pose a future threat.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Fall Back move**.

Target

One BRÔKHYR THUNDERKYN or IRONKIN STEELJACKS unit from your army.

Effect

Your unit can shoot as if it were your Shooting phase. When doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, subtract 1 from the Hit roll.

1 CP Strategic Ploy Opponent's turn

### COGITATED NEED

Movement

Focused on aiding their kindred to the best of their abilities, Ironkin Steeljacks locked onto an identified asset will push onward regardless of obstacles.

When

End of your opponent’s Movement phase.

Target

One IRONKIN STEELJACKS unit from your army.

Effect

Your unit can make a **Normal move**. When doing so, your unit must end that move as close as possible to the closest objective marker.

## Hearthguard Covenant

3 stratagems

### Avatars of the Ancestors

Shouldering the greatest responsibility for achieving victory, the elites of the Hearthband fight hardest of all to defeat and destroy their foes.

Friendly KÂHL / EINHYR CHAMPION / EINHYR HEARTHGUARD / ÛTHAR THE DESTINED units’ ranged attacks that target a unit within 9" can re-roll **wound rolls** of 1.
This **detachment** has the HEARTHGUARD tag and cannot be taken with another HEARTHGUARD **detachment**.

1 CP Either turn

### BRËKKEKNOTS

Shooting · Fight

These micro shield generators, worked into warrior jewellery or armour crests, trigger on command to provide short‑lived boosted protection.

When

Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly EINHYR HEARTHGUARD unit.

Target

That EINHYR HEARTHGUARD unit.

Effect

Your unit has 4+ **InSv**.

1 CP Your turn

### FURY OF THE HEARTH

Shooting

As though they unleash the raging flames of their kindred’s hearth upon the enemy, the Einhyr all but drown their enemies in fire.

When

Your Shooting phase, when a friendly EINHYR HEARTHGUARD unit is **selected to shoot**.

Target

That EINHYR HEARTHGUARD unit.

Effect

Your unit’s ranged attacks have:
▪ +1 **S**.
▪ If you spend 1 **YP**, \[SUSTAINED HITS 1\].

1 CP Your turn

### MATERIALISATION MATRICES

Movement

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

Your Movement phase, when a friendly EINHYR HEARTHGUARD unit with **Deep Strike** is selected to make an **ingress move**.

Target

That EINHYR HEARTHGUARD unit.

Effect

▪ Your unit can be set up anywhere on the battlefield that is more than 6" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
▪ Your unit is not **eligible to declare a charge** until the end of the turn.

## Mercenary Oathband

6 stratagems

### Ruthless Reinvestment

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.

1 CP Strategic Ploy Either turn

### AUXILIARY CONTRACT

Shooting · Fight

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.

1 CP Wargear Either turn

### OPTIMAL EXPENDITURE

Fight

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.

1 CP Strategic Ploy Your turn

### GRAND ARTIFICE

Movement

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.

1 CP Wargear Your turn

### PRIVATEER ARSENAL

Shooting

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.

1 CP Strategic Ploy Opponent's turn

### NEW HORIZONS

Fight

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.

1 CP Strategic Ploy Opponent's turn

### MOBILE EXPLOITATION

Fight

The Hernkyn of mercenary oathbands are swift to outflank and outmanoeuvre the enemy, seeking avenues by which to punish any vulnerability as well as scouting for new sources of wealth.

When

End of your opponent’s Fight phase.

Target

One HERNKYN unit from your army that is not within Engagement Range of one or more enemy units. Alternatively, you can spend 2YP and target up to two HERNKYN units from your army that are not within Engagement Range of one or more enemy units instead.

Effect

Remove your units from the battlefield and place them into **Strategic Reserves**.

## Needgaârd Oathband

6 stratagems

### Martial Leverage

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.

1 CP Wargear Either turn

### VOID HARDENED

Shooting · Fight

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.

1 CP Battle Tactic Either turn

### HONOUR OF THE HOLD

Fight

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.

1 CP Strategic Ploy Your turn

### ORDERED RETREAT

Movement

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.

1 CP Battle Tactic Your turn

### ANCESTRAL SENTENCE

Shooting

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.

1 CP Battle Tactic Your turn

### HUNTR’S MARK

Shooting

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.

2 CP Strategic Ploy Opponent's turn

### REACTIVE REPRISAL

Shooting

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.

## Persecution Prospect

6 stratagems

### Assailed From Every Angle

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.

1 CP Strategic Ploy Either turn

### ADAPTABLE AVARICE

Any phase

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.

1 CP Battle Tactic Your turn

### FRONTIER MOMENTUM

Movement

Beyond the frontiers of kindred territory, survival depends upon swiftness of thought and action.

When

Your Movement phase.

Target

One HERNKYN unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.

1 CP Battle Tactic Your turn

### EXPOSED FLAWS

Shooting

Attuned to discerning imperfections in possible resources, Hernkyn soon spot weaknesses in their foes and are just as swift to profit from them.

When

Your Shooting phase.

Target

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

Effect

Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, if you spent YP during this use of this Stratagem and/or if that attack targets an assailed unit, you can re-roll the Wound roll.

1 CP Battle Tactic Your turn

### RANGER TACTICS

Shooting

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.

1 CP Strategic Ploy Opponent's turn

### CLAIMSTAKER REFLEX

Movement

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.

1 CP Strategic Ploy Opponent's turn

### DISPERSED FORMATION

Shooting

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.

## Void Salvagers

Boarding Actions 4 stratagems

### Stalwart Advance

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.

1 CP Strategic Ploy Your turn

### RELIC CYPHER

Command

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.

1 CP Battle Tactic Your turn

### POINT-BLANK FIRE

Shooting

The Kin are well used to working in close confines and can fire their ranged weapons with precision even within the restrictive corridors of a voidship.

When

Your Shooting phase.

Target

One HEARTHKYN WARRIORS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[PISTOL\] ability.

1 CP Battle Tactic Your turn

### JUDGED AND PUNISHED

Shooting

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.

1 CP Battle Tactic Opponent's turn

### CORRIDOR COVERED

Movement · Charge

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.

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
