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Leagues of Votann

Dêlve Assault Shift

2 CP

Detachment Rules

Fury From The Dêlve

Enhancements

Dêlvewerke Navigator

25 pts

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

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

Multiwave System Jammer

10 pts

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

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

Quake Supervisor

20 pts

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

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

Piledriver

15 pts

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

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

Stratagems

eitherPlayer

Cyberstimm Infusion

1 CP
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.

Unstoppable Force

1 CP
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".

Your Turn

Augmented Assault

1 CP
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.

Tectonic Fracture

1 CP
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.

Opponent's Turn

Weavewërke Buttress

1 CP
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.

Hidden Accessways

1 CP
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.