Leagues of Votann
Hearthfyre Arsenal
Detachment Rules
Optimal Application
Enhancements
Fârstrydr Node
20 ptsAn evolutionary stride in teleportation technology, this experimental device shields its wearer and their companions in a bubble of esoteric force. It is so strong that they can endure brief teleportation plunges through the Warp to strike at the most opportune time.
- IRON‑MASTER* or MEMNYR STRATEGIST model only. Models in the bearer’s unit have the Deep Strike ability.
Calculated Tenacity
15 ptsLike any other resource, resolve and bloody‑mindedness can be applied in force when and where needed by those with the will to do so.
- IRON‑MASTER* or MEMNYR STRATEGIST model only. While the bearer is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Mantle of Elders
10 ptsThe minds linked in this kognitâar mantle are believed to be the oldest of their kind. The complexity of their shared cognition permits strategic calculations at a level that Memnyr believe approaches the greatest fane.
- MEMNYR STRATEGIST* model only. Each time the bearer’s unit is selected to shoot, if you spend YP using the Optimal Application Detachment rule when doing so, you can roll one D6: on a 2+, you gain 1YP.
Graviton Vault
5 ptsThis rune‑scribed device holds a cache of forgewrought particles. Funnelled through an Iron‑master’s graviton arsenal, they mutate and cause anarchic fluxes in neuroelectrical impulses of the largest targets.
- IRON‑MASTER* model only. In your Shooting phase, after the bearer has shot, and in the Fight phase, after the bearer has fought, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
Stratagems
Your Turn
Unwavering Accuracy
2 CPBesides offering stable fire platforms, exoframes have multiple targeting and sensor subsystems that cut through foes’ duplicitous evasion.
Your Shooting phase.
One BRÔKHYR THUNDERKYN unit from your army that has not been selected to shoot this phase.
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.
First Concern
1 CPOnly after executing their prepared firing solutions will the kinhost’s heaviest gun lines move on, dispassionately assessing their next target.
Your Shooting phase, just after a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army has shot.
That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.
If your unit Remained Stationary in your Movement phase this turn, it can make a Normal move.
Delayed-Fire Rounds
1 CPExotic munitions can seed enemy lines with slow‑release death, stalling those who neutralise the threat while ravaging any who push on.
Your Shooting phase, just after a BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit from your army has shot.
That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.
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).
Wall of Steel
1 CPIronkin Steeljacks use their indomitable strength and bulk on the charge to crush enemy infantry in brutal, mechanised body slams.
Your Charge phase, just after an IRONKIN STEELJACKS unit from your army ends a Charge move.
That IRONKIN STEELJACKS unit.
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).
Opponent's Turn
Preventative Purge
1 CPUsing 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.
Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.
One BRÔKHYR THUNDERKYN or IRONKIN STEELJACKS unit from your army.
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.
Cogitated Need
1 CPFocused on aiding their kindred to the best of their abilities, Ironkin Steeljacks locked onto an identified asset will push onward regardless of obstacles.
End of your opponent’s Movement phase.
One IRONKIN STEELJACKS unit from your army.
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.