The Kin Ascendant
“For Hearth and Kin”
Older than the Imperium and unbowed by ten thousand years of galactic ruin, the Kin of the Leagues of Votann emerged from isolation to reclaim their birthright: the mineral wealth of a thousand worlds, and vengeance against the Orks and Aeldari who once nearly wiped them out. Each League venerates the digital ancestors of a bygone golden age, their essences housed in the Cryptotraveller each Hearthkyn Warrior carries into battle, granting tactical wisdom beyond mortal reckoning. Riding grav-tanks and wielding plasma-forged weapons, the squat, powerfully-built Kin dig in, hold the line, and grind down any who would deny them their claim. To the rest of the galaxy they are an unexpected, implacable new player — hard as the rock from which they hew their fortunes.
Army Rule
At the start of each battle round, select one enemy unit as your Oathed unit. Friendly LEAGUES OF VOTANN units re-roll Hit rolls of 1 in the Fight phase and Wound rolls of 1 in the Shooting phase against the Oathed unit.
5 available
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".
To aid Sagitaurs in spearheading rapid armoured assaults, specialist ammunition is issued that allows them to flush the foe from cover. SAGITAUR unit only. This unit's ranged attacks have [IGNORES COVER].
With suitable structural reinforcement, Sagitaurs can smash right through battlefield debris and ruins rather than waste time in circumnavigation. SAGITAUR unit only. This unit has MOBILE.
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.
Employing their pan-spectral scanners and frontier-scouting instincts, the Pioneers rapidly locate enemy forces and mark their positions for their comrades. PIONEERS unit only. In your Shooting phase, you can select one visible enemy unit within 12" of this unit. That enemy unit is spotted: - While a unit is spotted, that unit has +3" detection range.
These small, rugged devices project a modified weavewërke field that, instead of shielding the bearer physically, deadens their signature on enemy scanners and confounds predatory senses. YAEGIRS unit only. This unit has -3" detection range.
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.
Not easily do the greatest Kâhls of the Kin let go their grasp on life, not while they might yet benefit the Votann further. KÂHL model only. In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 4+, do not remove that model from the battlefield; after this unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
A rare cloneskein threads this warrior's bone structure and epidermis with metallic fibres. KÂHL model only. This model has +2 W.
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.
The technologies contained within this heraldic crest radiate a dome of ablative weavewërke shielding that robs the force from enemy projectiles. Leagues of Votann model only. 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. If you spend 1YP, until the end of the phase, if the attacking model is within 18" of the bearer's unit, worsen the Armour Penetration characteristic of that attack by 1 instead.
Extremely rare and costly to manufacture, this darkstar-powered coil enables a weapon to initiate tremendously powerful reverberations. Kâhl model only. In your Shooting phase, after the bearer has shot, select one enemy unit (excluding Titanic units) 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.
A rare cloneskein threads this warrior's bone structure and epidermis with metallic fibres. Leagues of Votann model only. Add 2 to the bearer's Wounds characteristic.
This warrior's value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty. Kâhl model only. Each time a model in the bearer's unit is destroyed by a melee attack, if it 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 unit has finished making its attacks, and is then removed from play.
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.
The most renowned military commanders of mercenary oathbands are swift to capitalise on the death and destruction of their foes. Whether tangible assets or a strategic benefit, to ignore such prizes would be to dishonour the ancestors. Kâhl model only. Each time an enemy unit is destroyed by the bearer's unit, gain 2YP.
This cogitator analyses every scrap of data uncovered by their mercenary comrades, and is capable of eking an advantage over their foes in the direst of circumstances. Memnyr Strategist model only. At the end of your turn, if the bearer is on the battlefield and you gained fewer than 3YP this turn, you gain an amount of YP equal to the difference.
By feeding tactical data harvested from across the battlesphere into this costly device, the wearer can gain optimal target acquisition information. Leagues of Votann model only. Each time a model in the bearer's unit makes an attack, re-roll a Hit roll of 1. Each time the bearer's unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer's unit makes an attack, that attack has the [SUSTAINED HITS 1] ability.
This manipulative raider leverages their resources over the foe in more subtle fashion than outright destruction. Through stolen insights, exotic neuroinhibitors or basic bribes, they stifle the enemy's ability to hang on to gains that rightfully belong to the Kin. Leagues of Votann model only. At the start of the Command phase, you can spend 3YP. If you do, until the end of the turn, while an enemy unit is within 3" of the bearer, subtract 1 from the Objective Control characteristic of models in that enemy unit.
21 stratagems
Detachment · Shooting phase · Armoured Trailblazers
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.
Detachment · Movement phase · Armoured Trailblazers
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.
Detachment · Shooting phase · Armoured Trailblazers
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.
Detachment · Shooting phase · Farseekers
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].
Detachment · Shooting phase · Farseekers
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].
Detachment · Movement phase · Farseekers
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".
Detachment · Shooting phase · Hearthguard Covenant
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.
Detachment · Shooting phase · Hearthguard Covenant
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].
Detachment · Movement phase · Hearthguard Covenant
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.
Battle Tactic · Shooting phase · Hearthband
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.
Strategic Ploy · Fight phase · Hearthband
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".
Battle Tactic · Fight phase · Hearthband
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.
Strategic Ploy · Movement phase · Hearthband
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.
Strategic Ploy · Movement phase · Hearthband
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.
Battle Tactic · Shooting phase · Hearthband
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.
Strategic Ploy · Shooting phase · Mercenary Oathband
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.
Wargear · Fight phase · Mercenary Oathband
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.
Strategic Ploy · Movement phase · Mercenary Oathband
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.
Wargear · Shooting phase · Mercenary Oathband
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.
Strategic Ploy · Fight phase · Mercenary Oathband
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.
Strategic Ploy · Fight phase · Mercenary Oathband
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.
13 units
Rules digest
Our own plain-speech digest of how this force's rules hang together — army rule, detachment choice, command-point economy and roster shape. Written by us, not reproduced from the pack; the official PDF is the only authority on exact wording.
Read the official pack PDFEvery list in this force answers to Oaths of Moment, so plan your turns around it rather than treating it as a bonus. There is no secondary doctrine to pick, which keeps the force predictable to learn and unforgiving to misplay. Exact wording lives in the official pack PDF; the summary here is ours.
You commit to one of 5 detachments (Armoured Trailblazers, Farseekers, Hearthguard Covenant, Hearthband, Mercenary Oathband), and that choice locks in both your detachment rule and the 14 enhancements available to your characters. Pick the detachment that matches the units you already own, then buy enhancements last.
There are 21 stratagems on offer, costing between 1 and 2 CP. In a normal game you will bank enough for two or three interventions a turn at most, so decide before deployment which one or two plays you are saving command points for.
The roster runs to 13 datasheets. The cheapest entry comes in at 65 points and the most expensive at 330, so a single flagship choice can eat a fifth of a 2,000-point army. Use the list builder to keep the Rule of Three, character limits and your points ceiling honest as you add units.
Official faction pack v1.1
Our own plain-speech summary of what the current pack alters for this force — no rules text reproduced. The exact wording is authoritative only in the Games Workshop PDF. Legal for matched play from 22nd July 2026.
Read the official pack PDFSecure Positions has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Dêlvewerke Navigator Enhancement, Last Sentence has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Reactive Reprisal's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Void Hardened's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack amends Claimstaker Reflex's target section. See the official pack PDF for the exact wording.
Buri Aegnirssen, Unhinged Vengeance Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Hekaton Land Fortress, Transport Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Hernkyn Yaegirs, Pragmatic Hunters Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Memnyr Strategist, Predictive Guidance Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack amends Sagitaur, Transport Section. See the official pack PDF for the exact wording.
Ûthar the Destined, Ancestral Fortune Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Hekaton Land Fortress, Sagitaur - Keywords Section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
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