Charge the field with the Leagues of Votann and our guide to their 10th Edition Warhammer 40k codex, PDF, how-to-play strategies, index changes, and rules review!
Updated on August 8th, 2025, by Rob Baer. This post has been updated with the latest Warhammer 40k rules, leaks, and codex rules and information.
The Leagues of Votann are back in 10th Edition, and they’ve brought their calculators, grav-guns, and an alarming thirst for resources. If your idea of battlefield control involves objective math, angry space dwarves, and a vault full of grudges, this update’s got your name etched in adamantium.
With point tweaks, smoother datasheets, and new detachment options, this army finally feels like it knows what it wants, your objectives, your relics, and probably your parking spot.
We’ve pulled together the key info, without the fluff, to help you charge into the new rules with purpose.
Why Play Leagues of Votann in Warhammer 40k
So what’s going on with the Votann now? They’re tighter, tougher, and leaning hard into the whole “space CPA with a mining laser” vibe. The new codex doesn’t waste time. Every rule feeds into the faction’s economy of grudge points, called Yield Points (YP), and every detachment pushes a distinct tactical focus.
You want ranged firepower? Sorted. Ambush tactics? Got that too. Melee shock troops? Yep, with extra plasma.
The new structure rewards planning and resource management while still letting you hit like a grav train.
How They Play in 10th Edition
Votann armies revolve around objectives. You grab them, you hold them, and you get paid in Yield Points for doing it. Those points fuel buffs, stratagems, and leader abilities, letting you snowball into mid-game power plays. It’s probably the biggest change in the Warhammer 40k Votann Codex for 10th edition.
At the start, your army gets Hostile Acquisition: better mobility, reroll charges, and easier hits near objectives. Stack enough YP, and your army flips into Fortify Takeover, which makes your units harder to wound and deadlier when defending your objectives.
This is a force that rewards board presence, smart positioning, and knowing when to switch gears. Each detachment adds a different playstyle, from pinning down enemies with guerrilla tactics to running a gunline that melts faces.
Strengths:
- Objective-focused play with scalable power boosts
- Army-wide rerolls and buffs based on YP
- Strong synergy between characters and core units
- Flexible detachments for shooting, melee, or mobility
- Tough units with layered defensive tech
Weaknesses:
- YP economy needs careful planning (no Ruthless Efficiency for free CP either)
- Some units are pricey and trade poorly
- Slow movement from ground troops.
- Needs smart movement to make full use of buffs
- Losing early objectives can stall momentum
If you like your armies grudge-fueled, objective-hungry, and powered by sheer spite and superior tech, the Leagues of Votann have finally hit their stride. This codex doesn’t waste time on fluff; it gets you to the action with purpose, precision, and a lot of plasma.
Core Army Rules
Yield Points (YP) are the first time we’ve seen Votann not have Judgement tokens, like they did since the launch in 9th Edition. Votann don’t do faith. They do accounting. You earn Yield Points by holding objectives, especially ones your opponent wants.
Get enough of them and you start flipping army-wide buffs like a tactical spreadsheet wizard.
You rack up YP each round for playing the mission right, grab stuff outside your zone, grab more stuff than your opponent, and keep the tally growing. Then spend those points to boost damage, reroll charges, or even switch playstyles mid-turn. It’s bookkeeping with consequences.
Unique Leagues of Votann Rules
Hostile Acquisition
At the start, every unit gets this. You hit better near objectives and reroll Advance and Charge rolls. Think of it as “hostile takeover” energy; the board is yours, and you’re showing up early to claim it.
Fortify Takeover
Once you hit seven YP, your army flips modes. You’re not chasing objectives anymore. You’re daring anyone to try taking them back. Attacks near objectives you control hit harder, and your squishier units get tougher to wound if they’re not vehicles.
Prioritised Efficiency
Your army auto-starts in Hostile mode. Stay below seven YP, and you keep it. Break seven and you shift into Fortify mode until your next turn. It’s like flipping from offense to defense depending on how much real estate you own.
Detachment Rules: Corporate Warfare, Dwarf Edition
Persecution Prospect
You’re tagging enemies as “assailed” after shooting them. Assailed units are easier to pin, easier to wound, and easier to finish off.
Ideal for ambush tactics, sneaky units, and making your opponent regret stepping outside cover.
Needgaard Oathband
This one is about value. Get YP for every enemy unit you trash. Then spend those points to hit harder, boost damage, or pull off extra melee nastiness.
It’s grudge combat with a side of profit. Void Hardened takes the place of pre-NERF Void Armour.
Hearthfyre Arsenal
This is your gunline pick. Iron-Masters and Strategists near objectives help rake in YP. Spend them to reroll hits, buff Brôkhyr units, or stack up artillery power.
Ideal if you like to win the objective game from 24 inches away.
Dêlve Assault Shift
Melee Votann. Cthonian Beserks get Deep Strike and Battleline status.
Toss in mortal wounds, reroll wounds, pile-ins, and movement tricks, and you’ve got a blunt-force detachment that hits fast and hits hard.
Brandfast Oathband
Transports become mobile buff stations. Units nearby get Sustained Hits, Overwatch triggers easier, and you can disembark mid-turn to snag objectives or set up kill boxes.
Efficiency meets aggression on wheels.
Codex Datasheet Rules: Leagues of Votann Edition
Let’s break down the datasheets that define how these grudge-fueled, objective-hungry tech dwarfs actually play on the table. Here are the standouts driving the Votann’s tactical engine, or at least maintaining it with a plasma wrench.
Ironkin Steeljacks: The Walking Gun Platforms
These mechanical workhorses are built like mini-dreadnoughts and pack serious heat. Their Heavy Volkanite Disintegrators chew through targets, and the 4+ Overwatch in Fortify mode makes them extra nasty. Not to mention, they can also get precision with crits on wound rolls and take out enemy characters!
Swap to melee mode and you get plasma swords and concussion gauntlets. Enemies that fall back will have to start rolling Desperate Escape tests. Either way, the Steeljacks don’t care; they’re already loading the next shot.
They don’t just hit hard. They also feel smart to use.
Memnyr Strategist: Your Army’s Brain Cell
This guy sees the spreadsheet and the battlefield at the same time. He lets you possibly change which army-wide ability you’ll use next turn (he can subtract or gain a YP).
Spend a YP, and his unit will pop off Fire Overwatch or Heroic Intervention without blinking. Keep him near objectives, keep him alive, and he’ll keep your YP flowing while tossing out efficiency like it’s free.
Arkanyst Evaluator: The Science Creep with a Plan
You thought nerds weren’t dangerous? This one turns guns into crit factories. Once per turn, he gives his ranged weapon [SUSTAINED HITS 1], which turns basic guns into spike machines. Blow up a unit with it and you get D2 more Yield Points for the trouble.
When he hangs out within three inches of other infantry, he gains Lone Operative, making him harder to remove while he sits back doing secondaries and dishing out damage. A quiet menace who rewards calculated violence.
Cthonian Earthshakers: Earthquakes in a Box
Big cannons, indirect fire, and lots of shaking. These artillery units toss out Breacher Ordnance and Tremor Shells that force Battleshock tests.
Twice per game, you can supercharge their shots with +1 to Wound. That’s when you crack open the hard targets, or at least make them think twice about clumping up. They sit in the backfield and turn enemy movement into slow-motion regret.
Buri Aegnirssen – Angry, Stealthy, and Unkillable (Almost)
He’s sneaky, he’s stabby, and he really hates getting shot. When he takes damage in the enemy Shooting Phase, he gets to move and try to punch the fool who shot him. If he dies, roll a 2+ and he just stands back up next to someone he doesn’t like.
With Lone Operative and Stealth (not to mention he has a 4+ invulnerable save), he’s hard to snipe, but once he’s in, he’s causing chaos like a grudge-fueled ghost. Definitely not someone you want popping up near your backline characters.
Kapricus: Hit and Run With Grav-Vehicles
These airborne Hernkyn bring fast firepower and squirrelly movement. After shooting, they get to scoot D6 inches for free. They can’t charge that turn, but they’re not here to brawl; they’re here to poke, reposition, and grab space.
They’ve got Scouts 9″ and Deadly Demise 1, so they’re not shy about playing risky. Think of them as mobile harassment that forces your opponent to waste resources chasing them down. Don’t worry, the Hekaton Land Fortress got some love as well.
Einhyr Hearthguard: Walking Tanks With Grudges
Tough as nails with possible 5+ Invulns, Deep Strike, and weapons that hit like someone threw a small car at you. Exo Armour is looking good still. These guys reroll hit rolls of 1 when targeting the closest enemy, so they like it up close and personal. They did get their grenades pushed down to D3 shorts, but still have blast on them
Bring along a Kâhl or Champion to really crank the pain. Once they’re in, they don’t leave. They just clean up, stomp forward, and dare anything to charge them back.
They don’t rush the board; they seize it, fortify it, and break anyone dumb enough to contest it.
Leagues of Votann 10th Edition Codex & PDF: What’s Inside?
The latest codex for the Leagues of Votann offers a comprehensive look into their lore, unit profiles, and unique rules that set them apart on the battlefield.
Inside, you’ll find detailed datasheets for their specialized units, stratagems that emphasize their combat style, Command Phase, and Crusade rules that reflect their quest for perfection.
Where to Get the Leagues of Votann Codex
Snag your new codex from our handpicked list of retailers, and give us a high-five in support! Every qualifying purchase helps Spikey Bits keep the lights on and the fun going.
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You can save even more on your purchase by using our exclusive list of redeemable discount codes from some of the best hobby retailers and miniature manufacturers!
If you’re looking for the Leagues of Votann codex PDF, Wahapedia is the go-to spot for free reference material, but if you want the full book with lore, art, and all the extras, Games Workshop’s official version is the way to go.
Major Changes from the Votann Index to the Codex
The jump from Index to Codex flips the Leagues of Votann from a slow-grinding gunline into a full-on objective-focused economic engine. Judgement tokens and Eye of the Ancestors? Gone.
Now you’re working with Yield Points, a currency system that rewards smart play and real estate control. It’s less about hate, more about profit. Which, honestly, still feels very on brand.
A stack of new units, tweaked weapons, and revised rules gives this army a fresh identity. Hearthguard, in particular, got a lot of changes, from abilities to weapons. The Votann have been retooled into a force that plays hard, hits harder, and makes every action count toward a bigger plan.
Redesigned Detachments
Each detachment now leans into a specific tactical role. Want to run ambushes and pin key targets? Persecution Prospect has you covered. Luckily, if you still want to paint your army like the Trans Hyperian Alliance, you can still run any detachment.
Prefer melting things with ranged firepower? Hearthfyre Arsenal says hello. Looking for melee madness? Dêlve Assault Shift drops berserks from orbit.
These aren’t copy-paste playstyles. Each one tweaks how you earn and spend Yield Points, which in turn fuels stratagems, unit buffs, and momentum shifts. Detachments aren’t just flavor, they’re your entire approach to the mission.
Stratagem Overhaul
The stratagem sheet finally matches the codex’s tone. No more generic re-roll spam or placeholder tricks. These are calculated plays for calculated warriors. Switch abilities mid-turn, reposition key units, lock down objectives, suppress enemy movement, it’s all here and all built around timing and economy.
You’ll still find ways to punch harder, shoot better, and charge with purpose, but it’s all tied to how well you manage Yield Points. Bad trades hurt. Smart spending wins games.
Unit Upgrades and Wargear Overhaul
Votann units now actually feel like they belong on the same team. Ironkin Steeljacks bring heat and durability with both ranged and melee builds. The new characters add utility without bloating the game.
Even transports like the Sagitaur and Kapricus Carrier play a key role now. They’re mobile buff hubs and frontline brawlers, not just metal boxes to taxi troops. You’re not fielding filler units. You’re running a focused squad of specialists that pull weight on their own and crush together.
Wargear? Streamlined. Like all the armies, options match what’s in the box (which might be a good or bad thing).
Why Play Leagues of Votann?
Tactical Positioning with Payoffs
The entire army is built around holding objectives, banking Yield Points, and cashing them in to push harder in every phase. You get rewarded for doing the mission and punished if you slack off. Play the board, pressure the map, and you’ll find yourself with more tools than your opponent when it counts. While the infantry is slow, units like the Hernkyn Pioneers, Sagitaurs, and new Kapricus have plenty of mobility.
Durability and Flexibility
You’ve got strong saves, solid toughness, and buffs that make elite units harder to move than a grudge. Hearthguard and Einhyr units thrive under pressure, especially when you layer in defensive stratagems or Fortify Takeover’s toughness boosts.
The army might be small on model count (depending on how you build it), but each piece matters. Use them right, and your opponent will feel like they’re fighting uphill the entire game.
Weaknesses to Watch Out For
Lose the Objective Game, Lose the Buffs
Everything runs on Yield Points. If you’re not grabbing objectives, your entire engine sputters. If by the midgame you can’t grab objectives, you might be in trouble.
Elite Army with Pricey Units
Trading poorly stings. You’re not spamming bodies; you’re running an army where every unit needs to perform. Overextend and you’ll be watching from the sidelines.
Limited Ranged Dominance
You’ve got solid shooting, but not enough to win a full-blown gunline war. You need to move, pressure, and punish overreach, not turtle and pray.
Character Reliant
The brains and buffs live in your heroes. Lose them too early, and your force loses most of its finesse. Keep them safe, make their powers count, and you’ll grind out the win.
Latest Leagues of Votann 40k Rules Updates
The latest PDF updates for the Leagues of Votann Codex 10th Edition rules are released in what Games Workshop calls a Balance Dataslate, sometimes along with accompanying points changes as well.
You can see all the latest Balance Dataslate updates here in our post, which breaks down the most recent changes.
Final Thoughts From Us
The new Leagues of Votann codex ditches grudges for cold, hard Yield Points, and it works. This army plays like the stubborn, tech-savvy force it was meant to be. You’ll grab objectives, rack up points, and use them to flip the table in your favor.
Every unit has a job, every detachment has a focus, and every move can tip the economy of war your way. If you’re into smart plays, sturdy units, and laser-guided spite, this book delivers.