Get the full Warhammer 40k Leagues of Votann rules codex PDF breakdown and see why the new Votann detachment has the power to grab all the objectives!
Ready to turn the 40k battlefield into a profit ledger? New Leagues of Votann rules are here as the Mercenary Oathband Detachment shows up to claim prizes, scalp targets, and reinvest the proceeds straight back into more damage.
Loaded with ruthless resource tricks, slick enhancements, and a pile of mean stratagems, this detachment is all about spending YP at the right moment, swapping between Hostile Acquisition and Fortify Takeover, and making every activation count.
Here are our thoughts on the latest Leagues of Votann detachment rules for tenth edition 40k.
Procure the Assets With New Warhammer 40k Leagues of Votann Rules
Updated on February 11th, 2026, by Rob Baer with the latest rules.

Here’s what makes this detachment the sharpest contract in the void: you start in Hostile Acquisition, then spend YP to flip into Fortify Takeover when it’s time to sit on the haul. Just remember, these rules live in the Votann Codex you’re using for the detachment, so have it on hand before you start signing names on the battlefield.
Ruthless Reinvestment: Leagues of Votann Mercenary Oathband Detachment 40k Codex Supplement

At the start of the battle, your Leagues of Votann units begin with Hostile Acquisition active. Then, at the end of your Command phase, you can spend 3YP to flip your whole army’s posture, trading Hostile Acquisition for Fortify Takeover, or swapping back the other way.
Yes, you read that right. You are literally buying a game plan shift mid-battle. One turn you are out there grabbing prizes and pushing tempo, the next you are hunkering down and locking the haul in place. It’s the epitome of “take the contract, take the loot, take the win.”
And the real spice is how it pairs with the rest of the kit. This detachment is built around picking the exact moment to cash in YP, spike reliability, and make a key activation feel unfair.
Leagues of Votann Codex Rules: Enhancements

- Mercenary Prospector (Kâhl only): Each time the bearer’s unit destroys an enemy unit, you gain 2YP. Translation: put this on a unit that finishes fights and watch your YP pile up.
- Metaphysical Brokerage (Memnyr Strategist only): End of your turn, if the bearer is on the battlefield and you gained fewer than 3YP that turn, you gain YP equal to the difference. Translation: your bad income turns stop being bad.
- Etacarn SB9 Targeting Implant (Leagues of Votann model): The bearer’s unit re-rolls Hit rolls of one when it attacks, and when that unit is selected to shoot or fight you can spend 3YP to hand out Sustained Hits one for the rest of the phase. Translation: this is your “turn on the blender” button.
- Asset Manipulator (Leagues of Votann model): Start of your Command phase, spend 3YP, and until end of turn while an enemy unit is within three inches, subtract one from the Objective Control of models in that unit. Translation: you do not just take objectives, you steal them out of their hands.
Leagues of Votann Detachment Rules: Stratagems PDF

- Auxiliary Contract: In your Shooting or Fight phase, give an Infantry or Mounted unit Precision until end of phase. Translation: characters are not safe in the middle of their buddies anymore.
- Privateer Arsenal: In your Shooting phase, pick an Infantry unit and you can spend 3YP for re-roll Hit rolls of one and re-roll Wound rolls of one for the phase. Translation: cash in, connect more, delete more.
- Optimal Expenditure: The Fight phase version of the above, again letting you spend 3YP for re-roll Hit one and Wound one. Translation: when the contract says “no survivors,” this is how you make it happen.
- Grand Artifice: After a Votann unit Falls Back in your Movement phase, it can still shoot and charge that turn. Translation: getting tagged is not a problem, it’s an invitation.
- New Horizons: End of your opponent’s Fight phase, an Infantry unit wholly within six inches of a friendly Transport can embark. Translation: step out, do the job, then get back in the getaway vehicle.
- Mobile Exploitation: End of your opponent’s Fight phase, pull a Hernkyn unit into Strategic Reserves, or spend 2YP to do it to up to two Hernkyn units. Translation: score, vanish, redeploy, repeat.
40k Leagues of Votann Rules: The Maelstrom Battalion

It’s fast when it matters, nasty the second it commits, and it feels exactly like the Kin at their best: show up, punch the clock, get paid, and strip the site down to the bolts on the way out.
Final Thoughts on The Leagues of Votann Detachment Rules

Precision picks off problem characters, re-roll spikes make your key turns feel brutal, and the Hernkyn tricks let you score, disappear, and pop back up where it hurts most.
If you’ve been waiting for Votann to feel like ruthless professionals again, the Mercenary Oathband detachment rules are your contract.
See all the new Leagues of Votann Codex Rules Here
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