Here are all the latest new Warhammer 40k Squats rules and models for the Leagues of Votann from Games Workshop revealed!
We had been hearing rumors for some time now about Squats actually making a triumphant return to Warhammer 40k (basically since they went away), and now we know it’s happening! The best part is probably faster than the big build-up to the Sisters of Battle, as they already have miniatures painted even!
Warhammer Community teased some rules for the Leagues of Votann! If you’ve been waiting patiently, it looks like all the Doomsday clocks over at GW have more or less been fulfilled.
Let’s check out all the models first, then dive into the rules!
- Abilities & Detachments
- Subfactions & Customs
- Datasheets & Points
- Stratagems & High Council
- Psychic Powers, Relics & Warlord Traits
Update: Games Workshop put out two FAQs already for the Leagues of Votann, which you can read about below.
Leagues of Votann NERFed Again in New 40k FAQ: December 1st, 2022
This is a pretty small FAQ, but nothing helps the faction (except for one small change).
However, it’s pretty standard for GW to release an FAQ after an army has been out for about a month, so while it’s not unexpected, getting two FAQs this fast never feels too good (you can find the first one here).
First, it makes sense that you can only have one Uthar in your army as he is a named character, so nothing crazy there.
The Bolt Cannon goes from HunTR 2 to HunTR 3, so a nice small buff.
Next up is where things go a little worse for the Leagues. It says in the codex that you make a roll for every unit in the shot’s path. However, they never said anything about friendly units; the examples only show enemy units.
So now, you can never put units in front of your Beam weapons, which will make your positioning much more complex, or you have to be willing to hit your own units. It’s hard to tell if GW always wanted it to hit friendly units, but now it does for sure!
While this isn’t the biggest thing ever, it doesn’t help the army. This is everything that is changing, but you can download the whole thing for yourself here!
GW Confirms New 40k Squats aka the Leagues of Votann
These warriors have a long and proud martial history, and to those who aren’t on their bad side, they’re known as the Leagues of Votann – though they refer to themselves as Kin.
Although their civilisation shares common roots with Humanity, the Leagues of Votann have an uneasy relationship with the Imperium of Man. Unlike their superstitious Human cousins, the Leagues emerged from the Age of Strife with far more of their ancient technology intact, including some infamous advances the Imperium would consider extremely heretical.
This is a cool idea in terms of weaponry as well. It looks like you just won’t have shorter Guardsmen with Lasguns or something like that.
The First Warhammer 40k Leagues of Votann Rules!
As promised, we can now dive into the new rules previewed for the Leagues of Votann, aka the Squats, from Warhammer Community.
Could this be due to a rigorous martial tradition, or a bit of technological assistance from the Votann? The answer is likely somewhere in between.
Combined with solid void-hardened armour and their knack for sticking around in close combat, these guys march in squads of up to 20 with high-tech guns blazing before charging in to mop up survivors.
Right out the gate, these new guys are pretty similar to Primaris Assault Intercessors as far as statlines are concerned, with the only major difference being -1″ movement and -1 wound in comparison.
Additionally, GW has clear hints about an ability to stay in close combat longer than you’d expect for a one-wound model, so it’ll be interesting to see the squad’s abilities!
The Theyn is the Squad leader of the Hearthkyn, and with an extra wound, attack, and leadership, he is exactly what is expected of a squad leader! It’s slightly better but still squarely in the same realm of power level as the rest of their squad.
Leagues of Votann Hearthkyn Troops Models
These hardy clone warriors form the core of the Kinhosts, and unlike the Adeptus Astartes, they are not bred solely for war. These soldiers are citizens drawn from the populace of the Holds, regardless of gender, job, or social role. They’re Kin who have undergone rigorous martial training, yes, but they also have fulfilling lives outside of war.
As you can see, they have a ton of weapon options, and GW mentions they can have up to 20 models in a unit. So that means we would expect these to be in boxes of ten.
Hearthkyn Warriors are often engineered with particular cloneskeins that allow them to specialise in combat – heightened senses, improved stamina, and the ability to see better in the dark, to name but a few. In contrast, others augment their bodies for battle with mechanical limbs and synthetic organs. Held in equal status in League society, Ironkin also fight shoulder to shoulder with their flesh-and-blood comrades – Kin are Kin, even in war.
They have some decent stats, and with the wording above, you might be able to upgrade units with special augments.
These units work effortlessly in conjunction with one another, regardless of their specialization. Some are tasked with sundering the defenses of heavily-armored opponents with ion blasters and HYLas auto-rifles, while others capture battlefield objectives and lay down a hail of saturated fire with their Autarch-pattern bolters.
We’ll have to see how you can arm them, but it looks like you can make the units fairly specialized.
Weapon & Theyn Options
Each unit of Hearthkyn numbers 10 to 20 strong, and is led by an experienced Theyn. These doughty squad leaders have the honour and responsibility of commanding their fellow Kin – and are able to arm themselves with a variety of hand-to-hand combat weapons, including brutal concussion gauntlets and vicious plasma axes.
Theyns are actually pretty strong with 2 Wounds and what looks to be plenty of wargear!
The Leagues of Votann believe that nothing is worth doing unless it is done well, and they wage war as methodically as any other pursuit. If the cost of the fight cannot be justified, they’ll retire from the battle in good order. Every commander, from Theyns to the grand leader of an Oathband, will ensure no Kin lives are wasted in the pursuit of victory.
Leagues of Votann Army Box: Unboxing & Magnetizing
Let’s start by taking a look at the value inside the box. If you want to hear Rob’s thoughts on the current arbitrage situation, check out the video above; if you aren’t too worried about that, you can skip till about the 10-minute mark for mini-making fun.
Squats Leagues of Votann Exo-Armour is Back!
When it comes to protecting their all-important Ancestor Cores, the Leagues of Votann demand no less than the very best weapons and armour around. The honoured warriors who wield them are true elites, wading into battle clad in servo-assisted exo-armour, carrying a name that commands respect from all Kin – the Einhyr Hearthguard.
It looks like they will add a serious combat punch to your army while hopefully having enough wounds and armor to make it there!
Like Hearthkyn Warriors, Hearthguard are dependable fighters, but their experience and inch-thick battle plating take the Kins’ natural durability to a whole new level. Crack units of Einhyr Hearthguard can be trusted to hold the line and inspire their fellows to stand firm even in the face of untold horrors.
They aren’t all take and no give, either. Each Einhyr is equipped with a Volkanite Disintegrator and a shoulder-mounted grenade launcher, laying down a solid curtain of fire as they advance. Once the Einhyr Hearthguard join the melee, they’re just as formidable, lashing out with devastating concussion gauntlets.
They also look to have some serious shooting with a shoulder-mounted grenade launcher and disintegrator. They will most likely be quite expensive points-wise, but we imagine they’ll have the power to back it up!
These marvels use ancient technologies to increase the mass of a warrior’s fist as they swing, turning an already burly uppercut into an earth-shattering blow that can lift a hulking Ork right off their feet. Those who prefer the deftness of a sword over the raw power of their gauntlets can fit a thrumming plasma blade to their wrist, perfect for slicing and dicing the galaxy’s less damage-resistant dangers.
We assume they will be similar to Power Fists, but with a few extra rules for the bladed ones. Either way, this could add some nice combat punch to the army!
Leagues of Votann Chthonian Berserks!
The courageous warriors of the Cthonian Mining Guilds represent some of the most heavily augmented Kin – unreasonably brave souls who have enhanced the physical capabilities of their cloneskeins with cybernetic upgrades, all the better to extract precious minerals from rad-plagued nebulae, explosive asteroids, and fathomless ocean depths.
Also, if you didn’t know, Cthonia is Horus’ homeworld and was mainly a mining world. However, it was destroyed, so this is an interesting way to bring that lore into 40k, with them mining the leftover asteroids. Especially considering in the lore, it also says they had mine works already set up everywhere.
Boosted by the cyberstimms that flood their systems, the Berserks can keep battling through life-or-death situations. They eschew the high-tech STC weapons wielded by the rest of the Kin, using robust mining equipment such as heavy plasma axes and concussion mauls.
They don’t give much in the way of rules, but with giant weapons, we expect them to hit very hard, and maybe the cyberstimms will give them more toughness or, more likely, an FNP. Either way, this is an interesting way to incorporate a melee-only unit into the army.
In the muscled (or mechanical) hands of Cthonian Berserks, these tools become weapons that can penetrate heavy armour or alien carapaces just as easily as stubborn rock and stone.
We’re not done with the Leagues of Votann – there are even more surprises to extract from the mantle below.
They even say this is not the last unit either, so expect to see even more reveals before the faction drops!
Leagues of Votann Sagitaur ATV Vehicle
Designed for surveying inhospitable alien terrain, the Sagitaur is a rapid-response ATV suited to scouting operations and lightning-fast armoured offensives alongside Hernkyn Pioneers. Its armoured carapace is durable enough to shrug off everything from rockslides to plasma blasts, making it an ideal spearhead for any League-sponsored colonisation effort.
They gave this a rover look for exploring, and it has a distinct look compared to many other Warhammer 40k vehicles.
Sagitaurs usually operate in pairs – they’re remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon.
Mentioning they work in pairs gives us a big look into how you can run them. Probably something like running two will only take up one slot, or you might have to take two when you look at the rules they mention below.
Once they’re right up in enemy lines, they disgorge their ornery cargo – a full squad of infantry, which can be split between the two vehicles. These hardy warriors pop out, engage enemy units with their superior weaponry, and claim vital objectives – while the Sagitaurs speed off to deliver their heavy firepower wherever it’s needed.
So, they will be troop carriers, and we’re not exactly sure how splitting up the units will work, but maybe that means each can only carry five models?
Leagues of Votann Squats TrikeHernkyn Pioneer
We’ve seen a few models for the Leagues of Votann, and we wished for more! Well, this is a totally different style than we’ve seen and pretty cool for sure with the retro vibes!
You’ve heard of flying pigs – well, what about a flying hog? For anyone who hasn’t been following the Leagues since parachute pants and giant shoulder pads were in fashion,* here’s the kind of trike the Kin were riding around in the 1980s.
Though the old Squat Trikes were noticeably less airborne, you can see a number of key design cues that carried over to the Hernkyn Pioneer… as well as a few places where the technology of the Leagues of Votann has clearly diverged from the Imperium. There’s no mistaking this for a Space Marine bike!
Overall, this is a pretty sweet model, and it’s cool to see them keep with that old Squats trike miniatures aesthetic for the new Leagues of Votann.
And check out the tough-and-testy triker holding the handlebars of theHernkyn Pioneer! It’s ourfirst look at a female Kin,clad in a coat and goggles worthy of any aviating outrider. In the Leagues of Votann, when the clan-family calls, everyone answers.
We’re all for Squats, so any miniature or vehicle kit previewed for them is exactly what we want to see!
Leagues of Votann Trikes Hernkyn Pioneers
Armed to the teeth with practical, yet high-tech weaponry, the Leagues dispatch Oathbands and Prospects to roam the galaxy seeking out fresh resources and mounting aggressive defense of their Holds. Roving before these expeditions are the Hernkyn Pioneers – hardy outriders dispatched for days or weeks at a time to scout ahead of the main force.
These are super cool (even though they took the wheels off) and look to have all kinds of weapon options.
“In a lot of factions, bikers are shock troops, swift hunters, or even (in the case of Orks) just marauding speed-crazed loons,” Andy explains. “By comparison, the Hernkyn Pioneers serve as armoured cavalry. They are extremely sturdy, highly mobile, and pack a tremendous amount of firepower – which to my mind makes them a more central and powerful element of the main Kin battle lines than some other factions’ bikers.
From the sounds of it, you might have to include these as they will be super tough and have all kinds of firepower, which the guy above points to!
Their magna-coil bikes are fast and manoeuvrable, even over the most difficult terrain or bodies of water, which might confound more conventional bikes with wheels. What’s more, they have some seriously big guns, and with their multiwave comms arrays and pan-spectral scanners they have all the supporting tech needed to operate as intelligence-gathering assets
While we love the old trikes, this fits in more with the new 40k aesthetic of floating vehicles.
Their hand-held weaponry is similarly prosaic, with bolt pistols and shotguns, and big plasma knives. On the other hand, the bikes themselves mount weaponry that employs some of their more advanced technologies. Their variant uniforms and weaponry give a contrast to the more armoured Kin, adding texture to the range and a distinctive image to an important element of Kin society.
Their armour style has a rounded, almost muscular feel, with additional layers and countersunk bolts that are reminiscent of the Kastelan Robot used by the Adeptus Mechanicus. Some of the Imperial weapon types usually described as ‘relics’ are more commonplace in the Leagues, and they also possess better versions of most Imperial technologies – even common ones like las weapons. Just look at the HYLas rotary cannon that can be mounted on a Hernkyn Pioneer – HYLas is short for High Yield Laser.
While we haven’t seen a ton of weapon profiles, they are giving themselves the option to put out some cool old weaponry.
Leagues of Votann HQ Kâhl
Appointed from among the Leagues’ most skilled and dependable warriors, these generals are the final authority over an individual Oathband. Subordinate only to their Kindred’s ruling Votannic Council, the Kâhls back up decades of hard-won experience with rigorously drilled combat skills, and the Leagues’ signature advanced weaponry.
You know this is a cool model because it has dual tactical rocks! Who could possibly beat this monster? Seriously though, it’s actually a really cool mini, and we’re excited to see what other HQ choices they grab.
On the tabletop, these stalwart HQ choices are the core around which the Leagues of Votann’s war machine revolves, directing assaults while smacking their foes with the business end of a plasma axe. Their most important role, however, is to cast the Eye of the Ancestors over their foes – marking out priority targets and ensuring the most dangerous enemies are the first to feel the wrath of the Kin.
This is a multipart kit with options for heads, weapons, and equipment, so you can tailor your commander to a particular battlefield role. We can’t say exactly what all the weapons do yet – but a volkite-and-power-fist combo can’t be bad.
It’s nice to get this as a multi-part kit, as more weapons are always better! Plus, the extra options look really cool, and that powerfist is awesome.
This is the first time we’ve seen a Kin in red armour. He’s from the Ymyr Conglomerate, while that classic teal colour we’ve seen so far are from the Greater Thurian League. We’ll have more on these and the other sub-factions of the Leagues of Votann soon…
We haven’t seen much about subfactions, so it’s good to get a little more on the other options!
Leagues of Votann Brôkhyr Thunderkyn
We’ve seen plenty of awesome Leagues of Votann technology already, from nimble Sagitaurs to thundering Einhyr exo-armour, but we’ve only scratched the surface of the ingenious Kin that create it all. It’s the job of the Brôkhyr to toil in forges, and when the Oathbands head to battle, they strap into powerful exo-frames to become the mighty Thunderkyn.
Interestingly, GW said they just scratched the surface of what the Leagues can create. This could easily be them just saying they can create all kinds of stuff, or maybe we have more reveals coming than we expected.
The powerful suits they wear are adapted from rugged engineering rigs and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. Hordes of enemies fall before bolt cannon salvos, while heavy infantry find themselves pierced by the unstoppable lances of SP conversion beamers.
The suits are interesting for sure, and it looks like they will be able to be outfitted for either anti-infantry or anti-armor. They also mention they aren’t super armored, meaning they might not have a very good armor save.
The rigs themselves are rough and workmanlike, a far cry from the Kâhl’s beautifully ornamented armour, but they get the job done – and the Brôkhyr would have it no other way. Their advanced engineering equipment also helps out, with omni-visors able to pick out the telltale signs of enemy units through dense terrain.
How Big the Leagues of Votann 40k Models Size Are
The first thing you might notice is that they look a little squat compared to many other races in the galaxy. Measuring up at around 4ft (1.4m) on average, Kin are minuscule compared to the warriors of the Adeptus Astartes, but they can pack almost as much of a punch.
As you can see, they definitely kept them fairly small, but we also wish they had thrown an Imperial Guard model in there. However, from this comparison, they do appear to be still shorter than an IG model, which makes sense.
Leagues of Votann Army Box & Codex (Nova Open Preview August 31, 2022)
The first wave of Kin includes Ûthar the Destined – who you can also build as a Kâhl – a formidable Einhyr Champion, three nippy Hernkyn Pioneers, and 20 Hearthkyn Warriors who can be taken as two squads of 10 to fill out a Patrol Detachment.
It’s the first place to acquire the 104-page Codex: Leagues of Votann – with an exclusive cover no less – alongside a pack of 50 datacards and two transfer sheets filled with the symbols and logos of the major Leagues. Everything in this set will be available separately later – except that exclusive codex cover.
The box looks like it will basically be a 500-point list. More or less a Combat Patrol, but with two HQs, so we’ll have to see if they just rebox it for a Combat Patrol or come with something new.
The Leagues of Votann Army box set will have a decent number of new models inside, and just like they did the Beast Snaggaz, this will be released early with the codex.
So, if you want it, you better prepare to order it fast. Unless they hopefully do the MTO option once it sells out.
Lastly, it also comes with a collectors edition of the new Leagues of Votann codex, with a unique cover for the army box. But a normal version, along with a limited edition one, will be sold later on afterward.
Leagues of Votann Army Box Retail Price: $200
Click here to get yours for less from these retailers: | Amazon | Bazooka Games | Dicehead Games | Frontline Gaming | Games Workshop’s Store Link
Leagues of Votann Army Box: Price & Value Breakdown
Here are the contents and breakdown of what comes inside the Leagues of Votann Army Box:
- 20 Hearthkyn Warriors $110 ($55 for ten based on most recent releases)
- Codex $55 (commonly confused with the more expensive limited edition books that are sold alongside the codex release)
- Datacards $29
- Jetbikes $60 (Based on Outriders, other Jetbikes)
- Uthar the Destined/Kâhl $38
- Einhyr Champion $38
Army Box Retail Price: $200 Total MSRP: $330
Savings Versus Box Price: $130 (estimated)
Einhyr Champion
They mentioned this Einhyr Champion will be the best melee unit in the army (well, armed the best), and actually has a jump pack to fly through walls, so will probably have some really nice bonuses on the charge. They also said it will be a multi-part kit in plastic as well.
Uthar the Destined
Next up, Uthar the Destined will be the only named character in the book, but could also just be modeled as a regular character as well. they didn’t say too much in the way of rules quite yet.
Mole Grenade Launcher
This is a bit of a throwback to the old-school tech the Squats used to have. This will launch a round into the ground and it can pop up and destroy the enemy!
Brokhyr Iron-Master
The Iron Master is sort of like a Techmarine, and only the Ironkin model to the right is a thinking being. The other floating models are like servitors and will help him repair vehicles.
Grimnyr
The Grimnyr will be the Leagues of Votann psyker and has a second head option from the looks of it, as well as, a female option for the kit. They are also the closest thing the Leagues have to priests, so they can also buff units around them.
Hekaton Land Fortress
The Hekaton Land Fortress is the biggest model in the line and will have plenty of firepower. They also mention how durable it will be, while also being a transport.
Think Hammerhead mixed with a Land Raider, so expect plenty of power from this. The top weapon is also basically a railgun equivalent (ignores invulnerable saves) and can wipe out squads simultaneously.
Hekaton Land Fortress Sprues
Warhammer Community unveiled the new Leagues of Votann Hekaton Land Fortress kit sprues along with some options for how you can build them, but we’ll also see if the weapons look magnetizable (but we’ll also make a video when we get one to know for sure).
Each of these rugged battle tanks starts as three stuffed sprues – with a cheeky fourth sprue of transparent plastic for its many canopies. These don’t just contain the robust side panels, terrain-tested wheels, and formidable undercarriage of the Land Fortress – they also supply its immense armoury.
The sprue is pretty beefy and looks fairly simple for a multi-part tank kit. The most important thing, though, is how the turrets will work and if they can be switched out (especially because we don’t know if they will NERF or buff anything in the future).
Ferrying Kin across the battlefield is an important job in its own right, but the Land Fortress is also a weapons platform. Stock, this beauty comes with a pan spectral scanner for sweeping terrain, a cyclic ion cannon that unleashes high-powered blasts, a rear-mounted MATR autocannon, and a whopping four bolt cannons – the latter on spherical mountings for maximum field of fire.
The discerning user can swap out some or all of the bolt cannons for ion beamers, and exchange the primary turret for an SP heavy conversion beamer, a Brôkhyr-enhanced STC weapon that the Imperium especially covets. And when the Leagues absolutely need to obliterate a heavy vehicle or turn an elite infantry squad into a fine mist, the Land Fortress can mount the truly fearsome heavy magna-rail cannon.
From the looks of it, there is a chance you might not even have to magnetize anything, and you’ll be able just to pop them in and out, but it does look like they all use the same mount, so options are looking good for now. Plus, getting all the weapon options and three options for turrets in one kit seems to be a value.
The utility of the pan spectral scanner can also be traded for a missile launcher hardpoint, with a choice of three devastating once-per-game munitions. Take your pick from the haywire havoc of an Ancestor’s vengeance warhead, the tank-busting power of a mountain breaker warhead, or an infantry-shredding Kin’s wrath warhead.
These also look pretty easy to swap in and out, or even just hold your choice in with some blue-tac.
Last but not least, you’ll have some options for your driver, which is another cool little touch.
The Teenage Mutant Ninja Votann Alternatives!
If you looking for inspiration on how to paint your own Leagues of Votann, one hobbyist has an idea for you:
With some great photoshopping, the world found out that the Leagues of Votann will make some excellent Teenage Mutant Ninja Turtles alternatives minis! Read More
Leagues of Votann New 40k Codex Rules, Abilities, & Detachments
It’s raining rules, as the new Leagues of Votann abilities and detachments in their 9th Edition Warhammer 40k codex have been leaked!
The internet has struck once again with somebig leaksfrom the upcoming Leagues of Votann codex! If you’re thinking about playing Leagues of Votann, these new rules are a great way to decide what to build your army around from the upcoming codex book!
They gain a decent number of special rules, maybe the coolest rules are the League Customs, as they really let them gain some insane bonuses. However, keep in mind you can only have one Kahl per detachment.
They follow all the standard rules for making an army, so that is nice to see.
The judgment tokens are actually insane and can turn your attacks into wounds without much issue. They also have special rules to add judgment tokens, so they can get out of hand quickly. If you can get three tokens on a unit, you are auto-wounding on 4+!
This can make all those high-toughness units out there feel real bad.
The HunTR is an interesting way to say how many attacks they get, but they had to sort of do something to denote them for other rules and stratagems.
Update: The the Judgement ability has been FAQed by GW to read as follows:
Page 86 – Eye of the Ancestors, 5th paragraph
Change to read:
‘Note, if an attack automatically wounds the target as the result
of this ability, then for the purposes of any other rules that
are triggered on a particular wound roll, that attack is never
considered to have been made with an unmodified wound
roll of 6.’
So, how do you get judgement tokens? Well, any time a unit destroys one of your units, any time a unit completes an action, and you just get to select one unit near an objective at the end of your opponent’s turns as well.
Magna-Rail weapons are insane! You ignore invulnerable saves to start; then, any wound rolls of a six do not lose excess damage. So if you can shoot this at a unit of big baddies, you can kill multiple with one shot. Steady Advance lets you ignore any move modifiers and advance an auto 3″.
Lastly, their void armor stops any re-rolls for wounds or damage and reduces AP by 1!
Beam Weapons
This can give you some serious damage if you manage to line up a big shot and get three or four units in the beam’s way.
New Leagues of Votann Rules Revealed by GW
The 40k rules were unveiled by Warhammer Community; let’s check out what the Leagues of Votann can do!
Power Levels aren’t a great indicator of actual points, but this could be anywhere from a 1,000-point list to a 1,500-point list. So, we won’t speculate too much on points from this.
This force hails from the Greater Thurian League – the white-and-teal Kin you’ve seen plenty of so far – as they’re renowned for exploration, resource acquisition, and military conquest. Their League Custom, Ruthless Efficiency, grants them re-rolls and an edge when contesting objectives.
Like with most factions, there will be a sub-faction you can pick, which will grant you specific bonuses. This one will make it super hard for your enemy to score objectives against you.
Then, getting a free re-roll for every unit in your army is just kind of insane. Especially for big guns, if you do hit, you can just carry over the free re-roll into the wound roll.
Perhaps the greatest strength of the League lies in how they wield the Eye of the Ancestors. This faction-wide ability condemns enemies to annihilation should they attract ire in the form of Judgement tokens.
Enemy units gain Judgement tokens in a number of ways, from completing an action (how dare you!) to destroying a Votann unit (how VERY dare you!), while Kâhls can dole out extra tokens with their Grim Efficiency ability.
This is actually pretty wild. If you can get three tokens on a unit, you are auto-wounding on 4+! At fhis can make high-toughness units feel really bad.
New Stratagem & Special Rules
My League’s unique Stratagem, Appraising Glare, maximises the effectiveness of Grim Efficiency, enabling you to mark out a dangerous enemy unit for destruction from the battle’s outset.
For one CP, you give a unit two tokens! For one CP, basically, every unit in your army is auto-wounding on 5+! Pretty insane.
Each League also has an Ancestral Judgement ability that applies when attacking a unit with Judgement tokens on it, and the Greater Thurian League’s makes their warriors even more vengeful.
So, if you combine this with the stratagem above, you are auto-wounding on 4+. Bam, one CP, and you basically will auto-wound on half your shots!
Warlord Trait & Relic
The Warlord Trait A Long List is especially effective for the Greater Thurian League, as the ability to redistribute Judgement tokens makes for a great combo with their Ancestral Judgement. Plus, it’s the perfect choice for a Warlord with a name like Kôrv Grudgekeeper…
This lets you try and kill enemy characters with shooting, and then if you do, you can transfer a token over to another unit, so if you have a big shooty warlord, this is great.
Making the enemy strike last in combat is a massive advantage, and the Relic Aktôl’s Fortress allows you to apply this effect to an enemy unit within 3” of the bearer, enormously increasing your options in melee.
Forcing an enemy to strike last is huge, especially since you just pick them, and they are forced to. No rolls or anything like that.
Leagues of Votann 40k Rules Datasheets & Points
He’s the one named character in the book and has plenty of special rules and abilities. He gives serious re-rolls and allows things to count as an unmodified 6 (which works great with the battle tank). Then, you can only ever roll a 1 for damage against him.
This will be your psyker and has some pretty cool rules to stop Perils.
The champion is probably your hardest-hitting character and can really help you smash through the enemy.
This is basically your tech-priest with some additional rules and some cool wargear.
Lastly, for HQs is the Kahl, but remember, you can only have one of these in each detachment.
For your core troops, the Warriors can really have all kinds of wargear and weapons, and their datasheet is pretty strong. Plus they are core, and again have Void Armor like the rest of the army.
The Hearthguard are really tough with a great save, two wounds, and plenty of awesome wargear.
The Beserks hit super hard, have a bunch of attacks, and have some super strong weapons. However, they only have a 6+ save but can ignore wounds! They can also reroll failed charges and fight even if they die in combat!
These are the devastator-style unit for the army with some seriously big guns.
This is the smaller of the two vehicles in the army but is faster and makes a cool transport.
The bikers are also really interesting and add that little bit of speed to your army and have all kinds of weaponry.
This is kind of insane as it has all the weapons, is super tanky (puns!), and can even transport units! The Magna-Rail Cannon is insane because even though it’s one shot, it can transfer leftover wounds to other models.
So, if you’re up against some squad of vehicles, this could easily take two out with one shot. Even if you don’t upgrade it, it still has tons of shots and can take out all kinds of enemies.
Weapon Profiles
Reference & Glossary
Leagues of Votaan Points
We’ve kept the changes pretty simple…
There’s an increase in points for units across the army.
There are some huge changes here, and with the changes, we’re not sure if the Hekaton will be DOA or not; we’ll just have to wait and see on that. Here’s a quick summary of the points changes:
HQ:
- Uthar 140 – 160
- Einhyr 90 – 110
- Grymnyr 80 – 90
- Kahl 70 – 80
- Brokhyr Iron-master 80 – 90
Troops:
- Hearthkyn Warriors 11 – 12
Elites:
- Cthonian Beserks 22 – 30
- Einhyr Hearthguard 35 – 45
Fast Attack:
- Sagitaur 110 – 130
- Hernkyn Pioneers 30 – 35
Heavy Support:
- Hekaton Land Fortress 230 – 300
- Brokhyr Thunderkyn 35 – 40
There is a ton of increases, especially when you look at the Beserks and Hekaton. Going up 70 points and having the guns nerfed is no joke!
Then Hearthguard going up ten points is another biggie. Every unit is getting an increase, so these are pretty serious and shows GW either listened to the tournament community or didn’t test it out as much as they maybe should have.
Below are the original points costs for the Leagues of Votann:
Leagues of Votann: Leagues Subfaction Rules
If you lose any models from your squads, this will be a really strong league, and improving the AP is never bad.
We saw these rules from GW, and it’s pretty cool as you’ll capture all kinds of objectives.
The Ancestral Judgement making them count as having one more token is honestly insane, as you can get those 4+ auto wounds all the time. Then, the stratagem gives even more judgement tokens!
Next, this one will make your army way tougher as everything gets that +1 toughness and can re-roll failed Morale tests. Then, they basically count the entire enemy army as having judgement tokens!
Giving your entire army an invuln save is sweet, and adding 4″ to the range is no joke! Then, you get additional AP and auto wounds for units with tokens on them.
This is the way to go if you want to have a melee-focused army! Especially with the +1 to attacks and the strength any time they charge were charged or made a heroic intervention. Then, the stratagem can give your entire army additional hits on 6’s.
Leagues of Votann Established Customs Rules
Lastly, if you don’t want to take one of the established leagues, you can make your own!
Leagues of Votann Psychic Powers Rules
First up, gaining CP is always nice, especially on a casting value of 5. Next up, you basically give your guys +1 Toughness and FNP. Ancestral Wrath is excellent as you’ll be doing mortals on a 3+ a lot of the time, and against big units, you should deal with 4 mortal wounds (if you have the token on them).
Null Vortex is kind of crazy against certain armies, as just nullifying all invulnerable saves can really be a pain. Lastly, being able to stop actions and reduce their hit roll is pretty nice.
New Leagues of Votann Relics & Warlord Traits
We saw this from GW and this lets you try and kill enemy characters with shooting, and then if you do, you can transfer a token over to another unit, so if you have a big shooty warlord, this is great.
Adding 3″ to all abilities is really nice as it will give you that much more flexibility. Unrelenting Toil is excellent as it can allow you to still shoot with a unit doing actions, and with how much shooting every unit has, this can be really strong.
Forcing an enemy to strike last is huge, especially since you just pick them, and they are forced to. No rolls or anything like that.
The Exactor is an insane weapon in melee as it doesn’t give you the minus to hit, and any hit roll of a 6 just does D3+3 Mortal Wounds. However, the First Knife might be cooler, as all you have to do is hit and you deal D3 Mortal Wounds +1 for each judgement token!
You could easily do D3+3 mortal wounds for just hitting…
Being able to just move over everything is cool but also keeping reinforcements further away is nicely rolled into one relic. The Murmuring Stave is actually pretty strong as not only does it give you one more power, but it also lets you still cast while performing actions. Lastly, Ymma’s Shield is actually awesome. If your opponent hits you with a big damage hit, you just get to ignore it completely, and on a 5+ they even get a token!
Flayre is pretty great as it gives you three more attacks and has a ton of extra strength, Damage, and AP. Next, you can actually revive your character on a 3+, while it’s only with D3 wounds, it can be game-changing to keep your warlord on the battlefield.
Lastly, the Grey Crest will be a great debuff against your enemies.
Squats Leagues of Votann Datacards 40k Rules:
We grabbed the pictures courtesy of Chapter Master Valrak on YouTube, showing stratagems and even psychic powers!
First up, this looks like an exo-armor squat of some kind, which means a bigger unit is possible, something like a terminator-style unit. However, we’re not 100% sure about that.
Let’s start with the psychic powers. They have a few generic-type ones, but Fortify adds +1 toughness and gives a 6+ FNP; however, the most exciting power might be Grudgepyre.
Why do you ask? Well, it talks about Judgement Tokens, which looks to be some core mechanic that, maybe every time a unit hits one of your models or you hit them, adds to the count of tokens.
While it just kills one model, it kills them, but it can’t be a vehicle, monster, or character. Still pretty cool to look at the new mechanic.
Next, we have some stratagems, There are a few big things to look at. First, a Votann Accelerated unit might be a jump pack type unit? As they already have keywords for their bikers.
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Then, there is a unit called Beserks, which at the time we didnt have much info on (well, other than on the card it says they give themselves combat drugs), but most likely their powerful close combat unit and the stratagem let them re-roll all missed hits! Next up are beam weapons.
We’ve seen some about this, but this stratagem lets you build up the beam weapons and do a ton of mortals! Then again, we see the Judgement Tokens, which lets you use them to improve your units.
It looks like Judgement Tokens will be an extremely core mechanic, as even more stratagems use them and will add to your power. Next, we have the keyword for Einhyr, which will most likely be an elite shooting unit for the army.
There are three big keywords to look at in these cards; biker, Grimnyr, and Hernkyn Pioneers. Grimnyrs must be some kind of characters that don’t take up HQ slots, as they are put into the same category as characters.
Think of a single elite model that takes up a slot in your army. This also shows a little how Judgement Tokens work, as when your units are destroyed, the enemy unit gains the tokens.
Lastly, the pioneers look to be the scouts and can be taken off the battlefield.
Nothing too crazy on these, but it is cool your unit champions can actually take certain relics!
So, for now, at least, we have “seen” lots of new models and rules for the Leagues of Votann Squats army!
If you love everything Squats, check out the latest on the new Leagues of Votann below.
- Abilities & Detachments
- Subfactions & Customs
- Datasheets & Points
- Stratagems & High Council
- Psychic Powers, Relics & Warlord Traits
Here’s the most up-to-date list of new Games Workshop bits from preview models that we should watch out for. Click on the gallery above to see dozens of Rumor Engines with new models still left to be revealed!
All the Newest GW Model & Rules Previews
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