VOXROSTER
CodexFactionsLeagues of VotannGrimnyr

Grimnyr

Grimnyr
M5"
T5
SV4+
W4
LD6+
OC1
CORV
M5"
T5
SV4+
W1
LD6+
OC1

Composition & Wargear

Grimnyr
Choose one Wargear Ancestral ward stave (max 1) / Ancestral Wrath (max 1)
CORV
Equipped Autoch-pattern bolter, Close combat weapon

Ranged Weapons

WeaponRangeABSSAPD
Ancestral Wrath - witchfire 24"33+ 6-2D3
Ancestral Wrath - focused witchfire 24"63+ 6-2D3
Autoch-pattern bolter 24"24+ 401

Melee Weapons

WeaponRangeAWSSAPD
Ancestral ward stave Melee23+ 7-1D3
Close combat weapon Melee14+ 301

Abilities

Leader Datasheet

This model can be attached to the following unit: - HEARTHKYN WARRIORS

Fortify (Psychic) Datasheet

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.

Grimnyr's Regard Datasheet

Once per battle, at the start of any phase, you can select one friendly Leagues of Votann unit that is Battle-shocked and within 12" of this unit's Grimnyr model. That unit is no longer Battle-shocked.

Unit Composition Datasheet

If this unit’s Grimnyr model is ever destroyed, all of this unit’s remaining CORV models are also destroyed. While embarking within a Transport and while embarked within a Transport, each CORV model takes up the space of 0 models.’

Prioritised Efficiency Core

If your Army Faction is Leagues of Votann, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those Leagues of Votann units have will change depending on how many Yield points (YP) you currently have: - At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.

  • At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.

  • At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.

Hostile Acquisition - Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll.

  • You can re‑roll Advance and Charge rolls made for this unit.

Fortify Takeover - Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll.

  • Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a Vehicle, subtract 1 from the Wound roll.

Yield Points At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent.

In your turn, YP gained in this way are always gained before checking which ability Leagues of Votann units from your army have.

Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule.

Guerrilla Adepts Ability

In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding Monsters and Vehicles). Until the end of the phase, attacks made by models in this unit can only attack that enemy unit (and only if it is an eligible target) and, after resolving those attacks, if one or more of those attacks hit that enemy unit, until the start of your next Shooting phase, that enemy unit is assailed (this simply labels that unit for the purposes of this ability and some Enhancements or Stratagems). If that unit is already assailed, until the start of your next Shooting phase, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.

Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.