Ironkin Steeljacks with Melee Weapons

Model NameMTSvWLdOC
40mm
5"62+ 37+1
Keywords:
Leagues of Votann, Infantry, Ironkin Steeljacks, Ironkin Steeljacks with Melee Weapons
Ranged WeaponsRangeABSSAPD
Autoch-pattern bolter
pistol
24"24401
Melee WeaponsRangeABSSAPD
Concussion gauntlet
lethal hits
Melee3410-22
Plasma sword
sustained hits 1
Melee636-21

Abilities

Merciless Eradication:Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.

Wargear Options

Any number of models in this unit can each have their plasma sword replaced with 1 concussion gauntlet.

Wargear Abilities

Preymark Crest:Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of one or more objective markers, on a Critical Wound, that attack has the [PRECISION] ability.

Unit Composition

1 Steeljack Theyn
2-5 Ironkin Steeljacks
The Steeljack Theyn is equipped with: Autoch-pattern bolter; plasma sword; preymark crest.

Every Ironkin Steeljack is equipped with: Autoch-pattern bolter; plasma sword.

Costs

3 models - 85pts
6 models - 170pts

Leader

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
2CP VENGEANCE FLARE
Detachment: Brandfast Oathband
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One Leagues of Votann Infantry unit that was hit by one or more of those attacks.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one friendly Kapricus or Sagitaur unit within 6" of your INFANTRY unit. If you spent YP during this use of this Stratagem, you can select one friendly Hekaton Land Fortress unit within 6" of your INFANTRY unit instead. The selected unit can shoot as if it were your Shooting phase. When doing so, models in the selected unit can only target that enemy unit (and only if it is an eligible target).
1CP INEXORABLE EFFICIENCY
Detachment: Brandfast Oathband
WHEN: Your Shooting phase.

TARGET: One Leagues of Votann unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
1CP WEAVEWËRKE BUTTRESS
Detachment: Dêlve Assault Shift
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets, if units from your army have Hostile Acquisition.

TARGET: One Leagues of Votann Infantry 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, each time an attack targets your unit, subtract 1 from the Wound roll.
1CP UNSTOPPABLE FORCE
Detachment: Dêlve Assault Shift
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 your unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3".
1CP SURE OF PURPOSE
Detachment: 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".
2CP SUPERIOR CRAFTSMANSHIP
Detachment: 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.
1CP UNYIELDING AGGRESSION
Detachment: 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.
1CP MATERIALISATION MATRICES
Detachment: 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.
1CP PREVENTATIVE PURGE
Detachment: Hearthfyre Arsenal
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

TARGET: One Brôkhyr Thunderkyn or Ironkin Steeljacks unit from your army.

EFFECT: Your unit can shoot as if it were your Shooting phase. When doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, subtract 1 from the Hit roll.
1CP WALL OF STEEL
Detachment: Hearthfyre Arsenal
WHEN: Your Charge phase, just after an Ironkin Steeljacks unit from your army ends a Charge move.

TARGET: That IRONKIN STEELJACKS unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of your unit and roll one D6 for each model in your unit, rolling two additional D6 if you spent YP during this use of this Stratagem: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1CP DELAYED-FIRE ROUNDS
Detachment: Hearthfyre Arsenal
WHEN: Your Shooting phase, just after a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army has shot.

TARGET: That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.

EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next Shooting phase, each time that enemy unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1CP COGITATED NEED
Detachment: Hearthfyre Arsenal
WHEN: End of your opponent’s Movement phase.

TARGET: One Ironkin Steeljacks unit from your army.

EFFECT: Your unit can make a Normal move. When doing so, your unit must end that move as close as possible to the closest objective marker.
1CP FIRST CONCERN
Detachment: Hearthfyre Arsenal
WHEN: Your Shooting phase, just after a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army has shot.

TARGET: That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit.

EFFECT: If your unit Remained Stationary in your Movement phase this turn, it can make a Normal move.
1CP HUNTR’S MARK
Detachment: Needgaârd Oathband
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: 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.
1CP VOID HARDENED
Detachment: Needgaârd Oathband
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets, if units from your army have Fortify Takeover.

TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1CP ORDERED RETREAT
Detachment: Needgaârd 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.
1CP ANCESTRAL SENTENCE
Detachment: Needgaârd Oathband
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN 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, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If you spent YP during this use of this Stratagem, until the end of the phase, those weapons have the [SUSTAINED HITS 2] ability instead.
1CP HONOUR OF THE HOLD
Detachment: Needgaârd Oathband
WHEN: Fight phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase.

EFFECT: Each time you use this Stratagem, you can spend 3YP. Select one enemy unit within Engagement Range of your unit. Until the end of the phase, each time a model in your unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. If you spent YP during this use of this Stratagem, improve the Armour Penetration characteristic of that attack by 2 instead.
2CP REACTIVE REPRISAL
Detachment: Needgaârd Oathband
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Fortify Takeover.

TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, can only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
1CP DISPERSED FORMATION
Detachment: Persecution Prospect
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Leagues of Votann Infantry or Leagues of Votann Mounted 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, your unit has the Stealth ability and each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack.
1CP RANGER TACTICS
Detachment: Persecution Prospect
WHEN: Your Shooting phase.

TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if that attack targets an assailed unit and/or if your unit has the Hernkyn keyword, you can re-roll the Hit roll.
1CP CLAIMSTAKER REFLEX
Detachment: Persecution Prospect
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One LEAGUES OF VOTANN unit from your army (excluding Artillery and Vehicle units) that is within 9" of that enemy unit.

EFFECT: Each time you use this Stratagem, you can spend 2YP. Your unit can make a Normal move of up to D6". If you spent YP during this use of this Stratagem, your unit can make a Normal move of up to 6" instead.

RESTRICTIONS: A unit cannot embark within a Transport as part of this move.