So ton of stuff here including various keywords. Not going to repeat strats I've already seen/remember the equivalent of.
(1CP): When advancing a Votann Accelerated unit add 12' to the move characteristic.
Interestingly there is a 'Steady Advance' ability that apparently gives a similar bonus that is noted not to be cumulative with this.
(1CP) Select a Votann unit and in the shooting or fight phase if the target has one or more 'Judgement Tokens'*
(1CP) Activate after an enemy is hit by a model with a beam weapon in the shooting phase. Until the end of the phase each time the unit is hit by a model with a beam weapon on a 4+ take a mortal wound (6 MW at most).
(1CP) Votann Beserks (probably the Slayer expy) reroll hit rolls in the fight phase.
(1CP) Shooting phase for a Votann model. If the target has a judgement token the attack automatically hits the target.
(2CP) In the fight phase when you have 2 or more Votann Core units, reroll wound rolls against an enemy unit.
(1CP) When an Einhyr unit (fluff suggests these are their elite infantry etc) shoots or fights, add one to the hit roll.
(1CP) When a model with a bolt weapon fires on an unmodified roll of a 6, generate one additional hit. If the target unit has 11 or more models, generate 2 additional hits.
(1CP) Grant one of three relics to a Theyn or Hesyr model. The models don't even need to be characters to do this but you can only do the strat once.
(1CP) After a Votann Searchlight unit has resolved their attacks and if your army is of one League (excluding Unaligned units/characters) one of the enemy units hit by an attack gains 1 Judgement token.
(1CP) End of movement phase for Votann Core infantry that is in range of an objective. Until your next movement phase (as long as the unit is within range of the marker) they auto pass morale checks, unless they make a ranged attack or charge the unit ignores any rules that would cause actions they are performing to fail and get a 6+ FnP.
(1CP) When a Votann Biker unit is targeted by a ranged attack. -1 to hit and if the bikes advanced, the shooter can't reroll hits.
(1CP) When the Warlord or Grimmyr model is killed, the unit that did it gets 2 Judgement tokens (3 if it was a Grimmyr)
(1CP) End of the movement phase put one Pioneer unit (the hover trike) that's within 6' of the battlefield edge and more than 6' away from the enemy into Reserves if the mission allows. They can't arrive from reserves the same turn they're put into it.
(1CP) Core units can fall back and shoot.
*No idea what judgement tokens are but they're probably something like the T'au markerlights.
Psychic Powers
WC 5: Gain 1 CP. Doesn't count towards the limit of gaining or refunding 1CP per battle round.
WC 6: Select one <League> Core or <League> Character in 12'. +1 toughness and 6+ FnP.
WC 6: Target a unit in 18' and roll three dice (11 or more roll 6). for each 4+ do a mortal wound and add 1 to the result if the unit has 1 or more judgement tokens.
WC 4: Target a unit that is not a vehicle, monster or character. Roll 2d6 and add any judgement tokens. If higher than base leadership, the opponent chooses one model to be destroyed.
WC 8: Target unit within 12' of Psyker cannot use invul saves.
WC 6: One unit within 18', roll 3d6. If result is greater or equal to base leadership, the unit can't perform actions and any actions being done fail. If greater to base leadership the unit subtracts one from all hit rolls.