Games Workshop - Warhammer 40,000 - Leagues of Votann: Einhyr Hearthguard

£19.025
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Games Workshop - Warhammer 40,000 - Leagues of Votann: Einhyr Hearthguard

Games Workshop - Warhammer 40,000 - Leagues of Votann: Einhyr Hearthguard

RRP: £38.05
Price: £19.025
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Description

When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Kin war leaders learn the ability to cast the Eye of the Ancestors, judging swiftly which foes take priority for destruction. A squad of Greater Thurian League Einhyr Hearthguard and their commanding hesyr outfitted with Volkanite Disintegrators and Plasma Blade Gauntlets. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

Use this Stratagem in any phase, when a VOTANN SHIELD CREST unit from your army is selected as the target of a ranged attack. Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both.

This actio Those who prefer the deftness of a sword over the raw power of their Concussion Gauntlets can fit a thrumming Plasma Blade Gauntlet to their wrist, perfect for slicing and dicing the galaxy's less damage-resistant dangers. In the Reinforcements step of this Movement phase, set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. At the end of each of your opponent’s turns, you can select one enemy unit within range of an objective marker that your opponent controls.

Unless that unit makes a ranged attack or declares a charge, that unit can ignore any rules that would cause any actions they are performing to fail. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1. Moreover, the diversity extends to a model that can be fashioned into a Hesyr leader, armed with a concussion hammer and showcasing the choice of two distinct crests. 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 LEAGUES OF VOTANN unit can shoot as if it were your Shooting phase, but it must target the enemy unit that just attacked it, and can only do so if that enemy unit is an eligible target. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll.

If a unit with one or more Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury.Most commonly, however, the kâhls stand apart as war leaders and generals, while the warriors of the Einhyr fulfil tactical roles as elite strike troops, bodyguards, voidship boarding parties and the like. 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. Until the end of the phase, each time a model in that unit makes an attack against a target that has 1 or more Judgement tokens, you can re-roll the hit roll.

The einherjar are those who have died in battle and are brought to Odin's hall of Valhalla in Asgard by valkyries. Rather, it is an entire suite of conjoined adaptor modules which can autoadjust to integrate themselves with any forgewrought bolt weapon. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. Their bulky, rune-etched exo-armour allows them to withstand concentrated enemy fire, and incorporates a shoulder-mounted grenade launcher.For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit. A clone race with a deep-rooted bond of common thought and intent, the Kin can act with eerie - and wholly unspoken - coordination, which helps them to overwhelm and pick apart their foes upon the field of battle. Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. Coupled with the natural steadiness and sturdiness of the Kin and their combat vehicles, the auto-calibration and gravitic nudge-assist provided by HunTR modules ensures a stable firing platform, even when on the move. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.



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