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

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So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. If that VOTANN CORE unit was a unit of HEARTHKYN WARRIORS, this Stratagem costs 1CP; otherwise, it costs 2CP. Once the Einhyr Hearthguard join the melee, they’re just as formidable, lashing out with devastating concussion gauntlets.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability. If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws).If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.

In such circumstances, those models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. Instead, until the end of the phase, add 3" to the Move characteristic of each model in this unit (add 6" instead if this unit is ACCELERATED). Our mission is to guide new players in the first steps of their tabletop journey in the grim, dark future.

If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes. 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.

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