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

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In Valhalla, the einherjar eat their fill of the nightly-resurrecting beast Sæhrímnir, and valkyries bring them mead. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Select one enemy unit that is within Engagement Range of 2 or more VOTANN CORE units from your army. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY). Once the Einhyr join the melee, they are just as formidable, lashing out with devastating Concussion Gauntlets.Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first). If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. The exo-armour of the Einhyr Hearthguard is made from ultra-dense materials attached to a complex, servo-assisted frame, which allows the wearer to shrug off strikes even from anti-tank weaponry while retaining full freedom of movement.

The 103 third parties who use cookies on this service do so for their purposes of displaying and measuring personalized ads, generating audience insights, and developing and improving products. Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit). Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters. Kin war leaders learn the ability to cast the Eye of the Ancestors, judging swiftly which foes take priority for destruction. The name "Einhyr" is a fictional cognate to the einherjar of Norse mythology, which means literally "army of one" or "those who fight alone" in Old Norse.

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. The Leagues of Votann Einhyr Hearthguard from the Warhammer 40k range provides a set of highly detailed figures for use in your Leagues of Votann army. If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic. 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.

None knows who fashioned it, how or when, and all attempts to replicate Wârpestryk have seen ill fate befall those who tried. Their bulky, rune-etched exo-armour allows them to withstand concentrated enemy fire, and incorporates a shoulder-mounted grenade launcher. We don’t share your credit card details with third-party sellers, and we don’t sell your information to others. The warriors of the Leagues of Votann pride themselves on their martial skill and proficiency in combat, and when the Ancestors are watching their actions they can quickly overwhelm and pick apart their foes. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.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. As with everything, they approach war with a grim, methodical pragmatism that is an inspiration to other Kin. Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury.

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