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

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One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored). 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. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit.

If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. In almost every post I see a person talking about how its too bad they're no good for the point cost, and I see another person explaining that they're one of the best units we have if you just (insert crest here) something something teleport once a game. Selected from the most accomplished fighters in a Kin hold, such as the theyns, the Einhyr Hearthguard have many roles -- from bodyguards to deadly first-strike troops. Until the end of the phase, each time a model in that unit makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.

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. This cunningly wrought armour crest contains helical circuit-threads believed to have been traded from a mysterious alien race, long since lost to the darkness between the stars. Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase. In Valhalla, the einherjar eat their fill of the nightly-resurrecting beast Sæhrímnir, and valkyries bring them mead.All models in this unit can each have their concussion gauntlet replaced with 1 plasma blade gauntlet. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible.

An Einhyr Hearthguard hesyr of the Trans-Hyperian Alliance armed with a Concussion Hammer, EtaCarn Plasma Gun and a Weavefield Crest. When clenched into a fist, it begins to blaze with what is said to be the raw and furious fire of the Hearth itself. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.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). To achieve a glowing effect, drybrush a lighter orange like Yriel Yellow on the edges of the swords. If two units combine to form a single larger unit and either of those units had Judgement tokens, make a note of how many the unit with the most has, just before they combine – the new unit has a number of Judgement tokens equal to this. 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. 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.

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