Games Workshop 99120113028 Hammerhead Gunship Action Figure

£20.495
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Games Workshop 99120113028 Hammerhead Gunship Action Figure

Games Workshop 99120113028 Hammerhead Gunship Action Figure

RRP: £40.99
Price: £20.495
£20.495 FREE Shipping

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Description

A Hammerhead gunship's primary sensors are located in an array under the tank's forward housing in the vehicle's nose. Dual Missile Pod - Hammerhead-mounted Missile Pods fire barrages of the same missiles used in T'au Battlesuit-mounted Missile Pods. They serve a similar role to Ion Cannons, but sacrifice effectiveness against armoured infantry for a chance to impact on larger groups of infantry. Wall of Mirrors- A STEALTH BATTLESUIT or GHOSTKEEL unit wholly within 9” of a battlefield edge at the end of your Movement go into a pseudo Strategic Reserves, arriving next turn wholly within 9” of a battlefield edge and over 9” away from enemy models. Good for redeploying to set up shots next turn, or score Objectives, which for 1 CP isn’t a bad deal.

Flechette Discharger - Flechette Dischargers line the hull of the Hammerhead and fire high-velocity flechettes at infantry which try to assault the vehicle.Not to be denied their advance, the Humans massed their remaining armour and sent them all against the T'au line, seeking to overwhelm them with sheer numbers. But the T'au are veterans of many a battle with the Orks, and they were well-accustomed to such horde tactics; the Imperial tanks were met by well-placed Armoured Interdiction Cadres -- formations of Hammerheads and Sky Rays. The Grisly Feast- If a KROOT unit destroys an enemy unit in Melee, they get a 5+++ for the rest of the game. A decent buff, and for 1 CP. But it’s Kroot. Killing stuff in Melee. That’s not what they’re for, or even good at. File this in the section labelled “Cool Stratagems that exist but will come up basically never, and you’ll vaguely remember it exists 2 days after a game where it happened.

Point Defence Targeting Relay - Designed to provide superior covering fire for nearby Fire Caste units, a Point Defence Targeting Relay automatically targets and engages enemies that try to assault the vehicle or nearby friendly units.Taking into account the increased Toughness boost of tanks, and assuming the new edition uses the same To-Wound chart, melta-weaponry will wound light vehicles like Rhinos on a 4+, and most other armour on a 5+. It’s a de-buff from 9E, but should still be effective in the right circumstances.

Camouflage Experts- Get Dense Cover on INFANTRY if you’re over 12” away and within/on a Terrain feature. Inferior to Sa’cea, so just look at that unless there’s a very particular trait from A or C you want in conjunction. The Hammerhead is manned by three crew members, which include the pilot, the secondary pilot who controls the tank's many sensors, communications and navigational secondary systems, and the commander who controls the main turreted gun system. Override systems are also in place inside the Hammerhead to allow any crew member to take over another's role in case of casualties.Fail-safe Detonator- A BATTLESUIT explodes on death in a 3” radius, doing D3 Mortal Wounds on a 3+, or 3 on a 6+, with suits with 12+ Wounds (so RIPTIDES ) getting +1 to the roll. This replaces any Explodes rule, so no “double dipping” with Riptides, but with the better chance this is a good option for a CP to inflict some final damage on nearby enemy units. Also, as with all other T'au skimmercraft based off the Devilfish chassis, Hammerheads are equipped with built-in landing gear to allow the vehicle to land on the ground if needed; either in the case of failure of the thrusters, or for when the vehicle is simply at rest and deactivated. Multi-sensory Discouragement Suite- Roll 3D6 for an enemy unit within 12” at the end of your Movement Phase. If you beat their Ld, you force them to either lose ObSec, halve their Mv and Charge Rolls, or force them to only shoot the closest eligible units. All of these last until your next Movement Phase, and are solid benefits to bring, and 3D6 will average an 11, so you’ll beat most Ld values. The only real downside is the range, meaning your Character will likely be in the threat zone of many parts of the enemy force. If used well, this can turn a game in your favour however. As with Relics, some of these are direct upgrades to particular weapons, meaning you need to pay for the weapon first, making some of them much more expensive than they first appear- take this into consideration when looking at them, and given it only affects one weapon, there’s no real way to bump up their efficiency. In addition to their standard weapons and systems, the Hammerhead is also equipped with retractable landing skids. Already equipped with a Targeting Array, it can also be further modified with additional upgrades. [Needs Citation] Ordo Xenos Classification Ordo Xenos Departmento Analyticus Record [3b]

Power of Tides- An AUXILIARY unit within 6” gets +1 to Wound. Actually pretty decent, lending some much needed reliability to a KROOT or VESPID unit, and can offer a nasty surprise to the foe. They still have many other problems, but this isn’t a bad choice if you’re going heavy on them, for whatever reason. All Hammerhead gunships are equipped with a Targeting Array as standard. These are sophisticated electronic targeting systems that assist the gunners' aim in firing upon enemy targets.In the Taros Campaign, Hammerhead gunships were used to their full potential in desert warfare, engaging Leman Russ Battle Tanks from extreme distances with the aid of forward Pathfinder and Stealthsuit teams before withdrawing. Many new weapon variants were also identified on Taros; and as such, the Hammerhead saw use in all aspects of armoured warfare. The T'au's expertise in anti-gravitic technology means that their armoured vehicles are swift yet well-protected. An Armoured Interdiction Cadre is a force composed of vehicles chosen to deal with enemy formations that do not specialise in anti-armour weaponry. Using their speed, an Armoured Interdiction Cadre will manoeuvre to concentrate its firepower on its target, trusting in its armour to protect it against return fire. Units equipped with a Markerlight get, funnily enough, the MARKERLIGHT Keyword, and can do an Action at the start of your Movement Phase (even your AIRCRAFT ), completing at the start of the Shooting Phase. VEHICLES and DRONES can still Move, though if they are part of a unit with other models, those non- DRONES/VEHICLES can’t use their Markerlights in the next step. Hammerheads combine the twin principles of manoeuvrability and overwhelming firepower so valued by the T'au, and squadrons of Hammerheads accompany most Hunter Cadres in the field; tasked with the swift elimination of enemy tanks, armoured walkers, and hulking monsters that might otherwise threaten a T'au advance.



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