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Games Workshop 99120113028 Hammerhead Gunship Action Figure

£20.495£40.99Clearance
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Frontline Battle Tank; Main Armament also includes Ion Cannon, Railgun, Missile Pods, Fusion Cannons, Plasma Cannons 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. The Be’gel Hunter’s Plate- +1 Armour Saves and a 5+++. A good defensive boost, and especially chunky on an ENFORCER with a Shield, giving him a ludicrous 1+/4++/5+++ -1Dmg.

Fire Warrior and Pathfinder teams often work closely with Hammerheads; mutually supporting each other and frequently using Marker Lights to guide the gunship's powerful shots towards priority targets. A Hammerhead can be mounted with a variety of primary and secondary weapon systems. Primary weapon systems are turret-mounted and can be changed between battles to suit specific missions. Hammerhead primary weapons systems are often extremely powerful in nature, and have been known to include:For secondary armament, the Hammerhead comes default with two Gun Drones, giving it a total of eight Pulse Carbine shots (18″ S5 AP0); they can also detach at any point, or if the Hammerhead is destroyed, and go off to do their own thing. These can be swapped out for two Burst Cannons, which have an identical profile but cannot detach, or for two Smart Missiles, which extend the range to 30″ and ignore cover and LOS.

The overall design of the Hammerhead is based off the ubiquitous Devilfish chassis, which consists of a sleek and light design powered by complex, dual anti-gravitic and jet-propulsion motive systems so that a Hammerhead almost glides over a planet's surface. Railgun - Railguns are linear accelerators that use superconductive electrodes to fire projectiles at hyper-velocity speeds. The vast kinetic energy generated by the round on impact often has devastating effects, and is effective against heavily armoured vehicles even at long range. However, a Hammerhead’s Railgun can also fire submunition rounds that consist of a sophisticated bundle of smaller projectiles which can provide suppressive area fire against soft targets such as enemy infantry.

Proxy Models

The Fire Caste use several varieties, from the Pathfinders‘ rail rifles to the heavy rail cannons of a Manta Missile Destroyer, but it’s the Hammerhead’s railgun that all others are compared to. Decoy Launchers - Decoy Launchers are a form of defensive measure that is mounted near the engines. They are capable of firing clouds of reflective strips and sophisticated electronic decoys, which are combined with flare and chaff launchers to protect the tank's thruster arrays from enemy missiles.

Sense of Stone- A CORE unit within 6” gets a 5+++ (except DRONES ). This is a huge survivability boost for any unit that can have it, particularly CRISIS Suits which will likely be a prime target for the enemy. Borthrod Gland- A SHAPER can eat these once per game in your Command Phase, getting a 6” Aura of +1 Str and A to KROOT until your next turn. It’s fine, but it’s melee boosts to Kroot, who despite popular belief, are just not melee units. Can be fun, but pretty much a waste of a Relic. 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.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. Railgun, or Ion Cannon, or 2 Missile Pods, or Twin-linked Plasma Cannon, or Twin-linked Fusion Cannon, or Twin-linked Long-Barrelled Burst Cannon Hit Early- All INFANTRY wholly within your Deployment Zone get to make a 6” Normal Move before the First Turn. A pseudo Vior’la ability that is generally a bit better, but more limited being INFANTRY only. Good if you have lots of footsloggers and Crisis size suits, letting them get into position.

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