Hernkyn Yaegirs

(Unit)
Type: unit
Category: Infantry
Categories: Faction: Leagues of Votann, Infantry, Grenades, Hernkyn Yaegirs
EntryId: 5b0b-c18d-1470-44bb
Hidden: false
Costs: 90 pts

Constraints:

max(force): 3
Options (3)
Rules (3)
Eye of the Ancestors
If your Army Faction is LEAGUES OF VOTANN, each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).
Each time a model from your army with this ability makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.

JUDGEMENT TOKENS BONUS
1. Eminent Threat: Add 1 to the Hit roll.
2. Now We’ve Got a Grudge to Settle: Add 1 to the Hit roll and add 1 to the Wound roll.


In addition, at the start of the battle, select two units from your opponent’s army; each of those units start the battle with 2 Judgement tokens.

Designer’s Note: If a unit with Judgement tokens is removed from the battlefield, make a note of how many Judgement tokens it had when it was removed. If that unit is set up on the battlefield again, place the corresponding number of Judgement tokens next to it. If a unit with Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. 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.
Ruthless Efficiency
At the start of the battle, select a additional number of units from your opponent’s army depending on the battle size, as shown below: 
■ Incursion: 1 units 
■ Strike Force: 2 units 
■ Onslaught: 4 units.
Each of those units starts the battle with 2 Judgement tokens (see Eye of the Ancestors).

If, at the start of any of your Command phases, any of those enemy units have been destroyed, you gain a number of CP depending on how early in the battle you destroyed it, as shown below (you can only gain CP in this way once per battle, and CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).

Unit destroyed by the start of your first or second Command phase: You gain 3CP
Unit destroyed by the start of your third or fourth Command phase: You gain 2CP
Unit destroyed by the start of your fifth Command phase: You gain 1CP
Infiltrators
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Profiles:

Abilities
Pragmatic Hunters:

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".

Unit MTSVWLDOC
Hernkyn Yaegirs

6"

5

5+

1

7+

1

Used By (1)