Hearthkyn Salvager

Books

BookKindEditionVersionLast update
  Kill Team: Gallowfall (Hearthkyn Salvager)
  Kill Team: Gallowfall (Hearthkyn Salvager)Expansion21.3August 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024

FAQ

Expansion: Kill Team: Gallowfall (Hearthkyn Salvager)

For the LUGGER operative’s Re-equip action:
Q:When reselecting weapon options using LUGGER operative’s Re-equip action, what are the restrictions?
A:
Select as if it were the Select a Kill Team step of the mission sequence. For a GUNNER operative, you can’t select a weapon you’ve already selected for the battle, even if the GUNNER operative that had it has been incapacitated.
Q:If the friendly HEARTHKYN SALVAGER operative had the auto-calibrator equipment on their original weapon, what happens to it?
A:
They no longer have that equipment, even if they return to their original weapon with a subsequent Re-equip action.

For the GUNNER operative’s Beam critical hit rule:
Q:When determining operatives along the beam line, is it operatives before the original target, after, or both?
A:
Both. See diagram below.
Q:Are mortal wounds inflicted on the original target?
A:
No.
Q:When inflicting mortal wounds, do you roll a D3 for each operative separately?
A:
Yes.


In this example, Operative A is the original target. Operatives B and C are along the beam line, but operative D is not.
Q:If a DÔZR operative is incapacitated while fighting in combat and uses its Brawler ability to strike with one remaining attack dice, causing the enemy operative to also be incapacitated or no longer control an objective marker as a result of the Stun critical hit rule, can I use the Worth It Tactical Ploy to perform a free mission action before the DÔZR is removed from the killzone?
A:
Yes.
Archetype: Security / Recon

Hearthkyn Salvager Kill Team

Below you will find a list of the operatives that make up a HEARTHKYN SALVAGER kill team, including, where relevant, any wargear those operatives must be equipped with.

Operatives


* Operative equipped with one of the following options:
  • Autoch-pattern bolter; fists
  • Ion blaster; fists

Your kill team can only include up to three GUNNER operatives. Other than GUNNER and WARRIOR operatives, your kill team can only include each operative above once.

Abilities

Below, you will find a common abilities of the HEARTHKYN SALVAGER kill team.

Grudge

If a particular foe shames or insults the Kin gravely enough, they will become the subject of a Grudge. To destroy this most hated enemy, the Kin will go to any lengths, even if it is to their own detriment.

Each time an enemy operative incapacitates a friendly HEARTHKYN SALVAGER operative, that enemy operative gains a Grudge token.

Each time a friendly HEARTHKYN SALVAGER operative fights in combat or makes a shooting attack against an enemy operative, in the Roll Attack Dice step of that combat or shooting attack, for each Grudge token that enemy operative has, you can retain one of your successful normal hits as a critical hit instead.

Steady Advance

The Kin are a robust and pragmatic people, used to hard lives in the galactic core where danger is to be found aplenty on uncharted worlds and asteroids. Thus they are well trained and experienced in traversing treacherous terrain.

While a friendly HEARTHKYN SALVAGER operative is performing a Normal Move action, add to its Movement characteristic.

Strategic Ploys

If your faction is HEARTHKYN SALVAGER, you can use the following Strategic Ploys during a game.

NEED KEEPS1CP
Strategic Ploy
Select one objective marker. Until the end of the Turning Point, when determining control of that objective marker, treat the total APL of friendly HEARTHKYN SALVAGER operatives as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
TOIL EARNS1CP
Strategic Ploy
Select one objective marker. Until the end of the Turning Point, while an enemy operative is within of that objective marker, it has one additional Grudge token.
WROUGHT DEFENCE1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly HEARTHKYN SALVAGER operative, in the Roll Defence Dice step of that shooting attack, if you retain any critical saves, you can select one of your failed saves to be retained as a successful normal save instead.
PROXIMATE FIREPOWER1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HEARTHKYN SALVAGER operative makes a shooting attack against an enemy operative within of it, improve the Ballistic Skill characteristic of its ranged weapons by 1 for that shooting attack.

Tactical Ploys

If your faction is HEARTHKYN SALVAGER, you can use the following Tactical Ploys during a game.

THE ANCESTORS ARE WATCHING1CP
Tactical Ploy
Use this Tactical Ploy during a friendly HEARTHKYN SALVAGER operative’s activation. Until the end of the activation, that operative isn’t injured and can perform a free Fight or Shoot action.
WORTH IT1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HEARTHKYN SALVAGER operative is incapacitated. It can immediately perform a free mission action before it’s removed from the killzone.
HARDY1CP
Tactical Ploy
Use this Tactical Ploy at the start of the Roll Defence Dice step of a shooting attack made against a friendly HEARTHKYN SALVAGER operative. Change your opponent’s retained critical hits to normal hits (any critical hit rules they’ve already resolved are unaffected, e.g. P1).
RAMPART1CP
Tactical Ploy
Use this Tactical Ploy in the Scouting step, after resolving your scouting option. Select one of the following:
  • Also resolve the Fortify scouting option. Initiative is still determined by your original selection, and you cannot select this if you already selected Fortify.
  • Select one terrain feature within of your drop zone. All parts of it with the Light trait gain the Heavy trait instead.
  • Select one of your barricades to gain the Heavy trait, instead of the Light trait.

Tac Ops

If your faction is HEARTHKYN SALVAGER, you can use the Hearthkyn Salvager Tac Ops listed below, as specified in the mission sequence.

SETTLE GRUDGES
Hearthkyn Salvager – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point. When you do so, start a Settle Grudges tally for your kill team, adding one to the tally the first time an enemy operative with a Grudge token is incapacitated in each Turning Point.
  • If you add the second mark to your Settle Grudges tally, you score 1VP.
  • If you add the third mark to your Settle Grudges tally, you score 1VP.
EXCAVATE
Hearthkyn Salvager – Faction Tac Op 2
Reveal this Tac Op when a friendly operative performs the Excavate action (below). At the end of the battle:
  • If friendly operatives control your Excavation token, you score 1VP.
  • If a friendly operative is also carrying your Excavation token, you score 1VP.
Friendly operatives can perform the following mission action:

EXCAVATE2AP

An operative can perform this action while it controls an objective marker that is more than from your drop zone. If it does so, place your Excavation token on the centre of that objective marker. The Pick Up action can be performed upon your Excavation token by friendly HEARTHKYN SALVAGER operatives.

If the friendly operative is equipped with an excavation tool, the Excavate action costs one less action point (to a minimum of 0AP; this is not cumulative with the LUGGER operative’s I’ve Got It ability). An operative cannot perform the Excavate action while within Engagement Range of an enemy operative, or if your Excavation token has already been placed.
RIG SITE
Hearthkyn Salvager – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Rig Site action (below), you score 1VP.
  • If you achieve the first condition and at the end of the battle the total APL of friendly operatives within of a rigging point is greater than that of enemy operatives, you score 1VP.
A rigging point is a terrain feature more than from your drop zone with a Vantage Point. Friendly operatives can perform the following mission action:

RIG SITE2AP

An operative can perform this action while it and another friendly HEARTHKYN SALVAGER operative are within of a rigging point, and one of them (but not the other) is on its Vantage Point. An operative cannot perform this action while it or the other friendly HEARTHKYN SALVAGER operative are within Engagement Range of an enemy operative.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected HEARTHKYN SALVAGER as your Faction keyword.

Battle Honours

Each time a HEARTHKYN SALVAGER operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Hearthkyn Salvager Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

HEARTHKYN SALVAGER SPECIALIST
D6Specialism
1Rugged Survivalist: Each time this operative is activated, it regains 1 lost wound.
2Stubborn: You can ignore any or all modifiers to this operative’s characteristics.
3Begrudging: While this operative has less than half of its wounds remaining, each time it fights in combat with or makes a shooting attack against an enemy operative, that enemy operative has one additional Grudge token for that combat or shooting attack.
4Inveterate Toughness: Each time an attack dice inflicts damage on this operative, Damage characteristics of more than 4 are treated as 4.
5Void-dredger: Each time this operative makes a shooting attack against an enemy operative within of it, its ranged weapons gain the No Cover special rule for that shooting attack.
6Honoured: Enemy operatives do not gain a Grudge token for incapacitating this operative. Instead, the first enemy operative that causes this operative to lose any wounds during the battle gains a Grudge token.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is HEARTHKYN SALVAGER, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. A GRUDGE DECLARED [3EP]

The operative gains the following ability for the battle:

A Grudge Declared: Once during the battle, in the Strategy phase, when it’s your turn to use a Strategic Ploy or pass, you can instead select one enemy operative to gain a Grudge token.

2. DARKSTAR WEAPON [2EP]

Select one of the operative’s melee weapons. Until the end of the battle, that weapon gains the Rending critical hit rule.

3. RELIC PLATE [3EP]

The operative gains the following ability for the battle:

Relic Plate: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.

4. RIGHT OF CLAIM [3EP]

The operative gains the following ability for the battle:

Right of Claim: While this operative is within of an objective marker, add 1 to its Defence characteristic.

5. GRAV-LIFT DEVICE [2EP]

The operative can perform the following action once during the battle:

GRAV-LIFT DEVICE1AP

Place a Grav-wave token within of this operative. Until the end of the battle, each time a friendly HEARTHKYN SALVAGER operative moves within of that token, it gains the FLY keyword until the end of its activation.

6. ION EXPEDITER [2EP]

Select one ion blaster or ion pistol the operative is equipped with. Add 1 to both of its Damage characteristics for the battle.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is HEARTHKYN SALVAGER, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

SUPPLY HOLD

The Kin expect to recover a great deal of technology and resources on their missions, and so have established a sizeable supply hold to secure all of it.

While your base of operations has this strategic asset, double the quantities of HEARTHKYN SALVAGER equipment in your stash.

ENHANCED PAN SPECTRAL SCANNER

This larger version of the handheld pan spectral scanner can survey a more substantial expanse of ground, enabling the Kin to better assess the nature of the terrain around them and discover the optimal routes of travel through a space hulk.

In the Select Drop Zone step, after rolling off to determine who decides Attacker and Defender, you can re-roll your dice.

EXCAVATION MACHINERY

Though the Hearthkyn Salvagers’ primary purpose is not to strip a space hulk or wreck of all its valuables, they have the operational remit and equipment to pave the way for those completing that task. Heavy excavation machinery can help them clear paths or move priority salvage, and can even serve as barricades if need be.

At the end of the Scouting step, if you are the Defender or selected the Fortify option, you can move one terrain feature within of your drop zone that does not include any parts with the Heavy trait up to .


Requisitions

In a Spec Ops campaign, if your faction is HEARTHKYN SALVAGER, you can use the following Requisitions in addition to those presented in other sources.

THEIR HEARTH BURNS1RP

When a Kin has become especially impassioned or angry or becomes utterly relentless in the pursuit of their goals, it is said of them that Their Hearth Burns. Kin in this state of mind are particularly dogged and dangerous foes.

Purchase this Requisition after a game in which a friendly HEARTHKYN SALVAGER operative was incapacitated by an enemy operative. That friendly operative is harbouring a grudge against that enemy operative’s faction (make a note of this and the enemy’s Faction keyword in the ‘Notes’ section of its narrative datacard). Each time that friendly operative fights in combat or makes a shooting attack against an enemy operative with that Faction keyword, that enemy operative has one additional Grudge token for that combat or shooting attack.

Once that friendly operative has incapacitated 3 enemy operatives with that Faction keyword (this does not have to be in the same battle), it’s no longer harbouring a grudge. You cannot use this Requisition if a friendly operative is already harbouring a grudge, unless you choose to renounce the grudge, in which case that friendly operative loses D6 experience points and is no longer harbouring a grudge.
RETURN TO THE ANCESTOR1RP

A key driving force for the Kin is to enrich their Votann with knowledge of the galaxy. The more experience and information a Kin accrues, the more they bring to their Ancestor Core.

Purchase this Requisition after a game in which a friendly HEARTHKYN SALVAGER operative was incapacitated and removed from your dataslate. You gain a number of Requisition Points equal to the number of ranks that operative had. For example, if that operative had the Ace rank, you would gain 3RP.
PETITION THE GUILD2RP

The kill team approaches one of the Kin’s many Guilds seeking unusual equipment that will aid them on their missions. The Guild is happy to oblige, provided that the squad offer something of comparable value to them in return.

Purchase this Requisition before a game, if your kill team is currently conducting a Spec Op. Randomly determine one Recon or Security Tac Op. Until that Spec Op ends, keep a tally of victory points you score from that Tac Op. When you add the fifth mark to the tally, you can add one item of rare equipment to your stash.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is HEARTHKYN SALVAGER, you can select one from those found below instead of selecting one from another source.

Recover Kin-tech

A trove of ancient Kin technology has been identified and marked for recovery by a team of Hearthkyn Salvagers who have boarded this vessel previously. Too valuable to leave here any longer, the kill team must secure the site and prepare for the artefacts’ extraction.

OPERATION 1: SECURE SITE

The trove is located in the heart of enemy territory. The squad must fight their way to the location, securing both a route to the artefacts and a route for their extraction.

Complete five games in which you scored victory points from the ‘Rig Site’, ‘Seize Ground’ and/or ‘Vantage’ Tac Op.

OPERATION 2: EXCAVATION

Having secured the area in which the trove of technology is residing, your kill team is now ready to extract it to safety and bring it back into Kin hands, where it belongs.

Complete a game in which you scored victory points from the ‘Excavate’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Recover Archeotech’ Spec Op.

Grudgeband

The kill team has suffered a great horror at the hands of one of their enemies. Every warrior’s Hearth burns. The Kin have formed a Grudgeband to pursue this foe, swearing an oath to eliminate them or die in the attempt.

OPERATION 1: BEGIN THE HUNT

The doom of the enemy is begun today. The kill team will not stop until every lost one of them is naught but dust and ash, tracking them through any danger.

Complete five games in which you scored victory points for at least two Seek and Destroy Tac Ops in each of those games.

OPERATION 2: NO RECONCILIATION

The enemy is all but broken. Now is the time to destroy them utterly, and have vengeance.

Complete a game in which you scored victory points from the ‘Settle Grudges’ Tac Op.

COMMENDATION
  • Each friendly operative that caused you to add a mark to your Settle Grudges tally earns 4XP.
  • Each other operative on your dataslate earns 1XP. Neither this nor the above bullet point is affected by a passed Casualty test.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec Op.

Equipment

HEARTHKYN SALVAGER operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item.

GRAVITIC CONCUSSION GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Gravitic concussion grenade
4
3+
2/4
Special Rules
!
Rng , Blast , Indirect, Limited
-

PLASMA KNIFE [2EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Plasma knife
4
4+
3/5
Special Rules
!
Lethal 5+
-

CLIMBING EQUIPMENT [1EP]

The operative gains the following ability for the battle:

Climbing Equipment:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels are counted as for that climb.
  • This operative only needs to be within horizontally of a terrain feature in order to climb it. Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

WEAVEFIELD CREST [3EP]

THEYN operative only. The operative gains the following ability for the battle:

Weavefield Crest: While a friendly HEARTHKYN SALVAGER operative is within of this operative, that operative has a 4+ invulnerable save.

EXCAVATION TOOL [2EP]

The operative gains the following ability for the battle:

Excavation Tool: At the end of the Set Up Barricades step, place one of your Clearance tokens within of a part of a terrain feature with the Traversable trait and more than from your opponent’s drop zone. Until the end of the battle, friendly operatives do not have to traverse that terrain feature; they can move through it as if it were not there, so long as they do so within of that token. Note that they cannot finish the move on that terrain feature. You can select this item of equipment no more than three times for the battle.

AUTO-CALIBRATOR [1EP]

Select one of the operative’s ranged weapons. Each time the operative makes a shooting attack with that weapon during the battle, you can ignore any or all modifiers to its Ballistic Skill characteristic.


Datacards


Hearthkyn Theyn

Those Hearthkyn Salvagers who show particular aptitude for leadership are nominated by their superiors or comrades to be promoted to the rank of Theyn. In command of their own squad, Theyns are highly experienced hulk-delvers with countless boarding actions to their name.

Hearthkyn Theyn

Those Hearthkyn Salvagers who show particular aptitude for leadership are nominated by their superiors or comrades to be promoted to the rank of Theyn. In command of their own squad, Theyns are highly experienced hulk-delvers with countless boarding actions to their name.

M APL GA DF SV W Base
2 2 1 3 3+ 9 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
4
3+
3/4
Rng , CeaselessRng , Ceaseless-
Autoch-pattern bolter
Autoch-pattern bolter
4
3+
3/4
CeaselessCeaseless-
Bolt revolver
Bolt revolver
4
3+
3/5
Rng Rng -
EtaCarn plasma pistol
EtaCarn plasma pistol
4
4+
3/5
Rng , AP1Rng , AP1-
Ion blaster
Ion blaster
4
3+
3/4
!P1-P1
Ion pistol
Ion pistol
4
3+
3/4
Rng . !P1Rng P1
Concussion gauntlet
Concussion gauntlet
4
4+
5/6
!Stun-Stun
Plasma axe
Plasma axe
4
3+
5/5
--
Plasma sword
Plasma sword
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Eye of the Ancestors: Once in each Strategy phase, when you would use a Strategic Ploy or pass, you can select one enemy operative to gain a Grudge token instead, or two enemy operatives if three or more friendly HEARTHKYN SALVAGER operatives are incapacitated.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Force Field: The first time an attack dice inflicts 4 or more damage on this operative during the battle, ignore that inflicted damage.
-
ABILITIES
Eye of the Ancestors: Once in each Strategy phase, when you would use a Strategic Ploy or pass, you can select one enemy operative to gain a Grudge token instead, or two enemy operatives if three or more friendly HEARTHKYN SALVAGER operatives are incapacitated.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Force Field: The first time an attack dice inflicts 4 or more damage on this operative during the battle, ignore that inflicted damage.
UNIQUE ACTIONS
-
DATACARD-RELATED
ION EXPEDITER , Weavefield Crest
HEARTHKYN SALVAGER, VOTANN, LEADER, THEYN
HEARTHKYN SALVAGER, VOTANN, LEADER, THEYN


Hearthkyn Dôzr

Subtlety and nuance are concepts these brawny Kin have little time for. They can smash open sealed hatches or even solid walls with their concussion knux, punching a way through for their Kin. In battle, their weapons are even more devastating to their unfortunate enemies.

Hearthkyn Dôzr

Subtlety and nuance are concepts these brawny Kin have little time for. They can smash open sealed hatches or even solid walls with their concussion knux, punching a way through for their Kin. In battle, their weapons are even more devastating to their unfortunate enemies.

M APL GA DF SV W Base
2 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
4
4+
3/4
Rng , CeaselessRng , Ceaseless-
Concussion knux
Concussion knux
4
3+
4/4
Ceaseless, Lethal 5+. !StunCeaseless, Lethal 5+Stun
ABILITIES UNIQUE ACTIONS
Brawler: Each time this operative fights in combat:
  • Enemy operatives cannot provide combat support.
  • If it’s incapacitated, you can strike with one of your remaining attack dice before it’s removed from the killzone.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Knux Smash (1AP): Select one enemy operative within this operative’s Engagement Range. You can move that enemy operative up to , then it suffers D3+1 mortal wounds. If the D3 result is a 3, subtract 1 from that enemy operative’s APL in addition. For the move, the FLY keyword has no effect, and that enemy operative must finish in a location it can be placed. It cannot move over the edge of the killzone, through any part of another operative’s base, or through a terrain feature (unless it has the Insignificant trait). This operative can then perform a free Charge action up to (even if it’s performed an action during this activation that prevents it from doing so).
ABILITIES
Brawler: Each time this operative fights in combat:
  • Enemy operatives cannot provide combat support.
  • If it’s incapacitated, you can strike with one of your remaining attack dice before it’s removed from the killzone.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
UNIQUE ACTIONS
Knux Smash (1AP): Select one enemy operative within this operative’s Engagement Range. You can move that enemy operative up to , then it suffers D3+1 mortal wounds. If the D3 result is a 3, subtract 1 from that enemy operative’s APL in addition. For the move, the FLY keyword has no effect, and that enemy operative must finish in a location it can be placed. It cannot move over the edge of the killzone, through any part of another operative’s base, or through a terrain feature (unless it has the Insignificant trait). This operative can then perform a free Charge action up to (even if it’s performed an action during this activation that prevents it from doing so).
HEARTHKYN SALVAGER, VOTANN, DÔZR
HEARTHKYN SALVAGER, VOTANN, DÔZR


Hearthkyn Field Medic

These Hearthkyn Salvagers are given exhaustive training in first aid under fire, as well as limited engineering tuition that enables them to provide care to damaged Ironkin. In a boarding action their skills are vital, for their squad will be far away from a fully-equipped Kin medical centre.

Hearthkyn Field Medic

These Hearthkyn Salvagers are given exhaustive training in first aid under fire, as well as limited engineering tuition that enables them to provide care to damaged Ironkin. In a boarding action their skills are vital, for their squad will be far away from a fully-equipped Kin medical centre.

M APL GA DF SV W Base
2 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt revolver
Bolt revolver
4
4+
3/5
Rng Rng -
Plasma knife
Plasma knife
4
4+
3/5
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Combat Surgery: Once per Turning Point, the first time another friendly HEARTHKYN SALVAGER operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Medipack (1AP): Select one friendly HEARTHKYN SALVAGER operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Combat Surgery ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Combat Surgery: Once per Turning Point, the first time another friendly HEARTHKYN SALVAGER operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
UNIQUE ACTIONS
Medipack (1AP): Select one friendly HEARTHKYN SALVAGER operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Combat Surgery ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
HEARTHKYN SALVAGER, VOTANN, MEDIC, FIELD MEDIC
HEARTHKYN SALVAGER, VOTANN, MEDIC, FIELD MEDIC


Hearthkyn Grenadier

Armed with bandoliers of grenades and explosives, Grenadiers perform a vital function for Hearthkyn Salvager teams. They can clear a corridor of foes in an instant, blow through locked doors and provide tactical support to their Kin in the heat of a firefight.

Hearthkyn Grenadier

Armed with bandoliers of grenades and explosives, Grenadiers perform a vital function for Hearthkyn Salvager teams. They can clear a corridor of foes in an instant, blow through locked doors and provide tactical support to their Kin in the heat of a firefight.

M APL GA DF SV W Base
2 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
4
4+
3/4
Rng , CeaselessRng , Ceaseless-
C8 HX charge
C8 HX charge
4
3+
4/6
Rng 2, Blast , AP1, Indirect, LimitedRng 2, Blast , AP1, Indirect, Limited-
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Solid: Each time this operative would lose a wound as a result of a ranged weapon, if that weapon has the Blast X, Splash X and/ or Torrent X rule, or makes shooting attacks against each operative within range of a specified point (e.g. mines), roll one D6: on a 4+, that wound is not lost.
Grenadier: This operative is equipped with a gravitic concussion grenade and it does not cost any equipment points for this operative.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Vâyr-3 Utility Grenade (1AP): Place a Utility Grenade token within of this operative, then select one of the following effects to last until the end of the Turning Point, even if this operative is incapacitated:
  • It costs operatives an additional to move within of your Utility Grenade token. If they don’t have sufficient Movement remaining, they cannot move within of it. If they begin the move within of it, must be subtracted first.
  • While an operative is within of your Utility Grenade token, its ranged weapons gain the Rng special rule.
  • While an operative is within of your Utility Grenade token, one additional action point must be subtracted for them to perform mission actions and the Pick Up action.
This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Solid: Each time this operative would lose a wound as a result of a ranged weapon, if that weapon has the Blast X, Splash X and/ or Torrent X rule, or makes shooting attacks against each operative within range of a specified point (e.g. mines), roll one D6: on a 4+, that wound is not lost.
Grenadier: This operative is equipped with a gravitic concussion grenade and it does not cost any equipment points for this operative.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
UNIQUE ACTIONS
Vâyr-3 Utility Grenade (1AP): Place a Utility Grenade token within of this operative, then select one of the following effects to last until the end of the Turning Point, even if this operative is incapacitated:
  • It costs operatives an additional to move within of your Utility Grenade token. If they don’t have sufficient Movement remaining, they cannot move within of it. If they begin the move within of it, must be subtracted first.
  • While an operative is within of your Utility Grenade token, its ranged weapons gain the Rng special rule.
  • While an operative is within of your Utility Grenade token, one additional action point must be subtracted for them to perform mission actions and the Pick Up action.
This operative cannot perform this action while within Engagement Range of an enemy operative.
HEARTHKYN SALVAGER, VOTANN, GRENADIER
HEARTHKYN SALVAGER, VOTANN, GRENADIER


Hearthkyn Gunner

With wrecks often being home to myriad beasts, monsters and enemies, Hearthkyn Salvagers have access to a wide variety of special and heavy weapons. Gunners select the tools best suited to the task at hand, and their blasts of heavy fire have been the saviours of many a kill team.

Hearthkyn Gunner

With wrecks often being home to myriad beasts, monsters and enemies, Hearthkyn Salvagers have access to a wide variety of special and heavy weapons. Gunners select the tools best suited to the task at hand, and their blasts of heavy fire have been the saviours of many a kill team.

M APL GA DF SV W Base
2 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
EtaCarn plasma beamer
EtaCarn plasma beamer
4
4+
4/6
AP2. !Beam*AP2Beam*
HYLas auto rifle
HYLas auto rifle
4
4+
3/4
Relentless. !RendingRelentlessRending
HYLas rotary cannon
HYLas rotary cannon
6
4+
3/5
Ceaseless, Fusillade, Heavy, Scan*Ceaseless, Fusillade, Heavy, Scan*-
L7 missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
L7 missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Blast
 - Blast
4
4+
3/5
Blast Blast -
 - Focused
 - Focused
4
4+
5/6
AP1AP1-
Magna rail rifle
Magna rail rifle
4
4+
5/4
AP2, Unwieldy. !MW3AP2, UnwieldyMW3
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
*Beam: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict D3 mortal wounds on each operative along one (and only one) beam line. An operative is along a beam line if a Cover line can be drawn to its base that crosses the base of the original target, but does not cross Heavy terrain.
*Scan: Each time this operative makes a shooting attack with this weapon, enemy operatives are not Obscured for that shooting attack.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
-
ABILITIES
*Beam: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict D3 mortal wounds on each operative along one (and only one) beam line. An operative is along a beam line if a Cover line can be drawn to its base that crosses the base of the original target, but does not cross Heavy terrain.
*Scan: Each time this operative makes a shooting attack with this weapon, enemy operatives are not Obscured for that shooting attack.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
UNIQUE ACTIONS
-
HEARTHKYN SALVAGER, VOTANN, GUNNER
HEARTHKYN SALVAGER, VOTANN, GUNNER


Hearthkyn Jump Pack Warrior

Hearthkyn Salvagers have to overcome countless obstacles on their missions. Those using jump packs are able to navigate harsh terrain with ease, and in battle can utilise their equipment’s power to increase the impact of their charge.

Hearthkyn Jump Pack Warrior

Hearthkyn Salvagers have to overcome countless obstacles on their missions. Those using jump packs are able to navigate harsh terrain with ease, and in battle can utilise their equipment’s power to increase the impact of their charge.

M APL GA DF SV W Base
3 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
4
4+
3/4
Rng , CeaselessRng , Ceaseless-
Plasma axe
Plasma axe
4
3+
5/5
--
ABILITIES UNIQUE ACTIONS
Force Impact: Each time this operative performs a Charge action, its melee weapons gain the Brutal special rule until the end of the activation.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Boost (2AP): Perform a free Normal Move action with this operative with the following additional rules:
  • It can move up to 2 (instead of its Movement characteristic).
  • It can only move in a straight line and in one direction.
Set Up Climbing Rig (1AP): This operative can perform this action while on a Vantage Point and not within Engagement Range of an enemy operative. Place a Climbing Rig token within of this operative. Until the end of the battle, friendly operatives are treated as being equipped with climbing equipment while within horizontally and any distance vertically of that token.
ABILITIES
Force Impact: Each time this operative performs a Charge action, its melee weapons gain the Brutal special rule until the end of the activation.
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
UNIQUE ACTIONS
Boost (2AP): Perform a free Normal Move action with this operative with the following additional rules:
  • It can move up to 2 (instead of its Movement characteristic).
  • It can only move in a straight line and in one direction.
Set Up Climbing Rig (1AP): This operative can perform this action while on a Vantage Point and not within Engagement Range of an enemy operative. Place a Climbing Rig token within of this operative. Until the end of the battle, friendly operatives are treated as being equipped with climbing equipment while within horizontally and any distance vertically of that token.
HEARTHKYN SALVAGER, VOTANN, FLY, JUMP PACK WARRIOR
HEARTHKYN SALVAGER, VOTANN, FLY, JUMP PACK WARRIOR


Hearthkyn Kinlynk

Empyreal energies, voidship armour plating and thick rock all threaten to interfere with squad comms, and the Kinlynks have to work tirelessly to ensure all their Kin can remain in contact. They calmly relay tactical information in the heat of battle, and even disrupt enemy comms.

Hearthkyn Kinlynk

Empyreal energies, voidship armour plating and thick rock all threaten to interfere with squad comms, and the Kinlynks have to work tirelessly to ensure all their Kin can remain in contact. They calmly relay tactical information in the heat of battle, and even disrupt enemy comms.

M APL GA DF SV W Base
2 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
CeaselessCeaseless-
Ion blaster
Ion blaster
4
4+
3/4
!P1-P1
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Relay (1AP): Select one friendly HEARTHKYN SALVAGER operative Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
System Jam (1AP): Select one enemy operative in this operative’s Line of Sight that doesn’t have a System Jam token; it gains one. Until the end of the battle, while an operative has a System Jam token, it isn’t eligible to be activated until all other eligible operatives from its kill team have been activated. When that enemy operative is activated, remove its System Jam token. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
UNIQUE ACTIONS
Relay (1AP): Select one friendly HEARTHKYN SALVAGER operative Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
System Jam (1AP): Select one enemy operative in this operative’s Line of Sight that doesn’t have a System Jam token; it gains one. Until the end of the battle, while an operative has a System Jam token, it isn’t eligible to be activated until all other eligible operatives from its kill team have been activated. When that enemy operative is activated, remove its System Jam token. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
ION EXPEDITER
HEARTHKYN SALVAGER, VOTANN, KINLYNK
HEARTHKYN SALVAGER, VOTANN, KINLYNK


Hearthkyn Kognitâar

These Ironkin possess extremely complex artificial intelligences, and use this immense cogitational power to support their squad. Constantly receiving, organising and analysing data, Kognitâar provide incredible real-time tactical information to their Kin whenever it is needed.

Hearthkyn Kognitâar

These Ironkin possess extremely complex artificial intelligences, and use this immense cogitational power to support their squad. Constantly receiving, organising and analysing data, Kognitâar provide incredible real-time tactical information to their Kin whenever it is needed.

M APL GA DF SV W Base
2 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
CeaselessCeaseless-
Ion blaster
Ion blaster
4
4+
3/4
!P1-P1
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Tactician: Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead place either your Attack token or your Defend token in the killzone.
  • While an enemy operative is within of your Attack token, each time a friendly HEARTHKYN SALVAGER operative fights in combat with or makes a shooting attack against it, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
  • While a friendly HEARTHKYN SALVAGER operative is within of your Defend token, each time a shooting attack is made against it, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
  • At the end of each Turning Point, remove your Attack token or Defend token.
Accelerated Appraisal (1AP): If your Attack token or Defend token (see above) is in the killzone, remove it, then place either your Attack token or Defend token in the killzone. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Tactician: Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead place either your Attack token or your Defend token in the killzone.
  • While an enemy operative is within of your Attack token, each time a friendly HEARTHKYN SALVAGER operative fights in combat with or makes a shooting attack against it, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
  • While a friendly HEARTHKYN SALVAGER operative is within of your Defend token, each time a shooting attack is made against it, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
  • At the end of each Turning Point, remove your Attack token or Defend token.
UNIQUE ACTIONS
Accelerated Appraisal (1AP): If your Attack token or Defend token (see above) is in the killzone, remove it, then place either your Attack token or Defend token in the killzone. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
ION EXPEDITER
HEARTHKYN SALVAGER, VOTANN, KOGNITÂAR
HEARTHKYN SALVAGER, VOTANN, KOGNITÂAR


Hearthkyn Lokâtr

With dangers lying around every corner, in every vent and even within a wreck’s walls, the pan spectral scanners of the Lokâtrs are essential in allowing the Kin to anticipate threats and react in whichever way is the most practical.

Hearthkyn Lokâtr

With dangers lying around every corner, in every vent and even within a wreck’s walls, the pan spectral scanners of the Lokâtrs are essential in allowing the Kin to anticipate threats and react in whichever way is the most practical.

M APL GA DF SV W Base
2 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
CeaselessCeaseless-
Ion blaster
Ion blaster
4
4+
3/4
!P1-P1
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Early Detection: In the Set Up Operatives step, enemy operatives that are set up in the killzone cannot be outside of their drop zone (unless the mission specifies). In addition, enemy operatives cannot move until the Firefight phase of the first Turning Point (although your opponent can still select the Recon scouting option for the purpose of determining initiative).
Pan Spectral Scan (1AP): Place one of your Scan tokens in the killzone. Until the end of the Turning Point, each time a friendly HEARTHKYN SALVAGER operative makes a shooting attack against an enemy operative within of that token, that friendly operative’s ranged weapon gains the No Cover special rule for that shooting attack. In addition, that enemy operative is not Obscured for that shooting attack. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Early Detection: In the Set Up Operatives step, enemy operatives that are set up in the killzone cannot be outside of their drop zone (unless the mission specifies). In addition, enemy operatives cannot move until the Firefight phase of the first Turning Point (although your opponent can still select the Recon scouting option for the purpose of determining initiative).
UNIQUE ACTIONS
Pan Spectral Scan (1AP): Place one of your Scan tokens in the killzone. Until the end of the Turning Point, each time a friendly HEARTHKYN SALVAGER operative makes a shooting attack against an enemy operative within of that token, that friendly operative’s ranged weapon gains the No Cover special rule for that shooting attack. In addition, that enemy operative is not Obscured for that shooting attack. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
ION EXPEDITER
HEARTHKYN SALVAGER, VOTANN, LOKÂTR
HEARTHKYN SALVAGER, VOTANN, LOKÂTR


Hearthkyn Lugger

In a wreck, where it is hard to insert vehicles, these redoubtable Kin carry enormous loads of essential equipment and supplies without complaint. Contributing every ounce of strength they have to their cause, they are highly regarded by their Kin.

Hearthkyn Lugger

In a wreck, where it is hard to insert vehicles, these redoubtable Kin carry enormous loads of essential equipment and supplies without complaint. Contributing every ounce of strength they have to their cause, they are highly regarded by their Kin.

M APL GA DF SV W Base
2 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
CeaselessCeaseless-
Ion blaster
Ion blaster
4
4+
3/4
!P1-P1
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Well Stocked: If this operative is selected for deployment, you can select five additional points worth of equipment for the battle.
I've Got It: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
Re-equip (1AP): Reselect the weapon options of one friendly HEARTHKYN SALVAGER operative Visible to and within of this operative. For example, if a THEYN operative has a bolt revolver and concussion gauntlet, you could change its bolt revolver, concussion gauntlet or both to another valid option specified here. That operative reverts back to its standard weapon options at the end of the battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Well Stocked: If this operative is selected for deployment, you can select five additional points worth of equipment for the battle.
I've Got It: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
UNIQUE ACTIONS
Re-equip (1AP): Reselect the weapon options of one friendly HEARTHKYN SALVAGER operative Visible to and within of this operative. For example, if a THEYN operative has a bolt revolver and concussion gauntlet, you could change its bolt revolver, concussion gauntlet or both to another valid option specified here. That operative reverts back to its standard weapon options at the end of the battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
ION EXPEDITER
HEARTHKYN SALVAGER, VOTANN, LUGGER
HEARTHKYN SALVAGER, VOTANN, LUGGER


Hearthkyn Warrior

Hearthkyn Warriors are robust and grizzled individuals, fiercely proud of their role in hazardous boarding operations. Warriors provide vital support to their squad’s specialists, gunning down foes as their comrades conduct mission-essential tasks.

Hearthkyn Warrior

Hearthkyn Warriors are robust and grizzled individuals, fiercely proud of their role in hazardous boarding operations. Warriors provide vital support to their squad’s specialists, gunning down foes as their comrades conduct mission-essential tasks.

M APL GA DF SV W Base
2 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
CeaselessCeaseless-
Ion blaster
Ion blaster
4
4+
3/4
!P1-P1
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
-
ABILITIES
Secure Salvage: Each time a friendly HEARTHKYN SALVAGER operative fights in combat, if it’s within of an objective marker, in the Resolve Successful Hits step of that combat, you can subtract 1 from the damage inflicted on it from one of your opponent’s successful hits (to a minimum of 3).
UNIQUE ACTIONS
-
DATACARD-RELATED
ION EXPEDITER
HEARTHKYN SALVAGER, VOTANN, WARRIOR
HEARTHKYN SALVAGER, VOTANN, WARRIOR
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.

AUTO-CALIBRATOR [1EP]

Select one of the operative’s ranged weapons. Each time the operative makes a shooting attack with that weapon during the battle, you can ignore any or all modifiers to its Ballistic Skill characteristic.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
WORTH IT1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HEARTHKYN SALVAGER operative is incapacitated. It can immediately perform a free mission action before it’s removed from the killzone.
Grudge

If a particular foe shames or insults the Kin gravely enough, they will become the subject of a Grudge. To destroy this most hated enemy, the Kin will go to any lengths, even if it is to their own detriment.

Each time an enemy operative incapacitates a friendly HEARTHKYN SALVAGER operative, that enemy operative gains a Grudge token.

Each time a friendly HEARTHKYN SALVAGER operative fights in combat or makes a shooting attack against an enemy operative, in the Roll Attack Dice step of that combat or shooting attack, for each Grudge token that enemy operative has, you can retain one of your successful normal hits as a critical hit instead.
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

EXCAVATION TOOL [2EP]

The operative gains the following ability for the battle:

Excavation Tool: At the end of the Set Up Barricades step, place one of your Clearance tokens within of a part of a terrain feature with the Traversable trait and more than from your opponent’s drop zone. Until the end of the battle, friendly operatives do not have to traverse that terrain feature; they can move through it as if it were not there, so long as they do so within of that token. Note that they cannot finish the move on that terrain feature. You can select this item of equipment no more than three times for the battle.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.

ION BLASTER

 
Name
A
BS/WS
D
Ion blaster
4
4+
3/4
Special Rules
!
-
P1
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.

ION PISTOL

 
Name
A
BS/WS
D
Ion pistol
4
3+
3/4
Special Rules
!
Rng
P1
RIG SITE
Hearthkyn Salvager – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Rig Site action (below), you score 1VP.
  • If you achieve the first condition and at the end of the battle the total APL of friendly operatives within of a rigging point is greater than that of enemy operatives, you score 1VP.
A rigging point is a terrain feature more than from your drop zone with a Vantage Point. Friendly operatives can perform the following mission action:

RIG SITE2AP

An operative can perform this action while it and another friendly HEARTHKYN SALVAGER operative are within of a rigging point, and one of them (but not the other) is on its Vantage Point. An operative cannot perform this action while it or the other friendly HEARTHKYN SALVAGER operative are within Engagement Range of an enemy operative.
SEIZE GROUND
Security – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one terrain feature that is more than from your drop zone and includes any parts with the Heavy trait.
  • At the end of the battle, if the total APL of friendly operatives within of that terrain feature is greater than that of enemy operatives, you score 1VP.
  • If you achieve the first condition, there are no enemy operatives on or within of that terrain feature, and the total APL of friendly operatives within of that terrain feature is 4 or more, you score 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
VANTAGE
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Vantage action, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Friendly operatives can perform the following mission action:

VANTAGE2AP

An operative can perform this action while on a Vantage Point that is not within your drop zone and has not been secured by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by friendly operatives, that Vantage Point has been secured by friendly operatives.
EXCAVATE
Hearthkyn Salvager – Faction Tac Op 2
Reveal this Tac Op when a friendly operative performs the Excavate action (below). At the end of the battle:
  • If friendly operatives control your Excavation token, you score 1VP.
  • If a friendly operative is also carrying your Excavation token, you score 1VP.
Friendly operatives can perform the following mission action:

EXCAVATE2AP

An operative can perform this action while it controls an objective marker that is more than from your drop zone. If it does so, place your Excavation token on the centre of that objective marker. The Pick Up action can be performed upon your Excavation token by friendly HEARTHKYN SALVAGER operatives.

If the friendly operative is equipped with an excavation tool, the Excavate action costs one less action point (to a minimum of 0AP; this is not cumulative with the LUGGER operative’s I’ve Got It ability). An operative cannot perform the Excavate action while within Engagement Range of an enemy operative, or if your Excavation token has already been placed.
SETTLE GRUDGES
Hearthkyn Salvager – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point. When you do so, start a Settle Grudges tally for your kill team, adding one to the tally the first time an enemy operative with a Grudge token is incapacitated in each Turning Point.
  • If you add the second mark to your Settle Grudges tally, you score 1VP.
  • If you add the third mark to your Settle Grudges tally, you score 1VP.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.

6. ION EXPEDITER [2EP]

Select one ion blaster or ion pistol the operative is equipped with. Add 1 to both of its Damage characteristics for the battle.

WEAVEFIELD CREST [3EP]

THEYN operative only. The operative gains the following ability for the battle:

Weavefield Crest: While a friendly HEARTHKYN SALVAGER operative is within of this operative, that operative has a 4+ invulnerable save.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.

GRAVITIC CONCUSSION GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Gravitic concussion grenade
4
3+
2/4
Special Rules
!
Rng , Blast , Indirect, Limited
-
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Unwieldy
An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.

CLIMBING EQUIPMENT [1EP]

The operative gains the following ability for the battle:

Climbing Equipment:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels are counted as for that climb.
  • This operative only needs to be within horizontally of a terrain feature in order to climb it. Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

BOLT REVOLVER

 
Name
A
BS/WS
D
Bolt revolver
4
4+
3/5
Special Rules
!
Rng
-

CONCUSSION GAUNTLET

 
Name
A
BS/WS
D
Concussion gauntlet
4
4+
5/6
Special Rules
!
-
Stun

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