Book | Kind | Edition | Version | Last update |
Kill Team: Gallowfall (Hearthkyn Salvager) | ||||
Kill Team: Gallowfall (Hearthkyn Salvager) | Expansion | 2 | 1.3 | August 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
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. |
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. |
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.
Below, you will find a common abilities of the HEARTHKYN SALVAGER kill team.
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.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.If your faction is HEARTHKYN SALVAGER, you can use the Hearthkyn Salvager Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected HEARTHKYN SALVAGER as your Faction keyword.
|
1. A GRUDGE DECLARED [3EP] The operative gains the following ability for the battle: |
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: |
4. RIGHT OF CLAIM [3EP] The operative gains the following ability for the battle: |
5. GRAV-LIFT DEVICE [2EP] The operative can perform the following action once during the battle: GRAV-LIFT DEVICE1APPlace 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. |
SUPPLY HOLDThe 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 SCANNERThis 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 MACHINERYThough 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 . |
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.
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.
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.
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.
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.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.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.
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.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.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:WEAVEFIELD CREST [3EP]
THEYN operative only. The operative gains the following ability for the battle:EXCAVATION TOOL [2EP]
The operative gains the following ability 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.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 , Ceaseless | Rng , Ceaseless | - | |||
Autoch-pattern bolter | |||||||||
Autoch-pattern bolter | 4 | 3+ | 3/4 | Ceaseless | Ceaseless | - | |||
Bolt revolver | |||||||||
Bolt revolver | 4 | 3+ | 3/5 | Rng | Rng | - | |||
EtaCarn plasma pistol | |||||||||
EtaCarn plasma pistol | 4 | 4+ | 3/5 | Rng , AP1 | Rng , AP1 | - | |||
Ion blaster | |||||||||
Ion blaster | 4 | 3+ | 3/4 | !P1 | - | P1 | |||
Ion pistol | |||||||||
Ion pistol | 4 | 3+ | 3/4 | Rng . !P1 | Rng | 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 |
-
|
HEARTHKYN SALVAGER, VOTANN, LEADER, THEYN
|
|
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 , Ceaseless | Rng , Ceaseless | - | |||
Concussion knux | |||||||||
Concussion knux | 4 | 3+ | 4/4 | Ceaseless, Lethal 5+. !Stun | Ceaseless, Lethal 5+ | Stun |
ABILITIES | UNIQUE ACTIONS |
Brawler: Each time this operative fights in combat:
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:
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
|
|
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.
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
|
|
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 , Ceaseless | Rng , Ceaseless | - | |||
C8 HX charge | |||||||||
C8 HX charge | 4 | 3+ | 4/6 | Rng 2, Blast , AP1, Indirect, Limited | Rng 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:
|
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:
|
HEARTHKYN SALVAGER, VOTANN, GRENADIER
|
|
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* | AP2 | Beam* | |||
HYLas auto rifle | |||||||||
HYLas auto rifle | 4 | 4+ | 3/4 | Relentless. !Rending | Relentless | Rending | |||
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 | AP1 | AP1 | - | |||
Magna rail rifle | |||||||||
Magna rail rifle | 4 | 4+ | 5/4 | AP2, Unwieldy. !MW3 | AP2, Unwieldy | MW3 | |||
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
|
|
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 , Ceaseless | Rng , 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:
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:
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
|
|
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 | Ceaseless | Ceaseless | - | |||
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.
|
HEARTHKYN SALVAGER, VOTANN, KINLYNK
|
|
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 | Ceaseless | Ceaseless | - | |||
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.
|
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.
|
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.
|
HEARTHKYN SALVAGER, VOTANN, KOGNITÂAR
|
|
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 | Ceaseless | Ceaseless | - | |||
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.
|
HEARTHKYN SALVAGER, VOTANN, LOKÂTR
|
|
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 | Ceaseless | Ceaseless | - | |||
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.
|
HEARTHKYN SALVAGER, VOTANN, LUGGER
|
|
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 | Ceaseless | Ceaseless | - | |||
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 |
-
|
HEARTHKYN SALVAGER, VOTANN, WARRIOR
|
|
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.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.EXCAVATION TOOL [2EP]
The operative gains the following ability for the battle: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:The HEARTHKYN SALVAGER keyword is used in the following Hearthkyn Salvager datacards:
The VOTANN keyword is used in the following Hearthkyn Salvager datacards:
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 | - |
CLIMBING EQUIPMENT [1EP]
The operative gains the following ability for the battle: