Book | Kind | Edition | Version | Last update |
Kill Team: Termination (Hernkyn Yaegir) | ||||
Kill Team: Termination (Hernkyn Yaegir) | Expansion | 2 | 1.0 | August 2024 |
Below you will find a list of the operatives that make up a HERNKYN YAEGIR kill team, including, where relevant, any wargear those operatives must be equipped with.
Below, you will find a common abilities of the HERNKYN YAEGIR kill team.
The first of their Kindred to set foot on new worlds, Yaegirs are frequently deployed for extended periods, and are expert in swiftly gauging and exploiting their area of operations.
If you are not using the Close Quarters rules, in the Set Up Operatives step, up to three friendly HERNKYN YAEGIR operatives can be set up with a Conceal order wholly within 2 of your drop zone, and more than from enemy operatives and your opponent’s drop zone*. Operatives set up in this manner cannot make shooting attacks or perform the Charge action during the first Turning Point.Hernkyn Yaegirs are selfsufficiency specialists. They are skilled warriors who, usually unsupported, embark on missions equipped for countless contingencies. They are also capable of adapting and improvising as hazardous environments or enemy actions change from one moment to the next.
Keep a pool of Resourceful points. In the Ready Operatives step of each Turning Point after the first, add Resourceful points to your pool determined by the number of friendly HERNKYN YAEGIR operatives in the killzone that aren’t within Engagement Range of an enemy operative. At the end of each Turning Point, discard the Resourceful points in your pool.
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If your faction is HERNKYN YAEGIR, you can use the Hernkyn Yaegir 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 HERNKYN YAEGIR as your Faction keyword.
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1. DARKSTAR WEAPON [2EP] Select a throwing plasma knife or one of the operative's melee weapons. That weapon gains the Rending critical hit rule for the battle. |
2. SPECTRAL IMPLANT [3EP] In the Ready Operatives step of each Turning Point, if this operative is in the killzone and more than from enemy operatives, add one Resourceful point to your pool. |
3. CONCUSSION SHELLS [2EP] The operative gains the following ability for the battle: |
4. WEAVEFIELD GORGET [2EP] The operative gains the following ability for the battle: |
5. DELVER'S EYEGLASS [2/3EP] If the operative is a RIFLEKYN or GUNNER, this rare equipment costs 3EP; otherwise, it costs 2EP. The operative gains the following ability for the battle: |
6. RELIC VOID SUIT [1EP] The operative gains the following ability for the battle: |
PIONEER SHIELDLYNKThe Yaegirs maintain a powerful yet compact comms array, artfully shielded from interception. Through this device, farranging squadrons of Hernkyn Pioneers provide intelligence that enable the Yaegirs to outmanoeuvre the enemy. At the end of the Scouting Step, you can select and resolve an additional scouting option. It must be a different option to your original selection, and initiative is still determined by your original selection. If both players have this or a similar ability, the Defender resolves this ability first. |
HERNKYN CACHEThe Yaegirs have sited their base of operations within easy reach of a string of locator beacons hidden by other Hernkyn to mark hidden vaults. They can access these vaults to unearth supplies, equipment and intelligence, hugely extending their operational endurance and enabling them to outlast even well-provisioned foes. After each battle, roll one D6, plus one extra D6 for each consecutive battle in which you haven’t rolled a 5+ for this strategic asset. If any result is a 5+, you gain 1 Requisition point. |
WROUGHT DEFENCESBy establishing a network of improvised traps, subtly arranged kill boxes, barricades, mined deadfalls and many other devices that provide advance warning around their stronghold, the Yaegirs are prepared to ambush or repulse a host of threats. At the end of the Select a Kill Team step, if you are the Defender or a friendly IRONBRAEK operative was selected for deployment, add 1CP to your pool. |
As capable as Yaegirs can be in adapting to threats, such resourcefulness is a tool that must be carefully calibrated. The Kin’s pragmatism demands methodical planning, including gathering resources and identifying enemy weaknesses to exploit, all to ensure the battle is conducted with optimum efficiency.
Rare and venerated artefacts, legacy vaults map the memories and experiences of Kin far from home whose bodies are unlikely to be recovered, granting them a chance to return to the Ancestors. Those Yaegirs honoured with access to a legacy vault strive even harder to ensure the worth of their deeds.
Expected to operate for extended periods with little to no support, Yaegirs are hardy frontier fighters that are masters at adapting in the face of unexpected challenges, and as such are given the freedom to pursue the demands of the mission with any strategy they see fit.
A strategy has been forged that will hamper the enemy's war effort and bleed them of resources. Your compact and elite team has proven this strategy time and again, its tactics wrought and honed in guerrilla strikes on many worlds. Take the initiative, take the foe's fuel, ammunition and power, take their ability to mount any sort of coherent threat, cause widespread disruption and Leave them vulnerable to the rest of the Kindred's forces.
Your Yaegirs attack from every angle, achieving a new objective mission after mission so that your weakening enemies are progressively sapped of might or cohesion.
Complete at least six games and score victory points from every Tac Op of an archetype of your choosing.With the full might of the Kindred now inbound, your Yaegirs strike with one final act of crippling destruction to leave the foe with no strength for even meagre negotiation.
Complete a game in which you scored six victory points from Seek and Destroy and/or Hernkyn Yaegir Tac Ops.With mounting enemy patrols and Kindred reinforcements still far off, your foes have made the error of believing you will relinquish your hold in this area. Show them the iron grip you have on the Kindred's prize. Show them your intractability, your endurance and your Yaegirs' unity of purpose. Show them what it means to be Kin.
Tirelessly digging in, you prepare your defences, sabotage the foe’s attempts to advance or seize ground, and protect that which you have claimed for the Kindred.
Complete five games in which you scored victory points from the 'Hold the Line' and/or 'Protect Assets' Tac Op.You have forced the enemy to commit huge reserves to overwhelm your position. Heeding priorities, you work to protect a final cache of intelligence, sought after resources, or even a precious legacy vault for the Kindred.
Complete a game in which you scored victory points from the 'Protect Locator Beacon' Tac Op.HERNKYN YAEGIR 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.
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+ | - |
BOLT REVOLVER [1EP]
The operative is equipped with the following melee weapon for the battle:Name | A | BS/WS | D | |||
Bolt Revolver | 4 | 4+ | 3/5 | |||
Special Rules | ! | |||||
Rng | - |
BOLT SHOTGUN [3EP]
Name | A | BS/WS | D | |||
Bolt shotgun | ||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||
- Short range | 4 | 3+ | 4/4 | |||
- Long range | 4 | 5+ | 2/2 | |||
Special Rules | ! | |||||
Short range: Rng | - | |||||
Long range: - | - |
CLIMBING EQUIPMENT [1EP]
The operative gains the following ability for the battle:STABILISED SHELLS [1EP]
Operative equipped with a bolt shotgun only. In the Set Up Operatives step, select a type of ammunition for this operative to have loaded into its bolt shotgun for the battle: standard shells or stabilised shells. If it has loaded standard shells, it uses either profile of its bolt shotgun as normal. If it has loaded stabilised shells, it can only use the long range profile of its bolt shotgun, but add 1 to both Damage characteristics of that profile and improve its Ballistic Skill characteristic by 1 for that operative.FIRESTORM BOLT SHELLS [1EP]
Select a bolt shotgun the operative is equipped with. That weapon gains the following additional profile for the battle. If a THEYN operative is equipped with this equipment, improve the BS characteristic of the following profile by 1 for that operative.Name | A | BS/WS | D | |||
Firestorm bolt shells | 4 | 3+ | 2/4 | |||
Special Rules | ! | |||||
Rng , Blast | - |
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 | - |
KV-CERAMIDE UNDERSUIT [1EP]
The operative gains the following ability for the battle:M | APL | GA | DF | SV | W | Base | |
2 | 2 | 1 | 3 | 4+ | 9 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bolt revolver | |||||||||
Bolt revolver | 4 | 3+ | 3/5 | Rng , Lethal 5+ | Rng , Lethal 5+ | - | |||
Bolt shotgun | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Bolt shotgun | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Close range | |||||||||
- Close range | 4 | 2+ | 4/4 | Rng | Rng | - | |||
- Long range | |||||||||
- Long range | 4 | 4+ | 2/2 | - | - | ||||
Plasma knife | |||||||||
Plasma knife | 4 | 3+ | 3/5 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Dauntless Explorers, Resourceful Veteran Adventurer: In the Ready Operatives step of each Turning Point after the first, if this operative isn’t within Engagement Range of an enemy operative, add 1 Resourceful point to your pool. Outright Conviction: The first time this operative would be incapacitated during the battle, it is left with 1 wound remaining instead, and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting in combat).
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ABILITIES |
Dauntless Explorers, Resourceful Veteran Adventurer: In the Ready Operatives step of each Turning Point after the first, if this operative isn’t within Engagement Range of an enemy operative, add 1 Resourceful point to your pool. Outright Conviction: The first time this operative would be incapacitated during the battle, it is left with 1 wound remaining instead, and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting in combat).
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UNIQUE ACTIONS |
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HERNKYN YAEGIR, VOTANN, LEADER, THEYN
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Bladekyn silently stalk their quarry, their advanced blades deactivated to maximise efficiency and stealth. When they strike with their searing plasma knives, it is with a flurry of expert lunges and slashes, carving through armour and leaving smoking and cauterised gouges in the foe’s flesh.
Bladekyn silently stalk their quarry, their advanced blades deactivated to maximise efficiency and stealth. When they strike with their searing plasma knives, it is with a flurry of expert lunges and slashes, carving through armour and leaving smoking and cauterised gouges in the foe’s flesh. |
M | APL | GA | DF | SV | W | Base |
2 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Throwing plasma knife | |||||||||
Throwing plasma knife | 4 | 3+ | 3/5 | Rng , Lethal 5+, Limited, Silent | Rng , Lethal 5+, Limited, Silent | - | |||
Dual plasma knives | |||||||||
Dual plasma knives | 4 | 3+ | 3/5 | Lethal 5+, Relentless | Lethal 5+, Relentless | - |
ABILITIES | UNIQUE ACTIONS |
Dauntless Explorers, Resourceful Irrepressible Hardiness: If this operative is incapacitated in combat, you can strike with one of your remaining attack dice before it’s removed from the killzone.
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ABILITIES |
Dauntless Explorers, Resourceful Irrepressible Hardiness: If this operative is incapacitated in combat, you can strike with one of your remaining attack dice before it’s removed from the killzone.
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UNIQUE ACTIONS |
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HERNKYN YAEGIR, VOTANN, BLADEKYN
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Wroughtlock revolvers | |||||||||
Wroughtlock revolvers | 4 | 3+ | 3/5 | Rng +, Balanced, Lethal 5+ | Rng +, Balanced, Lethal 5+ | - | |||
Fists | |||||||||
Fists | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Dauntless Explorers, Resourceful Wroughtlock Negotiation: At the start of the Firefight phase, before operatives are activated, this operative can perform a free Shoot action (if it has a Conceal order, you can change it to Engage to do so). Brazen Killer: Each time this operative incapacitates an enemy operative, roll one D6 separately for each other enemy operative Visible to and within of that enemy operative. If the result is greater than that other enemy operative’s APL, subtract 1 from its APL.
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ABILITIES |
Dauntless Explorers, Resourceful Wroughtlock Negotiation: At the start of the Firefight phase, before operatives are activated, this operative can perform a free Shoot action (if it has a Conceal order, you can change it to Engage to do so). Brazen Killer: Each time this operative incapacitates an enemy operative, roll one D6 separately for each other enemy operative Visible to and within of that enemy operative. If the result is greater than that other enemy operative’s APL, subtract 1 from its APL.
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UNIQUE ACTIONS |
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HERNKYN YAEGIR, VOTANN, BOMBAST
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | |||
APM launcher | ||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
APM launcher | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||
- Armour piercing | ||||||||
- Armour piercing | 5 | 4+ | 4/5 | AP1, Cumbersome* | AP1, Cumbersome* | - | ||
- Breaching | ||||||||
- Breaching | 5 | 4+ | 3/5 | Blast , Cumbersome* | Blast , Cumbersome* | - | ||
- High explosive | ||||||||
- High explosive | 5 | 4+ | 2/4 | Blast , Cumbersome* | Blast , Cumbersome* | - | ||
Fists | ||||||||
Fists | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Dauntless Explorers, Resourceful Weapon Bipod: Each time this operative makes a shooting attack with its APM launcher, in the Roll Attack Dice step of that shooting attack, if the operative has not moved during the Turning Point, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). *Cumbersome: An operative cannot move more than 3 in the same activation in which it performs the Shoot action with this ranged weapon.
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ABILITIES |
Dauntless Explorers, Resourceful Weapon Bipod: Each time this operative makes a shooting attack with its APM launcher, in the Roll Attack Dice step of that shooting attack, if the operative has not moved during the Turning Point, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). *Cumbersome: An operative cannot move more than 3 in the same activation in which it performs the Shoot action with this ranged weapon.
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UNIQUE ACTIONS |
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HERNKYN YAEGIR, VOTANN, GUNNER
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bolt revolver | |||||||||
Bolt revolver | 4 | 4+ | 3/5 | Rng | Rng | - | |||
Entrencher | |||||||||
Entrencher | 3 | 4+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Dauntless Explorers, Resourceful Minefield: You have five Minefield tokens for the battle. On the reverse side, three of them are HY-Pex mines (see right) and two are blank. At the end of the Set Up Operatives step, you can set up any number of your Minefield tokens reverse-side down (their specifics are not revealed). Each token must be more than from objective markers, enemy operatives and access points, and more than from your opponent’s drop zone and your other Minefield tokens. Each time this operative is readied, if it’s not within Engagement Range of an enemy operative, you can reset one of your flipped Minefield tokens within of it (flip the token back over again). HY-Pex Mines: Each time an enemy operative moves or is set up within of one of your reverse-side down Minefield tokens, as long as no friendly HERNKYN YAEGIR operatives are within of that token, interrupt that action and flip the token over. If it’s a blank, there’s no effect. If it’s a HY-Pex mine, that enemy operative suffers 3 mortal wounds and roll one D6. If the result is under the target’s Save characteristic or invulnerable save (opponent’s choice of which), it suffers additional mortal wounds equal to the dice result. In any case, leave the token where it is and the enemy operative then continues its action.
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ABILITIES |
Dauntless Explorers, Resourceful Minefield: You have five Minefield tokens for the battle. On the reverse side, three of them are HY-Pex mines (see right) and two are blank. At the end of the Set Up Operatives step, you can set up any number of your Minefield tokens reverse-side down (their specifics are not revealed). Each token must be more than from objective markers, enemy operatives and access points, and more than from your opponent’s drop zone and your other Minefield tokens. Each time this operative is readied, if it’s not within Engagement Range of an enemy operative, you can reset one of your flipped Minefield tokens within of it (flip the token back over again). HY-Pex Mines: Each time an enemy operative moves or is set up within of one of your reverse-side down Minefield tokens, as long as no friendly HERNKYN YAEGIR operatives are within of that token, interrupt that action and flip the token over. If it’s a blank, there’s no effect. If it’s a HY-Pex mine, that enemy operative suffers 3 mortal wounds and roll one D6. If the result is under the target’s Save characteristic or invulnerable save (opponent’s choice of which), it suffers additional mortal wounds equal to the dice result. In any case, leave the token where it is and the enemy operative then continues its action.
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UNIQUE ACTIONS |
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HERNKYN YAEGIR, VOTANN, IRONBRAEK
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Magna-coil rifle | |||||||||
Magna-coil rifle | 4 | 2+ | 3/3 | AP1, Heavy, Silent. !MW3 | AP1, Heavy, Silent | MW3 | |||
Fists | |||||||||
Fists | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Dauntless Explorers, Resourceful Weavewёrke Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it’s in Cover, you can do one of the following:
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ABILITIES |
Dauntless Explorers, Resourceful Weavewёrke Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it’s in Cover, you can do one of the following:
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UNIQUE ACTIONS |
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HERNKYN YAEGIR, VOTANN, RIFLEKYN
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
SiNR handbow | |||||||||
SiNR handbow | 4 | 4+ | 3/5 | Silent | Silent | - | |||
Throwing hatchet | |||||||||
Throwing hatchet | 4 | 3+ | 3/5 | Rng , Limited, Silent. !Rending | Rng , Limited, Silent | Rending | |||
Hatchet | |||||||||
Hatchet | 4 | 3+ | 4/5 | - | - |
ABILITIES | UNIQUE ACTIONS |
Dauntless Explorers, Resourceful Pan Spectral Visor: When determining Line of Sight for this operative, enemy operatives within of it that aren’t ready:
Tracker: Each time this operative fights in combat or makes a shooting attack against an enemy operative that is within of it, if that enemy operative isn’t ready, 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 one result (e.g. results of 2).
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ABILITIES |
Dauntless Explorers, Resourceful Pan Spectral Visor: When determining Line of Sight for this operative, enemy operatives within of it that aren’t ready:
Tracker: Each time this operative fights in combat or makes a shooting attack against an enemy operative that is within of it, if that enemy operative isn’t ready, 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 one result (e.g. results of 2).
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UNIQUE ACTIONS |
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HERNKYN YAEGIR, VOTANN, TRACKER
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bolt revolver | |||||||||
Bolt revolver | 4 | 4+ | 3/5 | Rng | Rng | - | |||
Bolt shotgun | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Bolt shotgun | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Close range | |||||||||
- Close range | 4 | 3+ | 4/4 | Rng | Rng | - | |||
- Long range | |||||||||
- Long range | 4 | 5+ | 2/2 | - | - | ||||
Fists | |||||||||
Fists | 3 | 4+ | 2/3 | - | - | ||||
Plasma knife | |||||||||
Plasma knife | 4 | 4+ | 3/5 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Dauntless Explorers, Resourceful
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ABILITIES |
Dauntless Explorers, Resourceful
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UNIQUE ACTIONS |
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HERNKYN YAEGIR, VOTANN, WARRIOR
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The first of their Kindred to set foot on new worlds, Yaegirs are frequently deployed for extended periods, and are expert in swiftly gauging and exploiting their area of operations.
If you are not using the Close Quarters rules, in the Set Up Operatives step, up to three friendly HERNKYN YAEGIR operatives can be set up with a Conceal order wholly within 2 of your drop zone, and more than from enemy operatives and your opponent’s drop zone*. Operatives set up in this manner cannot make shooting attacks or perform the Charge action during the first Turning Point.Hernkyn Yaegirs are selfsufficiency specialists. They are skilled warriors who, usually unsupported, embark on missions equipped for countless contingencies. They are also capable of adapting and improvising as hazardous environments or enemy actions change from one moment to the next.
Keep a pool of Resourceful points. In the Ready Operatives step of each Turning Point after the first, add Resourceful points to your pool determined by the number of friendly HERNKYN YAEGIR operatives in the killzone that aren’t within Engagement Range of an enemy operative. At the end of each Turning Point, discard the Resourceful points in your pool.
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THROWING PLASMA KNIFE
Name | A | BS/WS | D | |||
Throwing plasma knife | 4 | 3+ | 3/5 | |||
Special Rules | ! | |||||
Rng , Lethal 5+, Limited, Silent | - |
BOLT SHOTGUN [3EP]
Name | A | BS/WS | D | |||
Bolt shotgun | ||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||
- Short range | 4 | 3+ | 4/4 | |||
- Long range | 4 | 5+ | 2/2 | |||
Special Rules | ! | |||||
Short range: Rng | - | |||||
Long range: - | - |
3. CONCUSSION SHELLS [2EP]
The operative gains the following ability for the battle:FIRESTORM BOLT SHELLS [1EP]
Select a bolt shotgun the operative is equipped with. That weapon gains the following additional profile for the battle. If a THEYN operative is equipped with this equipment, improve the BS characteristic of the following profile by 1 for that operative.Name | A | BS/WS | D | |||
Firestorm bolt shells | 4 | 3+ | 2/4 | |||
Special Rules | ! | |||||
Rng , Blast | - |
The HERNKYN YAEGIR keyword is used in the following Hernkyn Yaegir datacards:
The VOTANN keyword is used in the following Hernkyn Yaegir datacards:
5. DELVER'S EYEGLASS [2/3EP]
If the operative is a RIFLEKYN or GUNNER, this rare equipment costs 3EP; otherwise, it costs 2EP. The operative gains the following ability for the battle:By establishing a network of improvised traps, subtly arranged kill boxes, barricades, mined deadfalls and many other devices that provide advance warning around their stronghold, the Yaegirs are prepared to ambush or repulse a host of threats.