Hernkyn Yaegir

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  Kill Team: Termination (Hernkyn Yaegir)
  Kill Team: Termination (Hernkyn Yaegir)Expansion21.0August 2024

Hernkyn Yaegir Kill Team

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.

Operatives


Other than WARRIOR operatives, your kill team can only include each operative above once.

Abilities

Below, you will find a common abilities of the HERNKYN YAEGIR kill team.

Dauntless Explorers

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.

*In ordinary circumstances, this will always be more than from your opponent’s drop zone, but some mission maps may differ (e.g. Shadow Operations).

If you are using the Close Quarters rules, at the end of the Set Up Operatives step, in an order of your choice, up to three friendly HERNKYN YAEGIR operatives that have a Conceal order and are wholly within your drop zone can perform up to two different actions from the following for free:
Operatives that do so cannot make shooting attacks or perform the Charge action during the first Turning Point.

Resourceful

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.

OperativesResourceful points
6+2
3-51
0-20


Each time a friendly HERNKYN YAEGIR operative that isn't within Engagement Range of an enemy operative is activated, you can spend one of your Resourceful points to do one of the following effects:
  • Add 1 to its APL.
  • It regains D3+1 lost wounds.

Strategic Ploys

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

HIDDEN ENGAGEMENT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HERNKYN YAEGIR operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, if it’s in Cover from the target’s Line of Sight, you can re-roll one of your attack dice. Note that your opponent still determines the target’s Line of Sight (i.e. they decide what part of the target’s base to draw Cover lines from).
MASTERFUL BLADEWORK1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HERNKYN YAEGIR fights in combat as the active operative or with a Conceal order, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.
TOUGH SURVIVALISTS1CP
Strategic Ploy
Until the end of the Turning Point, the first time each friendly HERNKYN YAEGIR operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, you can halve the damage inflicted on that friendly operative (rounding up) from one of your opponent’s successful hits (to a minimum of 2).
IN POSITION1CP
Strategic Ploy
Until the end of the Turning Point, while friendly HERNKYN YAEGIR operatives have a Conceal order, they are always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

Tactical Ploys

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

STALWART DEFENCE1CP
Tactical Ploy
Use this Tactical Ploy when an enemy operative ends a move within Engagement Range of a friendly HERNKYN YAEGIR operative. Select one other friendly HERNKYN YAEGIR operative Visible to and within of that friendly operative. The selected operative can perform the Overwatch action, but it can only target that enemy operative, and only if it’s a valid target. However, ignore all other operatives when selecting a valid target and determining cover (i.e. it can make a shooting attack into Engagement Range).
HARDY1CP
Tactical Ploy
Use this Tactical Ploy at the start of the Roll Defence Dice step of a shooting attack made against a friendly HERNKYN YAEGIR operative. Change your opponent’s retained critical hits to normal hits (any critical hit rules they’ve already resolved are unaffected, e.g. P1).
BONDS THAT BIND1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HERNKYN YAEGIR operative is activated. Select one other friendly HERNKYN YAEGIR operative Visible to and within of that operative that is eligible to be activated. After the first operative’s activation ends, you can activate that other friendly operative. Neither operative can be a BOMBAST operative if its Wroughtlock Negotiation ability is used at the start of the Firefight phase.
NO KIN LEFT BEHIND1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HERNKYN YAEGIR operative is incapacitated. Before that operative is removed from the killzone, remove your Fallen Kin token from the killzone (if any), then place it underneath the operative as close as possible to the centre of its base. Each time a friendly HERNKYN YAEGIR operative within of your Fallen Kin token fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your failed hits as a successful normal hit instead, or one of your successful normal hits as a critical hit instead.

Tac Ops

If your faction is HERNKYN YAEGIR, you can use the Hernkyn Yaegir Tac Ops listed below, as specified in the mission sequence.

RUTHLESS EXPLOITATION
Hernkyn Yaegir – Faction Tac Op 1
Reveal this Tac Op the first time an enemy operative that isn’t ready is incapacitated.
  • If an enemy operative that isn’t ready is incapacitated in a subsequent Turning Point, you score 1VP.
  • If you achieve the first condition in another subsequent Turning Point, you score TVP.
BONDS OF LOYALTY
Hernkyn Yaegir – Faction Tac Op 2
Reveal this Tac Op when a friendly HERNKYN YAEGIR operative is incapacitated.
  • If an enemy operative that incapacitated a friendly HERNKYN YAEGIR operative is itself incapacitated during the same Turning Point, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
PROTECT LOCATOR BEACON
Hernkyn Yaegir – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one objective marker. At the end of the battle:
  • If enemy operatives have never been within of that objective marker during the battle, you score 1VP.
  • If a friendly HERNKYN YAEGIR operative is within of that objective marker and controls it, you score 1VP.

Spec Ops Rules

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

Battle Honours

Each time a HERNKYN YAEGIR operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Hernkyn Yaegir 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).

HERNKYN YAEGIR SPECIALIST
D6Specialism
1Tough: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice results of 1.
2Stubborn: You can ignore any or all modifiers to this operative’s characteristics.
3Patient Hunter: Each time this operative fights in combat or makes a shooting attack against an enemy operative that isn't ready, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
4Aggressive Surveyor: In the first Turning Point, up to three friendly operatives with this Battle Honour that have been set up using the Dauntless Explorers ability are not restricted from making shooting attacks and/or performing the Charge action.
5Canny: Each time you activate this operative, if you spend a Resourceful point, you can select both effects for this operative.
6Unfazed: Ignore Engagement Range when determining if this operative generates Resourceful points and when spending them.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is HERNKYN YAEGIR, 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. 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:

Concussion Shells: Select a bolt revolver or the short range profile of a bolt shotgun the operative is equipped with. That weapon or weapon profile gains the Stun critical hit rule for the battle.

4. WEAVEFIELD GORGET [2EP]

The operative gains the following ability for the battle:

Weavefield Gorget: This operative has a 4+ invulnerable save 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:

Delver's Eyeglass: When determining Line of Sight for this operative, enemy operatives are not Obscured.

6. RELIC VOID SUIT [1EP]

The operative gains the following ability for the battle:

Relic Void Suit: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can retain one of your successful normal saves as a critical save instead.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is HERNKYN YAEGIR, 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.

PIONEER SHIELDLYNK

The 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 CACHE

The 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 DEFENCES

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.

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.


Requisitions

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

EFFICIENT PLANNING1RP

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.

Purchase this Requisition before a game. In the Ready Operatives step of each Turning Point of that game, add 1 Resourceful point to your pool.
LEGACY VAULT1RP

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.

Purchase this Requisition after a game. Select one HERNKYN YAEGIR operative on your dataslate. That operative gains D3XP, or 3XP if you were victorious. You can only use this Requisition on each friendly operative once.
STRATEGIC DISCRETION1RP

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.

Purchase this Requisition before a game, if your kill team is currently conducting a Spec Op. Change one of the Tac Ops required for one of that Spec Op’s Operations. This lasts until you complete or abort that Spec Op, and you cannot use this Requisition again until you do so. If you use this Requisition while conducting Operation 1 of the Disruption Tactics Spec Op (pg 70), select one Tac Op to complete from another archetype instead of one from your selected archetype.

Spec Ops

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

Disruption Tactics

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.

OPERATION 1: OPERATIONAL SUPREMACY

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.

OPERATION 2: SEVER THEIR STRENGTH

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.

COMMENDATION

SPEC OPS BONUS
When your Kill Team is assigned to this Spec Op, select one Spec Op from the Kill Team Core Book (e.g. Elimination, Perform Ritual, etc.). For the purposes of a mission's Spec Ops bonus, this Spec Op is considered to be that Spec Op.

Claim for the Kindred

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.

OPERATION 1: REFUSAL TO YIELD

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.

OPERATION 2: PRESERVE LEGACY

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.

COMMENDATION

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

Equipment

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:

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.

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.

The operative can perform the following action during the battle:

LOAD SHOTGUN1AP

Change the type of ammunition loaded into the bolt shotgun this operative is equipped with (see above).

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:

KV-Ceramide Undersuit: Each time a shooting attack is made against this operative, if the ranged weapon has the Blast or Torrent special rule, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice. This operative is unaffected by the Splash critical hit rule.


Datacards


Yaegir Theyn

The Theyns amongst the Hernkyn Yaegirs are hugely experienced warriors, explorers, survivalists and adventurers. They lead their bands of Yaegirs with an iron-clad conviction in the service their mission will offer to the Votann.

Yaegir Theyn

The Theyns amongst the Hernkyn Yaegirs are hugely experienced warriors, explorers, survivalists and adventurers. They lead their bands of Yaegirs with an iron-clad conviction in the service their mission will offer to the Votann.

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).
-
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).
UNIQUE ACTIONS
-
DATACARD-RELATED
CONCUSSION SHELLS , Firestorm bolt shells
HERNKYN YAEGIR, VOTANN, LEADER, THEYN
HERNKYN YAEGIR, VOTANN, LEADER, THEYN


Yaegir Bladekyn

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.

Yaegir Bladekyn

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, SilentRng , Lethal 5+, Limited, Silent-
Dual plasma knives
Dual plasma knives
4
3+
3/5
Lethal 5+, RelentlessLethal 5+, Relentless-
ABILITIES UNIQUE ACTIONS
Dauntless Explorers, Resourceful
Hunter: This operative can perform the Charge action while it has a Conceal order.
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.
-
ABILITIES
Dauntless Explorers, Resourceful
Hunter: This operative can perform the Charge action while it has a Conceal order.
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.
UNIQUE ACTIONS
-
HERNKYN YAEGIR, VOTANN, BLADEKYN
HERNKYN YAEGIR, VOTANN, BLADEKYN


Yaegir Bombast

Bombasts unleash noisy fusillades of fire from their twinned wroughtlock revolvers. Such ostentatious displays are a measured tactic to draw attention from their fellow Yaegirs, and to force the enemy into hasty and reckless action.

Yaegir Bombast

Bombasts unleash noisy fusillades of fire from their twinned wroughtlock revolvers. Such ostentatious displays are a measured tactic to draw attention from their fellow Yaegirs, and to force the enemy into hasty and reckless action.

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.
-
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.
UNIQUE ACTIONS
-
DATACARD-RELATED
BONDS THAT BIND
HERNKYN YAEGIR, VOTANN, BOMBAST
HERNKYN YAEGIR, VOTANN, BOMBAST


Yaegir Gunner

Providing the team’s heaviest firepower, Gunners are ordnance specialists. Armed with an APM - adaptive payload missile - launcher, they can recalibrate the chemical nature of the missile’s warhead, enabling widespread destruction or armour piercing death.

Yaegir Gunner

Providing the team’s heaviest firepower, Gunners are ordnance specialists. Armed with an APM - adaptive payload missile - launcher, they can recalibrate the chemical nature of the missile’s warhead, enabling widespread destruction or armour piercing death.

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.
-
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.
UNIQUE ACTIONS
-
DATACARD-RELATED
DELVER'S EYEGLASS
HERNKYN YAEGIR, VOTANN, GUNNER
HERNKYN YAEGIR, VOTANN, GUNNER


Yaegir Ironbraek

Once a team is in place, it is the Ironbraeks who coordinate the Yaegirs’ lethal security measures. They / are master sappers, shoring up defences, undermining /s the enemy’’s paths and preparing hidden fields of high- ziij"t yield penetrative explosives - or HY-Pex mines.

Yaegir Ironbraek

Once a team is in place, it is the Ironbraeks who coordinate the Yaegirs’ lethal security measures. They / are master sappers, shoring up defences, undermining /s the enemy’’s paths and preparing hidden fields of high- ziij"t yield penetrative explosives - or HY-Pex mines.

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.
-
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.
UNIQUE ACTIONS
-
DATACARD-RELATED
CONCUSSION SHELLS , WROUGHT DEFENCES
HERNKYN YAEGIR, VOTANN, IRONBRAEK
HERNKYN YAEGIR, VOTANN, IRONBRAEK


Yaegir Riflekyn

Expert snipers and covert assassins, these operatives work their way into ideal firing positions unseen. The Riflekyn’s weavewérke cloak projects a shifting field of camouflaging energies, muffling the short bursts of accurate fire from their heavy duty magna-coil rifle.

Yaegir Riflekyn

Expert snipers and covert assassins, these operatives work their way into ideal firing positions unseen. The Riflekyn’s weavewérke cloak projects a shifting field of camouflaging energies, muffling the short bursts of accurate fire from their heavy duty magna-coil rifle.

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. !MW3AP1, Heavy, SilentMW3
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:
  • Retain one additional dice as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save instead of a normal save as a result of Cover.
-
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:
  • Retain one additional dice as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save instead of a normal save as a result of Cover.
UNIQUE ACTIONS
-
DATACARD-RELATED
DELVER'S EYEGLASS
HERNKYN YAEGIR, VOTANN, RIFLEKYN
HERNKYN YAEGIR, VOTANN, RIFLEKYN


Yaegir Tracker

Yaegir Trackers are excellent hunters of resources, energy signatures and the enemy. Their SINR handbows fire specialised bolt shells that employ Kin force field technology to suppress their noisy detonations, resulting in contained and intensified internal ruptures.

Yaegir Tracker

Yaegir Trackers are excellent hunters of resources, energy signatures and the enemy. Their SINR handbows fire specialised bolt shells that employ Kin force field technology to suppress their noisy detonations, resulting in contained and intensified internal ruptures.

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
SilentSilent-
Throwing hatchet
Throwing hatchet
4
3+
3/5
Rng , Limited, Silent. !RendingRng , Limited, SilentRending
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:
  • Cannot be Obscured.
  • Are treated as having an Engage order.
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).
-
ABILITIES
Dauntless Explorers, Resourceful
Pan Spectral Visor: When determining Line of Sight for this operative, enemy operatives within of it that aren’t ready:
  • Cannot be Obscured.
  • Are treated as having an Engage order.
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).
UNIQUE ACTIONS
-
HERNKYN YAEGIR, VOTANN, TRACKER
HERNKYN YAEGIR, VOTANN, TRACKER


Yaegir Warrior

Those Hernkyn who fight as part of the Yaegirs are amongst the toughest and most resourceful of their hardy kind. They enforce their Kindred’s aggressive claim on whatever it needs with blasts from their bolt . shotgun, or skilled swipes with a plasma knife.

Yaegir Warrior

Those Hernkyn who fight as part of the Yaegirs are amongst the toughest and most resourceful of their hardy kind. They enforce their Kindred’s aggressive claim on whatever it needs with blasts from their bolt . shotgun, or skilled swipes with a plasma knife.

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
-
ABILITIES
Dauntless Explorers, Resourceful
UNIQUE ACTIONS
-
DATACARD-RELATED
CONCUSSION SHELLS
HERNKYN YAEGIR, VOTANN, WARRIOR
HERNKYN YAEGIR, VOTANN, WARRIOR
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.
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).

OPERATE HATCH1AP

An operative can perform this action while within of a Hatchway’s access point. Open or close that Hatchway. An operative cannot perform this action while within Engagement Range of an enemy operative, or if that Hatchway is open and an enemy operative is within of its access point.

An operative can perform this action during a Dash or Normal Move action, and any remaining increments of movement can be used after it does so. Note, however, that opening a Hatchway can cause the operative to be within Engagement Range of an enemy operative, in which case that Dash or Normal Move action would immediately end (unless the operative has any rules that allow it to move within Engagement Range of an enemy operative, e.g. FLY).

Designer’s Note: If a Hatchway’s status is changed and operative placement would prevent the hatch from fully opening or closing, temporarily remove the necessary operatives from the killzone, fully open or close the hatch as appropriate, then return the operatives to the killzone as close as possible to their original location. If an operative is within an enemy operative’s Engagement Range before a hatch is opened, it must be returned within Engagement Range of that enemy operative after the hatch is opened.
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.
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.
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.
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.
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.
Dauntless Explorers

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.

*In ordinary circumstances, this will always be more than from your opponent’s drop zone, but some mission maps may differ (e.g. Shadow Operations).

If you are using the Close Quarters rules, at the end of the Set Up Operatives step, in an order of your choice, up to three friendly HERNKYN YAEGIR operatives that have a Conceal order and are wholly within your drop zone can perform up to two different actions from the following for free:
Operatives that do so cannot make shooting attacks or perform the Charge action during the first Turning Point.
Resourceful

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.

OperativesResourceful points
6+2
3-51
0-20


Each time a friendly HERNKYN YAEGIR operative that isn't within Engagement Range of an enemy operative is activated, you can spend one of your Resourceful points to do one of the following effects:
  • Add 1 to its APL.
  • It regains D3+1 lost wounds.
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.
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+.
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.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).

THROWING PLASMA KNIFE

 
Name
A
BS/WS
D
Throwing plasma knife
4
3+
3/5
Special Rules
!
Rng , Lethal 5+, Limited, Silent
-
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.

BOLT REVOLVER

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

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: -
-
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.
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+.
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.
HOLD THE LINE
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
  • At the end of any Turning Point, if there are no enemy operatives within of your drop zone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
PROTECT ASSETS
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if two or more enemy operatives were incapacitated while within of an objective marker during that Turning Point, and/or while carrying an objective during that Turning Point, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
PROTECT LOCATOR BEACON
Hernkyn Yaegir – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one objective marker. At the end of the battle:
  • If enemy operatives have never been within of that objective marker during the battle, you score 1VP.
  • If a friendly HERNKYN YAEGIR operative is within of that objective marker and controls it, 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.
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.
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.
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.

3. CONCUSSION SHELLS [2EP]

The operative gains the following ability for the battle:

Concussion Shells: Select a bolt revolver or the short range profile of a bolt shotgun the operative is equipped with. That weapon or weapon profile gains the Stun critical hit rule 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:

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.
Balanced
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 one of your attack dice.
BONDS THAT BIND1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HERNKYN YAEGIR operative is activated. Select one other friendly HERNKYN YAEGIR operative Visible to and within of that operative that is eligible to be activated. After the first operative’s activation ends, you can activate that other friendly operative. Neither operative can be a BOMBAST operative if its Wroughtlock Negotiation ability is used at the start of the Firefight phase.
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.

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:

Delver's Eyeglass: When determining Line of Sight for this operative, enemy operatives are not Obscured.
WROUGHT DEFENCES
Strategic Asset

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.

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.
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.
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.

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