Highly adept warriors and explorers of wrecked voidships and abandoned space stations, Hearthkyn Salvagers are tasked with identifying valuable material and marking it for later retrieval. Heavily armed and utterly resolute, Hearthkyn Salvager kill teams seize and defend such claims with the steadfast determination typical of the Kin.
Books
| Book | Kind | Edition | Version | Last update |
Hearthkyn Salvagers |
Hearthkyn Salvagers | Faction | 3 | APRIL ’26 | April 2026 |
FAQ
Hearthkyn Salvagers
| Q: | If a HEARTHKYN SALVAGER DÔZR operative performing its Knux Smash action moves an enemy operative, and during that move a marker that would ‘end its action’ is within that enemy operative’s control range (e.g. HERNKYN YAEGIR IRONBRAEK Hy-Pex Mines) but not the DÔZR operative’s control range, does the Knux Smash action end? |
| A: | No. |
Operatives
- 1 HEARTHKYN SALVAGER THEYN operative with one option from each of the following:
- Autoch-pattern bolt pistol, Autoch-pattern bolter, bolt revolver, EtaCarn plasma pistol, ion blaster or ion pistol
- Concussion gauntlet or plasma weapon
- 9 HEARTHKYN SALVAGER operatives selected from the following list:
Other than
GUNNER and
WARRIOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to three
GUNNER operatives (each must have a different option).
*With one of the following options:
- Autoch-pattern bolter; fists
- Ion blaster; fists
Marker/Token Guide
Grudge tokens (Values 1 & 2)
Need Keeps token
Toil Earns token
Medic token
System Jam token
C8 HX Charge token
Spot token
Utility Grenade marker
Attack marker
Defence marker
Writ of Claim token
Pan Spectral Scan marker
Grudge
If a particular foe shames or insults the Kin gravely enough, they will become the subject of a Grudge. To destroy this most hated enemy, the Kin will go to any lengths, even if it is to their own detriment.
Whenever an enemy operative
incapacitates a friendly
HEARTHKYN SALVAGER operative, that enemy operative gains one of your Grudge tokens for the battle.
Whenever a friendly
HEARTHKYN SALVAGER operative is
shooting against,
fighting against or
retaliating against an enemy operative, for each of your Grudge tokens that enemy operative has, you can retain one of your normal successes as a critical success instead (including any normal successes already retained as a result of the
Accurate weapon rule). Note that Grudge tokens aren’t removed when you do this.
Those whose need is greatest shall fight hardest for their prize
Select one
objective marker or one of your
mission markers.
- Whenever determining control of that marker, treat the total APL stat of friendly HEARTHKYN SALVAGER operatives that contest it as 1 higher if at least one friendly HEARTHKYN SALVAGER operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
- Whenever a friendly HEARTHKYN SALVAGER operative is within 3" of that marker, add 1 to the Atk stat of its melee weapons (to a maximum of 4); if the weapon already has an Atk stat of 4, it has the Balanced weapon rule.
Artificers of consummate skill, the Kin forge armour of great quality and resilience.
Whenever an operative is
shooting a friendly
HEARTHKYN SALVAGER operative, if you rolled one or less successes (including any re-rolls), you can retain one of your fails as a normal success instead of discarding it.
The harder the prize is won, the greater the reward.
Select one
objective marker or one of your
mission markers. Whenever an enemy operative is within 3" of that marker, treat it as having one additional
Grudge token.
Hearthkyn Salvagers are supremely effective in close-quarters environments.
Whenever a friendly
HEARTHKYN SALVAGER operative is
shooting an enemy operative within 6" of it, improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). This can allow you to apply or remove the Hit stat change during an action (this takes precedence over the core rules).
THE ANCESTORS ARE WATCHING
The Kin revere their Ancestors and are guided by the lessons of their forebears.
Use this firefight ploy during a friendly
HEARTHKYN SALVAGER operative’s
activation. Until the end of that activation, that operative can perform either a free
Shoot or a free
Fight action.
Stocky and stalwart, Hearthkyn Salvagers grit their teeth and shrug off wounds that would fell a Human.
Use this firefight ploy when an operative is
shooting a friendly
HEARTHKYN SALVAGER operative, when you collect your
defence dice. Change the attacker’s retained critical successes to normal successes (any
weapon rules they’ve already resolved aren’t affected, e.g.
Piercing Crits).
Kin will gladly risk death if the rewards to their kindred are justified.
Use this firefight ploy when a friendly
HEARTHKYN SALVAGER operative is
incapacitated. It can perform a free
mission action before it’s removed from the
killzone.
Some prizes must be wrested from the foe by force. The necessity of violent acquisition incites within the Kin a ruthless determination.
Use this firefight ploy after rolling your attack dice for a friendly
HEARTHKYN SALVAGER operative, if it’s
shooting against or
fighting against an enemy operative that controls an
objective marker or one of your
mission markers. You can re-roll any of your attack dice.
PLASMA KNIVES
The superheated edge of a plasma knife can slice through several inches of solid metal. Armour and bone are no match for such a cutting edge.
Friendly
HEARTHKYN SALVAGER operatives have the following melee weapon. Note that the
FIELD MEDIC operative already has this weapon but with better stats; in that instance, use the better version.
Plasma Knives
| NAME | ATK | HIT | DMG |
| Plasma Knives | 3 | 4+ | 3/5 |
WR |
Lethal 5+ |
EXCAVATION TOOLS
Powered picks, plasma cutters and pneumatic drills are items of equipment that allow the Hearthkyn Salvagers to extract treasures buried deep.
Friendly HEARTHKYN SALVAGER operatives can perform the Pick Up Marker action for 1 less AP, and don’t have to control the marker to do so (taking precedence over that action’s conditions – they only need to contest the marker).
CLIMBING RIGS
This climbing gear allows pioneering Hearthkyn
Salvagers to traverse any difficult terrain they may encounter during the course of their duty.
During each friendly
HEARTHKYN SALVAGER operative’s
activation, you can do one of the following:
- When that operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
- When that operative is dropping, ignore the vertical distance.
WRIT OF CLAIM
When the Salvagers of a League have staked their claim, they will defend their due with steadfast determination.
Once per battle, if friendly
HEARTHKYN SALVAGER operatives contest two or more
objective markers, after rolling off to decide
initiative, you can use this rule. If you do, you can re-roll your dice.
| NAME | ATK | HIT | DMG | WR |
| Autoch-pattern bolt pistol |
| | Autoch-pattern bolt pistol | 4 | 3+ | 3/4 | Range 8", Accurate 1 | Range 8", Accurate 1 |
| Autoch-pattern bolter |
| | Autoch-pattern bolter | 4 | 4+ | 3/4 | Accurate 1 | Accurate 1 |
| Bolt revolver |
| | Bolt revolver | 4 | 3+ | 3/5 | Range 8" | Range 8" |
| EtaCarn plasma pistol |
| | EtaCarn plasma pistol | 4 | 4+ | 3/5 | Range 8", Piercing 1 | Range 8", Piercing 1 |
| Ion blaster |
| | Ion blaster | 4 | 4+ | 3/4 | Piercing Crits 1 | Piercing Crits 1 |
| Ion pistol |
| | Ion pistol | 4 | 3+ | 3/4 | Range 8", Piercing Crits 1 | Range 8", Piercing Crits 1 |
| Concussion gauntlet |
| | Concussion gauntlet | 4 | 4+ | 5/7 | Brutal, Shock | Brutal, Shock |
| Plasma weapon |
| | Plasma weapon | 4 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ |
Eye of the Ancestors: STRATEGIC GAMBIT if this operative is in the killzone.. Select one enemy operative, or up to two enemy operatives if three or more friendly
HEARTHKYN SALVAGER operatives are
incapacitated. Each of those enemy operatives gains one of your
Grudge tokens.
Weavefield Crest: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
|
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, LEADER, THEYN
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Autoch-pattern bolt pistol |
| | Autoch-pattern bolt pistol | 4 | 4+ | 3/4 | Range 8", Accurate 1 | Range 8", Accurate 1 |
| Concussion knux |
| | Concussion knux | 4 | 3+ | 4/4 | Ceaseless, Lethal 5+, Shock | Ceaseless, Lethal 5+, Shock |
Brawler: Whenever this operative is
fighting or retaliating:
- Enemy operatives cannot assist.
- If it’s incapacitated, you can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
- Normal Dmg of 4 or more inflicts 1 less damage on it.
KNUX SMASH1AP
Select one enemy operative within this operative’s
control range. You can move that enemy operative up to 3" to a location it can be placed. Then inflict D3+1 damage on it (even if you don’t move it); if the D3 result is a 3, also subtract 1 from that enemy operative’s APL stat until the end of its next
activation. This operative can then immediately perform a free
Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.
This operative cannot perform this action unless an enemy operative is within its control range.
|
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, DÔZR
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt revolver |
| | Bolt revolver | 4 | 3+ | 3/5 | Range 8" | Range 8" |
| Plasma Knife |
| | Plasma Knife | 4 | 4+ | 3/5 | Lethal 5+ | Lethal 5+ |
Medic!: The first time during each turning point that another friendly
HEARTHKYN SALVAGER operative would be
incapacitated while
visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within
control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the
action. After that action, that friendly operative can immediately perform a free
Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next
activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a
Shoot action and this operative would be a primary or secondary target.
MEDIKIT1AP
Select one friendly HEARTHKYN SALVAGER operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
This operative cannot perform this action while within control range of an enemy operative.
|
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, MEDIC, FIELD MEDIC
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Autoch-pattern bolt pistol |
| | Autoch-pattern bolt pistol | 4 | 4+ | 3/4 | Range 8", Accurate 1 | Range 8", Accurate 1 |
| C8 HX charge |
| | C8 HX charge | 4 | 3+ | 4/6 | Range 4", Blast 1", Heavy (Reposition only), Limited 1, Piercing 1, Saturate | Range 4", Blast 1", Heavy (Reposition only), Limited 1, Piercing 1, Saturate |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
Grenadier: This operative can use
frag,
krak,
smoke and
stun grenades. Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
VÂYR-3 UTILITY GRENADE1AP
Place one of your Utility Grenade markers within 6" of this operative. It must be
visible to this operative, or on
Vantage terrain of a terrain feature that’s visible to this operative. Whenever an operative is within 3" of that Utility Grenade marker, its controlling player must spend 1 additional AP for that operative to perform the
Pick Up Marker and
mission actions.
In the
Ready step of the next
Strategy phase, roll one D3. Remove that Utility Grenade marker after a number of
activations equal to the result have been completed, or at the end of the turning point (whichever comes first).
This operative cannot perform this action while within control range of an enemy operative.
|
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, GRENADIER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| EtaCarn plasma beamer |
| | EtaCarn plasma beamer | 4 | 4+ | 5/6 | Piercing 1, Beam* | Piercing 1, Beam* |
| HYLas auto rifle |
| | HYLas auto rifle | 4 | 4+ | 4/5 | Ceaseless, Rending | Ceaseless, Rending |
| HYLas rotary cannon (focused) |
| | HYLas rotary cannon (focused) | 5 | 4+ | 4/5 | Ceaseless, Heavy (Reposition only), Saturate | Ceaseless, Heavy (Reposition only), Saturate |
| HYLas rotary cannon (sweeping) |
| | HYLas rotary cannon (sweeping) | 4 | 4+ | 4/5 | Ceaseless, Heavy (Reposition only), Saturate, Torrent 1" | Ceaseless, Heavy (Reposition only), Saturate, Torrent 1" |
| L7 missile launcher (blast) |
| | L7 missile launcher (blast) | 4 | 4+ | 3/5 | Blast 2" | Blast 2" |
| L7 missile launcher (focused) |
| | L7 missile launcher (focused) | 4 | 4+ | 5/6 | Piercing 1 | Piercing 1 |
| Magna rail rifle |
| | Magna rail rifle | 4 | 4+ | 4/2 | Devastating 3, Heavy (Dash only), Piercing 2 | Devastating 3, Heavy (Dash only), Piercing 2 |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
*Beam: Whenever this operative is
shooting with this weapon, each retained critical success immediately inflicts D3 damage on each other operative along one (and only one) beam line (roll separately for each operative), but the target isn’t affected. An operative is along a beam line if a targeting line can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross
Heavy terrain.
In this example, Operative A is the target. Operatives B and C are along the beam line, but Operative D isn’t.
|
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, GUNNER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Autoch-pattern bolt pistol |
| | Autoch-pattern bolt pistol | 4 | 4+ | 3/4 | Range 8", Accurate 1 | Range 8", Accurate 1 |
| Plasma weapon |
| | Plasma weapon | 4 | 3+ | 4/6 | Lethal 5+, Force Impact* | Lethal 5+, Force Impact* |
Jump Pack: Whenever this operative performs an
action in which it moves, it can
FLY. If it does, don’t move it. Instead, remove it from the
killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a
Dash) horizontally of its original location (in a killzone that uses the
close quarters rules, e.g.
Killzone: Tomb World, this distance cannot be measured over or through
Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot
FLY through an
open hatchway). Note that it gains no additional distance when performing the
Charge action. It must be set up in a location it can be placed, and unless it’s the
CHARGE action, it cannot be set up within
control range of an enemy operative.
*Force Impact: Whenever this operative is
fighting with this weapon, if it’s performed the
Charge action during the
activation, this weapon has the
Brutal weapon rule.
|
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, JUMP PACK WARRIOR
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Autoch-pattern bolter |
| | Autoch-pattern bolter | 4 | 4+ | 3/4 | Accurate 1 | Accurate 1 |
| Ion blaster |
| | Ion blaster | 4 | 4+ | 3/4 | Piercing Crits 1 | Piercing Crits 1 |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
SIGNAL1AP
SUPPORT. Select one other friendly
HEARTHKYN SALVAGER operative in the killzone. Until the end of that operative’s next
activation, add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
SYSTEM JAM1AP
Select one enemy operative that’s a
valid target for this operative and that doesn’t have one of your System Jam tokens; it gains one. Until the end of the battle, whenever an enemy operative has one of your System Jam tokens, it cannot be
activated until each enemy operative without one is
expended. When an enemy operative that has one of your System Jam tokens is activated, remove that token.
This operative cannot perform this action while within control range of an enemy operative.
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HEARTHKYN SALVAGER, LEAGUES OF VOTANN, KINLYNK
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Autoch-pattern bolter |
| | Autoch-pattern bolter | 4 | 4+ | 3/4 | Accurate 1 | Accurate 1 |
| Ion blaster |
| | Ion blaster | 4 | 4+ | 3/4 | Piercing Crits 1 | Piercing Crits 1 |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
Tactician: STRATEGIC GAMBIT if this operative is in the killzone. Place either your Attack or Defence marker in the
killzone. Whenever a friendly
HEARTHKYN SALVAGER operative is
shooting against,
fighting against or
retaliating against an enemy operative that’s within 3" of your Attack marker, that friendly operative’s weapons have the
Balanced weapon rule. Whenever an enemy operative is shooting a friendly
HEARTHKYN SALVAGER operative that’s within 3" of your Defence marker, you can re-roll one of your
defence dice. In the
Ready step of the next
Strategy phase, remove that marker.
ACCELERATED APPRAISAL1AP
If your Attack or Defence marker is in the killzone, remove it.
Place your Attack or Defence marker in the killzone.
This operative cannot perform this action while within control range of an enemy operative.
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HEARTHKYN SALVAGER, LEAGUES OF VOTANN, KOGNITÂAR
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Autoch-pattern bolter |
| | Autoch-pattern bolter | 4 | 4+ | 3/4 | Accurate 1 | Accurate 1 |
| Ion blaster |
| | Ion blaster | 4 | 4+ | 3/4 | Piercing Crits 1 | Piercing Crits 1 |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
SPOT1AP
SUPPORT. Select one enemy operative
visible to this operative. Until the end of the turning point, whenever a friendly
HEARTHKYN SALVAGER operative within 3" of this operative is
shooting that enemy operative, you can use this effect. If you do:
- That friendly operative’s ranged weapons have the Seek Light weapon rule.
- That enemy operative cannot be obscured.
This operative cannot perform this action while within
control range of an enemy operative.
PAN SPECTRAL SCAN1AP
Place your Pan Spectral Scan marker in the
killzone. Whenever a friendly
HEARTHKYN SALVAGER operative is
shooting an enemy operative that’s within 3" of that marker, that friendly operative’s ranged weapons have the
Accurate 1 and
Saturate weapon rules. When this operative is next
activated, is
incapacitated or performs this action again (whichever comes first), remove that marker.
This operative cannot perform this action while within
control range of an enemy operative.
|
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, LOKÂTR
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Autoch-pattern bolter |
| | Autoch-pattern bolter | 4 | 4+ | 3/4 | Accurate 1 | Accurate 1 |
| Ion blaster |
| | Ion blaster | 4 | 4+ | 3/4 | Piercing Crits 1 | Piercing Crits 1 |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
Well Supplied: You can select one additional
equipment option.
|
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, LUGGER
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Autoch-pattern bolter |
| | Autoch-pattern bolter | 4 | 4+ | 3/4 | Accurate 1 | Accurate 1 |
| Ion blaster |
| | Ion blaster | 4 | 4+ | 3/4 | Piercing Crits 1 | Piercing Crits 1 |
| Fists |
| | Fists | 3 | 4+ | 2/3 | - |
Secure Salvage: Whenever an enemy operative is
shooting against,
fighting against or
retaliating against this operative, if this operative contests an
objective marker or one of your
mission markers, in the Resolve Attack Dice step, you can subtract 1 from the damage inflicted on it from one success.
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HEARTHKYN SALVAGER, LEAGUES OF VOTANN, WARRIOR
|
⌀28mm |