Hearthkyn Salvager

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

BookKindEditionVersionLast update
  Hearthkyn Salvagers
  Hearthkyn SalvagersFaction31.1April 2025
Archetype: Security / Recon

Hearthkyn Salvager Kill Team

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

Faction Rules

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. Note that Grudge tokens aren’t removed when you do this.

Strategy Ploys

NEED KEEPS

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).
WROUGHT DEFENCE

Artificers of consummate skill, the Kin forge armour of great quality and resilience.

Whenever an operative is shooting a friendly HEARTHKYN SALVAGER operative, in the Roll Defence Dice step, if you roll two or more fails, you can re-roll one of them.
TOIL EARNS

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.
PROXIMATE FIREPOWER

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+).

Firefight Ploys

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.
STURDY

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).
WORTH IT

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.
ENGAGE TO ACQUIRE

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.

Faction Equipment

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.

Whenever a friendly HEARTHKYN SALVAGER operative is climbing up, you can treat the vertical distance as 1" less (to a minimum of 2"). Note this has no effect when using ladder equipment terrain features, which treats the vertical distance as 1" (but would have an effect if the operative then continued climbing another terrain feature).
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.

Datacards


Hearthkyn Theyn

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

Hearthkyn Theyn

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
4
3+
3/4
Range 8", Accurate 1Range 8", Accurate 1
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
Accurate 1Accurate 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 1Range 8", Piercing 1
Ion blaster
Ion blaster
4
4+
3/4
Piercing Crits 1Piercing Crits 1
Ion pistol
Ion pistol
4
3+
3/4
Range 8", Piercing Crits 1Range 8", Piercing Crits 1
Concussion gauntlet
Concussion gauntlet
4
4+
5/7
Brutal, ShockBrutal, Shock
Plasma weapon
Plasma weapon
4
3+
4/6
Lethal 5+Lethal 5+
Eye of the Ancestors: STRATEGIC GAMBIT. 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: The first time an attack dice inflicts 4 or more damage on this operative during the battle, ignore that inflicted damage.
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, LEADER, THEYN
⌀28mm


Hearthkyn Dôzr

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

Hearthkyn Dôzr

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
4
4+
3/4
Range 8", Accurate 1Range 8", Accurate 1
Concussion knux
Concussion knux
4
3+
4/4
Ceaseless, Lethal 5+, ShockCeaseless, 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.

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


Hearthkyn Field Medic

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

Hearthkyn Field Medic

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
8
 
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


Hearthkyn Grenadier

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

Hearthkyn Grenadier

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
4
4+
3/4
Range 8", Accurate 1Range 8", Accurate 1
C8 HX charge
C8 HX charge
4
3+
4/6
Range 4", Blast 1", Heavy (Reposition only), Limited 1, Piercing 1, SaturateRange 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


Hearthkyn Gunner

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

Hearthkyn Gunner

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
8
 
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, RendingCeaseless, Rending
HYLas rotary cannon (focused)
HYLas rotary cannon (focused)
5
4+
4/5
Ceaseless, Heavy (Reposition only), SaturateCeaseless, 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 1Piercing 1
Magna rail rifle
Magna rail rifle
4
4+
4/2
Devastating 3, Heavy (Dash only), Piercing 2Devastating 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


Hearthkyn Jump Pack Warrior

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

Hearthkyn Jump Pack Warrior

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

APL
2
MOVE
7"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Autoch-pattern bolt pistol
Autoch-pattern bolt pistol
4
4+
3/4
Range 8", Accurate 1Range 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: Gallowdark, 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


Hearthkyn Kinlynk

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

Hearthkyn Kinlynk

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
Accurate 1Accurate 1
Ion blaster
Ion blaster
4
4+
3/4
Piercing Crits 1Piercing Crits 1
Fists
Fists
3
4+
2/3
-

SIGNAL1AP

SUPPORT. Select one other friendly HEARTHKYN SALVAGER operative visible to and within 6" of this operative. 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.
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, KINLYNK
⌀28mm


Hearthkyn Kognitâar

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

Hearthkyn Kognitâar

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
Accurate 1Accurate 1
Ion blaster
Ion blaster
4
4+
3/4
Piercing Crits 1Piercing Crits 1
Fists
Fists
3
4+
2/3
-
Tactician: STRATEGIC GAMBIT. 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, you can re-roll one of your attack dice. 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.
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, KOGNITÂAR
⌀28mm


Hearthkyn Lokâtr

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

Hearthkyn Lokâtr

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
Accurate 1Accurate 1
Ion blaster
Ion blaster
4
4+
3/4
Piercing Crits 1Piercing 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


Hearthkyn Lugger

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

Hearthkyn Lugger

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
Accurate 1Accurate 1
Ion blaster
Ion blaster
4
4+
3/4
Piercing Crits 1Piercing Crits 1
Fists
Fists
3
4+
2/3
-
Well Supplied: You can select one additional equipment option.
I’ve Got It: Once during each of this operative’s activations, it can perform a mission action for 1 less AP.
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, LUGGER
⌀28mm


Hearthkyn Warrior

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

Hearthkyn Warrior

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

APL
2
MOVE
5"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Autoch-pattern bolter
Autoch-pattern bolter
4
4+
3/4
Accurate 1Accurate 1
Ion blaster
Ion blaster
4
4+
3/4
Piercing Crits 1Piercing 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.
HEARTHKYN SALVAGER, LEAGUES OF VOTANN, WARRIOR
⌀28mm
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

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. Note that Grudge tokens aren’t removed when you do this.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
2X LADDERS

Carried into battle in their compacted forms, these ladders provide a rapid route of ingress to strongholds, or access to vital vantage points.

Ladders are Exposed terrain. Before the battle, you can set up any of them as follows:
  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

In addition, an operative can either move through ladders as if they aren’t there (but cannot finish on them), or climb them. Once per action, whenever an operative is climbing this terrain feature, treat the vertical distance as 1". Note that if an operative then continues climbing another terrain feature during that action (including another ladder), that distance is determined as normal.

Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Brutal
Your opponent can only block with critical successes.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).

The LEAGUES OF VOTANN keyword is used in the following Hearthkyn Salvager datacards:

Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
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.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Saturate
The defender cannot retain cover saves.

Frag grenade

 
NAME
ATK
HIT
DMG
Frag grenade
4
4+
2/4

WR
Range 6", Blast 2", Saturate

Krak grenade

 
NAME
ATK
HIT
DMG
Krak grenade
4
4+
4/5

WR
Range 6", Piercing 1, Saturate
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.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

SMOKE GRENADE 1AP

Place one of your Smoke 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. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

STUN GRENADE 1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Engage: The operative can perform actions as normal and can counteract.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.

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