Hernkyn Yaegir

Bands of Hernkyn serve the Leagues of Votann as scouts and rangers, plying the void and infiltrating worlds in search of raw resources to exploit. Yaegirs are the Hernykn’s hardened commandos, responsible for securing and protecting the claims of the Leagues of Votann during the most dangerous missions.

Books

BookKindEditionVersionLast update
  Hernkyn Yaegris
  Hernkyn YaegrisFaction31.1April 2025

Hernkyn Yaegir Kill Team

Operatives

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Marker/Token Guide

Outright Conviction token

Resourceful points (Values 1 & 2)

HY-Pex Mine marker

Throwing Plasma Knife token

Fallen Kin marker

Stabilised Bolt Shells token

Throwing Hatchet token

Minefield marker

Firestorm Bolt Shells token

Faction Rules

Resourceful

Hernkyn Yaegirs are self-sufficiency specialists. They are also skilled warriors who, usually unsupported, embark upon missions equipped for countless contingencies. This allows them to adapt to hazardous environments and enemy actions with decisive speed.

In the Ready step of each Strategy phase after the first, you gain Resourceful points determined by the number of friendly HERNKYN YAEGIR operatives in the killzone that aren’t within control range of enemy operatives. At the end of each turning point, discard your Resourceful points.

OPERATIVESRESOURCEFUL POINTS
6+2
3-51
0-20

Whenever a friendly HERNKYN YAEGIR operative that isn’t within control range of enemy operatives is activated, you can spend 1 of your Resourceful points to do one of the following:
  • Until the end of its activation, add 1 to its APL stat.
  • It regains up to D3+1 lost wounds.

Dauntless Explorers

The first of their Kindred to set foot on new worlds, Yaegirs are frequently deployed for extended periods and are experts in swiftly evaluating and exploiting their area of operations.

STRATEGIC GAMBIT in the first turning point. Each friendly HERNKYN YAEGIR operative wholly within your drop zone can immediately perform a free Reposition action. Each that does so must end that move wholly within 4" of your drop zone.

Strategy Ploys

HIDDEN ENGAGEMENT

Being experienced survivalists, Hernkyn Yaegirs are skilled hunters, well used to stalking and engaging their prey from the shadows.

Whenever a friendly HERNKYN YAEGIR operative is shooting, if it’s in cover from the target’s perspective, that friendly operative’s weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).
MASTERFUL BLADEWORK

Yaegirs are extensively trained in the use of plasma knives and other close combat weapons, wielding them with ruthless precision.

Whenever a friendly HERNKYN YAEGIR operative is fighting, or has a Conceal order and is retaliating, add 1 to the Atk stat of its melee weapons (to a maximum of 4) and they have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.
TOUGH SURVIVALISTS

A lifetime of frontier exploration coupled with their kind’s natural fortitude renders Hernkyn Yaegirs highly resistant to injury.

The first time an attack dice inflicts damage on each friendly HERNKYN YAEGIR operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).
IN POSITION

Hernkyn Yaegirs stalk their enemies with great patience, using the surrounding terrain to conceal themselves from prying eyes.

Whenever a friendly HERNKYN YAEGIR operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Firefight Ploys

STURDY

Stocky and stalwart, Hernkyn Yaegirs grit their teeth and shrug off wounds that would fell other species.

Use this firefight ploy when an operative is shooting a friendly HERNKYN YAEGIR 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).
BONDS THAT BIND

Squads of Hernkyn Yaegirs are exceptionally close-knit and operate with instinctive coordination.

Use this firefight ploy when a friendly HERNKYN YAEGIR operative is activated. Select one other ready friendly HERNKYN YAEGIR operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Neither operative can be a BOMBAST operative if its Wroughtlock Negotiation STRATEGIC GAMBIT has been used this turning point.
NO KIN LEFT BEHIND

All Kin desire to return to their Hold’s Ancestor Core upon their death. Hernkyn will fight tooth and nail to ensure that none of their fallen are left behind.

Use this firefight ploy when a friendly HERNKYN YAEGIR operative is incapacitated. Before that operative is removed from the killzone, remove your Fallen Kin marker from the killzone (if any), then place it within that operative’s control range. That operative is then removed from the killzone as normal.

Whenever a friendly HERNKYN YAEGIR operative within 3" of your Fallen Kin marker is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
STALWART DEFENCE

The Kin are steadfast and determined in defence. They maintain accurate and punishing fire even as their enemies close in.

Use this firefight ploy when an enemy operative ends a move within control range of a friendly HERNKYN YAEGIR operative. Select one other friendly HERNKYN YAEGIR operative visible to and within 6" of that friendly operative, but that isn’t itself within control range of enemy operatives. The selected operative can perform a free Shoot action. During that action:
  • It can target that enemy operative even though it’s within control range of a friendly operative.
  • You cannot select any other enemy operative as a valid target.
  • You cannot select a frag or krak grenade, or a weapon with the Blast or x" Devastating x weapon rule (i.e. Devastating with a distance).

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 HERNKYN YAEGIR operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version, and that weapon has the Balanced weapon rule for the battle.

Plasma Knife

 
NAME
ATK
HIT
DMG
Plasma Knife
3
4+
3/5

WR
Lethal 5+
STABILISED BOLT SHELLS

Fitted with fin stabilisers, these specially crafted bolt shells are designed to enhance accuracy and lethality at extreme range.

Up to twice per turning point, whenever a friendly HERNKYN YAEGIR operative is performing the Shoot action and you select a bolt shotgun (long range), you can use this rule. If you do, until the end of that action, improve the Hit stat of that weapon by 1 and add 1 to both of its Dmg stats
FIRESTORM BOLT SHELLS

These bolt rounds are packed with shrapnel and phosphor, detonating on impact and emitting a cloud of lethal burning shards.

Once per turning point, when a friendly HERNKYN YAEGIR operative is performing the Shoot action and you select a bolt shotgun (short range), you can use this rule. If you do, until the end of that action, that weapon has the Blast 1" weapon rule.
KV-CERAMIDE UNDERSUIT

Hernkyn Yaegirs ordinarily wear only light armour. These thin but resilient semi-ceramic undersuits provide the wearer with an additional layer of protection.

Whenever an operative is shooting a friendly HERNKYN YAEGIR operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly HERNKYN YAEGIR operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

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.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Bolt revolver
Bolt revolver
4
3+
3/5
Range 8"Range 8"
Bolt shotgun (short range)
Bolt shotgun (short range)
4
3+
4/4
Range 6"Range 6"
Bolt shotgun (long range)
Bolt shotgun (long range)
4
5+
2/2
-
Plasma Knife
Plasma Knife
4
3+
3/5
Lethal 5+Lethal 5+
Veteran Adventurer: In the Ready step of each Strategy phase after the first, if this operative isn’t within control range of enemy operatives, you gain 1 Resourceful point.
Outright Conviction: The first time this operative would be incapacitated during the battle, it’s not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating).
HERNKYN YAEGIR, LEAGUES OF VOTANN, LEADER, THEYN
⌀28mm


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.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Throwing plasma knife
Throwing plasma knife
4
3+
3/5
Range 6", Lethal 5+, Limited 1, SilentRange 6", Lethal 5+, Limited 1, Silent
Dual plasma knives
Dual plasma knives
4
3+
3/5
Ceaseless, Lethal 5+Ceaseless, Lethal 5+
Stalker: This operative can perform the Charge action while it has a Conceal order.
Irrepressible Hardiness: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
HERNKYN YAEGIR, LEAGUES OF VOTANN, BLADEKYN
⌀28mm


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.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Wroughtlock revolvers
Wroughtlock revolvers
4
3+
3/5
Range 9", Ceaseless, Lethal 5+Range 9", Ceaseless, Lethal 5+
Fists
Fists
3
4+
2/3
-
Wroughtlock Negotiation: STRATEGIC GAMBIT. This operative can immediately perform a free Shoot action (you can change its order to Engage to do so).
Brazen Killer: Whenever this operative incapacitates an enemy operative with its wroughtlock revolvers, roll one D6 separately for each other enemy operative visible to and within 2" of that enemy operative: if the result is higher than that other enemy operative’s APL stat, subtract 1 from its APL stat until the end of its next activation.
HERNKYN YAEGIR, LEAGUES OF VOTANN, BOMBAST
⌀28mm


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.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
APM launcher (armour piercing)
APM launcher (armour piercing)
5
4+
4/5
Heavy (Reposition only), Piercing 1, Bipod*Heavy (Reposition only), Piercing 1, Bipod*
APM launcher (breaching)
APM launcher (breaching)
5
4+
3/5
Blast 2", Heavy (Reposition only), Bipod*Blast 2", Heavy (Reposition only), Bipod*
APM launcher (high explosive)
APM launcher (high explosive)
5
4+
2/4
Blast 3", Heavy (Reposition only), Bipod*Blast 3", Heavy (Reposition only), Bipod*
Fists
Fists
3
4+
2/3
-
*Bipod: Whenever this operative is shooting with this weapon, if it hasn’t moved during the activation, or if it’s a counteraction, this weapon has the Ceaseless weapon rule. Note this operative isn’t restricted from moving after shooting.
HERNKYN YAEGIR, LEAGUES OF VOTANN, GUNNER
⌀28mm


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 the enemy’s paths and preparing hidden fields of high-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 the enemy’s paths and preparing hidden fields of high-yield penetrative explosives – or HY-Pex mines.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Bolt revolver
Bolt revolver
4
4+
3/5
Range 8"Range 8"
Entrencher
Entrencher
3
4+
3/4
-
Minefield: You have five Minefield markers for the battle. On the reverse side, three of them are HY-Pex mines (see right) and two are blank. Set up all your Minefield markers as if they were one item of equipment. Each must be set up reverse-side down (their specifics aren’t revealed), more than 2" from other markers, access points and Accessible terrain, and more than 6" from your opponent’s drop zone and your other Minefield markers. Whenever this operative is readied, if it’s not within control range of enemy operatives, you can reset one of your flipped Minefield markers that’s within its control range (flip the marker back over again).
HY-Pex Mines: Whenever one of your reverse-side down Minefield markers is both within an enemy operative’s control range and not within a friendly HERNKYN YAEGIR operative’s control range, flip the marker over. If it’s a blank, there’s no effect. If it’s a HY-Pex mine, inflict 3 damage on that enemy operative and roll one D6: if the result is less than that enemy operative’s Save stat, inflict additional damage on it equal to the dice result; regardless of the result, if it isn’t incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Regardless, that marker isn’t removed.
HERNKYN YAEGIR, LEAGUES OF VOTANN, IRONBRAEK
⌀28mm


Yaegir Riflekyn

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

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Magna-coil rifle (concealed)
Magna-coil rifle (concealed)
4
2+
3/3
Devastating 3, Heavy, Piercing 1, Silent, Concealed Position*Devastating 3, Heavy, Piercing 1, Silent, Concealed Position*
Magna-coil rifle (mobile)
Magna-coil rifle (mobile)
4
3+
3/4
Heavy (Reposition only), Piercing 1Heavy (Reposition only), Piercing 1
Magna-coil rifle (stationary)
Magna-coil rifle (stationary)
4
2+
3/3
Devastating 3, Heavy, Piercing 1Devastating 3, Heavy, Piercing 1
Fists
Fists
3
4+
2/3
-
*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.
Weavewërke Cloak: Whenever an operative is shooting this operative:
  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
HERNKYN YAEGIR, LEAGUES OF VOTANN, RIFLEKYN
⌀28mm


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.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
SiNR handbow
SiNR handbow
4
4+
3/5
SilentSilent
Throwing hatchet
Throwing hatchet
4
3+
3/5
Range 6", Limited 1, Rending, SilentRange 6", Limited 1, Rending, Silent
Hatchet
Hatchet
4
3+
4/5
-
Pan Spectral Visor: Whenever this operative is shooting an operative within 6" of it:
  • This operative’s weapons have the Seek Light weapon rule.
  • That operative cannot be obscured.
Tracker: Whenever this operative is shooting against or fighting against an expended operative within 6" of it, this operative’s weapons have the Punishing weapon rule.
HERNKYN YAEGIR, LEAGUES OF VOTANN, TRACKER
⌀28mm


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.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Bolt revolver
Bolt revolver
4
4+
3/5
Range 8"Range 8"
Bolt shotgun (short range)
Bolt shotgun (short range)
4
3+
4/4
Range 6"Range 6"
Bolt shotgun (long range)
Bolt shotgun (long range)
4
5+
2/2
-
Fists
Fists
3
4+
2/3
-
Plasma Knife
Plasma Knife
4
4+
3/5
Lethal 5+Lethal 5+
Intrepid: Whenever you spend a Resourceful point for this operative, the following take precedence:
  • If you add 1 to its APL stat, it lasts until the start of its next activation instead.
  • If it regains lost wounds, it regains up to 4 instead.
HERNKYN YAEGIR, LEAGUES OF VOTANN, WARRIOR
⌀28mm
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.

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.
Balanced
You can re-roll one of your attack dice.

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.

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.
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.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Engage: The operative can perform actions as normal and can counteract.
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.
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.
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).
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.
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.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
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.

Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
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.
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
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.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
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).

The HERNKYN YAEGIR keyword is used in the following Hernkyn Yaegir datacards:

The LEAGUES OF VOTANN keyword is used in the following Hernkyn Yaegir datacards:

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.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.

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.
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.
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.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Resourceful

Hernkyn Yaegirs are self-sufficiency specialists. They are also skilled warriors who, usually unsupported, embark upon missions equipped for countless contingencies. This allows them to adapt to hazardous environments and enemy actions with decisive speed.

In the Ready step of each Strategy phase after the first, you gain Resourceful points determined by the number of friendly HERNKYN YAEGIR operatives in the killzone that aren’t within control range of enemy operatives. At the end of each turning point, discard your Resourceful points.

OPERATIVESRESOURCEFUL POINTS
6+2
3-51
0-20

Whenever a friendly HERNKYN YAEGIR operative that isn’t within control range of enemy operatives is activated, you can spend 1 of your Resourceful points to do one of the following:
  • Until the end of its activation, add 1 to its APL stat.
  • It regains up to D3+1 lost wounds.

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