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
Operatives
- 1 HERNKYN YAEGIR THEYN operative
- 9 HERNKYN YAEGIR operatives selected from the following list:
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
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.
| OPERATIVES | RESOURCEFUL POINTS | | 5+ | 2 | | 1-4 | 1 |
|
You can spend 1 of your Resourceful points during each
activation of each friendly
HERNKYN YAEGIR operative to do one of the following:
- Before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative’s APL stat until the end of its activation.
- When it’s activated, if it’s not within control range of enemy operatives, 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.
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).
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.
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).
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".
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).
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.
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.
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).
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, and that weapon has the Accurate 1 weapon rule.
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.
| 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+ | 2/3 | - |
| 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 is in the killzone and 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 |
| NAME | ATK | HIT | DMG | WR |
| Throwing plasma knife |
| | Throwing plasma knife | 4 | 3+ | 3/5 | Range 6", Lethal 5+, Limited 1, Silent | Range 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 |
| 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 |
| 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 |
| 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 |
| 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 1 | Heavy (Reposition only), Piercing 1 |
| Magna-coil rifle (stationary) |
| | Magna-coil rifle (stationary) | 4 | 2+ | 3/3 | Devastating 3, Heavy, Piercing 1 | Devastating 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 |
| NAME | ATK | HIT | DMG | WR |
| SiNR handbow |
| | SiNR handbow | 4 | 4+ | 3/5 | Silent | Silent |
| Throwing hatchet |
| | Throwing hatchet | 4 | 3+ | 3/5 | Range 6", Limited 1, Rending, Silent | Range 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 |
| 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+ | 2/3 | - |
| 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 |