Hernkyn Yaegir kt21
The Hernkyn are those Kin who serve as the Leagues of Votann's explorers, scouts, prospectors and pioneers. To the Kin, any region of blank space upon their star charts is a mystery in need of solving. The desire to plumb the depths of the void, to discover its secrets and claim its riches is deeply ingrained in their psyche, as is the need to know what -- if any -- sources of peril might lurk amidst the shadows.
Yeagir Theyn
APL
2
MOVE
2⬤
SAVE
4+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Revolver (Rng ⬟, Lethal 5+) | 4 | 3+ | 3/5 |
Bolt Shotgun | |||
- Short Range (Rng ⬟) | 4 | 2+ | 4/4 |
- Long Range | 4 | 4+ | 2/2 |
Plasma Knife (Lethal 5+) | 4 | 3+ | 3/5 |
ABILITIES
Dauntless Explorers
Outright Conviction
Resourceful
Veteran Adventurer
HERNKYN YAEGIR, VOTANN, LEADER, THEYN
Yaegir Bladekyn
APL
2
MOVE
2⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Throwing Plasma Knife (Rng ⬟, Lethal 5+, Lim, Sil) | 4 | 3+ | 3/5 |
Dual Plasma Knives (Lethal 5+, Relentless) | 4 | 3+ | 3/5 |
ABILITIES
Dauntless Explorers
Hunter
Irrepressible Hardiness
Resourceful
HERNKYN YAEGIR, VOTANN, BLADEKYN
Yaegir Bombast
APL
2
MOVE
2⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Wroughtlock Revolvers (Rng ⬟+◼, Bal, Lethal 5+) | 4 | 3+ | 3/5 |
Fists | 3 | 4+ | 2/3 |
ABILITIES
Brazen Killer
Dauntless Explorers
Resourceful
Wroughtlock Negotiation
HERNKYN YAEGIR, VOTANN, BLADEKYN
Yaegir Gunner
APL
2
MOVE
2⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
APM Launcher | |||
- Armour Piercing (AP1, *Cumbersome) | 5 | 4+ | 4/5 |
- Breaching (Blast ⬤, *Cumbersome) | 5 | 4+ | 3/5 |
- High Explosive (Blast ◼, *Cumbersome) | 5 | 4+ | 2/4 |
Fists | 3 | 4+ | 2/3 |
ABILITIES
*Cumbersome
Dauntless Explorers
Resourceful
Weapon Bipod
HERNKYN YAEGIR, VOTANN, GUNNER
Yaegir Ironbraek
APL
2
MOVE
2⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Revolver (Rng ⬟) | 4 | 4+ | 3/5 |
Entrencher | 3 | 4+ | 3/4 |
ABILITIES
Dauntless Explorers
HY-Pex Mines
Minefield
Resourceful
HERNKYN YAEGIR, VOTANN, IRONBRAEK
Yaegir Riflekyn
APL
2
MOVE
2⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Magna-Coil Rifle (AP1, Hvy, Sil, MW3) | 4 | 2+ | 3/3 |
Fists | 3 | 4+ | 2/3 |
ABILITIES
Dauntless Explorers
Resourceful
Weavewërke Cloak
HERNKYN YAEGIR, VOTANN, RIFLEKYN
Yaegir Tracker
APL
2
MOVE
2⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
SiNR Handbow (Silent) | 4 | 4+ | 3/5 |
Throwin Hatchet (Rng ⬟, Lim, Sil, Rending) | 4 | 3+ | 3/5 |
Hatchet | 4 | 3+ | 4/5 |
ABILITIES
Dauntless Explorers
Pan Spectral Visor
Resourceful
Tracker
HERNKYN YAEGIR, VOTANN, TRACKER
Yaegir Warrior
APL
2
MOVE
2⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Revolver (Rng ⬟) | 4 | 4+ | 3/5 |
Bolt Shotgun | |||
- Short Range (Rng ⬟) | 4 | 3+ | 4/4 |
- Long Range | 4 | 5+ | 2/2 |
Fists | 3 | 4+ | 2/3 |
Plasma Knife (Lethal 5+) | 4 | 4+ | 3/5 |
ABILITIES
Dauntless Explorers
Resourceful
HERNKYN YAEGIR, VOTANN, WARRIOR
Strategic Ploys
Hidden Engagement
In Position
Masterful Bladework
Tough Survivalists
Firefight Ploys
Bonds That Bind
Hardy
No Kin Left Behind
Stalwart Defence
Equipment
Plasma Knife
Name | A | BS | D |
---|---|---|---|
Plasma Knife | 4 | 4+ | 3/5 |
Special Rules | |||
Lethal 5+ |
Bolt Revolver
Name | A | BS | D |
---|---|---|---|
Bolt Revolver | 4 | 4+ | 3/5 |
Special Rules | |||
Rng ⬟ |
Bolt Shotgun
Name | A | BS | D | SR |
---|---|---|---|---|
Bolt Shotgun (Short Range) | 4 | 3+ | 4/4 | Rng ⬟ |
Bolt Shotgun (Long Range) | 4 | 5+ | 2/2 |
Climbing Equipment
Climbing Equipment:
- Each time this operative ascends or descnds a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels are counted as ⬤ for that climb.
- This operative does not need to be within ▲ of a physical and climbable part of a terrain feature in order to climb it.
- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
Stabilised Shells
The operative can perform the following action during the battle:
Load Shotgun (1 AP):
Change the type of ammunition loaded into the Bolt Shotgun this operative is equipped with.
Firestorm Bolt Shells
Name | A | BS | D |
---|---|---|---|
Firestorm Bolt Shells | 4 | 3+ | 2/4 |
Special Rules | |||
Rng ⬟, Blast ▲ |
Gravitic Concussion Grenade
Name | A | BS | D |
---|---|---|---|
Gravitic Concussion Grenade | 4 | 3+ | 2/4 |
Special Rules | |||
Rng ⬟, Blast ⬤, Indirect, Limited |
KV-Ceramide Undersuit
KV-Ceramide Undersuit: Each time a shooting attack is made against this operative, if the ranged weapon has the Blast or Torrent special rule, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your Defence Dice. This operative is unaffected by the Splash critical hit rule.
Rare Equipment
Darkstar Weapon
Spectral Implant
Concussion Shells
Concussion Shells: Select a Bolt Revolver or the Short Range profile of a Bolt Shotgun the operative is equipped with. That weapon or weapon profile gains the Stun critical hit rule for the battle.
Weavefield Gorget
Weavefield Gorget: This operative has a 4+ Invulnerable Save for the battle.
Delver's Eyeglass
The operative gains the following ability for the battle:
Delver's Eyeglass: When determining Line of Sight for this operative, enemy operatives are not Obscured.
Relic Voidsuit
Relic Voidsuit: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can retain one of your successful normal saves as a critical save instead.
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Hernkyn Yaegir
Ruthless Exploitation
- If an enemy operative that is not ready is incapacitated in a subsequent Turning Point, you score 1 VP.
- If you achieve the first condition in another subsequent Turning Point, you score 1 VP.
Bonds Of Loyalty
- If an enemy operative that incapacitated a friendly HERNKYN YAEGIR operative is itself incapacitated during the same Turning Point, you score 1 VP.
- If you achieve the first condition in another subsequent Turning Point, you score 1 VP.
Protect Locator Beacon
- If enemy operatives have never been within ⬤ of that objective marker during the battle, you score 1 VP.
- If a friendly HERNKYN YAEGIR operative is within ⬤ of that objective marker and controls it, you score 1 VP.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP