Hernkyn Yaegirs kt24
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
5"
SAVE
4+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Revolver (Rng 8") | 4 | 3+ | 3/5 |
Bolt Shotgun | |||
- Short Range (Rng 6") | 4 | 3+ | 4/4 |
- Long Range | 4 | 5+ | 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
5"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Throwing Plasma Knife (Rng 6", Lethal 5+, Lim1, Silent) | 4 | 3+ | 3/5 |
Dual Plasma Knives (Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
ABILITIES
Dauntless Explorers
Irrepressible Hardiness
Resourceful
Stalker
HERNKYN YAEGIR, VOTANN, BLADEKYN
Yaegir Bombast
APL
2
MOVE
5"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Wroughtlock Revolvers (Rng 9", Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
Fists | 3 | 4+ | 2/3 |
ABILITIES
Brazen Killer
Dauntless Explorers
Resourceful
Wroughtlock Negotiation
HERNKYN YAEGIR, VOTANN, BOMBAST
Yaegir Gunner
APL
2
MOVE
5"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
APM Launcher | |||
- Armour Piercing (*Bipod, Hvy(RepOnly), Prc1) | 5 | 4+ | 4/5 |
- Breaching (*Bipod, Hvy(RepOnly), Blast 2") | 5 | 4+ | 3/5 |
- High Explosive (*Bipod, Hvy(RepOnly), Blast 3") | 5 | 4+ | 2/4 |
Fists | 3 | 4+ | 2/3 |
ABILITIES
*Bipod
Dauntless Explorers
Resourceful
HERNKYN YAEGIR, VOTANN, GUNNER
Yaegir Ironbraek
APL
2
MOVE
5"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Revolver (Rng 8") | 4 | 4+ | 3/5 |
Entrencher | 3 | 4+ | 3/4 |
ABILITIES
Dauntless Explorers
Hy-Pex Mine
Minefield
Resourceful
HERNKYN YAEGIR, VOTANN, IRONBRAEK
Yeaegir Riflekyn
APL
2
MOVE
5"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Magna-Coil Rifle | |||
- Concealed (Dev3, Hvy, Prc1, Silent, *Concealed Position) | 4 | 2+ | 3/3 |
- Mobile (Hvy(RepOnly), Prc1) | 4 | 3+ | 3/4 |
- Stationary (Dev3, Hvy, Prc1) | 4 | 2+ | 3/3 |
Fists | 3 | 4+ | 2/3 |
ABILITIES
*Concealed Position
Dauntless Explorers
Resourceful
Weavewerke Cloak
HERNKYN YAEGIR, VOTANN, RIFLEKYN
Yaegir Tracker
APL
2
MOVE
5"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
SiNR Handbow (Silent) | 4 | 4+ | 3/5 |
Throwing Hatchet (Rng 6", Lim1, Rending, Silent) | 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
5"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Revolver (Rng 8") | 4 | 4+ | 3/5 |
Bolt Shotgun | |||
- Short Range (Rng 6") | 4 | 3+ | 4/4 |
- Long Range | 4 | 5+ | 2/2 |
Plasma Knife (Lethal 5+) | 4 | 4+ | 3/5 |
Fists | 3 | 4+ | 2/3 |
ABILITIES
Dauntless Explorers
Intrepid
Resourceful
HERNKYN YAEGIR, VOTANN, WARRIOR
Strategic Ploys
Hidden Engagement
Balanced: Can re-roll one Attack die.
In Position
Masterful Bladework
Balanced: Can re-roll one Attack die.
Tough Survivalists
Firefight Ploys
Bonds That Bind
No Kin Left Behind
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
- It can target that enemy operative even though it is within control range of a friendly operative.
- Other enemy operatives cannot be selected as a valid target.
- Worsen the hit stat of its weapons by 1.
- 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)
Sturdy
Equipment
Firestorm Bolt Shells
KV-Ceramide Undersuit
Plasma Knives
Name | ATK | HIT | DMG | |
---|---|---|---|---|
Plasma Knife | 3 | 4+ | 3/5 | |
Weapon Rules | ||||
Lethal 5+ |
Stabilized Bolt Shells
Universal Equipment
Ammo Cache
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice. An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device
Mines
Light Barricades
Heavy Barricade
Ladders
- Wholly within your territory.
- Upright against terrain that is at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Portable Barricade
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke
SMOKE GRENADE (1 AP):
- 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 is 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 is 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.
Utility Grenade - Stun
STUN GRENADE (1 AP):
- 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.
Explosive Grenade - Frag
Name | A | BS | D | |
---|---|---|---|---|
Frag Grenade | 4 | 4+ | 2/4 | |
Special Rules | ||||
Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak
Name | A | BS | D | |
---|---|---|---|---|
Krak Grenade | 4 | 4+ | 4/5 | |
Special Rules | ||||
Rng 6", Piercing 1, Saturate |
Infiltration
Implant
Reveal: When you first score VP from this op.
Additional Rules:
Whenever a friendly operative is fighting, when you would resolve an attack dice, you can implant the enemy operative instead of striking or blocking (then discard that dice).
Whenever a friendly operative is shooting an enemy operative within 6" of it, when you would resolve an attack dice, you can instead implant the enemy operative instead of inflicting damage with that dice.
Each operative can only be implanted once, and cannot be implanted during the first turning point.
Victory Points:
Once per turning point after the first, if you implant an enemy operative, you score 1VP.
At the end of each turning point after the first, if any implanted enemy operatives are in the killzone, you score 1 VP.
Surveillance
Reveal: The first time a friendly operative performs the Surveillance Action.
Mission Action: Surveillance (1 AP)
The active operative has gathered surveillance.
- An operative cannot perform this action while it has an Engage order. It must be wholly within your opponent's territory to perform this action, and there must be an enemy operative that is a valid target for it.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
Once per turning point after the first, if a friendly operative performs the Surveillance action, you score 1 VP.
At the end of each turning point after the first, if a friendly operative has performed the Surveillance action during that turning point is in the killzone and has a conceal order, you score 1 VP
Wiretap
Reveal: The first time a friendly operative performs the Wiretap Action.
Mission Action: Wiretap (1 AP)
Place one of your Wiretap mission markers within the active operative's control range. In the ready step of the next Strategy phase, remove that marker.
An operative cannot perform this action during the first turning point, while within control range of an enemy operative, during an activation in which it was set up, or if a friendly operative has already performed this action during the turning point.
Victory Points:
Once per tuning point after the first, whenever an enemy operative starts or ends an action within 2" of your Wiretap mission marker, you score 1 VP.
At the end of each turning point after the first, if any enemy operatives with an Engage order are within 2" of your Wiretap mission marker, you score 1 VP.
Seek And Destroy
Champion
Reveal: When you select your first Champion.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, you can select one friendly operative to be your champion for the turning point.
Victory Points:
In each turning point after the first, whenever your champion incapacitates an enemy operative you score 1VP, or 2VP if that enemy operative had a wound stat of 12 or more (in either case to a maximum of 2VP per turning point).
Overrun
Reveal: When you first score VP from this op.
Victory Points:
Once per turning point after the first, if an enemy operative is incapacitated by a friendly operative, and that friendly operative is wholly within your opponent's territory when it does so, you score 1VP.
At the end of each turning point after the first, if the total APL stat of friendly operatives that both fulfilled the above condition that turning point (regardless of you scoring the VP) and are still wholly within your opponent's territory is 3 or more, you score 1 VP.
Storm Objectives
Reveal: When you first score VP from this op.
Additional Rules:
At the end of each friendly operative's activation, if it controls an objective marker that enemy operatives controlled at the start of that activation or that is wholly within your opponent's territory, and that objective marker is not contested by enemy operatives, that objective marker is stormed by friendly operatives this turning point.
Victory Points:
Once per turning point after the first, if an objective marker is stormed by Friendly operatives this turning point, you score 1VP.
At the end of each turning point after the first, if friendly operatives control an objective marker that was stormed by friendly operatives this turning point, you score 1VP.