Leagues of Votann
Hearthkyn Salvagers
Recon/Security
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.
Faction Rules
Grudge
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 (including any normal successes already retained as a result of the Accurate weapon rule).
Note that Grudge tokens are not removed when you do this.
Operatives
Strategic Ploys
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); if the weapon already has an Atk stat of 4, it has the Balanced weapon rule.
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+).
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.
Whenever an operative is shooting a friendly HEARTHKYN SALVAGER operative, if you rolled one or less successes (including any re-rolls), you can retain one of your fails as a normal success instead of discarding it.
Firefight Ploys
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.
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).
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.
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.
Equipment
Plasma Knives
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.
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Plasma Knife | 3 | 4+ | 3/5 | Lethal 5+ |
Climbing Rigs
During each friendly HEARTHKYN SALVAGER operative’s activation, you can do one of the following:
- When that operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
- When that operative is dropping, ignore the vertical distance.
Excavation Tools
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).
Writ Of Claim
Once per battle, if friendly HEARTHKYN SALVAGER operatives contest two or more objective markers, after rolling off to decide initiative, you can re-roll your dice.
Ammo Cache (x1)
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:
One of your Ammo Cache markers the active operative controls is used during this turning point.
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 (x1)
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
Before the battle, you can set up one of your Comms Device markers wholly within your territory.
While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives
(e.g. ‘select one friendly operative within 6"’ would be 9" instead).
Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.
The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
Ladders are Insignificant and 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.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.
Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
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:
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, but the portable barricade cannot be set up within 2" of
other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up 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 (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
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, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re 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 (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
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 (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 | Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 | Rng 6", Piercing 1, Saturate |
Breaching Charge
Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Building Your Roster
A HEARTHKYN SALVAGERS KillTeam is composed of:
- 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:
- DÔZR
- FIELD MEDIC
- GRENADIER
- JUMP PACK WARRIOR
- KINLYNK*
- KOGNITÂAR*
- LOKÂTR*
- LUGGER*
- WARRIOR*
- GUNNER with one of the following options:
- EtaCarn plasma beamer; fists
- HYLas auto rifle; fists
- HYLas rotary cannon; fists
- L7 missile launcher; fists
- Magna rail rifle; fists
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