Hearthkyn Salvagers

ReconSecurity
KILL GRADE [10]
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246810

What to Know

Meet the Hearthkyn Salvagers! This 10-operative Leagues of Votann team is a tough, versatile force. With a 3+ save and 8-9 wounds, they're durable. Their unique Grudge rule makes enemies pay for each kill, turning normal hits into crits! They excel at holding objectives with ploys like Need Keeps, boosting APL and melee. While solid in shooting (especially up close with Proximate Firepower), they pack a punch in melee too. Flexible specialists like the Jump Pack Warrior and powerful Gunners let you adapt to any mission. Hold the line, avenge your kin, and claim what's yours!

Core Abilities

Unusual Shooting
Lokâtr: Spot: grants Seek and ignores obscuring for targeted enemy.
Unusual Melee
Super Conceal
Out of Order Movement
Activation Manipulation
Kinlynk: System Jam: forces enemy operatives to activate last after others.
APL Modifiers
Dôzr: Knux Smash action subtracts 1 APL from enemy.Field Medic: Medic! rule subtracts 1 APL from self and ally.Kinlynk: Signal action adds 1 APL to friendly operative.
Bitter Demise
Operative: Brawler: Strike enemy with unresolved successes before removal when incapacitated.Operative: Medic!: Prevents incapacitation, sets wounded operative to 1 wound.Faction Rule: Worth It: Incapacitated operative performs free mission action before removal.
Block Rerolls
Damage Reduction
Operative: Weavefield Crest: ignore damage from dice inflicting 4+ once.Operative: Secure Salvage: subtract 1 damage when contesting markers.Firefight Ploy: Sturdy: change critical successes to normal successes.

Faction Rules

  • Grudge: gain Grudge tokens on enemy operatives when they incapacitate friendly HEARTHKYN SALVAGER operatives, and convert normal successes to critical successes against enemies with Grudge tokens

Strategic Ploys

  • Need Keeps: Increase APL for marker control and +1 melee Atk near marker
  • Wrought Defence: Retain one fail as success when enemy shoots with few successes
  • Toil Earns: Enemy operatives near marker gain one additional Grudge token
  • Proximate Firepower: +1 to Hit for ranged weapons when shooting within 6"

Firefight Ploys

  • The Ancestors Are Watching: perform free Shoot or Fight action
  • Sturdy: change critical successes to normal successes
  • Worth It: perform free mission action before removal
  • Engage To Acquire: re-roll any attack dice

Equipment

  • Plasma Knives: Melee weapon with Lethal 5+ rule
  • Excavation Tools: Pick Up Marker action costs 1 less AP
  • Climbing Rigs: Reduce vertical climb distance by 1 inch
  • Writ of Claim: Once per battle, reroll initiative dice

Rules Commentary

Q:
If a HEARTHKYN SALVAGER DÔZR operative performing its Knux Smash action moves an enemy operative, and during that move a marker that would 'end its action' is within that enemy operative's control range (e.g. HERNKYN YAEGIR IRONBRAEK Hy-Pex Mines) but not the DÔZR operative's control range, does the Knux Smash action end?
A:
No.

Operative Selection

OPERATIVES

  • ↘ 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:

    • ZR
    • FIELD MEDIC
    • GRENADIER
    • 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

(CONTINUES ON OTHER SIDE)

  • JUMP PACK WARRIOR
  • KINLYNK
  • KOGNITÂAR
  • LOKÂTR
  • LUGGER
  • WARRIOR

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 for WARRIOR:

  • Autoch-pattern bolter; fists
  • Ion blaster; fists

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment