Hearthkyn Salvagers

ReconSecurity
KILL GRADE [10]
12345
246810

What to Know

Meet the Hearthkyn Salvagers! This 10-op Kill Team is a tough, versatile force with a grudge to settle. Their unique 'Grudge' rule makes enemies pay for every fallen dwarf, turning normal hits into crits. They're slow (Move 5) but durable (Save 3+, 8-9 wounds), excelling at mid-range shooting with Accurate weapons and powerful Gunners, but can also brawl in melee with operatives like the Dôzr. Use ploys like 'Need Keeps' to dominate objectives and 'The Ancestors Are Watching' for surprise free actions. They're all about controlled aggression—hold the line, avenge your kin, and claim what's yours!

Core Abilities

Unusual Shooting
Lokâtr: Spot: grants Seek Light and enemy cannot be obscured to friendly operatives.
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Medic!: grants free Dash after preventing incapacitation during opponent's activation.
Activation Manipulation
Kinlynk: System Jam: prevents enemy activation until others without token are expended.
APL Modifiers
Dôzr: Knuks Smash subtracts 1 APL from enemy.Field Medic: Medic! subtracts 1 APL from operatives.Kinlynk: Signal adds 1 APL to friendly operative.
Bitter Demise
Operative: Brawler: strike enemy with unresolved success when incapacitated.Operative: Medic!: prevent friendly operative incapacitation once per turning point.Faction Rule: Worth It: free mission action when incapacitated before removal.
Block Rerolls
Damage Reduction
Operative: Weavefield Crest: ignore normal damage once per battleOperative: Secure Salvage: subtract 1 from damage when contesting objectiveFirefight Ploy: Sturdy: change critical successes to normal successes on defence

Faction Rules

  • Grudge: Gain Grudge tokens on enemies that kill allies, converting normal hits to criticals against them.

Strategic Ploys

  • Need Keeps: Increase APL for control and melee Atk near marker
  • Wrought Defence: Retain a fail as success when shot at
  • Toil Earns: Add Grudge token to enemies near marker
  • Proximate Firepower: Improve Hit stat for ranged attacks within 6"

Firefight Ploys

  • The Ancestors Are Watching: perform a free Shoot or Fight action
  • Sturdy: change attacker's criticals to normal successes
  • Worth It: perform free mission action when incapacitated
  • Engage to Acquire: re-roll any attack dice

Equipment

  • Plasma Knives: Lethal 5+ melee weapon
  • Excavation Tools: Pick Up Marker for 1 less AP, no control needed
  • Climbing Rigs: Climb up as 2" or drop ignoring vertical distance
  • Writ of Claim: Once per battle, re-roll 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.