HERNKYN YAEGIRS

InfiltrationSeek & Destroy
KILL GRADE [10]
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246810

What to Know

The Hernkyn Yaegir are mobile explorers who excel at controlling the battlefield through strategic positioning and resource management, gaining tactical advantages from cover and coordinated team actions while punishing enemy advances with reactive firepower.

Core Abilities

Unusual Shooting
Operative: Pan Spectral Visor: weapons have Seek Light and target cannot be obscured within 6"Firefight Ploy: Stalwart Defence: allows shooting enemy in control range of friendly
Unusual Melee
Super Conceal
Out of Order Movement
Strategic Gambit: Dauntless Explorers: free Reposition in first turnFirefight Ploy: Bonds That Bind: activate operative before opponent
Activation Manipulation
Firefight Ploy: Bonds That Bind: activate another operative in sequence before opponent.
APL Modifiers
YAEGIR BOMBAST: -1 APL to enemies within 2" on kill with revolvers.
Bitter Demise
Operative: Outright Conviction: Prevents first incapacitation, has 1 wound.Operative: Irrepressible Hardiness: Strike enemy when incapacitated in Fight.
Block Rerolls
Damage Reduction
Strategic Ploy: Tough Survivalists: halve first damage on each operative per turning point

Faction Rules

  • RESOURCEFUL: Gain Resourceful points based on friendly operatives not near enemies each turn.
  • DAUNTLESS EXPLORERS: Strategic Gambit: Operatives in drop zone can Reposition within 4" of it.

Strategic Ploys

  • HIDDEN ENGAGEMENT: Gain Balanced when shooting from cover.
  • MASTERFUL BLADEWORK: +1 Atk and Balanced or Ceaseless in melee.
  • TOUGH SURVIVALISTS: Halve first damage each turning point.
  • IN POSITION: Cannot be targeted when concealed in cover.

Firefight Ploys

  • STURDY: Change critical successes to normal successes
  • BONDS THAT BIND: Activate another operative when first is expended
  • NO KIN LEFT BEHIND: Retain fails as successes or successes as criticals
  • STALWART DEFENCE: Free Shoot action against nearby enemy

Equipment

  • PLASMA KNIVES: Melee weapon with Lethal 5+ rule.
  • STABILISED BOLT SHELLS: Twice per turn, improve bolt shotgun hit and damage.
  • FIRESTORM BOLT SHELLS: Once per turn, bolt shotgun gains Blast 1" rule.
  • KV-CERAMIDE UNDERSUIT: Reroll one defence die vs Blast/Torrent; ignore Devastating range.

No rules commentary available for this faction yet.