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WAKnAMMEK

40,000

ijAI.I.OWFAI.I
r-- ■ '

Ml •
NAMES AND DEMEANOURS
This section is a tool to help you determine the names of your Hearthkyn Salvager operatives, the title of your kill team
and their unique character and history. If you wish to generate any of these randomly, roll the appropriate number of dice
as indicated by the table(s). Otherwise, choose whichever are your favourites, or use multiple quirks, names or background
ideas if you feel they work for your kill team.
► 20
OPERATIVE NAMES
If you wish to randomly generate a name for one of your Hearthkyn Salvager operatives, you can roll a D66 and consult the
appropriate tables below, or simply pick any combination that feels appropriate. To roll a D66, simply roll two D6, one after the
other - the first represents tens, and the second represents digits, giving you a result between 11 and 66.

Male Names Female Names


D66 GIVEN NAME D66 CHOSEN NAME D66 GIVEN NAME ____ D66 CHOSEN NAME
11 Korv 11 Thuurk 11 Pokhamm 11 Anhad
12 Krynn 12 Grat 12 Ymma M 12 Huri
13 Ukyr 13 Hypek 13 Kirv 13 Ransa
14 Ydht 14 Tranna 14 Vymm 14 Perya
15 Vykat 15 Krdnn 15 Veyha 15 Onas
16 Narunn 16 Hegem 16 16 Emdnyr
21 Hak 21 Ymyk 21 Orumm 21 Myrr
22 Vdrk 22 Gonglahr 22 Deki 22 Gon
23 Yahp 23 Urann 23 Yva 23 Surta
24 Toryk 24 Regyl 24 Murym 24 Ulaty
25 Vann 25 Sdldyk 25 Umyk ____ 25 Skarstreng
26 Okhav 26 Hyrthka Ryuk 26 Keynshot
31 Hetynn 31 Farstrydd 31 Simmka 31 Stu rm m
Annyk 32 Ekyr Dutyk
33 Yuka 33 Cthynn 33 Haluk 33 Fyrgnte
34 34 Gylur 34 Vukha Vydseke
35 Vak 35 Strykk 35 Kylu 35 Wolbrokke
36 Otann 36 Rokhewyr 36 Vyha 36 Nytgaard
41 Okka 41 Starfl yt 41 Kimm 41 Flytstep
42 Vynn 42 lyrnwerke 42 Piya 42 Harvyr
43 Ettok 43 Thundryk 43 Ammuk 43 Bldhdfyr
44 Niyak Seykr 44 Heykha 44 Seyr
45 Drukh 45 Skeyfyr 45 Kahyrm 45 lyrnstede
46 Warspeke 46 Iyka 46 Deyprokh
51 Unnvyr 51 Vdtyk 51 Pdyuk 51 Faenwroght
52 Kottak Kynn 52 YmmT Anstyr
53 Adunn 53 Gaard 53 Pemm 53 Sty rd ah
54 Hyvor 54 Keen Eye 54 Yrek 54 Fyrfist
55 Akkyt 55 Stdyk 55 Viya 55 Beast Slayer
56 Tok 56 Star Seeker 56 56 Ork Bane
61 Yhel 61 the Wise 61 Vemmha 61 the Stoic
62 Ynnok 62 the Unbroken 62 Polyk 62 the Skilled
63 Havyr 63 the Stern 63 Ymme 63 the Strong
64 Pyuk 64 the Lucky 64 Thap 64 the Intrepid
65 Punnak 65 the Swift 65 Memm 65 the Unyielding
66 Aktol 66 the Strong 66 Kvyma 66 the Fierce

S;'
w

KILL TEAM NAMES BACKGROUND


How Hearthkyn Salvager kill teams name D6 PROVENANCE_____________________________________________________
themselves varies greatly. While it can 1 Mercenaries: These Hearthkyn Salvagers sell their services to the highest bidder,
depend on the particular leanings of their using the opportunity to discover new rich veins of resources for their Kindred while
Leagues and Kindreds, the independent getting paid in the process.
nature of far-ranging space hulk explorers 2 Wreck-wisened: Having explored too many space hulks to count, the grizzled
often encourages a divergence from more warriors of this kill team can traverse the most dangerous hulks and wrecks and
established naming conventions. Some
still mark out the greatest prizes.
use a simple numbering system, such
as Sveyr Crew 14 or the 7th Hearthkyn
3 Broken League: The Kin of this kill team hail from a League that no longer exists.
They will do anything to see it restored to its former glory.
21 ◄
Salvager Team. Others name themselves
4 Van of the Prospect: This kill team belong to a far-ranging Prospect, pushing
for their Theyn (use the name generator
the boundaries of known space and cultivating intelligence to further the cause of
in this section to find a name for yours).
their Kindred.
It is far from unheard of for a Hearthkyn
Salvager kill team to name themselves for 5 Former Hernkyn: These Hearthkyn Salvagers all once lived as Hernkyn, roaming
their goals or purposes, such as the name widely throughout the galaxy and learning much of its places and peoples.
of the space hulk they are exploring or 6 Rising Kindred: This is a time of great prosperity for this kill team's League. Full
a Grudge they seek to settle. There are a of optimism for the future, they eagerly cross the stars, seeking to elevate their
number of tables below to reflect some of people even further.
these ideas. Feel free to roll on whichever
you prefer, choose your favourite option or
even merge elements from different tables BASE OF OPERATIONS
to form a completely unique name! D6 LOCATION_______________________________________________________
1 Hekaton Land Fortresses: Even small space hulks and shipwrecks are large
D6 THEYN'S NAME GROUP NAME
constructs, and this kill team make use of heavy vehicles as mobile bases and
1 [Theyn's NameJ's Salvagers
2 storage facilities.
[Theyn's NameJ's Fardelvyrs
3 [Theyn's NameJ's Arkiogards 2 H3-C Recon Salvage Shelter Pack: Specially designed for Hearthkyn Salvagers,
4 [Theyn's NameJ's Trowls these highly durable, portable shelters are easily set up, expanded and collapsed,
5 [Theyn's NameJ's Deepers containing everything they can expect to need on their operations.
6 [Theyn's NameJ's Grymgards 3 Comet-class Scout Ship: The Kin of this kill team possess their own Comet-class
scout ship, which they use to find new targets and shadow them.
D6 UNIT________ NUMBER 4 'We Need Only What We Carry, We Carry Only What We Need': Strong,
1 Salvage Band 17 rugged individuals even among their own kind, these Hearthkyn Salvagers pride
2 Treasure Markers 2-6 themselves on carrying everything they require on their backs.
3 Delve-unit 5 5 Sagitaur Squadron: This kill team employ Sagitaurs for fast deployment to the
4 Exkavatyr 3- 2 greatest prizes, and to move heavy gear swiftly.
5 Sveyr Unit 21 6 Hernkyn Hideaway: The Kin of this kill team have discovered a disused Hernkyn
6 Trail-findyr sir r, 83 hideaway from which to conduct their missions.

Designer's Note: Feel free to invert the


results of this table, e.g. ifyou choose/
roll 'Salvage Band 17', you can easily
SQUAD OUIRK
D6 BOND____________________________________________________________
call them the '17th Salvage Band', if
1 Sailed to Far-space: The Kin of this kill team are viewed as reckless risk-takers by
you prefer.
the rest of their Kindred.
D6 KILL TEAM NAME________ 2 Grudgeband: These Hearthkyn Salvagers have experienced great betrayal and
1 The Wreck Scrapers loss. They will not stop until the score is settled.
2 The Relic Hunters 3 Adventurers: Few things excite this kill team more than the prospect of another
3 The Beast Burgers adventure far away from home, and being the first to find new treasures and seams
4 The Hulk Bravers of resources.
5 The Warp Divers 4 'That's not Kin': Significant exposure to the wilds of the galaxy and the strange
1'4 The Avengers of Vymm Ransa ways of other species have led the Kin of this kill team to regard the outside world
with greater distrust.
Designer's Note: For the sixth option on
5 Treasure Seekers: With keen eyes for wealth and resources, these Hearthkyn
this table, you can replace Vymm Ransa
Salvagers go wherever they expect to find the greatest haul.
with any name from the name generator if
6 'The Void is in Our Veins': Even amongst their kind, this kill team are superb
you so wish.
voidfarers and zero gravity fighters.

!Z

_____ *
ARCHETYPE: RECON / SECURITY
HEARTHKYN SALVAGER KILL TEAM
Below you will find a list of the operatives that make up a kill team, including, where relevant,
any wargear those operatives must be equipped with. 37

FOR THE KIN. FOR THE VOTANN. THAT IS WHY WE


OPERATIVES DO EVERYTHING WE DO. WE OPERATE NOT DOT OF
GREED OR MISERLINESS, OR DOT OF SOME HONGER
1 HEARTHKYN THEYN operative equipped with one option
from each of the following:
FOR POWER. NO, WE LOOK TO DEEPER REASONS.
Autoch-pattern bolt pistol, Autoch-pattern bolter, bolt
KIN AND VOTANN-THESE KEEP OS TROE, THESE
revolver, EtaCarn plasma pistol, ion blaster or ion pistol HAVE HELPED OS TO ENDORE THE WORST HORRORS
Concussion gauntlet, plasma axe or plasma sword OF THE GALAXY AND EMERGE STRONGER FOR
MILLENNIA. OTHER RACES RISE AND FALL WITH
> 9 HEARTHKYN SALVAGERS operatives selected from the SOCHPREDICTADILITY DECAUSE THEY HAVE NO
following list:
HEARTHKYN DOZR
SOCH FOUNDATION.’
HEARTHKYN FIELD MEDIC - Hearthkyn Theyn Regyl Olaty
HEARTHKYN GRENADIER
HEARTHKYN GUNNER equipped with one of the
following options:
o EtaCarn plasma beamer (max one per kill team); fists
o HYLas auto rifle (max one per kill team); fists
o HYLas rotary cannon (max one per kill team); fists
o L7 missile launcher (max one per kill team); fists
o Magna rail rifle (max one per kill team); fists
HEARTHKYN JUMP PACK WARRIOR
HEARTHKYN KINLYNK*
HEARTHKYN KOGNITAAR
HEARTHKYN LOKATR*
HEARTHKYN LUGGER*
HEARTHKYN WARRIOR*

* Operative equipped with one of the following options:


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

Your kill team can only include up to three GUNNER operatives.


Other than GUNNER and WARRIOR operatives, your kill team
can only include each operative above once.
TAG OPS
HEARTHKYN SALVAGER
If your faction is HEARTHKYN SALVAGERS, you can use the Hearthkyn Salvager Tac Ops listed below, as specified in the
38 mission sequence.

SETTLE GRUDGES RIG SITE


Hearthkyn Salvager - Faction Tac Op 1 Hearthkyn Salvager - Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Reveal this Tac Op in the Target Reveal step of any
co Turning Point. When you do so, start a Settle Grudges tally for Turning Point.
your kill team, adding one to the tally the first time an enemy
operative with a Grudge token (pg 39) is incapacitated in • If a friendly operative performs the Rig Site action (below),
S3
each Turning Point. you score 1VR
co • If you achieve the first condition and at the end of the
If you add the second mark to your Settle Grudges tally, battle the total ARE of friendly operatives within Jk of a
n you score 1VR rigging point is greater than that of enemy operatives, you
* If you add the third mark to your Settle Grudges tally, you score 1VR
co score 1VR
A rigging point is a terrain feature more than w from your
drop zone with a Vantage Point. Friendly operatives can
EXCAVATE perform the following mission action:
Hearthkyn Salvager - Faction Tac Op 2
Reveal this Tac Op when a friendly operative performs the RIG SITE 2AP
I-'
to Excavate action (below). At the end of the battle: An operative can perform this action while it and another
friendly HEARTHKYN SALVAGERS operative are within of
• If friendly operatives control your Excavation token, you a rigging point, and one of them (but not the other) is on its
* score 1VR Vantage Point. An operative cannot perform this action while
• If a friendly operative is also carrying your Excavation it or the other friendly HEARTHKYN SALVAGERS operative
token, you score 1VR are within Engagement Range of an enemy operative.

Friendly operatives can perform the following mission action:

EXCAVATE 2AP
I An operative can perform this action while it controls an
objective marker that is more than W from your drop zone.
If it does so, place your Excavation token on the centre of
that objective marker. The Pick Up action can be performed
upon your Excavation token by friendly HEARTHKYN
SALVAGERS operatives.

If the friendly operative is equipped with an excavation tool


(pg 48), the Excavate action costs one less action point (to
a minimum of OAR; this is not cumulative with the LUGGER
operative's I've Got It ability). An operative cannot perform
the Excavate action while within Engagement Range of
an enemy operative, or if your Excavation token has already
been placed.

> *

_____ ________
— V,

i
» ■

ABILITIES ■ £

4 Below, you will find common abilities of the HEARTHKYN SALVAGERS kill team.
la

GRUDGE STEADY ADVANCE


If a particular foe shames or insults the Kin gravely enough, The Kin are a robust and pragmatic people, used to hard lives
they will become the subject of a Grudge. To destroy this most in the galactic core where danger is to be found aplenty on 39
hated enemy the Kin will go to any lengths, even if it is to uncharted worlds and asteroids. Thus they are well trained and
their own detriment. experienced in traversing treacherous terrain.

Each time an enemy operative incapacitates a friendly You can ignore any or all modifiers to the
HEARTHKYN SALVAGERS operative, that enemy operative Movement characteristic of friendly HEARTHKYN
gains a Grudge token. SALVAGERS operatives. CO

Each time a friendly HEARTHKYN SALVAGERS operative


S3
fights in combat or makes a shooting attack against an 30
enemy operative, in the Roll Attack Dice step of that combat CO
or shooting attack, for each Grudge token that enemy
operative has, you can retain one of your successful normal CO

hits as a critical hit instead.


CO

CLONESKEINS
The stable mutations that run through the shared
Kin gene pool are collectively known as the
cloneskeins. The pool itself is broad, deep and
varied, and it is thanks to this that the Kin possess
dense musculature, tough bone structure, high
red and white blood cell counts, exceptional core
strength and formidable physical resilience. More
esoterically, the genetic boons the Kin possess mean
their souls shine less brightly in the warp than those
of Humans. There are rarer cloneskeins than these
that can be found throughout the Kin population,
such as those that enable certain members of their
kind to connect with the so-called 'barrier-tech' that
allows psychically active Kin to interact with the
empyrean. Others grant the Kin enhanced reaction
times, greater resistance to extremes of temperature
or gravity, or vision that registers infrared and
other energistic spectra. Many cloneskeins manifest
physically, whether it be unusually coloured eyes or
skin, craggy subdermal layers, chemical body odours
or various other giveaways.

/

W/
*

STRATEGIC PLOYS TACTICAL PLOYS


If your faction is HEARTHKYN SALVAGERS, you can use the If your faction is HEARTHKYN SALVAGERS, you can use the
following Strategic Ploys during a game. following Tactical Ploys during a game.

NEED KEEPS 1CP THE ANCESTORS ARE WATCHING 1CP


40 Select one objective marker. Until the end of the Turning Use this Tactical Ploy during a friendly HEARTHKYN
Point, when determining control of that objective marker, treat SALVAGERS operative's activation. Until the end of the
the total APL of friendly HEARTHKYN SALVAGERS operatives activation, that operative isn't injured and can perform a free
as being 1 higher. Note that this is not a modifier. In narrative Fight or Shoot action.
play, this is cumulative with the Focused Battle Honour (see
the Kill Team Core Book).
03
WORTH IT 1CP
Use this Tactical Ploy when a friendly HEARTHKYN
TOIL EARNS 1CP SALVAGERS operative is incapacitated. It can immediately
Select one objective marker. Until the end of the Turning Point, perform a free mission action before it's removed from
SO
CO while an enemy operative is within | of that objective marker, the killzone.
OO it has one additional Grudge token (pg 39).

HARDY 1CP
era WROUGHT DEFENCE 1CP Use this Tactical Ploy at the start of the Roll Defence Dice step
F3 of a shooting attack made against a friendly HEARTHKYN
Until the end of the Turning Point, each time a shooting
attack is made against a friendly HEARTHKYN SALVAGERS SALVAGERS operative. Change your opponent's retained
co operative, in the Roll Defence Dice step of that shooting critical hits to normal hits (any critical hit rules they've already
attack, if you retain any critical saves, you can select one resolved are unaffected, e.g. Pl).
of your failed saves to be retained as a successful normal
n
save instead.
C"3 RAMPART 1CP
Use this Tactical Ploy in the Scouting step, after resolving your
PROXIMATE FIREPOWER 1CP scouting option. Select one of the following:
co Until the end of the Turning Point, each time a friendly
HEARTHKYN SALVAGERS operative makes a shooting attack • Also resolve the Fortify scouting option. Initiative is still
against an enemy operative within W of it, improve the determined by your original selection, and you cannot
Ballistic Skill characteristic of its ranged weapons by 1 for that select this if you already selected Fortify.
shooting attack. • Select one terrain feature within | of your drop zone. All
parts of it with the Light trait gain the Heavy trait instead.
• Select one of your barricades to gain the Heavy trait,
instead of the Light trait.

6-

■h

______ _______ ______


w

HEARTHKYH THEYN ' M API GA


Those Hearthkyn Salvagers who show particular aptitude 1
for leadership are nominated by their superiors or comrades
2
to be promoted to the rank ofTheyn. In command of their
own squad, Theyns are highly experienced hulk-delvers with
DF SV
countless boarding actions to their name.
3 3+
V 41
NAME A BS/WS 0 SR I
C> Autoch-pattern bolt pistol 4 3+ 3/4 Rng W, Ceaseless
C> Autoch-pattern bolter 4 3+ 3/4 Ceaseless CO
Bolt revolver 4 3+ 3/5 Rng#
<:> EtaCarn plasma pistol 4 4+ 3/5 Rng #, API
C> Ion blaster 4 3+ 3/4 P1 GO
3=»
C> Ion pistol 4 3+ 3/4 Rng * PI
X Concussion gauntlet 4 4+ 5/6 Stun n
X Plasma axe 4 3+ 5/5
co
X Plasma sword 4 3+ 4/6 Lethal 5+

ABILITIES
n
Eye of the Ancestors: Each time this operative is activated, you can select one enemy operative Visible to it to gain a Grudge
token (pg 39).
co

h- HEARTHKYN SALVAGER®, VOTANN, LEADER, THEYN

HEARTHKYN HfiZR 0,
M APL GA
LO
Subtlety and nuance are concepts these brawny Kin have
2 1
little time for. They can smash open sealed hatches or even .1
solid walls with their concussion knux, punching a way
through for their Kin. In battle, their weapons are even
DF SV W
\
more devastating to their unfortunate enemies.
3 3+ 7
NAME A BS/WS 0 SR i
C> Autoch-pattern bolt pistol 4 4+ 3/4 Rng ♦, Ceaseless
X Concussion knux 4 3+ 4/4 Ceaseless, Lethal 5+ Stun

ABILITIES UNIQUE ACTIUNS


Brawler: Each time this operative fights in combat: Knux Smash (1AP): Select one enemy operative within this
operative's Engagement Range. You can move that enemy
• Enemy operatives cannot provide combat support.
operative up to M, then it suffers D3+1 mortal wounds. If the
• If it's incapacitated, you can strike with one of your remaining
D3 result is a 3, subtract 1 from that enemy operative's APL in
attack dice before it's removed from the killzone.
addition. For the move, the FLY keyword has no effect, and that
enemy operative must finish in a location it can be placed. It
cannot move over the edge of the killzone, through any part of
another operative's base, or through a terrain feature (unless it
has the Insignificant trait).

L HEARTHKYN SALVAGERS, VOTANN, DOZR


xf

— 7

4^ M API GA
HEARTHKYN FIELD MEDIC
These Hearthkyn Salvagers are given exhaustive training \ 2
in first aid under fire, as well as limited engineering tuition
that enables them to provide care to damaged Ironkin. In
a boarding action their skills are vital, for their squad will
DF SV
be far away from a fully-equipped Kin medical centre. F 3 3+
42
NAME A BS/WS D SR i
Bolt revolver 4 4+ 3/5 Rng#
X Plasma knife 4 4+ 3/5

ABILITIES UNIQBE ACTIBNS


Combat Surgery: Once per Turning Point, the first time Medipack (1AP): Select one friendly HEARTHKYN SALVAGERS
another friendly HEARTHKYN SALVAGERS operative would be operative Visible to and within A. of this operative. That friendly
incapacitated while Visible to and within H of this operative operative regains 2D3 lost wounds. An operative cannot be
n and not within Engagement Range of an enemy operative, if selected for this action if it was revived using the Combat
this operative is not within Engagement Range of an enemy Surgery ability during the same Turning Point. This operative
GO
operative, this operative can revive it. That friendly operative cannot perform this action while within Engagement Range of an
is not incapacitated, has 1 wound remaining, and if it was a enemy operative.
shooting attack, any remaining attack dice are discarded. That
n friendly operative can then perform a free Dash action, but must
finish that move within A of this operative. Subtract 1 from both
operatives' APL.
co
L- HEARTHKYN SALVAGERS, VOTANN, MEDIC, FIELD MEDIC
L*

HEARTHKYN GRENADIER M API


Armed with bandoliers of grenades and explosives, o 2
Grenadiers perform a vital function for Hearthkyn -Zi■■
Salvager teams. They can clear a corridor of foes in
an instant, blow through locked doors and provide
'DF SV
tactical support to their Kin in the heat of a firefight.
.. .
3 3+
NAME A BS/WS SR i
C> Autoch-pattern bolt pistol 4 4+ 3/4 Rng #, Ceaseless
<:> C8 HX charge 4 3+ 4/6 Rng 20, Blast A, API, Indirect, Limited
X Fists 3 4+ 2/3

ABILITIES UNIQUE ACTIUNS


Solid: Each time this operative would lose Vayr-3 Utility Grenade (1AP): Place a Utility Grenade token within W of this operative, then
a wound as a result of a ranged weapon, if select one of the following effects to last until the end of the Turning Point:
that weapon has the Blast X, Splash X and/ • It costs operatives an additional Oto move within M of your Utility Grenade token. If they
or Torrent X rule, or makes shooting attacks don't have sufficient Movement remaining, they cannot move within M of it. If they begin the
against each operative within range of a move within H of it, O must be subtracted first.
specified point (e.g. mines), roll one D6: on a • While an operative is within H of your Utility Grenade token, its ranged weapons gain the
4+, that wound is not lost. Rng W special rule.
Grenadier: This operative is equipped with • While an operative is within H of your Utility Grenade token, one additional action point must
a gravitic concussion grenade (pg 48) and be subtracted for them to perform mission actions and the Pick Up action.
it does not cost any equipment points for This operative cannot perform this action while within Engagement Range of an
this operative. enemy operative. ____ —

I L- HEARTHKYN SALVAGERS, VOTANN, GRENADIER

____________
API GA
HEARTHKYN GUNNER
With wrecks often being home to myriad beasts, monsters
Y3 £ fe ,
/ ** -
and enemies, Hearthkyn Salvagers have access to a wide
2 1
variety of special and heavy weapons. Gunners select the Hr
tools best suited to the task at hand, and their blasts of M
DF SV W
heavy fire have been the saviours of many a kill team.
3 3+ 7
43
NAME 1 BS/WS D SB J
O EtaCarn plasma beamer 4 4+ 4/6 AP2 Beam*
O HYLas auto rifle 4 4+ 3/4 Relentless Rending
HYLas rotary cannon 6 4+ 3/5 Ceaseless, Fusillade, Heavy, Scan*
L7 missile launcher Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
-Blast 4 4+ 3/5
3/5 BlastO co
- Focused 4 4+ 5/6
5/6 API
v Magna rail rifle 4 4+ 5/4 AP2, Unwieldy MW3 n
X Fists 3 4+ 2/3 GO

ANILITIES UNIQUE ACTIUNS


*Beam: Each time a friendly operative makes a shooting attack
C-3
with this weapon, in the Roll Attack Dice step of that shooting
attack, for each critical hit retained, inflict D3 mortal wounds on 30
CS
each operative along one (and only one) beam line. An operative CO
is along a beam line if a Cover line can be drawn to its base
that crosses the base of the original target, but does not cross
Heavy terrain.
*Scan: Each time this operative makes a shooting attack with
this weapon, enemy operatives are not Obscured for that
shooting attack.

- •“‘gi
' "Mil

h- HEARTHKYN SALVAGER®, VOTANN, GUNNER

_______________ _____
---------------
It

HEARTHKYN JUMP PACK WARRIOR 1 M API GA


Hearthkyn Salvagers have to overcome countless obstacles
on their missions. Those using jump packs are able to
2 1
navigate harsh terrain with ease, and in battle can
utilise their equipment's power to increase the impact of
DF SV W
their charge.
3 3+ 7
44
NAME A BS/WS D SR i
O Autoch-pattern bolt pistol 4 4+ 3/4 Rng *, Ceaseless
X Plasma axe 4 3+ 5/5

ABILITIES UNIQUE ACTIUNS


oo Force Impact: Each time this operative performs a Charge action, Boost (2AP): Perform a free Normal Move action with this
its melee weapons gain the Brutal special rule until the end of operative with the following additional rules:
the activation.
n • It can move up to 2# (instead of its Movement characteristic).
90
• It can only move in a straight line and in one direction.
GO
Set Up Climbing Rig (1AP): This operative can perform this action
while on a Vantage Point and not within Engagement Range of
an enemy operative. Place a Climbing Rig token within A of
era this operative. Until the end of the battle, friendly operatives are
treated as being equipped with climbing equipment (pg 48) while
within A. horizontally and any distance vertically of that token.
C/3

L- HEARTHKYN SALVAGER®, VOTANN, FLY, JUMP PACK WARRIOR

HEARTHKYN KINLYNK M API GA


Empyreal energies, voidship armour plating and thick
rock all threaten to interfere with squad comms, and the
2Q 2 1
Kinlynks have to work tirelessly to ensure all their Kin can
remain in contact. They calmly relay tactical information
DF SV W
in the heat of battle, and even disrupt enemy comms.
______
3 3+ 7
V-
NAME A BS/WS D SR i
0 Autoch-pattern bolter 4 4+ 3/4 Ceaseless
0 Ion blaster 4 4+ 3/4 pi
X Fists 3 4+ 2/3

UNIQUE ACTIUNS
Relay (1AP): Select one friendly HEARTHKYN SALVAGERS System Jam (1AP): Select one enemy operative in this operative's
operative Visible to and within W of this operative. Add 1 to Line of Sight that doesn't have a System Jam token; it gains
its APL. This operative cannot perform this action while within one. Until the end of the battle, while an operative has a System
Engagement Range of an enemy operative. Jam token, it isn't eligible to be activated until all other eligible
operatives from its kill team have been activated. When that
enemy operative is activated, remove its System Jam token. This
operative cannot perform this action while within Engagement
Range of an enemy operative.

L- HEARTHKYN SALVAGERS, VOTANN, KINLYNK

f1
____ ___________

>5
HEARTHKYN KOGNIIAAR ' r M API GA
These Ironkin possess extremely complex artificial
intelligences, and use this immense cogitational power
2 1
L
to support their squad. Constantly receiving, organising
and analysing data, Kognitdar provide incredible real-time
OF SV W
tactical information to their Kin whenever it is needed.
3 3+ 7
45
NAME A BS/WS B SB i
Autoch-pattern bolter 4 4+ 3/4 Ceaseless
Ion blaster 4 4+ 3/4 PI
X Fists 3 4+ 2/3

ABILITIES UNIQUE ACTIQNS era


Tactician: Once in each Strategy phase, when it is your turn to use Accelerated Appraisal (1AP): If your Attack token or Defend
a Strategic Ploy or pass, you can instead place either your Attack token (see opposite) is in the killzone, remove it, then place either
token or your Defend token in the killzone. era
your Attack token or Defend token in the killzone. This operative
cannot perform this action while within Engagement Range of an era
• While an enemy operative is within ■ of your Attack token,
enemy operative.
each time a friendly operative fights
in combat with or makes a shooting attack against it, in the Roll
Attack Dice step of that combat or shooting attack, you can re­
roll one of your attack dice. era

• While a friendly HEARTHKYN SALV operative is within


era
■ of your Defend token, each time a shooting attack is made
against it, in the Roll Defence Dice step of that shooting attack,
you can re-roll one of your defence dice.
• At the end of each Turning Point, remove your Attack token or
Defend token.

L- HEARTHKYN SALVAGER®, VOTANN, KO GN I TAAR

ri
B

HEARTHKYN LOKATR M APL


With dangers lying around every corner, in every vent and
even within a wreck's walls, the pan spectral scanners of
the Lokdtrs are essential in allowing the Kin to anticipate
firDF 2 SV
2
W
threats and react in whichever way is the most practical.

* 3 3+ 7
46
NAME A BS/WS D SR I
v Autoch-pattern bolter 4 4+ 3/4 Ceaseless
<> Ion blaster 4 4+ 3/4 pi
X Fists 3 4+ 2/3

CO
ABILITIES UNIQUE ACTIONS __
Early Detection: In the Set Up Operatives step, enemy operatives Pan Spectral Scan (1AP): Place one of your Scan tokens in the
that are set up in the killzone cannot be outside of their drop zone killzone. Until the end of the Turning Point, each time a friendly
(unless the mission specifies). In addition, enemy operatives HEARTHKYN SALVAGER® operative makes a shooting attack
C/9 cannot move as a result of the Recon scouting option (although against an enemy operative within HI of that token, that friendly
this option can still be selected to determine initiative as normal). operative's ranged weapon gains the No Cover special rule for
that shooting attack. This operative cannot perform this action
while within Engagement Range of an enemy operative.
era

GO

L HEARTHKYN SALVAGER®, VOTANN, LOKATR

Ufa
HEARTHKYN LUGGER 1 M API GA
J
In a wreck, where it is hard to insert vehicles, these 2 1
redoubtable Kin carry enormous loads of essential
equipment and supplies without complaint. Contributing
every ounce of strength they have to their cause, they are
DF SV W
highly regarded by their Kin. 3 3+ 7

NAME A BS/WS D SR I
<> Autoch-pattern bolter 4 4+ 3/4 Ceaseless
Ion blaster 4 4+ 3/4 PI
X Fists 3 4+ 2/3

ABILITIES UNIQUE ACTIONS


Well Stocked: If this operative is selected for deployment, you can Re-equip (1AP): Reselect the weapon options of one friendly
selective additional points worth of equipment for the battle. HEARTHKYN SALVAGER# operative Visible to and within ▲ of this
operative. For example, if a THEYN operative has a bolt revolver
I've Got It: Once per Turning Point, during this operative's and concussion gauntlet, you could change its bolt revolver,
activation, it can perform a mission action or the Pick Up action concussion gauntlet or both to another valid option specified
for one less action point (to a minimum of OAR). on page 37. That operative reverts back to its standard weapon
options at the end of the battle. This operative cannot perform this
action while within Engagement Range of an enemy operative.

H HEARTHKYN SALVAGERS, VOTANN, LUGGER


i • SF
jfc- >
J *
;______ ____ _______
Kg’-HV'.

HEARTHKYN WARRIOR M API GA


Hearthkyn Warriors are robust and grizzled individuals,
fiercely proud of their role in hazardous boarding
2 1
operations. Warriors provide vital support to their squad's
specialists, gunning down foes as their comrades conduct
DF SV W
mission-essential tasks.
3 3+ 7
47
NAME A IS/WS D SR i
C> Autoch-pattern bolter 4 4+ 3/4 Ceaseless
C> Ion blaster 4 4+ 3/4 pi **
X Fists 3 4+ 2/3

ABILITIES UNIQUE ACTIUNS co

sn
RTW
SO
CZ3

s
co
so
a
co

■- HEARTHKYN SALVAGERS, VOTANN, WARRIOR

1
-^1

'■ ■ h

■ '
EQUIPMENT
HEARTHKYN SALVAGERS operatives in your kill team can be equipped with equipment from this list, as specified in the mission
sequence. Each operative can be equipped with no more than one of each item.

GRAVITIC CONCUSSION GRENADE L2EPJ WEAVEFIELD CREST E3EPJ


The operative is equipped with the following ranged weapon THEYN operative only. The operative gains the following
48 for the battle: ability for the battle:

Name A BS D Weavefield Crest: While a friendly HEARTHKYN


Gravitic concussion grenade 4 3+ 2/4 SALVAGER operative is within of this operative, that
operative has a 4+ invulnerable save.
Special Bules
Rng , Blast Indirect, Limited EXCAVATION TOOL E2EPZI
M
The operative gains the following ability for the battle:

PLASMA KNIFE E1EP] Excavation Tool: At the end of the Set Up Barricades step,
W The operative is equipped with the following melee weapon place one of your Clearance tokens within A of a part of a
for the battle: terrain feature with the Traversable trait and more than
from your opponent's drop zone. Until the end of the battle,
Name A WS B friendly operatives do not have to traverse that terrain feature;
Plasma knife 3 4+ 3/5 they can move through it as if it were not there, so long as
they do so within A of that token. Note that they cannot
finish the move on that terrain feature. You can select this
CLIMBING EQUIPMENT CIEPJ item of equipment no more than three times for the battle.
The operative gains the following ability for the battle:
AUTO-CALIBRATOR EIEPU
Climbing Equipment: Select one of the operative's ranged weapons. Each time the
operative makes a shooting attack with that weapon during
Each time this operative ascends or descends a terrain the battle, you can ignore any or all modifiers to its Ballistic
feature while climbing, the first vertical distance of up to Skill characteristic.
30 it travels are counted as 0 for that climb.
This operative does not need to be within A of a physical
and climbable part of a terrain feature in order to climb it.
• Each time this operative drops, the intended location can
be any vertical distance from the level it occupies.
Each time this operative drops, it counts any vertical
distance it travels as half for that drop.

PLASMA BLADES
The Kin make substantial use of searing-hot plasma fields, either to wreathe blades or form the weapons themselves.
Such blades scythe through physical shields and body armour with equal ease, and reduce the foe to cauterised
chunks of meat. With each League of Votann possessing its own proprietary technology, the plasma blades wielded
by the Kin of different Leagues often glow hot in differing colours. For example, the blades fashioned by the Brokhyr
of the Greater Thurian League ripple with fiery orange, whereas those of the Trans-Hyperian League sear the eyes
with a bright teal. It is far from unheard of for Kin of one League to wield blades shimmering with the colours of
another, for the Kin are a trading people well used to the exchanging and purchasing of weapons from each other.
HEARTHKYN SALVAGER
SPEC OPS RULES
Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have
selected HEARTHKYN SALVAGER® as your Faction keyword. 49

BATTLE HONOURS
Each time a HEARTHKYN SALVAGER® operative
gains a Battle Honour, instead of determining one cn
from its specialism, you can determine one from the
Hearthkyn Salvager Specialist table below. You can
cn
either roll one D6 to randomly determine the Battle Wl
30
Honour (re-rolling if it isn't suitable), or you can CO
select an appropriate one. As with any Battle Honour, CO
an operative cannot have the same one more than -TO

once (if a duplicate result is rolled, roll again until a n


different result is rolled).
GO

CO

CO
HEARTHKYN SALVAGER SPECIALIST ■

D6 Battle Honour

Rugged Survivalist: Each time this operative is activated, it regains 1


1 ■
lost wound.

2
Stubborn: You can ignore any or all modifiers to this
operative's characteristics.
#2 t

Begrudging: While this operative has less than half of its wounds
remaining, each time it fights in combat with or makes a shooting attack
3
against an enemy operative, that enemy operative has one additional
Grudge token (pg 39) for that combat or shooting attack.

Inveterate Toughness: Each time an attack dice inflicts damage on this sSW
4
operative, Damage characteristics of more than 4 are treated as 4.

Void-dredger: Each time this operative makes a shooting attack against


5 an enemy operative within W of it, its ranged weapons gain the No Cover
special rule for that shooting attack.

Honoured: Enemy operatives do not gain a Grudge token (pg 39) for
incapacitating this operative. Instead, the first enemy operative that
6
causes this operative to lose any wounds during the battle gains a
Grudge token.
P" RARE EQUIPMENT
I Each time you would determine an item of rare equipment to add to your stash, if your faction is HEARTHKYN
SALVAGERS, you can determine one from the table below instead of determining one from another source. To
do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn't suitable), or you
can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of
each item (if a duplicate result is rolled, roll again until a different result is rolled).
50
1. A GRUDGE DECLARED E3EPJ 4. RIGHT OF CLAIM E3EPJ
The operative gains the following ability for the battle: The operative gains the following ability for the battle:

A Grudge Declared: Once during the battle, in the Right of Claim: While this operative is
Strategy phase, when it's your turn to use a Strategic within O of an objective marker, add 1 to its
GO Ploy or pass, you can instead select one enemy Defence characteristic.
operative to gain a Grudge token (pg 39).
5. GRAV-LIFT DEVICE C2EPJ
n 2. DARKSTAR WEAPON E2EPJ
r-m The operative can perform the following action once
30
03 Select one of the operative's melee weapons. Until during the battle:
03 the end of the battle, that weapon gains the Rending
critical hit rule.
GRAV-LIFT DEVICE 1AP
3. RELIC PLATE E3EP1 Place a Grav-wave token within w of this operative.
The operative gains the following ability for the battle: Until the end of the battle, each time a friendly
HEARTHKYN SALVAGERS operative moves within
Relic Plate: Each time a shooting attack is made of that token, it gains the FLY keyword until the end of
against this operative, in the Roll Defence Dice step its activation.
of that shooting attack, you can re-roll one of your
defence dice. 6. ION EXPEDITER E2EP1
Select one ion blaster or ion pistol the operative
is equipped with. Add 1 to both of its Damage
characteristics for the battle.

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4B

STRATEGIC ASSETS ‘i
Each time you would add a strategic asset to your base of operations, if your faction is HEARTHKYN
SALVAGERS, you can select one from the list below instead of selecting one from another source. As with any
strategic asset, you can never have more than one of each.

SUPPLY HOLD EXCAVATION MACHINERY 51


The Kin expect to recover a great deal of technology Though the Hearthkyn Salvagers' primary purpose is
and resources on their missions, and so have not to strip a space hulk or wreck of all its valuables,
established a sizeable supply hold to secure all of it. they have the operational remit and equipment to
pave the way for those completing that task. Heavy
While your base of operations has this strategic asset, excavation machinery can help them clear paths
double the quantities of HEARTHKYN SALVAGERS or move priority salvage, and can even serve as co
equipment (pg 48) in your stash. barricades if need be.

At the end of the Scouting step, if you are the


ENHANCED PAN SPECTRAL SCANNER Defender or selected the Fortify option, you can move co
This larger version of the handheld pan spectral one terrain feature within | of your drop zone that co
scanner can survey a more substantial expanse of does not include any parts with the Heavy trait up
ground, enabling the Kin to better assess the nature to ■. n
of the terrain around them and discover the optimal
co
routes of travel through a space hulk.

In the Select Drop Zone step, after rolling off to


determine who decides Attacker and Defender, you
GO
can re-roll your dice.
30

co
co
co

>

-
/

REQUISITIONS
In a Spec Ops campaign, if your faction is HEARTHKYN SALVAGER®, you can use the following Requisitions in
addition to those presented in other sources.

THEIR HEARTH BURNS 1RP RETURN TO THE ANCESTOR 1RP


52 When a Kin has become especially impassioned or A key driving force for the Kin is to enrich their Votann
angry or becomes utterly relentless in the pursuit of with knowledge of the galaxy. The more experience
I their goals, it is said of them that Their Hearth Burns. and information a Kin accrues, the more they bring to
Kin in this state of mind are particularly dogged and their Ancestor Core.
dangerous foes.
Purchase this Requisition after a game in which a
CO Purchase this Requisition after a game in which a friendly HEARTHKYN SALVAGER® operative was
friendly HEARTHKYN SALVAGER® operative was incapacitated and removed from your dataslate. You
incapacitated by an enemy operative. That friendly gain a number of Requisition Points equal to the
n
Rfll operative is harbouring a grudge against that enemy number of ranks that operative had. For example, if
30
CO operative's faction (make a note of this and the that operative had the Ace rank, you would gain 3RP.
enemy's Faction keyword in the 'Notes' section of its

i narrative datacard). Each time that friendly operative


fights in combat or makes a shooting attack against an
PETITION THE GUILD
The kill team approaches one of the Kin's many Guilds
2RP
enemy operative with that Faction keyword, that enemy
operative has one additional Grudge token (pg 39) for seeking unusual eguipment that will aid them on their
that combat or shooting attack. missions. The Guild is happy to oblige, provided that
the sguad offer something of comparable value to
Once that friendly operative has incapacitated 3 them in return.
SP
enemy operatives with that Faction keyword (this
does not have to be in the same battle), it's no longer Purchase this Requisition before a game, if your kill
harbouring a grudge. You cannot use this Requisition team is currently conducting a Spec Op. Randomly
if a friendly operative is already harbouring a grudge, determine one Recon or Security Tac Op. Until that
co unless you choose to renounce the grudge, in which Spec Op ends, keep a tally of victory points you score
case that friendly operative loses D6 experience points from that Tac Op. When you add the fifth mark to
and is no longer harbouring a grudge. the tally, you can add one item of rare equipment to
your stash.
I

SPEC OPS
i Each time you would select a Spec Op for your kill
To
team to be assigned to, if your faction is HEARTHKYN
.. SALVAGERI, you can select one from those found
on the following page instead of selecting one from
another source.
( M '
\ 'fc■ Ah’ »..■ '

i
■ft -
. - .Ji*’
r" _ ______ _____ _____________ _____
RECOVER KIN-TECH
A trove of ancient Kin technology has been identified and marked for recovery
by a team of Hearthkyn Salvagers who have boarded this vessel previously. Too
valuable to leave here any longer, the kill team must secure the site and
prepare for the artefacts’ extraction.

OPERATION 1: SECURE SITE COMMENDATION Ou


The trove is located in the heart of enemy territory The You gain four Requisition points.
squad must fight their way to the location, securing both a You can increase your asset capacity by one. FRFf

route to the artefacts and a route for their extraction. 30


SPEC OPS BONUS
Complete five games in which you scored victory points For the purposes of a mission's Spec Ops bonus, this Spec -^5
30
from the 'Rig Site', 'Seize Ground' and/or 'Vantage' Op is considered a 'Recover Archeotech' Spec Op. CO
3=»
Tac Op.
3=»
era
OPERATION 2: EXCAVATION mm
33
Having secured the area in which the trove of technology is 03

residing, your kill team is now ready to extract it to safety CO


and bring it bock into Kin hands, where it belongs. ■w
n
Complete a game in which you scored victory points from TH
03
the 'Excavate'Tac Op. SO

fRFI
GO

03
T3

m
n
GRUDGEBAND
The kill team has suffered a great horror at the hands of one of their
] a
-o
03

enemi es. Every warrior’s Hearth burns. The Kin have formed a Grudgeband to
pursue this foe, swearing an oath to eliminate them or die in the attempt.

OPERATION 1: BEGIN THE HUNT COMMENDATION


The doom of the enemy is begun today The kill team will Each friendly operative that caused you to add a mark
not stop until every lost one of them is nought but dust to your Settle Grudges tally earns 4XR
and ash, tracking them through any danger. Each other operative on your dataslate earns 1XR
Neither this nor the above bullet point is affected by a
Complete five games in which you scored victory points
for at least two Seek and Destroy Tac Ops in each of
passed Casualty test. B
those games. SPEC OPS BONUS
For the purposes of a mission's Spec Ops bonus, this Spec
OPERATION 2: NO RECONCILIATION
The enemy is all but broken. Now is the time to destroy
Op is considered a 'Purge Order' Spec Op.
B
them utterly, and have vengeance.

Complete a game in which you scored victory points from


the 'Settle Grudges' Tac Op.

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