Below you will find a list of the operatives that make up a HERNKYN YAEGIR kill team, including, where relevant, any weapons specified for that operative.
1 HERNKYN YAEGIR THEYN operative
9 HERNKYN YAEGIR operatives selected from the following list:
Other than WARRIOR operatives, your kill team can only include each operative on this list once.
| Nom | A | T | D | Règles | |
| Bolt revolver | 4 | 3+ | 3/5 | Range 8" | |
| Range 8" | |||||
| Bolt shotgun (long range) | 4 | 5+ | 2/2 | ||
| Bolt shotgun (short range) | 4 | 3+ | 4/4 | Range 6" | |
| Range 6" | |||||
| Plasma knife | 4 | 3+ | 3/5 | Lethal 5+ | |
| Lethal 5+ | |||||
In the Ready step of each Strategy phase after the first, if this operative is in the killzone and isn’t within control range of enemy operatives, you gain 1 Resourceful point.
The first time this operative would be incapacitated during the battle, it’s not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating).
| Nom | A | T | D | Règles | |
| Bolt revolver | 4 | 3+ | 3/5 | Range 8" | |
| Range 8" | |||||
| Bolt shotgun (long range) | 4 | 5+ | 2/2 | ||
| Bolt shotgun (short range) | 4 | 3+ | 4/4 | Range 6" | |
| Range 6" | |||||
| Plasma knife | 4 | 3+ | 3/5 | Lethal 5+ | |
| Lethal 5+ | |||||
In the Ready step of each Strategy phase after the first, if this operative is in the killzone and isn’t within control range of enemy operatives, you gain 1 Resourceful point.
The first time this operative would be incapacitated during the battle, it’s not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating).
| Nom | A | T | D | Règles | |
| Throwing plasma knife | 4 | 3+ | 3/5 | Lethal 5+, Limited 1, Range 6", Silent | |
| Lethal 5+, Limited 1, Range 6", Silent | |||||
| Dual plasma knives | 4 | 3+ | 3/5 | Ceaseless, Lethal 5+ | |
| Ceaseless, Lethal 5+ | |||||
This operative can perform the Charge action while it has a Conceal order.
If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
| Nom | A | T | D | Règles | |
| Throwing plasma knife | 4 | 3+ | 3/5 | Lethal 5+, Limited 1, Range 6", Silent | |
| Lethal 5+, Limited 1, Range 6", Silent | |||||
| Dual plasma knives | 4 | 3+ | 3/5 | Ceaseless, Lethal 5+ | |
| Ceaseless, Lethal 5+ | |||||
This operative can perform the Charge action while it has a Conceal order.
If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
| Nom | A | T | D | Règles | |
| Wroughtlock revolvers | 4 | 3+ | 3/5 | Ceaseless, Lethal 5+, Range 9" | |
| Ceaseless, Lethal 5+, Range 9" | |||||
| Fists | 3 | 4+ | 2/3 | ||
STRATEGIC GAMBIT. This operative can immediately perform a free Shoot action (you can change its order to Engage to do so).
Whenever this operative incapacitates an enemy operative with its wroughtlock revolvers, roll one D6 separately for each other enemy operative visible to and within 2" of that enemy operative: if the result is higher than that other enemy operative’s APL stat, subtract 1 from its APL stat until the end of its next activation.
| Nom | A | T | D | Règles | |
| Wroughtlock revolvers | 4 | 3+ | 3/5 | Ceaseless, Lethal 5+, Range 9" | |
| Ceaseless, Lethal 5+, Range 9" | |||||
| Fists | 3 | 4+ | 2/3 | ||
STRATEGIC GAMBIT. This operative can immediately perform a free Shoot action (you can change its order to Engage to do so).
Whenever this operative incapacitates an enemy operative with its wroughtlock revolvers, roll one D6 separately for each other enemy operative visible to and within 2" of that enemy operative: if the result is higher than that other enemy operative’s APL stat, subtract 1 from its APL stat until the end of its next activation.
| Nom | A | T | D | Règles | |
| APM launcher (armor piercing) | 5 | 4+ | 4/5 | Heavy (Reposition only), Piercing 1, Bipod* | |
| Heavy (Reposition only), Piercing 1, Bipod* | |||||
| APM launcher (breaching) | 5 | 4+ | 3/5 | Blast 2", Heavy (Reposition only), Bipod* | |
| Blast 2", Heavy (Reposition only), Bipod* | |||||
| APM launcher (high explosive) | 5 | 4+ | 2/4 | Blast 3", Heavy (Reposition only), Bipod* | |
| Blast 3", Heavy (Reposition only), Bipod* | |||||
| Fists | 3 | 4+ | 2/3 | ||
Whenever this operative is shooting with this weapon, if it hasn’t moved during the activation, or if it’s a counteraction, this weapon has the Ceaseless weapon rule. Note this operative isn’t restricted from moving after shooting.
| Nom | A | T | D | Règles | |
| APM launcher (armor piercing) | 5 | 4+ | 4/5 | Heavy (Reposition only), Piercing 1, Bipod* | |
| Heavy (Reposition only), Piercing 1, Bipod* | |||||
| APM launcher (breaching) | 5 | 4+ | 3/5 | Blast 2", Heavy (Reposition only), Bipod* | |
| Blast 2", Heavy (Reposition only), Bipod* | |||||
| APM launcher (high explosive) | 5 | 4+ | 2/4 | Blast 3", Heavy (Reposition only), Bipod* | |
| Blast 3", Heavy (Reposition only), Bipod* | |||||
| Fists | 3 | 4+ | 2/3 | ||
Whenever this operative is shooting with this weapon, if it hasn’t moved during the activation, or if it’s a counteraction, this weapon has the Ceaseless weapon rule. Note this operative isn’t restricted from moving after shooting.
| Nom | A | T | D | Règles | |
| Bolt revolver | 4 | 4+ | 3/5 | Range 8" | |
| Range 8" | |||||
| Entrencher | 3 | 4+ | 3/4 | ||
You have five Minefield markers for the battle. On the reverse side, three of them are HY-Pex mines (see right) and two are blank. Set up all your Minefield markers as if they were one item of equipment. Each must be set up reverse-side down (their specifics aren’t revealed), more than 2" from other markers, access points and Accessible terrain, and more than 6" from your opponent’s drop zone and your other Minefield markers. Whenever this operative is readied, if it’s not within control range of enemy operatives, you can reset one of your flipped Minefield markers that’s within its control range (flip the marker back over again).
Whenever one of your reverse-side down Minefield markers is both within an enemy operative’s control range and not within a friendly HERNKYN YAEGIR operative’s control range, flip the marker over. If it’s a blank, there’s no effect. If it’s a HY-Pex mine, inflict 3 damage on that enemy operative and roll one D6: if the result is less than that enemy operative’s Save stat, inflict additional damage on it equal to the dice result; regardless of the result, if it isn’t incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Regardless, that marker isn’t removed.
| Nom | A | T | D | Règles | |
| Bolt revolver | 4 | 4+ | 3/5 | Range 8" | |
| Range 8" | |||||
| Entrencher | 3 | 4+ | 3/4 | ||
You have five Minefield markers for the battle. On the reverse side, three of them are HY-Pex mines (see right) and two are blank. Set up all your Minefield markers as if they were one item of equipment. Each must be set up reverse-side down (their specifics aren’t revealed), more than 2" from other markers, access points and Accessible terrain, and more than 6" from your opponent’s drop zone and your other Minefield markers. Whenever this operative is readied, if it’s not within control range of enemy operatives, you can reset one of your flipped Minefield markers that’s within its control range (flip the marker back over again).
Whenever one of your reverse-side down Minefield markers is both within an enemy operative’s control range and not within a friendly HERNKYN YAEGIR operative’s control range, flip the marker over. If it’s a blank, there’s no effect. If it’s a HY-Pex mine, inflict 3 damage on that enemy operative and roll one D6: if the result is less than that enemy operative’s Save stat, inflict additional damage on it equal to the dice result; regardless of the result, if it isn’t incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Regardless, that marker isn’t removed.
| Nom | A | T | D | Règles | |
| Magna-coil rifle (concealed) | 4 | 2+ | 3/3 | Devastating 3, Heavy, Piercing 1, Silent, Concealed Position* | |
| Devastating 3, Heavy, Piercing 1, Silent, Concealed Position* | |||||
| Magna-coil rifle (mobile) | 4 | 3+ | 3/4 | Heavy (Reposition only), Piercing 1 | |
| Heavy (Reposition only), Piercing 1 | |||||
| Magna-coil rifle (stationary) | 4 | 2+ | 3/3 | Devastating 3, Heavy, Piercing 1 | |
| Devastating 3, Heavy, Piercing 1 | |||||
| Fists | 3 | 4+ | 2/3 | ||
Whenever an operative is shooting this operative:
This operative can only use this weapon the first time it’s performing the Shoot action during the battle.
| Nom | A | T | D | Règles | |
| Magna-coil rifle (concealed) | 4 | 2+ | 3/3 | Devastating 3, Heavy, Piercing 1, Silent, Concealed Position* | |
| Devastating 3, Heavy, Piercing 1, Silent, Concealed Position* | |||||
| Magna-coil rifle (mobile) | 4 | 3+ | 3/4 | Heavy (Reposition only), Piercing 1 | |
| Heavy (Reposition only), Piercing 1 | |||||
| Magna-coil rifle (stationary) | 4 | 2+ | 3/3 | Devastating 3, Heavy, Piercing 1 | |
| Devastating 3, Heavy, Piercing 1 | |||||
| Fists | 3 | 4+ | 2/3 | ||
Whenever an operative is shooting this operative:
This operative can only use this weapon the first time it’s performing the Shoot action during the battle.
| Nom | A | T | D | Règles | |
| SiNR handbow | 4 | 4+ | 3/5 | Silent | |
| Silent | |||||
| Throwing hatchet | 4 | 3+ | 3/5 | Rending, Limited 1, Range 6", Silent | |
| Rending, Limited 1, Range 6", Silent | |||||
| Hatchet | 4 | 3+ | 4/5 | ||
Whenever this operative is shooting an operative within 6" of it:
Whenever this operative is shooting against or fighting against an expended operative within 6" of it, this operative’s weapons have the Punishing weapon rule.
| Nom | A | T | D | Règles | |
| SiNR handbow | 4 | 4+ | 3/5 | Silent | |
| Silent | |||||
| Throwing hatchet | 4 | 3+ | 3/5 | Rending, Limited 1, Range 6", Silent | |
| Rending, Limited 1, Range 6", Silent | |||||
| Hatchet | 4 | 3+ | 4/5 | ||
Whenever this operative is shooting an operative within 6" of it:
Whenever this operative is shooting against or fighting against an expended operative within 6" of it, this operative’s weapons have the Punishing weapon rule.
| Nom | A | T | D | Règles | |
| Bolt revolver | 4 | 4+ | 3/5 | Range 8" | |
| Range 8" | |||||
| Bolt shotgun (long range) | 4 | 5+ | 2/2 | ||
| Bolt shotgun (short range) | 4 | 3+ | 4/4 | Range 6" | |
| Range 6" | |||||
| Fists | 3 | 4+ | 2/3 | ||
| Plasma knife | 4 | 4+ | 3/5 | Lethal 5+ | |
| Lethal 5+ | |||||
Whenever you spend a Resourceful point for this operative, the following take precedence:
| Nom | A | T | D | Règles | |
| Bolt revolver | 4 | 4+ | 3/5 | Range 8" | |
| Range 8" | |||||
| Bolt shotgun (long range) | 4 | 5+ | 2/2 | ||
| Bolt shotgun (short range) | 4 | 3+ | 4/4 | Range 6" | |
| Range 6" | |||||
| Fists | 3 | 4+ | 2/3 | ||
| Plasma knife | 4 | 4+ | 3/5 | Lethal 5+ | |
| Lethal 5+ | |||||
Whenever you spend a Resourceful point for this operative, the following take precedence:
STRATEGIC GAMBIT in the first turning point. Each friendly HERNKYN YAEGIR operative wholly within your drop zone can immediately perform a free Reposition action. Each that does so must end that move wholly within 4" of your drop zone.
In the Ready step of each Strategy phase after the first, you gain Resourceful points determined by the number of friendly HERNKYN YAEGIR operatives in the killzone that aren’t within control range of enemy operatives. At the end of each turning point, discard your Resourceful points.
You can spend 1 of your Resourceful points during each activation of each friendly HERNKYN YAEGIR operative to do one of the following:
Whenever a friendly HERNKYN YAEGIR operative is shooting, if it’s in cover from the target’s perspective, that friendly operative’s weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).
Whenever a friendly HERNKYN YAEGIR operative is fighting, or has a Conceal order and is retaliating, add 1 to the Atk stat of its melee weapons (to a maximum of 4) and they have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.
The first time an attack dice inflicts damage on each friendly HERNKYN YAEGIR operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).
Whenever a friendly HERNKYN YAEGIR operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Use this firefight ploy when an enemy operative ends a move within control range of a friendly HERNKYN YAEGIR operative. Select one other friendly HERNKYN YAEGIR operative visible to and within 6" of that friendly operative, but that isn’t itself within control range of enemy operatives. The selected operative can perform a free Shoot action. During that action:
Use this firefight ploy when an operative is shooting a friendly HERNKYN YAEGIR 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 when a friendly HERNKYN YAEGIR operative is activated. Select one other ready friendly HERNKYN YAEGIR operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Neither operative can be a BOMBAST operative if its Wroughtlock Negotiation STRATEGIC GAMBIT has been used this turning point.
Use this firefight ploy when a friendly HERNKYN YAEGIR operative is incapacitated. Before that operative is removed from the killzone, remove your Fallen Kin marker from the killzone (if any), then place it within that operative’s control range. That operative is then removed from the killzone as normal.
Whenever a friendly HERNKYN YAEGIR operative within 3" of your Fallen Kin marker is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
The following equipment options are available to HERNKYN YAEGIR kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.
Friendly HERNKYN YAEGIR operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version, and that weapon has the Balanced weapon rule for the battle.
| Nom | A | CC | D | |
|---|---|---|---|---|
| Plasma knife | 3 | 4+ | 3/5 | |
| Règles | Lethal 5+ | |||
Up to twice per turning point, whenever a friendly HERNKYN YAEGIR operative is performing the Shoot action and you select a bolt shotgun (long range), you can use this rule. If you do, until the end of that action, improve the Hit stat of that weapon by 1 and add 1 to both of its Dmg stats.
Once per turning point, when a friendly HERNKYN YAEGIR operative is performing the Shoot action and you select a bolt shotgun (short range), you can use this rule. If you do, until the end of that action, that weapon has the Blast 1" weapon rule.
Whenever an operative is shooting a friendly HERNKYN YAEGIR operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly HERNKYN YAEGIR operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.