N9NE plus 1ne
Common Abilities and Options
Grudge:
Whenever an enemy operative incapacitates a friendly HEARTHKYN SALVAGER operative, that enemy operative gains one of your Grudge tokens for the battle.
Whenever a friendly HEARTHKYN SALVAGER operative is shooting against, fighting against or retaliating against an enemy operative,
for each of your Grudge tokens that enemy operative has, you can retain one of your normal successes as a critical success instead (including any normal successes already retained as a result of the Accurate weapon rule).
Note that Grudge tokens are not removed when you do this.
*Beam:
Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts D3 damage on each other operative along one (and only one) beam line (roll separately for each operative),
but the target isn’t affected. An operative is along a beam line if a targeting line can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross Heavy terrain.
Operatives
1. Belgod Stormhelm
A 2
M 5"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ion Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Plasma Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Eye Of The AncestorsGrudgeWeavefield Crest2. Traremm Hammercloak
A 2
M 5"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autoch-Pattern Bolt Pistol (Rng 8", Acc1) | 4 | 4+ | 3/4 |
| Concussion Knux (Ceaseless, Lethal 5+, Shock) | 4 | 3+ | 4/4 |
Abilities
BrawlerGrudge1AP: Knux Smash3. Bhilbin Roughgut
A 2
M 5"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| HYLas Auto Rifle (Ceaseless, Rnd) | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 2/3 |
Abilities
*BeamGrudge4. Brondrem Greatsworn
A 2
M 5"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| L7 Missile Launcher | |||
| Blast (Blast 2") | 4 | 4+ | 3/5 |
| Focused (Prc1) | 4 | 4+ | 5/6 |
| Fists | 3 | 4+ | 2/3 |
Abilities
*BeamGrudge5. Dusgurd Flintarm
A 2
M 7"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autoch-Pattern Bolt Pistol (Rng 8", Acc1) | 4 | 4+ | 3/4 |
| Plasma Weapon (Lethal 5+, *Force Impact) | 4 | 3+ | 4/6 |
Abilities
*Force ImpactGrudgeJump Pack6. Trilgo Forgemark
A 2
M 5"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| C8 HX Charge (Rng 4", Blast 1", Hvy(Repos), Lim1, Prc1, Sat) | 4 | 3+ | 4/6 |
| Fists | 3 | 4+ | 2/3 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
GrenadierGrudge1AP: Smoke Grenade1AP: Stun Grenade1AP: Bayr-3 Utility Grenade7. Ale Kragwalker
A 2
M 5"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ion Blaster (PrcCrit1) | 4 | 4+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
GrudgeI've Got ItWell Supplied8. Cokid Metalarmour
A 2
M 5"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Revolver (Rng 8") | 4 | 4+ | 3/5 |
| Plasma Knife (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
GrudgeMedic!1AP: Medikit9. Khagvuk Greatgrog
A 2
M 5"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ion Blaster (PrcCrit1) | 4 | 4+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
GrudgeSecure Salvage10. Eraoc Commoncrag
A 2
M 5"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autoch-Pattern Bolter (Acc1) | 4 | 4+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Grudge1AP: Pan Spectral Scan1AP: SpotEquipment
Plasma Knives
Friendly HEARTHKYN SALVAGER operatives have the following melee weapon. Note that the FIELD MEDIC operative already has this weapon but with better stats; in that instance, use the better version.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Knife | 3 | 4+ | 3/5 |
| Weapon Rules | |||
| Lethal 5+ |
Climbing Rigs
During each friendly HEARTHKYN SALVAGER operative’s activation, you can do one of the following:
- When that operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
- When that operative is dropping, ignore the vertical distance.
Excavation Tools
Friendly HEARTHKYN SALVAGER operatives can perform the Pick Up Marker action for 1 less AP, and don’t have to control the marker to do so (taking precedence over that action's conditions – they only need to contest the marker).
Writ Of Claim
Once per battle, if friendly HEARTHKYN SALVAGER operatives contest two or more objective markers, after rolling off to decide initiative, you can re-roll your dice.
Ploys
Need Keeps
Strategy PloySelect one objective marker or one of your mission markers.
- Whenever determining control of that marker, treat the total APL stat of friendly HEARTHKYN SALVAGER operatives that contest it as 1 higher if at least one friendly HEARTHKYN SALVAGER operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
- Whenever a friendly HEARTHKYN SALVAGER operative is within 3" of that marker, add 1 to the Atk stat of its melee weapons (to a maximum of 4); if the weapon already has an Atk stat of 4, it has the Balanced weapon rule.
Proximate Firepower
Strategy PloyWhenever a friendly HEARTHKYN SALVAGER operative is shooting an enemy operative within 6" of it, improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). This can allow you to apply or remove the Hit stat change during an action (this takes precedence over the core rules)
Toil Earns
Strategy PloySelect one objective marker or one of your mission markers. Whenever an enemy operative is within 3" of that marker, treat it as having one additional Grudge token.
Wrought Defence
Strategy PloyWhenever an operative is shooting a friendly HEARTHKYN SALVAGER operative, if you rolled one or less successes (including any re-rolls), you can retain one of your fails as a normal success instead of discarding it.
Engage To Acquire
Firefight PloyUse this firefight ploy after rolling your attack dice for a friendly HEARTHKYN SALVAGER operative, if it’s shooting against or fighting against an enemy operative that controls an objective marker or one of your mission markers. You can re-roll any of your attack dice.
Sturdy
Firefight PloyUse this firefight ploy when an operative is shooting a friendly HEARTHKYN SALVAGER 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).
The Ancestors Are Watching
Firefight PloyUse this firefight ploy during a friendly HEARTHKYN SALVAGER operative’s activation. Until the end of that activation, that operative can perform either a free Shoot or a free Fight action.
Worth It
Firefight PloyUse this firefight ploy when a friendly HEARTHKYN SALVAGER operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.
Tac Ops
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.