Snow Whites mini-muscle-men

Victories:

  • x1 against wreckas, super close on points!

Losses 1x night lords, 13/15? Super close 1x void dancers, 13/15 1x farstalkers 11/13

I don’t know what I’m doing with these lol

Snow Whites mini-muscle-men

Common Abilities and Options

Dauntless Explorers:
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.

Resourceful:
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 are not within control range of enemy operatives. At the end of each turning point, discard your Resourceful points.

OperativesResourceful Points
5+2
1-41

You can spend 1 of your Resourceful points during each activation of each friendly HERNKYN YAEGIR operative to do one of the following:

  • Before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative’s APL stat until the end of its activation.
  • When it is activated, if it is not within control range of enemy operatives, it regains up to D3+1 lost wounds.

Intrepid:
Whenever you spend a Resourceful point for this operative, the following takes precedence:

  • If you add 1 to its APL stat, it lasts until the start of its next activation instead.
  • If it regains lost wounds, it regains 4 instead.

Operatives

1. Bugven Mountainwalker
Yeagir Theyn
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Bolt Revolver (Rng 8")
4
3+
3/5
Bolt Shotgun
Short Range (Rng 6")
4
3+
4/4
Long Range
4
5+
2/2
Plasma Knife (Lethal 5+)
4
3+
3/5
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
Dauntless ExplorersOutright ConvictionResourcefulVeteran Adventurer

Outright Conviction: The first time this operative would be incapacitated during the battle, it is 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).

Veteran Adventurer: In the Ready step of each Strategy phase after the first, if this operative is not within control range of enemy operatives, you gain 1 Resourceful point.

HERNKYN YAEGIR, VOTANN, LEADER, THEYN
2. Drindre Flamefoot
Bladekyn
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Throwing Plasma Knife (Rng 6", Lethal 5+, Lim1, Silent)
4
3+
3/5
Dual Plasma Knives (Ceaseless, Lethal 5+)
4
3+
3/5
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
Dauntless ExplorersIrrepressible HardinessResourcefulStalker

Irrepressible Hardiness: 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.

Stalker: This operative can perform the Charge action while it has a Conceal order.

HERNKYN YAEGIR, VOTANN, BLADEKYN
3. Thrurbren Ironfinger
Bombast
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Wroughtlock Revolvers (Rng 9", Ceaseless, Lethal 5+)
4
3+
3/5
Fists
3
4+
2/3
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
Brazen KillerDauntless ExplorersResourcefulWroughtlock Negotiation

Brazen Killer: 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.

Wroughtlock Negotiation: STRATEGIC GAMBIT

This operative can immediately perform a free Shoot action (you can change its order to Engage to do so).

HERNKYN YAEGIR, VOTANN, BOMBAST
4. Sethen Brittlemark
Gunner
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
APM Launcher
Armour Piercing (*Bipod, Hvy(Repos), Prc1)
5
4+
4/5
Breaching (*Bipod, Hvy(Repos), Blast 2")
5
4+
3/5
High Explosive (*Bipod, Hvy(Repos), Blast 3")
5
4+
2/4
Fists
3
4+
2/3
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
*BipodDauntless ExplorersResourceful

*Bipod: Whenever this operative is shooting with this weapon, if it has not moved during the activation, or if it is a counteraction, this weapon has the Ceaseless weapon rule. Note this operative is not restricted from moving after shooting.

HERNKYN YAEGIR, VOTANN, GUNNER
5. Detron Coldfists
Ironbraek
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Bolt Revolver (Rng 8")
4
4+
3/5
Entrencher
3
4+
3/4
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
Dauntless ExplorersHy-Pex MineMinefieldResourceful

Hy-Pex Mine: 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 is blank, there is no effect. If it is a Hy-Pex mine, inflict 3 Damage on that enemy operative and roll 1D6. If the result is less than that enemy operative's Save stat, inflict additional damage on it equal to the dice result. If it is not incapacitated, end its action (if any), even if that action's effects are not fulfilled. If it cannot be placed, move it the minimum amount of distance to do so. Regardless, that marker is not removed.

Minefield: You have five Minefield markers for the battle. On the reverse side, three of them are Hy-Pex mines 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 are not 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 is not within control range of enemy operatives, you can reset one of your flipped Minefield markers that is within its control range (flip the marker back over again).

HERNKYN YAEGIR, VOTANN, IRONBRAEK
6. Vungum Autumnchaser
Yeaegir Riflekyn
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Magna-Coil Rifle
Concealed (Dev3, Hvy, Prc1, Silent, *Concealed Position)
4
2+
3/3
Mobile (Hvy(Repos), Prc1)
4
3+
3/4
Stationary (Dev3, Hvy, Prc1)
4
2+
3/3
Fists
3
4+
2/3
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
*Concealed PositionDauntless ExplorersResourcefulWeavewerke Cloak

*Concealed Position: This operative can only use this weapon the first time it is performing the Shoot action during the battle.

Weavewerke Cloak: Whenever an operative is shooting this operative:

  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead.

This is not cumulative with improved cover saves from vantage terrain.

HERNKYN YAEGIR, VOTANN, RIFLEKYN
7. Brelvauh Magmacrag
Tracker
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
SiNR Handbow (Silent)
4
4+
3/5
Throwing Hatchet (Rng 6", Lim1, Rnd, Silent)
4
3+
3/5
Hatchet
4
3+
4/5
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
Dauntless ExplorersPan Spectral VisorResourcefulTracker

Pan Spectral Visor: Whenever this operative is shooting an enemy within 6" of it:

  • This operative's weapons have the Seek Light weapon rule.
  • That operative cannot be obscured.

Tracker: 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.

HERNKYN YAEGIR, VOTANN, TRACKER
8. Angwin Proudbranch
Warrior
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Bolt Shotgun
Short Range (Rng 6")
4
3+
4/4
Long Range
4
5+
2/2
Fists
3
4+
2/3
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
Dauntless ExplorersIntrepidResourceful
HERNKYN YAEGIR, VOTANN, WARRIOR
9. Zekvot Strongback
Warrior
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Bolt Shotgun
Short Range (Rng 6")
4
3+
4/4
Long Range
4
5+
2/2
Fists
3
4+
2/3
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
Dauntless ExplorersIntrepidResourceful
HERNKYN YAEGIR, VOTANN, WARRIOR
10. Drevrid Solidback
Warrior
A 2
M 5"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Bolt Shotgun
Short Range (Rng 6")
4
3+
4/4
Long Range
4
5+
2/2
Fists
3
4+
2/3
Eq: Plasma Knife (Lethal 5+)
3
4+
3/5
Abilities
Dauntless ExplorersIntrepidResourceful
HERNKYN YAEGIR, VOTANN, WARRIOR

Equipment

Firestorm Bolt Shells

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.

KV-Ceramide Undersuit

Whenever an enemy 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 are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.

Plasma Knives

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..

NameATKHITDMG
Plasma Knife34+3/5
Weapon Rules
Lethal 5+
Stabilized Bolt Shells

Up to twice per turning point, whenever a friendly HERNKYN YAEGIR operative is performing the Shoot action and you selected 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 damage stats.

Ploys

Hidden Engagement
Strategy Ploy

Whenever a friendly HERNKYN YAEGIR operative is shooting, if it is in Cover from the target's perspective, its weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e, they decide on a which point of their operative's base targeting lines are drawn from).
Balanced: Can re-roll one Attack die.

In Position
Strategy Ploy

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".

Masterful Bladework
Strategy Ploy

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.

Tough Survivalists
Strategy Ploy

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).

Bonds That Bind
Firefight Ploy

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. Neither operative can be a BOMBAST operative if its Wroughtlock Negotiation STRATEGIC GAMBIT has been used this turning point.

No Kin Left Behind
Firefight Ploy

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 incapacitated 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.

Stalwart Defence
Firefight Ploy

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 is not itself within control range of enemy operatives. The selected operative can perform a shoot action. During that action:

  • It can target that enemy operative even though it is within control range of a friendly operative.
  • Other enemy operatives cannot be selected as a valid target.
  • You cannot select a frag or krak grenade, or a weapon with the Blast or x" Devastating x weapon rule (i.e, Devastating with a distance)
Sturdy
Firefight Ploy

Use this firefight ploy when an enemy 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 have already resolved are not affected, e.g, Piercing crits).

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.