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.
| Operatives | Resourceful Points |
|---|---|
| 5+ | 2 |
| 1-4 | 1 |
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
A 2
M 5"
S 4+
W 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 Adventurer2. Drindre Flamefoot
A 2
M 5"
S 4+
W 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 HardinessResourcefulStalker3. Thrurbren Ironfinger
A 2
M 5"
S 4+
W 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 Negotiation4. Sethen Brittlemark
A 2
M 5"
S 4+
W 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 ExplorersResourceful5. Detron Coldfists
A 2
M 5"
S 4+
W 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 MineMinefieldResourceful6. Vungum Autumnchaser
A 2
M 5"
S 4+
W 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 Cloak7. Brelvauh Magmacrag
A 2
M 5"
S 4+
W 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 VisorResourcefulTracker8. Angwin Proudbranch
A 2
M 5"
S 4+
W 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 ExplorersIntrepidResourceful9. Zekvot Strongback
A 2
M 5"
S 4+
W 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 ExplorersIntrepidResourceful10. Drevrid Solidback
A 2
M 5"
S 4+
W 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 ExplorersIntrepidResourcefulEquipment
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..
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Knife | 3 | 4+ | 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 PloyWhenever 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 PloyWhenever 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 PloyWhenever 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 PloyThe 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 PloyUse 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 PloyUse 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 PloyUse 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 PloyUse 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 DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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.