Salvage Team Opal

Salvage Team Opal

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. Theyn Jok “Maggie” Maguff
Theyn
A 2
M 5"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolter (Acc1)
4
4+
3/4
Concussion Gauntlet (Brutal, Shock)
4
4+
5/7
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Eye Of The AncestorsGrudgeWeavefield Crest
Notes

By far and away the oldest member of the Salvage team, Theyn Maguff is old enough to remeber when his kind was domesticated as 'Squats' and was loyal, then betrayed, by the vile Imperium. Thus an early vetran of thr firet Votann prospecting fleets, he destignuished himself as a scrounger, able to somehow precure exclusively exotic materiels in bizzare and impossible environments and often far and away from any reinforcements. As such, the High council and the Votann juged him worthy of Theynship, and cleared him to lead a team of salvagers. He was given the crest of the Boar as commendation of his ability to scrounge for valuables in a difficult place. Despite his loathing of the Imperium, he has a particular love for Bolters and is a vocal supporter of Autarch LLC's reverse engineering project on Imperial bolter technology. He finds the Autarch pattern Bolter to be 'Tasteful, Elegant, and Focused'.

Eye Of The Ancestors: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative, or up to two enemy operatives if three or more friendly HEARTHKYN SALVAGER operatives are incapacitated. Each of those enemy operatives gains one of your Grudge tokens.

Weavefield Crest: Once per battle, when an attack die inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

HEARTHKYN SALVAGER, VOTANN, LEADER, THEYN
2. Thulgrid Astra
Kinlynk
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolter (Acc1)
4
4+
3/4
Fists
3
4+
2/3
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Grudge1AP: System Jam1AP: Signal
Notes

An Electronics expert. While The Kyn most prefer the likes of mining lazers, shape charges, and large vaccums to get what they want, occasionally, a more subtle approach is required, space hulks, forge worlds, data relequaries. Thulgrid is there to hack the machine, hard wire open the door, and download whatever Theyn Magruff deems acceptible. She's also the Only among them to have actually met a Votann core, although inside the tall tale, stand inside the room is more like it.

System Jam (1AP): Select one enemy operative that’s a valid target for this operative and that doesn’t have one of your System Jam tokens; it gains one. Until the end of the battle, whenever an enemy operative has one of your System Jam tokens, it cannot be activated until each enemy operative without one is expended. When an enemy operative that has one of your System Jam tokens is activated, remove that token.

This operative cannot perform this action while within control range of an enemy operative.

Signal (1AP): SUPPORT Select one other friendly HEARTHKYN SALVAGER operative in the killzone. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

HEARTHKYN SALVAGER, VOTANN, KINLYNK
3. Dusgar “Broomstick” Bael
Gunner
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Magna Rail Rifle (Dev3, Hvy(Dash), Prc2)
4
4+
4/2
Fists
3
4+
2/3
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
*BeamGrudge
Notes

A salty veteran kynfolk, He's a straight shot and a gruff man. Uniquely, a veteran of a campaign against a splinter cell of Tyranids from hive fleet Jormungunder, which he designates wih his yellow bandanna. He'll proudly boast of his time wiping an entire squad of venomthropes from near a kilometer away~ That is, if you can understand a simgle word he says between his massive walrus stache and his upbringing on an Agri world, even his fellow kyn can hardly understand a word he says. His nickname comes from his tendancy to stick his rifle stock in the ground and lean on it, which in a bar, a fellow kym once drunkenly remarked he looked like 'a ninny maid leaning against her broomstick' a great laugh was had, and the name begrudgingly stuck.

HEARTHKYN SALVAGER, VOTANN, GUNNER
4. Vikkik Shannonden
Lugger
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Ion Blaster (PrcCrit1)
4
4+
3/4
Fists
3
4+
2/3
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
GrudgeI've Got ItWell Supplied
Notes

Vikkik never had an afinity for minerals or stones as hey kyn did, her mind always lingered on wild things, A great chef and an Impeccable forager and hunter, she was a fantastic and natural choice when Theyn Maguff decided he need a Lugger to sustain his salvage crew on long missions, which missions twnd to usually be. In this unique environment she's affoarded the oppertunity to explore the worlds many wild places and make special use of her gifts.

I've Got It: Once during each of this operative’s activations, it can perform a mission action for 1 less AP.

Well Supplied: You can select one additional equipment option.

HEARTHKYN SALVAGER, VOTANN, LUGGER
5. Sraogno Kvesk
Gunner
A 2
M 5"
S 3+
W 8/8
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
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
*BeamGrudge
Notes

Mortally wounded in a catastrophically apocalyptic mining explosion, Sraogno's body withered and wilted, he is permanently entoumbed in his void armor. His love of explosives, however, persisted, and so he acompanies Maguff on his travels seeking the lucrative profits, hoping one day to colaborate with Othwim and Kodem to try and invent a machine which can get mead into his burnt entoumbed mouth.

HEARTHKYN SALVAGER, VOTANN, GUNNER
6. Burtek Grumm
Lokatr
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Ion Blaster (PrcCrit1)
4
4+
3/4
Fists
3
4+
2/3
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Grudge1AP: Pan Spectral Scan1AP: Spot
Notes

Once a Jaeger, his left arm was torn smooth off by an ork. Deciding Thusly that if such things were going to happen to him, he may as well be well payed. He makes a tidy living using his survey and tracking skills from his Jaeger career runing Team Opal's Electronic scannning and survey equipment.

Pan Spectral Scan (1AP): Place your Pan Spectral Scan marker in the killzone. Whenever a friendly HEARTHKYN SALVAGER operative is shooting an enemy operative that’s within 3" of that marker, that friendly operative’s ranged weapons have the Accurate 1 and Saturate weapon rules. When this operative is next activated, is incapacitated or performs this action again (whichever comes first), remove that marker.

This operative cannot perform this action while within control range of an enemy operative.

Spot (1AP): SUPPORT Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly HEARTHKYN SALVAGER operative within 3" of this operative is shooting that enemy operative you can use this effect. If you do:

  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

HEARTHKYN SALVAGER, VOTANN, LOKATR
7. Ghedan Folkn
Grenadier
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolt Pistol (Rng 8", Acc1)
4
4+
3/4
C8 HX Charge (Rng 4", Blast 1", Hvy(Repos), Lim1, Prc1, Sat)
4
3+
4/6
Fists
3
4+
2/3
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
GrenadierGrudge1AP: Smoke Grenade1AP: Stun Grenade1AP: Bayr-3 Utility Grenade
Notes

Once a boy from a fishing town, Ghedan spent his childhood racing Pioneers across the lakes and skipping stones by the sea. When the oppertunity to Join a profitable salvage team and pull his Elders out of poverty presented itself, He joined sithout a second thought. An ambitous yet thoughtful character, he descovered rather quickly a grenade can be skipped much the same way as a rock, and will not hesitate to throw an anti tank mine at your head like a frisby if so instructed.

Grenadier: This operative can use frag, krak, smoke and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

Smoke Grenade (1AP):

  • Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
  • While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
  • In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
  • An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Stun Grenade (1AP):

  • Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
  • An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Bayr-3 Utility Grenade (1AP): Place one of your Utility Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. Whenever an operative is within 3" of that Utility Grenade marker, its controlling player must spend 1 additional AP for that operative to perform the Pick Up Marker and mission actions.

In the Ready step of the next Strategy phase, roll one D3. Remove that Utility Grenade marker after a number of activations equal to the result have been completed, or at the end of the turning point (whichever comes first).

This operative cannot perform this action while within control range of an enemy operative.

HEARTHKYN SALVAGER, VOTANN, GRENADIER
8. Kodem Bal
Jump Pack Warrior
A 2
M 7"
S 3+
W 8/8
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
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
*Force ImpactGrudgeJump Pack
Notes

Admitedly a bit of a loose cannon and a bad scientist, he uses Maguff's salvage operations as a vheicle to test new weapon designs, of recent pride, his green plasma axe. It is a mutuslly beneficial relationship, Kodem receives a sound stream of income to fuel his inventing and plenty of unwilling test subjects for his devices, and Maguff gets the co-operation of a very well armed and motivated kyn.

*Force Impact: Whenever this operative is fighting with this weapon, if it has performed the Charge action during the activation, this weapon has the Brutal weapon rule.

Jump Pack: Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

HEARTHKYN SALVAGER, VOTANN, FLY, JUMP PACK WARRIOR
9. Ogdo Kor
Gunner
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
HYLas Rotary Cannon
Focused (Ceaseless, Hvy(Repos), Sat)
5
4+
4/5
Sweeping (Ceaseless, Hvy(Repos), Sat, Tor 1")
4
4+
4/5
Fists
3
4+
2/3
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
*BeamGrudge
Notes

A Nepo Baby in every sense of the word, Ogdo is the spawn of a senior Marketing Exectuive for HyLas Systems INC. Having lived a comfortable life, he grew disenthused with the horrid slog that was marketing, endless sales pitches, spreadsheets, and board meetings acompanying his elder. Seeking honor for the ancestors, himself, and the glory of bsttle, he quickly procured some of the best infantry equipment Hylaz has to offer and Joined a Prospector fleet. However, when his first deployment was agaimst the forces of the Dark Mechanicus, He quite quickly realized that War was, in fact, nothing like the stories. Havung stepped on a land mine, he was forced into a feild hospitable and traumatized. Now that he was i. the host, there was no going back until the High Jarl dismissed him, and cowardice was not to be tolerated. Hoping to avoid frontline combat, He Quickly joined the nearest Salvage team with an open spot, In which case, heppened to be Opal with a perfect opening for a need for some extra firepower.

HEARTHKYN SALVAGER, VOTANN, GUNNER
10. Othwin Gennan
Dozr
A 2
M 5"
S 3+
W 8/8
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
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
BrawlerGrudge1AP: Knux Smash
Notes

Othwin, is, actually, a Genuious. The youngest of the bunch, she was poised to be a forgemaster of the Ironkyn, credited with a alheit expensive form of leg optomization which accelates travel over rough terrain. Keword here is was, because much like any other engineous engineering student, she was a rampant aloholic, and became involved in a particularly intense bar fight following a stellar jousiting match In which she almost singlehandeldy destroyed an entire bar. However, as opposed to being sent to prison, her style of brawling was so ferocious that she was recognized by Theyn Magruff during processing and allowed to work off her debt as a Dozr in his salvage team.

Brawler: Whenever this operative is fighting or retaliating:

  • Enemy operatives cannot assist.
  • If it is incapacitated, you can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
  • Normal Dmg of 4 or more inflicts 1 less damage on it.

Knux Smash (1AP): Select one enemy operative within this operative’s control range. You can move that enemy operative up to 3" to a location it can be placed. Then inflict D3+1 damage on it (even if you don’t move it); if the D3 result is a 3, also subtract 1 from that enemy operative’s APL stat until the end of its next activation. This operative can then immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.

This operative cannot perform this action unless an enemy operative is within its control range.

HEARTHKYN SALVAGER, VOTANN, DOZR

Equipment

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.

NameATKHITDMG
Plasma Knife34+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 Ploy

Select 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 Ploy

Whenever 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 Ploy

Select 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 Ploy

Whenever 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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
Security

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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.