Salvager Killteam
Salvager Killteam
Salvager Killteam
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NAMES AND DEMEANOURS
This section is a tool to help you determine the names of your Hearthkyn Salvager operatives, the title of your kill team
and their unique character and history. If you wish to generate any of these randomly, roll the appropriate number of dice
as indicated by the table(s). Otherwise, choose whichever are your favourites, or use multiple quirks, names or background
ideas if you feel they work for your kill team.
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OPERATIVE NAMES
If you wish to randomly generate a name for one of your Hearthkyn Salvager operatives, you can roll a D66 and consult the
appropriate tables below, or simply pick any combination that feels appropriate. To roll a D66, simply roll two D6, one after the
other - the first represents tens, and the second represents digits, giving you a result between 11 and 66.
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ARCHETYPE: RECON / SECURITY
HEARTHKYN SALVAGER KILL TEAM
Below you will find a list of the operatives that make up a kill team, including, where relevant,
any wargear those operatives must be equipped with. 37
EXCAVATE 2AP
I An operative can perform this action while it controls an
objective marker that is more than W from your drop zone.
If it does so, place your Excavation token on the centre of
that objective marker. The Pick Up action can be performed
upon your Excavation token by friendly HEARTHKYN
SALVAGERS operatives.
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ABILITIES ■ £
4 Below, you will find common abilities of the HEARTHKYN SALVAGERS kill team.
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Each time an enemy operative incapacitates a friendly You can ignore any or all modifiers to the
HEARTHKYN SALVAGERS operative, that enemy operative Movement characteristic of friendly HEARTHKYN
gains a Grudge token. SALVAGERS operatives. CO
CLONESKEINS
The stable mutations that run through the shared
Kin gene pool are collectively known as the
cloneskeins. The pool itself is broad, deep and
varied, and it is thanks to this that the Kin possess
dense musculature, tough bone structure, high
red and white blood cell counts, exceptional core
strength and formidable physical resilience. More
esoterically, the genetic boons the Kin possess mean
their souls shine less brightly in the warp than those
of Humans. There are rarer cloneskeins than these
that can be found throughout the Kin population,
such as those that enable certain members of their
kind to connect with the so-called 'barrier-tech' that
allows psychically active Kin to interact with the
empyrean. Others grant the Kin enhanced reaction
times, greater resistance to extremes of temperature
or gravity, or vision that registers infrared and
other energistic spectra. Many cloneskeins manifest
physically, whether it be unusually coloured eyes or
skin, craggy subdermal layers, chemical body odours
or various other giveaways.
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HARDY 1CP
era WROUGHT DEFENCE 1CP Use this Tactical Ploy at the start of the Roll Defence Dice step
F3 of a shooting attack made against a friendly HEARTHKYN
Until the end of the Turning Point, each time a shooting
attack is made against a friendly HEARTHKYN SALVAGERS SALVAGERS operative. Change your opponent's retained
co operative, in the Roll Defence Dice step of that shooting critical hits to normal hits (any critical hit rules they've already
attack, if you retain any critical saves, you can select one resolved are unaffected, e.g. Pl).
of your failed saves to be retained as a successful normal
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save instead.
C"3 RAMPART 1CP
Use this Tactical Ploy in the Scouting step, after resolving your
PROXIMATE FIREPOWER 1CP scouting option. Select one of the following:
co Until the end of the Turning Point, each time a friendly
HEARTHKYN SALVAGERS operative makes a shooting attack • Also resolve the Fortify scouting option. Initiative is still
against an enemy operative within W of it, improve the determined by your original selection, and you cannot
Ballistic Skill characteristic of its ranged weapons by 1 for that select this if you already selected Fortify.
shooting attack. • Select one terrain feature within | of your drop zone. All
parts of it with the Light trait gain the Heavy trait instead.
• Select one of your barricades to gain the Heavy trait,
instead of the Light trait.
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ABILITIES
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Eye of the Ancestors: Each time this operative is activated, you can select one enemy operative Visible to it to gain a Grudge
token (pg 39).
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HEARTHKYN HfiZR 0,
M APL GA
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Subtlety and nuance are concepts these brawny Kin have
2 1
little time for. They can smash open sealed hatches or even .1
solid walls with their concussion knux, punching a way
through for their Kin. In battle, their weapons are even
DF SV W
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more devastating to their unfortunate enemies.
3 3+ 7
NAME A BS/WS 0 SR i
C> Autoch-pattern bolt pistol 4 4+ 3/4 Rng ♦, Ceaseless
X Concussion knux 4 3+ 4/4 Ceaseless, Lethal 5+ Stun
4^ M API GA
HEARTHKYN FIELD MEDIC
These Hearthkyn Salvagers are given exhaustive training \ 2
in first aid under fire, as well as limited engineering tuition
that enables them to provide care to damaged Ironkin. In
a boarding action their skills are vital, for their squad will
DF SV
be far away from a fully-equipped Kin medical centre. F 3 3+
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NAME A BS/WS D SR i
Bolt revolver 4 4+ 3/5 Rng#
X Plasma knife 4 4+ 3/5
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API GA
HEARTHKYN GUNNER
With wrecks often being home to myriad beasts, monsters
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and enemies, Hearthkyn Salvagers have access to a wide
2 1
variety of special and heavy weapons. Gunners select the Hr
tools best suited to the task at hand, and their blasts of M
DF SV W
heavy fire have been the saviours of many a kill team.
3 3+ 7
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NAME 1 BS/WS D SB J
O EtaCarn plasma beamer 4 4+ 4/6 AP2 Beam*
O HYLas auto rifle 4 4+ 3/4 Relentless Rending
HYLas rotary cannon 6 4+ 3/5 Ceaseless, Fusillade, Heavy, Scan*
L7 missile launcher Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
-Blast 4 4+ 3/5
3/5 BlastO co
- Focused 4 4+ 5/6
5/6 API
v Magna rail rifle 4 4+ 5/4 AP2, Unwieldy MW3 n
X Fists 3 4+ 2/3 GO
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UNIQUE ACTIUNS
Relay (1AP): Select one friendly HEARTHKYN SALVAGERS System Jam (1AP): Select one enemy operative in this operative's
operative Visible to and within W of this operative. Add 1 to Line of Sight that doesn't have a System Jam token; it gains
its APL. This operative cannot perform this action while within one. Until the end of the battle, while an operative has a System
Engagement Range of an enemy operative. Jam token, it isn't eligible to be activated until all other eligible
operatives from its kill team have been activated. When that
enemy operative is activated, remove its System Jam token. This
operative cannot perform this action while within Engagement
Range of an enemy operative.
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HEARTHKYN KOGNIIAAR ' r M API GA
These Ironkin possess extremely complex artificial
intelligences, and use this immense cogitational power
2 1
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to support their squad. Constantly receiving, organising
and analysing data, Kognitdar provide incredible real-time
OF SV W
tactical information to their Kin whenever it is needed.
3 3+ 7
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NAME A BS/WS B SB i
Autoch-pattern bolter 4 4+ 3/4 Ceaseless
Ion blaster 4 4+ 3/4 PI
X Fists 3 4+ 2/3
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NAME A BS/WS D SR I
v Autoch-pattern bolter 4 4+ 3/4 Ceaseless
<> Ion blaster 4 4+ 3/4 pi
X Fists 3 4+ 2/3
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ABILITIES UNIQUE ACTIONS __
Early Detection: In the Set Up Operatives step, enemy operatives Pan Spectral Scan (1AP): Place one of your Scan tokens in the
that are set up in the killzone cannot be outside of their drop zone killzone. Until the end of the Turning Point, each time a friendly
(unless the mission specifies). In addition, enemy operatives HEARTHKYN SALVAGER® operative makes a shooting attack
C/9 cannot move as a result of the Recon scouting option (although against an enemy operative within HI of that token, that friendly
this option can still be selected to determine initiative as normal). operative's ranged weapon gains the No Cover special rule for
that shooting attack. This operative cannot perform this action
while within Engagement Range of an enemy operative.
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HEARTHKYN LUGGER 1 M API GA
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In a wreck, where it is hard to insert vehicles, these 2 1
redoubtable Kin carry enormous loads of essential
equipment and supplies without complaint. Contributing
every ounce of strength they have to their cause, they are
DF SV W
highly regarded by their Kin. 3 3+ 7
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NAME A BS/WS D SR I
<> Autoch-pattern bolter 4 4+ 3/4 Ceaseless
Ion blaster 4 4+ 3/4 PI
X Fists 3 4+ 2/3
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EQUIPMENT
HEARTHKYN SALVAGERS operatives in your kill team can be equipped with equipment from this list, as specified in the mission
sequence. Each operative can be equipped with no more than one of each item.
PLASMA KNIFE E1EP] Excavation Tool: At the end of the Set Up Barricades step,
W The operative is equipped with the following melee weapon place one of your Clearance tokens within A of a part of a
for the battle: terrain feature with the Traversable trait and more than
from your opponent's drop zone. Until the end of the battle,
Name A WS B friendly operatives do not have to traverse that terrain feature;
Plasma knife 3 4+ 3/5 they can move through it as if it were not there, so long as
they do so within A of that token. Note that they cannot
finish the move on that terrain feature. You can select this
CLIMBING EQUIPMENT CIEPJ item of equipment no more than three times for the battle.
The operative gains the following ability for the battle:
AUTO-CALIBRATOR EIEPU
Climbing Equipment: Select one of the operative's ranged weapons. Each time the
operative makes a shooting attack with that weapon during
Each time this operative ascends or descends a terrain the battle, you can ignore any or all modifiers to its Ballistic
feature while climbing, the first vertical distance of up to Skill characteristic.
30 it travels are counted as 0 for that climb.
This operative does not need to be within A of a physical
and climbable part of a terrain feature in order to climb it.
• Each time this operative drops, the intended location can
be any vertical distance from the level it occupies.
Each time this operative drops, it counts any vertical
distance it travels as half for that drop.
PLASMA BLADES
The Kin make substantial use of searing-hot plasma fields, either to wreathe blades or form the weapons themselves.
Such blades scythe through physical shields and body armour with equal ease, and reduce the foe to cauterised
chunks of meat. With each League of Votann possessing its own proprietary technology, the plasma blades wielded
by the Kin of different Leagues often glow hot in differing colours. For example, the blades fashioned by the Brokhyr
of the Greater Thurian League ripple with fiery orange, whereas those of the Trans-Hyperian League sear the eyes
with a bright teal. It is far from unheard of for Kin of one League to wield blades shimmering with the colours of
another, for the Kin are a trading people well used to the exchanging and purchasing of weapons from each other.
HEARTHKYN SALVAGER
SPEC OPS RULES
Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have
selected HEARTHKYN SALVAGER® as your Faction keyword. 49
BATTLE HONOURS
Each time a HEARTHKYN SALVAGER® operative
gains a Battle Honour, instead of determining one cn
from its specialism, you can determine one from the
Hearthkyn Salvager Specialist table below. You can
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either roll one D6 to randomly determine the Battle Wl
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Honour (re-rolling if it isn't suitable), or you can CO
select an appropriate one. As with any Battle Honour, CO
an operative cannot have the same one more than -TO
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HEARTHKYN SALVAGER SPECIALIST ■
D6 Battle Honour
2
Stubborn: You can ignore any or all modifiers to this
operative's characteristics.
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Begrudging: While this operative has less than half of its wounds
remaining, each time it fights in combat with or makes a shooting attack
3
against an enemy operative, that enemy operative has one additional
Grudge token (pg 39) for that combat or shooting attack.
Inveterate Toughness: Each time an attack dice inflicts damage on this sSW
4
operative, Damage characteristics of more than 4 are treated as 4.
Honoured: Enemy operatives do not gain a Grudge token (pg 39) for
incapacitating this operative. Instead, the first enemy operative that
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causes this operative to lose any wounds during the battle gains a
Grudge token.
P" RARE EQUIPMENT
I Each time you would determine an item of rare equipment to add to your stash, if your faction is HEARTHKYN
SALVAGERS, you can determine one from the table below instead of determining one from another source. To
do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn't suitable), or you
can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of
each item (if a duplicate result is rolled, roll again until a different result is rolled).
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1. A GRUDGE DECLARED E3EPJ 4. RIGHT OF CLAIM E3EPJ
The operative gains the following ability for the battle: The operative gains the following ability for the battle:
A Grudge Declared: Once during the battle, in the Right of Claim: While this operative is
Strategy phase, when it's your turn to use a Strategic within O of an objective marker, add 1 to its
GO Ploy or pass, you can instead select one enemy Defence characteristic.
operative to gain a Grudge token (pg 39).
5. GRAV-LIFT DEVICE C2EPJ
n 2. DARKSTAR WEAPON E2EPJ
r-m The operative can perform the following action once
30
03 Select one of the operative's melee weapons. Until during the battle:
03 the end of the battle, that weapon gains the Rending
critical hit rule.
GRAV-LIFT DEVICE 1AP
3. RELIC PLATE E3EP1 Place a Grav-wave token within w of this operative.
The operative gains the following ability for the battle: Until the end of the battle, each time a friendly
HEARTHKYN SALVAGERS operative moves within
Relic Plate: Each time a shooting attack is made of that token, it gains the FLY keyword until the end of
against this operative, in the Roll Defence Dice step its activation.
of that shooting attack, you can re-roll one of your
defence dice. 6. ION EXPEDITER E2EP1
Select one ion blaster or ion pistol the operative
is equipped with. Add 1 to both of its Damage
characteristics for the battle.
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STRATEGIC ASSETS ‘i
Each time you would add a strategic asset to your base of operations, if your faction is HEARTHKYN
SALVAGERS, you can select one from the list below instead of selecting one from another source. As with any
strategic asset, you can never have more than one of each.
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REQUISITIONS
In a Spec Ops campaign, if your faction is HEARTHKYN SALVAGER®, you can use the following Requisitions in
addition to those presented in other sources.
SPEC OPS
i Each time you would select a Spec Op for your kill
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team to be assigned to, if your faction is HEARTHKYN
.. SALVAGERI, you can select one from those found
on the following page instead of selecting one from
another source.
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RECOVER KIN-TECH
A trove of ancient Kin technology has been identified and marked for recovery
by a team of Hearthkyn Salvagers who have boarded this vessel previously. Too
valuable to leave here any longer, the kill team must secure the site and
prepare for the artefacts’ extraction.
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GRUDGEBAND
The kill team has suffered a great horror at the hands of one of their
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enemi es. Every warrior’s Hearth burns. The Kin have formed a Grudgeband to
pursue this foe, swearing an oath to eliminate them or die in the attempt.
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