Faction Rules
Faction Rule
Resourceful
Hernkyn Yaegirs are self-sufficiency specialists, skilled warriors who embark upon missions equipped for countless contingencies.

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 aren't within control range of enemy operatives. At the end of each turning point, discard your Resourceful points.

Operatives (not in control range)Resourceful Points
5+2
1–41

You can spend 1 Resourceful point 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, add 1 to that friendly operative's APL stat until the end of its activation.
  • When it's activated, if it's not within control range of enemy operatives, it regains up to D3+1 lost wounds.
💡 Use the Res. tracker in the top bar to track your current Resourceful points each turn. Tap to cycle through 0 → 1 → 2 → 0.
Faction Rule
Dauntless Explorers
The first of their kindred to set foot on new worlds, Yaegirs are experts in swiftly evaluating and exploiting their area of operations.

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.

⚠️ The BOMBAST's Wroughtlock Negotiation is also a STRATEGIC GAMBIT — it can use that ability instead of (or in addition to, check rules) the standard Reposition during this phase.
Strategy Ploys
Hidden Engagement
Experienced survivalists, Hernkyn Yaegirs are skilled hunters, well used to stalking and engaging their prey from the shadows.
Whenever a friendly HERNKYN YAEGIR® operative is shooting, if it's in cover from the target's perspective, that friendly operative's weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this.
Masterful Bladework
Yaegirs are extensively trained in the use of plasma knives and other close combat weapons, wielding them with ruthless precision.
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 rule, it has the Ceaseless weapon rule instead.
Tough Survivalists
A lifetime of frontier exploration coupled with their kind's natural fortitude renders Hernkyn Yaegirs highly resistant to injury.
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).
In Position
Hernkyn Yaegirs stalk their enemies with great patience, using the surrounding terrain to conceal themselves from prying eyes.
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".
Firefight Ploys
Sturdy
Stocky and stalwart, Hernkyn Yaegirs grit their teeth and shrug off wounds that would fell other species.
Use this firefight ploy when an 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've already resolved aren't affected, e.g. Piercing Crits).
Bonds That Bind
Squads of Hernkyn Yaegirs are exceptionally close-knit and operate with instinctive coordination.
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. When that other operative is expended, your opponent then activates as normal.

Neither operative can be a BOMBAST if its Wroughtlock Negotiation STRATEGIC GAMBIT has been used this turning point.
No Kin Left Behind
All Kin desire to return to their Hold's Ancestor Core upon their death. Hernkyn will fight tooth and nail to ensure none of their fallen are left behind.
Use this firefight ploy when a friendly HERNKYN YAEGIR® operative is incapacitated. Before that operative is removed, remove your Fallen Kin marker (if any), then place it within that operative's control range. That operative is then removed 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
The Kin are steadfast and determined in defence, maintaining accurate and punishing fire even as their enemies close in.
Use this firefight ploy when an enemy operative ends the Charge action 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 isn't itself within control range of enemy operatives. The selected operative can perform a free Shoot action. During that action:
  • It can target that enemy operative even though it's within control range of a friendly operative.
  • You cannot select any other enemy operative as a valid target.
  • You cannot select a frag or krak grenade, or a weapon with the Blast or x" Devastating x weapon rule.
Faction Equipment
Plasma Knives
The superheated edge of a plasma knife can slice through several inches of solid metal. Armour and bone are no match for such a cutting edge.
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.
NameATKHITDMGWR
Plasma knife 34+3/5Lethal 5+
Stabilised Bolt Shells
Fitted with fin stabilisers, these specially crafted bolt shells are designed to enhance accuracy and lethality at extreme range.
Up to twice per turning point, whenever a friendly HERNKYN YAEGIR® operative is performing the Shoot action and you select 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 Dmg stats.
📍 Bolt shotgun (long range): normally HIT 5+, DMG 2/2 → becomes HIT 4+, DMG 3/3
Firestorm Bolt Shells
These bolt rounds are packed with shrapnel and phosphor, detonating on impact and emitting a cloud of lethal burning shards.
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
Hernkyn Yaegirs ordinarily wear only light armour. These thin but resilient semi-ceramic undersuits provide the wearer with an additional layer of protection.
Whenever an 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 aren't affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.
Universal Equipment
1× Portable Barricade
A suppression shield with armoured feet, hefted forwards to provide mobile cover.
Light, Protective and Portable terrain. Set up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Move with Barricade1AP
Same as Reposition except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump or use any kill team's rules that remove it and set it back up again.
Before this operative moves, remove the barricade it's connected to. After it moves, set it back up — but it cannot be within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, it is not set up again.
Treated as a Reposition action. Cannot perform while within control range of an enemy operative, or during the same activation as Fall Back or Charge.
Utility Grenades
From neuro-suppressant psybombs to smoke-belching chemical charges. Select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times equal to your selection.
Smoke Grenade1AP
Place a Smoke Grenade marker within 6" of this operative (visible or on Vantage terrain visible to this operative). Creates smoke 1" horizontally and unlimited height vertically. Operatives wholly within smoke are obscured to others more than 2" away, and vice versa. Piercing 2 / Piercing Crits 2 weapons become Piercing 1 / Piercing Crits 1 when shooting into smoke (unless within 2").
Roll one D3 in the Ready step of the next Strategy phase — remove the marker after that many activations, or at the end of the turning point (whichever comes first).
Cannot perform 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 Grenade1AP
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. Roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
Cannot perform while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
1× Ammo Cache
Stockpiles set out for warriors to access quickly, vital for a swift reload in the heat of battle.
Set up one Ammo Cache marker wholly within your territory before the battle.
Ammo Resupply0AP
One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
Cannot perform while within control range of an enemy operative, if that marker isn't yours, or if that marker has been used this turning point.
1× Razor Wire
Spooled rapidly out and affixed to jutting posts, acts as an easily deployed barrier and painful deterrent.
Exposed and Obstructing terrain. Set up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
1× Comms Device
Communications devices can be swiftly hijacked and employed to coordinate operations or call in support during a firefight.
Set up one Comms Device marker wholly within your territory before the battle. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. 'select one friendly operative within 6"' would be 9" instead). Note you cannot benefit from your opponent's Comms Device markers.
1× Mines
From simple frag charges to monofilament web-snares and microplasma charges, all serve a similar, horrible purpose.
Set up one Mines marker wholly within your territory and more than 2" from other markers, access points and Accessible terrain before the battle. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
2× Light Barricades
Designed to be deployed by operatives and combat engineers — proof against small arms fire.
Light terrain, except the feet (which are Insignificant and Exposed). Set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points and Accessible terrain.
1× Heavy Barricade
A redoubtable slab of plasteel and adamantine — layered protective barrier for the fiercest firefights.
Heavy terrain. Set up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points and Accessible terrain.
2× Ladders
Carried into battle in their compacted forms, providing a rapid route of ingress to strongholds or access to vital vantage points.
Insignificant and Exposed terrain. Set up each wholly within your territory, upright against terrain at least 2" tall, more than 2" from other equipment terrain features, and more than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative's control range during that entire climb.
Explosive Grenades
From simple fragmentation grenades to plasma and gravitic concussion grenades. Select two (2 frag, 2 krak, or 1 frag and 1 krak).
Each selection is a ranged weapon your operatives can use, but your kill team can only use that weapon a total number of times equal to your selection.
NameATKHITDMGWR
▲▲▲Frag grenade 44+2/4Range 6", Blast 2", Saturate
▲▲▲Krak grenade 44+4/5Range 6", Piercing 1, Saturate
Kill Team Selection
Infiltration
Seek & Destroy
Operatives
  • 1 HERNKYN YAEGIR® THEYN operative
  • 9 HERNKYN YAEGIR® operatives selected from the following list:
    • BLADEKYN
    • BOMBAST
    • GUNNER
    • IRONBRAEK
    • RIFLEKYN
    • TRACKER
    • WARRIOR — one of the following options:
      • Bolt revolver; plasma knife
      • Bolt shotgun; fists

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Markers & Tokens Required
  • Outright Conviction token (Theyn)
  • Throwing Plasma Knife token (Bladekyn)
  • Throwing Hatchet token (Tracker)
  • Resourceful points tokens (values 1 & 2)
  • Fallen Kin marker
  • Minefield markers × 5 (3 HY-Pex mines, 2 blank — reverse-side down)
  • HY-Pex Mine marker
  • Stabilised Bolt Shells token (if equipped)
  • Firestorm Bolt Shells token (if equipped)
Errata (Oct '25): Resourceful table updated (1–4 operatives = 1 point, 5+ = 2 points). Theyn's Veteran Adventurer, Ironbraek's Minefield, In Position, Masterful Bladework, Plasma Knives equipment all received clarifications. Stalwart Defence third bullet point deleted.