[{"data":1,"prerenderedAt":312},["ShallowReactive",2],{"kt3-hernkyn_yeagirs":3},{"name":4,"archetypes":5,"composition":8,"selection_rules":53,"factionRules":56,"strategyPloys":63,"firefightPloys":80,"operatives":97,"factionEquipment":293},"Hernkyn Yaegirs",[6,7],"INFILTRATION","SEEK & DESTROY",[9,17,24,27,30,33,36,39],{"id":10,"name":11,"type":12,"quantity":13,"weapons":14},"theyn","HERNKYN YAEGIR THEYN","leader",1,[15,16],"Plasma knife","Bolt shotgun",{"id":18,"name":19,"type":20,"selection_cost":13,"unique":21,"weapons":22},"bladekyn","BLADEKYN","specialist",true,[23],"Dual plasma knives",{"id":25,"name":26,"type":20,"selection_cost":13,"unique":21},"bombast","BOMBAST",{"id":28,"name":29,"type":20,"selection_cost":13,"unique":21},"gunner","GUNNER",{"id":31,"name":32,"type":20,"selection_cost":13,"unique":21},"ironbraek","IRONBRAEK",{"id":34,"name":35,"type":20,"selection_cost":13,"unique":21},"riflekyn","RIFLEKYN",{"id":37,"name":38,"type":20,"selection_cost":13,"unique":21},"tracker","TRACKER",{"id":40,"name":41,"type":42,"selection_cost":13,"unique":43,"loadouts":44},"warrior","WARRIOR","standard",false,[45,49],{"name":46,"weapons":47},"Revolver loadout",[48,15],"Bolt revolver",{"name":50,"weapons":51},"Shotgun loadout",[16,52],"Fists",{"max_operatives":54,"notes":55},10,"Other than WARRIOR operatives, each specialist can only be included once.",[57,60],{"name":58,"rules":59},"Resourceful","In the Ready step of each Strategy phase after the first, gain Resourceful points based on friendly HERNKYN YAEGIR operatives not within control range of enemy operatives: • 6+ operatives: 2 points • 3-5 operatives: 1 point • 0-2 operatives: 0 points\nDiscard all points at the end of each turning point.\nWhen activating a friendly HERNKYN YAEGIR operative not within control range of enemies, spend 1 point for either: • Add 1 to APL until end of activation • Regain D3+1 wounds\n",{"name":61,"rules":62},"Dauntless Explorers","STRATEGIC GAMBIT (first turning point only): Each friendly HERNKYN YAEGIR operative wholly within your drop zone performs a free Reposition action, ending wholly within 4\" of your drop zone.\n",[64,68,72,76],{"name":65,"fluff":66,"rules":67},"Hidden Engagement","Being experienced survivalists, Hernkyn Yaegirs are skilled hunters, well used to stalking and engaging their prey from the shadows.\n","When a friendly HERNKYN YAEGIR operative shoots while in cover from the target, its weapons gain Balanced. (Opponent still determines targeting lines.)\n",{"name":69,"fluff":70,"rules":71},"Masterful Bladework","Yaegirs are extensively trained in the use of plasma knives and other close combat weapons, wielding them with ruthless precision.\n","When a friendly HERNKYN YAEGIR fights or retaliates with a Conceal order, its weapons gain Balanced.\n",{"name":73,"fluff":74,"rules":75},"Tough Survivalists","A lifetime of frontier exploration coupled with their kind's natural fortitude renders Hernkyn Yaegirs highly resistant to injury.\n","Once per turning point per friendly HERNKYN YAEGIR operative: The first time an attack dice inflicts damage in the Resolve Attack Dice step, halve that damage (round up, minimum 2).\n",{"name":77,"fluff":78,"rules":79},"In Position","Hernkyn Yaegirs stalk their enemies with great patience, using the surrounding terrain to conceal themselves from prying eyes.\n","Friendly HERNKYN YAEGIR operatives with a Conceal order and in cover cannot be selected as valid targets (overrides all other rules, including Vantage).\n",[81,85,89,93],{"name":82,"fluff":83,"rules":84},"Sturdy","Stocky and stalwart, Hernkyn Yaegirs grit their teeth and shrug off wounds that would fell other species.\n","Use when an operative shoots a friendly HERNKYN YAEGIR operative, during defence dice collection: Convert attacker's retained critical successes to normal successes. (Already-resolved weapon rules are unaffected.)\n",{"name":86,"fluff":87,"rules":88},"Bonds That Bind","Squads of Hernkyn Yaegirs are exceptionally close-knit and operate with instinctive coordination.\n","Use when activating a friendly HERNKYN YAEGIR operative: Select one other ready friendly HERNKYN YAEGIR operative visible to and within 3\". When the first operative is expended, activate the second operative before opponent activates.\nCannot be used if either operative is a BOMBAST whose Wroughtlock Negotiation has been used this turning point.\n",{"name":90,"fluff":91,"rules":92},"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 that none of their fallen are left behind.\n","Use when a friendly HERNKYN YAEGIR operative is incapacitated: Before removing it, place your Fallen Kin marker within its control range (remove any existing marker first).\nWhile shooting, fighting, or retaliating within 3\" of your Fallen Kin marker, friendly HERNKYN YAEGIR operatives can (during Roll Attack Dice): • Retain one fail as a normal success, OR • Retain one normal success as a critical success\n",{"name":94,"fluff":95,"rules":96},"Stalwart Defence","The Kin are steadfast and determined in defence. They maintain accurate and punishing fire even as their enemies close in.\n","Use when an enemy operative ends a move within control range of a friendly HERNKYN YAEGIR operative: Select another friendly HERNKYN YAEGIR operative visible to and within 6\" of the first operative, but not within control range of enemies. The selected operative performs a free Shoot action with these restrictions: - Can only target the triggering enemy operative - Worsen weapon Hit stats by 1 - Cannot use grenades or weapons with Blast or x\" Devastating x\n",[98,139,160,180,207,225,252,274],{"name":99,"stats":100,"weapons":105,"rules":127,"keywords":134},"Yaegir Theyn",{"apl":101,"move":102,"save":103,"wounds":104},2,"5\"","4+",9,[106,113,118,123],{"name":48,"type":107,"atk":108,"hit":109,"dmg":110,"traits":111},"ranged",4,"3+","3/5",[112],"Range 8\"",{"name":114,"type":107,"atk":108,"hit":109,"dmg":115,"traits":116},"Bolt shotgun (short range)","4/4",[117],"Range 6\"",{"name":119,"type":107,"atk":108,"hit":120,"dmg":121,"traits":122},"Bolt shotgun (long range)","5+","2/2",[],{"name":15,"type":124,"atk":108,"hit":109,"dmg":110,"traits":125},"melee",[126],"Lethal 5+",[128,131],{"name":129,"rules":130},"Veteran Adventurer","In Ready step of each Strategy phase after first: If not within control range of enemies, gain 1 Resourceful point.\n",{"name":132,"rules":133},"Outright Conviction","First time this operative would be incapacitated: Not incapacitated, remains at 1 wound, cannot be incapacitated for remainder of action. Discard all remaining attack dice.\n",[135,136,137,138],"HERNKYN YAEGIR","LEAGUES OF VOTANN","LEADER","THEYN",{"name":140,"stats":141,"weapons":143,"rules":152,"keywords":159},"Yaegir Bladekyn",{"apl":101,"move":102,"save":103,"wounds":142},8,[144,149],{"name":145,"type":107,"atk":108,"hit":109,"dmg":110,"traits":146},"Throwing plasma knife",[117,126,147,148],"Limited 1","Silent",{"name":23,"type":124,"atk":108,"hit":109,"dmg":110,"traits":150},[151,126],"Ceaseless",[153,156],{"name":154,"rules":155},"Stalker","Can perform Charge action while having a Conceal order.\n",{"name":157,"rules":158},"Irrepressible Hardiness","If incapacitated during Fight action: Strike the enemy with one unresolved success before being removed.\n",[135,136,19],{"name":161,"stats":162,"weapons":163,"rules":172,"keywords":179},"Yaegir Bombast",{"apl":101,"move":102,"save":103,"wounds":142},[164,168],{"name":165,"type":107,"atk":108,"hit":109,"dmg":110,"traits":166},"Wroughtlock revolvers",[167,151,126],"Range 9\"",{"name":52,"type":124,"atk":169,"hit":103,"dmg":170,"traits":171},3,"2/3",[],[173,176],{"name":174,"rules":175},"Wroughtlock Negotiation","STRATEGIC GAMBIT: Immediately perform free Shoot action (can change to Engage order).\n",{"name":177,"rules":178},"Brazen Killer","When incapacitating an enemy with wroughtlock revolvers: For each other enemy visible to and within 2\" of incapacitated enemy, roll D6. If result exceeds their APL, reduce their APL by 1 until end of their next activation.\n",[135,136,26],{"name":181,"stats":182,"weapons":183,"rules":203,"keywords":206},"Yaegir Gunner",{"apl":101,"move":102,"save":103,"wounds":142},[184,192,196,201],{"name":185,"type":107,"atk":186,"hit":103,"dmg":187,"traits":188},"APM launcher (armour piercing)",5,"4/5",[189,190,191],"Heavy (Reposition only)","Piercing 1","Bipod",{"name":193,"type":107,"atk":186,"hit":103,"dmg":110,"traits":194},"APM launcher (breaching)",[195,189,191],"Blast 2\"",{"name":197,"type":107,"atk":186,"hit":103,"dmg":198,"traits":199},"APM launcher (high explosive)","2/4",[200,189,191],"Blast 3\"",{"name":52,"type":124,"atk":169,"hit":103,"dmg":170,"traits":202},[],[204],{"name":191,"rules":205},"When shooting with this weapon: If operative hasn't moved during activation or if counteraction, weapon gains Ceaseless. (Can still move after shooting.)\n",[135,136,29],{"name":208,"stats":209,"weapons":210,"rules":217,"keywords":224},"Yaegir Ironbraek",{"apl":101,"move":102,"save":103,"wounds":142},[211,213],{"name":48,"type":107,"atk":108,"hit":103,"dmg":110,"traits":212},[112],{"name":214,"type":124,"atk":169,"hit":103,"dmg":215,"traits":216},"Entrencher","3/4",[],[218,221],{"name":219,"rules":220},"Minefield","You have 5 Minefield markers (3 HY-Pex mines, 2 blanks). Set up face-down as one equipment item, each more than 2\" from other markers/access points and more than 6\" from opponent's drop zone and other Minefield markers.\nWhen this operative is readied and not within control range of enemies: Reset one flipped marker within control range (flip face-down again).\n",{"name":222,"rules":223},"HY-Pex Mines","When a face-down marker is within enemy control range but not within friendly HERNKYN YAEGIR control range: Flip marker. • If blank: No effect • If HY-Pex mine: Inflict 3 damage. Roll D6 - if less than enemy's Save, inflict additional damage equal to roll. End enemy's action (even if incomplete). Marker remains.\n",[135,136,32],{"name":226,"stats":227,"weapons":228,"rules":245,"keywords":251},"Yaegir Riflekyn",{"apl":101,"move":102,"save":103,"wounds":142},[229,237,240,243],{"name":230,"type":107,"atk":108,"hit":231,"dmg":232,"traits":233},"Magna-coil rifle (concealed)","2+","3/3",[234,235,190,148,236],"Devastating 3","Heavy","Concealed Position",{"name":238,"type":107,"atk":108,"hit":109,"dmg":215,"traits":239},"Magna-coil rifle (mobile)",[189,190],{"name":241,"type":107,"atk":108,"hit":231,"dmg":232,"traits":242},"Magna-coil rifle (stationary)",[234,235,190],{"name":52,"type":124,"atk":169,"hit":103,"dmg":170,"traits":244},[],[246,248],{"name":236,"rules":247},"Can only use this weapon during first Shoot action of the battle.\n",{"name":249,"rules":250},"Weavewërke Cloak","When operative shoots this operative: • Ignore Saturate • If retaining any cover saves: Retain one additional cover save OR upgrade one to critical success (not cumulative with Vantage)\n",[135,136,35],{"name":253,"stats":254,"weapons":255,"rules":266,"keywords":273},"Yaegir Tracker",{"apl":101,"move":102,"save":103,"wounds":142},[256,259,263],{"name":257,"type":107,"atk":108,"hit":103,"dmg":110,"traits":258},"SiNR handbow",[148],{"name":260,"type":107,"atk":108,"hit":109,"dmg":110,"traits":261},"Throwing hatchet",[117,147,262,148],"Rending",{"name":264,"type":124,"atk":108,"hit":109,"dmg":187,"traits":265},"Hatchet",[],[267,270],{"name":268,"rules":269},"Pan Spectral Visor","When shooting operative within 6\": • Weapons gain Seek Light • Target cannot be obscured\n",{"name":271,"rules":272},"Tracker","When shooting or fighting expended operative within 6\": Weapons gain Punishing.\n",[135,136,38],{"name":275,"stats":276,"weapons":277,"rules":288,"keywords":292},"Yaegir Warrior",{"apl":101,"move":102,"save":103,"wounds":142},[278,280,282,284,286],{"name":48,"type":107,"atk":108,"hit":103,"dmg":110,"traits":279},[112],{"name":114,"type":107,"atk":108,"hit":109,"dmg":115,"traits":281},[117],{"name":119,"type":107,"atk":108,"hit":120,"dmg":121,"traits":283},[],{"name":52,"type":124,"atk":169,"hit":103,"dmg":170,"traits":285},[],{"name":15,"type":124,"atk":108,"hit":103,"dmg":110,"traits":287},[126],[289],{"name":290,"rules":291},"Intrepid","When spending Resourceful point for this operative: • If adding APL: Lasts until start of next activation (instead of end of current) • If regaining wounds: Regain 4 wounds (instead of D3+1)\n",[135,136,41],[294,300,304,308],{"name":295,"fluff":296,"rules":297,"weapon":298},"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.\n","All friendly HERNKYN YAEGIR operatives gain this weapon (use better version if operative already has it):\n",{"name":15,"type":124,"atk":169,"hit":103,"dmg":110,"traits":299},[126],{"name":301,"fluff":302,"rules":303},"Stabilised Bolt Shells","Fitted with fin stabilisers, these specially crafted bolt shells are designed to enhance accuracy and lethality at extreme range.\n","Twice per turning point: When friendly HERNKYN YAEGIR shoots with bolt shotgun (long range), improve Hit by 1 and add 1 to both Dmg stats until end of action.\n",{"name":305,"fluff":306,"rules":307},"Firestorm Bolt Shells","These bolt rounds are packed with shrapnel and phosphor, detonating on impact and emitting a cloud of lethal burning shards.\n","Once per turning point: When friendly HERNKYN YAEGIR shoots with bolt shotgun (short range), weapon gains Blast 1\" until end of action.\n",{"name":309,"fluff":310,"rules":311},"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.\n","When shooting friendly HERNKYN YAEGIR with Blast or Torrent weapon: Re-roll one defence die.\nFriendly HERNKYN YAEGIR ignore x\" Devastating x unless they are the target of the attack.\n",1788005117112]