Playing versus Hearthkyn Salvagers
Key mechanics: Grudge.
Operatives
- Hearthkyn Theyn — Strategic Gambit: assigns Grudge tokens to 1-2 enemies (2 if 3+ friendlies are down); Once per battle: ignores one instance of Normal Dmg
- Hearthkyn Dozr — 1 AP: push an enemy up to 3", deal D3+1 damage, then free Charge; Enemies cannot assist in combat; reduces incoming Normal Dmg of 4+ by 1
- Hearthkyn Field Medic — Once per TP: saves a nearby friendly from incapacitation (both lose 1 APL); 1 AP: heal 2D3 on a friendly
- Hearthkyn Grenadier — Has free frag, krak, smoke, and stun grenades with improved Hit (doesn't use team allotment); 1 AP: places a utility grenade marker -- enemies within 3" pay +1 AP for Pick Up Marker and mission actions
- Hearthkyn Jump Pack Warrior — 8" move with FLY (teleport, not path-based); Melee weapon gains Brutal after Charge
- Hearthkyn Kinlynk — 1 AP: +1 APL to any friendly anywhere in killzone; 1 AP: target a valid target enemy -- it cannot activate until all non-jammed enemies are expended
- Hearthkyn Kognitaar — Strategic Gambit: places Attack marker (friendlies within 3" get Balanced) or Defence marker (enemies shooting friendlies within 3" grant a defence re-roll); 1 AP: can reposition the marker mid-activation
- Hearthkyn Gunner — Plasma beamer: each retained crit also deals D3 damage to other operatives behind the target along the beam line
- Hearthkyn Lokatr — 1 AP: one visible enemy gets Seek Light + no obscured for friendlies within 3" of Lokatr; 1 AP: places scan marker granting Accurate 1 and Saturate to friendlies shooting enemies within 3" of it
- Hearthkyn Lugger — +1 CP at start of battle; +1 equipment option; Once per activation: mission actions cost 1 less AP