High above the clouds of the Mortal Realms there thrives an empire of unrivalled prosperity and aerial power. Guided by the wisdom of their Code, the Kharadron Overlords send forth airship fleets to dominate the skyways – all who challenge the Kharadron’s supremacy are quick to suffer the wrath of their techno-arcane war machines.
This page contains all of the rules you need to field your Kharadron Overlords miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.Contents | ||
Book | Kind | Edition | Version | Last update |
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![]() | Battletome | 2 | 1.1 | July 2020 |
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![]() | Expansion | 2 | June 2018 |
Q: | Can you explain how range and visibility is determined from a unit garrisoning a SKYVESSEL that is behind a terrain feature that blocks line of sight? For example, an Awakened Wyldwood or a terrain feature with the ‘Overgrown’ scenery rule. |
A: | The range and visibility for a garrison in a SKYVESSEL is determined to or from the SKYVESSEL. |
Q: | When I set up a SKYVESSEL before the battle begins, can I set up units in its garrison at the same time? |
A: | No. However, after you have set up the SKYVESSEL, you can add units to its garrison when they are set up if the SKYVESSEL is wholly within your territory. |
Q: | If a unit is part of a garrison in a SKYVESSEL and that SKYVESSEL is within 3" of an enemy unit, can the unit inside the SKYVESSEL leave the garrison in the movement phase? And if so, does that move count as a retreat move? |
A: | A garrison can leave a SKYVESSEL as long as all of the models from the unit can be set up within 6" of the SKYVESSEL and more than 3" from any enemy units. This does not count as a retreat move. |
Q: | If a SKYVESSEL makes a run, retreat or charge move, are units in its garrison also treated as having run, retreated or charged? |
A: | No. |
Q: | If I use the Fly High ability with a SKYVESSEL that is within 3" of an enemy unit, does that count as a retreat move? |
A: | No. |
Q: | If a unit uses the Hitchers ability when it is within 3" of an enemy unit, is that unit treated as having retreated? |
A: | No. |
Q: | When a unit is part of a garrison, how are the ranges of abilities measured? |
A: | Unless otherwise stated, all ranges that would normally be measured to and from a model are instead measured to and from the terrain feature (or SKYVESSEL) they are a part of. For example, if you have a friendly HERO that is the target of a missile weapon, and that HERO is in a garrison with a friendly unit of 3 or more models, that HERO would benefit from both the -1 to hit rolls for attacks against it (from the garrison) and the Look Out Sir! rule. |
Q: | Can I use the ‘Spell in a Bottle’ artefact of power to cast an endless spell in a phase other than my own hero phase? |
A: | No. If an ability modifies a rule, any restrictions that apply to the rule still apply unless specifically noted otherwise. |
Q: | If I give my Aether-Khemist general the ‘Collector’ command trait, does this allow me to give 1 extra friendly HERO an artefact of power outside of the normal restrictions? |
A: | No. If an ability modifies a rule, any restrictions that apply to that rule still apply unless specifically noted otherwise. |
Q: | Can a unit of Arkanaut Company from an ‘Iron Sky Attack Squadron’ join or leave an Arkanaut Frigate from the same battalion in a phase other than my own movement phase? |
A: | No. If an ability modifies a rule, any restrictions that apply to that rule still apply unless specifically noted otherwise. |
Q: | When I set up a Skyvessel before the battle begins, can I set up units in its garrison? |
A: | If the unit is part of the same battalion as the SKYVESSEL, it can be set up as part of the SKYVESSEL’s garrison at the same time the SKYVESSEL is set up. If the unit is not part of the same battalion as the SKYVESSEL, the SKYVESSEL must be set up first, and the unit can be added to its garrison when you are allowed to set up that unit before the battle begins. |
Q: | If I pick a friendly BARAK-ZILFIN SKYVESSEL to use the There’s Always a Breeze If You Look For It ability in my hero phase, can that SKYVESSEL use its Fly High ability? If so, can up to 7 friendly models with the Hitchers ability move with it? |
A: | Yes to both questions. |
From the martial prospectors of Barak-Zon to the piratical raiders of Barak-Mhornar, the duardin of the different sky-ports are highly distinct in their character.
If your army is a Kharadron Overlords army, you can give it a Sky-port keyword from the list below instead of picking an artycle, amendment and footnote for your army. All KHARADRON OVERLORDS units in your army gain that keyword, and you must use the extra abilities listed for that Sky-port on the page indicated.Aether-gold is the lifeblood of Kharadron society, for this lighterthan- air metal holds their cities aloft, fuels their ships and powers a great deal of their weaponry.
Each KHARADRON OVERLORDS HERO, SKYVESSEL and KHARADRON OVERLORDS unit with 10 or more models starts a battle with 1 share of aether-gold.The Code guides every aspect of the Kharadron’s lives.
When you choose a Kharadron Overlords army, you can pick 1 artycle, 1 amendment and 1 footnote for your army from the tables below. Alternatively, you can roll a D3 on each table to determine your army’s interpretation of the Kharadron Code.D3 | Artycle |
1 | Honour is Everything: You can re-roll hit rolls of 1 for attacks made by friendly KHARADRON OVERLORDS HEROES that target a HERO or MONSTER. |
2 | Master the Skies: You can re-roll hit rolls of 1 for attacks made by friendly SKYVESSELS that target a unit that can fly. |
3 | Settle the Grudges: After armies are set up but before the first battle round begins, pick 1 enemy unit. You can re-roll hit rolls of 1 for attacks made by friendly KHARADRON OVERLORDS units that target that unit. |
D3 | Amendment |
1 | Always Take What You Are Owed: Pick up to D3 different KHARADRON OVERLORDS units in your army. Each of those units starts the battle with 1 share of aether-gold in addition to any they normally receive. |
2 | Prosecute Wars With All Haste: In your first turn, friendly KHARADRON OVERLORDS units can run and still shoot later in the turn. |
3 | Trust To Your Guns: Add 1 to the Bravery characteristic of friendly KHARADRON OVERLORDS units while they are more than 3" from any enemy units. |
D3 | Footnote |
1 | There’s No Reward Without Risk: Once per battle, you can re-roll a charge roll for a friendly KHARADRON OVERLORDS unit. |
2 | There’s No Trading With Some People: Once per battle, a friendly KHARADRON OVERLORDS unit that has run and/or retreated in the same turn can still shoot and/or charge. |
3 | Without Our Ships, We Are Naught: Once per battle, you can heal up to D3 wounds allocated to a friendly SKYVESSEL. |
Lords of the Sky-fleetsARKANAUT ADMIRAL only.
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Senior EndrineersENDRINMASTER only.
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Readers of the Guiding WindsAETHERIC NAVIGATOR only.
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Alchemical InnovatorsAETHER-KHEMIST only.
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Perks of RankARKANAUT ADMIRAL only.
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Ingenious GadgetsENDRINMASTER only.Endrinmaster with Endrinharness
Endrinmaster with Dirigible Suit
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Aether-gold InventionsAETHER-KHEMIST only.
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Ironclad Major InstallationsARKANAUT IRONCLAD only.
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Frigate RefittingsARKANAUT FRIGATE only.
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Gunhauler ModificationsGRUNDSTOK GUNHAULER only.
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Barak-Mhornar, the City of ShadowWhat some call piracy, those of Barak-Mhornar simply view as clever opportunism. Always skirting the boundaries of accepted practice when it comes to matters of the Code, these duardin prefer to strike without warning, killing their quarry and stripping them of anything valuable before disappearing into the shadows. ABILITIES Fearsome Raiders: By attacking rapidly from unexpected quarters, the denizens of the City of Shadow strike fear in the hearts of their foes. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly BARAK-MHORNAR units. KHARADRON CODE Your army must use the following interpretation of the Kharadron Code: Artycle – Seek New Prospects: You can re-roll battleshock tests for friendly BARAK-MHORNAR units while they are wholly within your opponent’s territory. Amendment – Prosecute Wars With All Haste: In your first turn, friendly BARAK-MHORNAR units can run and still shoot later in the turn. Footnote – Who Strikes First, Strikes Hardest: Once per battle, at the start of your combat phase, you can pick 1 friendly BARAK-MHORNAR unit that is within 3" of an enemy unit. That friendly unit fights at the start of that combat phase, but cannot fight again in that combat phase unless an ability or spell allows it to fight more than once. COMMAND TRAIT A BARAK-MHORNAR general must have this command trait instead of one listed in Command Traits section. Opportunistic Privateer: This feared buccaneer strikes swiftly and without warning, crushing their enemies before they have a chance to react. If this general is part of the garrison of a SKYVESSEL that is on is on the battlefield after armies are set up but before the first battle round begins, you can remove that SKYVESSEL from the battlefield and set it up again anywhere more than 9" from any enemy units. If you do so, that SKYVESSEL cannot make a normal move in the first battle round, and units in its garrison cannot leave the garrison in the first battle round. ARTEFACT OF POWER The first BARAK-MHORNAR NAVIGATOR to receive an artefact of power must be given the Galeforce Stave. Galeforce Stave: This mighty device can be used to direct great gusts of aetheric winds at a charging foe, slowing their charge down to a crawl. At the start of the enemy charge phase, you can pick 1 enemy unit within 12" of the bearer. Halve charge rolls for that unit in that phase. | ||
Barak-Nar, City of the First SunriseThe brightest jewel in the Kharadron empire is the sky-port of Barak-Nar. A titan of cutting-edge science and industry, the City of the First Sunrise can boast more airfleets than any of its rivals, each commanded by an intrepid officer armed to the teeth with the latest aethermatic weaponry. ABILITIES Scholars and Commanders: The leaders of Barak-Nar embrace the laws of science, using the knowledge they have gained to help defeat their foes. At the start of the first battle round, roll a dice for each friendly BARAK-NAR HERO on the battlefield (including any that are part of a garrison). For each 4+, you receive 1 extra command point. KHARADRON CODE COMMAND TRAITYour army must use the following interpretation of the Kharadron Code: Artycle – Respect Your Commanders: You can re-roll battleshock tests for friendly BARAK-NAR units while they are wholly within 12" of a friendly BARAK-NAR HERO. Amendment – Trust Aethermatics, Not Superstition: Each BARAK-NAR HERO can attempt to unbind 1 spell in the enemy hero phase. If they can already attempt to unbind a spell, they can attempt to unbind 1 extra spell in the enemy hero phase. Footnote – Through Knowledge, Power: Add 1 to unbinding rolls for BARAK-NAR HEROES. A BARAK-NAR general must have this command trait instead of one listed in Command Traits section. Champion of Progress: Barak-Nar is at the very forefront of the Kharadron Overlords’ advance, and the confidence of their leaders is palpable. Do not take battleshock test for friendly BARAK-NAR units while they are wholly within 12" of this general. ARTEFACT OF POWER The first BARAK-NAR HERO to receive an artefact of power must be given the Aethercharged Rune. Aethercharged Rune: This rune is infused with a glowing charge of aether-power, which can be drawn upon by its bearer when the need arises. Once per battle you can change either 1 hit roll for an attack made by the bearer or 1 save roll for an attack that targets the bearer to the roll of your choice. | ||
Barak-Thryng, City of the AncestorsTruculent, ill-tempered, stuck in the past and set in their ways: these are just a few terms used by rival sky-ports to describe those who hail from Barak-Thryng. These ultra-conservative duardin judge everything against the glories of the past, and inevitably find that it measures short. ABILITIES Incredibly Stubborn: The warriors of Barak-Thryng will often deny death long enough to get in a last blow. If a friendly SKYFARERS model is slain while it is within 3" of an enemy unit, roll a dice. On a 4+, that model can fight before it is removed from play. KHARADRON CODE Your army must use the following interpretation of the Kharadron Code: Artycle – Chronicle of Grudges: After armies are set up but before the first battle round begins, pick up to 3 different enemy units. You can re-roll hit rolls of 1 for attacks made by friendly BARAK-THRYNG units that target those units. Amendment – Take Help Where You Can Get It: 1 in 4 units in your army can be a DUARDIN unit that does not have the KHARADRON OVERLORDS keyword. Those units gain the BARAK-THRYNG keyword. They cannot be the army general and do not count towards the number of Battleline units in the army. Footnote – Honour the Gods, Just in Case: Once per battle, at the start of your shooting phase or a combat phase, you can pick 1 friendly BARAK-THRYNG unit. Until the end of that phase, unmodified hit rolls of 6 for attacks made by that unit score 2 hits on the target instead of 1. Make a wound and save roll for each hit. COMMAND TRAIT A BARAK-THRYNG general must have this command trait instead of one listed in Command Traits section. Supremely Stubborn: This commander is notoriously stubborn, even for a lord of Barak-Thryng. When you use the Incredibly Stubborn ability for this general, they can fight on a roll of 2+ instead of 4+. ARTEFACT OF POWER The first BARAK-THRYNG SKYFARER HERO to receive an artefact of power must be given the Grudgehammer. Grudgehammer: These ancient and highly revered hammers are said to be especially deadly when they are used to settle long-remembered slights. Pick one of the bearer’s melee weapons. Add 1 to hit rolls for attacks made by that weapon. In addition, if the unmodified wound roll for an attack made by that weapon that targets an enemy unit which was picked for the Chronicle of Grudges artycle is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage. | ||
Barak-Urbaz, the Market CityThose of Barak-Urbaz are notorious even amongst the Kharadron for their ability to employ subtleties and technicalities in the Code for their own benefit. This officious attitude is exemplified by the sky-port’s Aether-Khemists, who can wring more power from their alchemical compounds than any of their peers. ABILITIES The Market City: Barak-Urbaz Codewrights can squeeze every last drop of profit from any situation. Do not subtract 1 from the Bravery characteristic of an BARAK-URBAZ unit that spends a share of aether-gold. KHARADRON CODE Your army must use the following interpretation of the Kharadron Code: Artycle – Seek New Prospects: You can re-roll battleshock tests for friendly BARAK-URBAZ units while they are wholly within your opponent’s territory. Amendment – Always Take What You Are Owed: Pick up to D3 different friendly BARAK-URBAZ units. Each of those units starts the battle with 1 share of aether-gold in addition to any they normally receive. Footnote – Where There’s War, There’s Gold: Once per battle, at the end of the combat phase, 1 friendly SKYFARERS unit that fought in that phase gains 1 share of aether-gold. COMMAND TRAIT A BARAK-URBAZ GENERAL THAT IS AN AETHER-KHEMIST must have this command trait instead of one listed in Command Traits section. Khemist Supreme: The Aether-Khemists of Barak- Urbaz are paragons of their chemical-based craft. Replace the rules for this general’s Aetheric Augmentation ability with: ‘In your hero phase you can pick 2 friendly SKYFARERS units wholly within 12" of this model. Until your next hero phase, you can re-roll wound rolls of 1 for attacks made by those units. This ability cannot be used by an AETHER-KHEMIST that is part of a garrison, or on a friendly unit that is part of a garrison.’ ARTEFACT OF POWER The first BARAK-URBAZ SKYVESSEL to receive a great endrinwork must be given the Breath of Morgrim. Breath of Morgrim: The prow of this skyvessel has been modified to belch forth great clouds of toxic gas. In your shooting phase, you can pick 1 enemy unit and roll 1 dice for each model from that unit within 6" of the bearer. For each 6, that unit suffers 1 mortal wound. | ||
Barak-Zilfin, the Windswept CityThere are no finer aeronautical sailors than those out of Barak-Zilfin, as they themselves are only too happy to point out. On countless occasions the skilful manoeuvres and breathtaking speed of the sky-port’s elite airfleets have carried the day against seemingly impossible odds. ABILITIES Magnificent Skyvessels: The skyvessels of the Barak-Zilfin fleets are second to none. You can choose 1 extra SKYVESSEL in your army to have a great endrinwork. KHARADRON CODE Your army must use the following interpretation of the Kharadron Code: Artycle – Master the Skies: You can re-roll hit rolls of 1 for attacks made by friendly SKYVESSELS that target a unit that can fly. Amendment – Don’t Argue With the Wind: In your movement phase, if you declare a friendly BARAK-ZILFIN unit will run, do not make a run roll. Instead, add 6" to the Move characteristic of all models in that unit for that phase. Footnote – There’s Always a Breeze If You Look For It: Once per battle, in your hero phase, 1 friendly BARAK-ZILFIN unit can make a normal move (it can run, retreat or disengage). COMMAND TRAIT A BARAK-ZILFIN general that is an ARKANAUT ADMIRAL must have this command trait instead of one listed in Command Traits section. Master Commander: The Admirals of Barak-Zilfin read their fleets’ movements with expert skill, reacting swiftly when opportunity presents itself. If this general is part of your army and on the battlefield, each time you spend a command point to use a command ability on this general’s warscroll, roll a dice. On a 5+, you receive 1 extra command point. ARTEFACT OF POWER The first BARAK-ZILFIN HERO to receive an artefact of power must be given the Staff of Ocular Optimisation. Staff of Ocular Optimisation: Highly refined lenses and aether filters allow the owner of this device to accurately see through any murk. Pick 1 of the bearer’s missile weapons. Add 1 to hit rolls for attacks made by that weapon. | ||
Barak-Zon, City of the SunHighly militaristic and prideful of their unrivalled martial heritage, Arkanauts of Barak-Zon long to prove themselves in battle and earn the famous Ironstar – a medal awarded only for acts of exceptional valour. There are no finer soldiers in all the sky-ports than those trained within the drillhouses of the City of the Sun. ABILITIES Deeds, Not Words: The martially minded warriors of Barak-Zon are famous for taking the fight straight to the foe, launching glorious charges that see them strike at the foe with great vigour. Add 1 to wound rolls for attacks made with melee weapons by friendly SKYFARERS units that made a charge move in the same turn, and add 1 to hit rolls for attacks made with melee weapons by friendly SKYWARDENS units that made a charge move in the same turn. KHARADRON CODE COMMAND TRAITYour army must use the following interpretation of the Kharadron Code: Artycle – Honour is Everything: You can re-roll hit rolls of 1 for attacks made by friendly BARAK-ZON HEROES that target a HERO or MONSTER. Amendment – Leave No Duardin Behind: Add 2 to the Bravery characteristic of friendly SKYFARERS units while they are wholly within 12" of a friendly SKYVESSEL. Footnote – Show Them Your Steel: Once per battle, in your hero phase, 1 friendly SKYFARERS unit that is part of a garrison on a SKYVESSEL can leave that garrison. Set up that unit wholly within 3" of that SKYVESSEL and more than 9" from any enemy units. A BARAK-ZON general must have this command trait instead of one listed in Command Traits section. Bearer of the Ironstar: The famed Ironstar of Barak-Zon is awarded only for feats of singular valour. The first time this general is slain, before removing them, roll a dice. On a 2+ they are not slain, you can heal up to D3 wounds allocated to them, and any wounds remaining to be allocated to them are negated. ARTEFACT OF POWER The first BARAK-ZON HERO to receive an artefact of power must be given the Aethersped Hammer. Aethersped Hammer: This aethermatically enhanced hammer allows the user to strike again and again at ferocious speed. Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon. | ||
Battleplan Prospectors Down!The life of an Arkanaut is a dangerous one, and every duardin knows the risks of their profession. Many are the vessels that have been lost to mishap, monster or maelstrom, with no trace of their crews. Occasionally, however, the survivors of such an event manage to get a message back to their kin, and a rescue mission is launched with all haste. It becomes a race to recover the lost duardin – and their aether-gold – before anyone else discovers them. Each player picks an army. One player is the Kharadron Overlords player. The other player is the Opportunist. The Kharadron Overlords player must use a Kharadron Overlords army, and it must include at least 1 unit that can fly and 1 unit that cannot fly. Contingents Once the Kharadron Overlords player has picked their army, they must split it into a survivors contingent and a rescuers contingent. Each contingent must have at least 1 unit. The survivors cannot include any units that can fly. The rescuers must all be able to fly, or arrive on the battlefield as part of the garrison of a rescuers unit that can fly. The Kharadron Overlords player can pick 2 generals instead of 1. One general must be part of the survivors contingent, and 1 general must be part of the rescuers contingent. THE BATTLEFIELD The Kharadron player must first set up 1 terrain feature wholly within their territory. Set up the rest of the terrain as described in the core rules. SET-UP The Kharadron Overlords player sets up their survivors contingent first, wholly within their territory. The rescuers contingent starts the battle in reserve, and will arrive as described later. The Opportunist then sets up their army wholly within their territory, more than 12" from enemy units. The territories are shown on the map below. FIRST TURN The Opportunist takes the first turn in the first battle round. COMMAND ABILITIES The following additional command abilities can be used in this battle. Sell Your Lives Dearly: The leader of the survivors knows that they are out of time, and they prepare to make the enemy pay. The Kharadron Overlords player can use this command ability in the combat phase if the general of the survivors contingent is on the battlefield. If they do so, until the end of that phase, when a friendly Kharadron Overlords model from the survivors contingent is slain within 12" of the general of the survivors contingent, roll a dice before the slain model is removed from play. On a 5+, that model can shoot before it is removed. Here Comes the Fleet: The commander of the relief force boldly promises the rescue of the beleaguered duardin on the ground. The Kharadron Overlords player can use this command ability in the battleshock phase if the general of the rescuers contingent is on the battlefield. If they do so, until the end of that phase, do not take battleshock tests for friendly KHARADRON OVERLORDS units wholly within 24" of the general of the rescuers contingent. Strike Fast: The general of the Kharadron’s foes urges their warriors on, demanding that they kill the survivors of the crash before any reinforcements arrive. The Opportunist can use this command ability in their hero phase if their general is on the battlefield. If they do so, the Opportunist can re-roll run or charge rolls for Opportunist units until their next hero phase. RIDE OF THE OVERLORDS At the end of the Kharadron Overlords’ first movement phase, the Kharadron Overlords player must set up the rescuers contingent. The Kharadron Overlords players rolls a dice and consults the map to see which edge of the battlefield corresponds with that roll. If the roll is a 5 or 6, they can choose the edge. They must set up all of the units in the rescuers contingents, wholly within 12" of that edge and more than 9" from any enemy units. BATTLE LENGTH The battle lasts until a player wins a major victory or for 5 battle rounds, whichever happens first. GLORIOUS VICTORY If the Opportunist has no models on the battlefield at the end of a battle round, the Kharadron Overlords player wins a major victory. If the Kharadron Overlords player has no models from the survivors contingent on the battlefield at the end of a battle round, the Opportunist wins a major victory. If half or more of the models from the survivors contingent are still on the battlefield at the end of the fifth battle round, the Kharadron Overlords player wins a minor victory. If less than half of the models from the survivors contingent are still on the battlefield at the end of the fifth battle round, the Opportunist wins a minor victory. ![]() | ||
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.
In order to play Path to Glory campaigns you have to follow rules described here.
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Skyfarers Rewards Table
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Champion and Hero Rewards Table
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Skyvessel Rewards Table
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The SKYVESSEL keyword is used in following Kharadron Overlords warscrolls:
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The BARAK-ZILFIN and SKYVESSEL keywords are used in following Kharadron Overlords warscrolls:
The KHARADRON OVERLORDS keyword is used in following Kharadron Overlords warscrolls:
The KHARADRON OVERLORDS and HERO keywords are used in following Kharadron Overlords warscrolls:
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The ARKANAUT ADMIRAL keyword is used in following Kharadron Overlords warscrolls:
The ARKANAUT IRONCLAD keyword is used in following Kharadron Overlords warscrolls:
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The ENDRINMASTER keyword is used in following Kharadron Overlords warscrolls:
The AETHERIC NAVIGATOR keyword is used in following Kharadron Overlords warscrolls:
The AETHER-KHEMIST keyword is used in following Kharadron Overlords warscrolls:
The ARKANAUT ADMIRAL keyword is used in following Kharadron Overlords warscrolls:
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The AETHERIC NAVIGATOR keyword is used in following Kharadron Overlords warscrolls:
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The ENDRINMASTER keyword is used in following Kharadron Overlords warscrolls:
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The ARKANAUT IRONCLAD keyword is used in following Kharadron Overlords warscrolls:
The ARKANAUT FRIGATE keyword is used in following Kharadron Overlords warscrolls:
The GRUNDSTOK GUNHAULER keyword is used in following Kharadron Overlords warscrolls:
The BARAK-MHORNAR keyword is used in following Kharadron Overlords warscrolls:
The BARAK-MHORNAR and AETHERIC NAVIGATOR keywords are used in following Kharadron Overlords warscrolls:
The BARAK-NAR and HERO keywords are used in following Kharadron Overlords warscrolls:
The BARAK-NAR keyword is used in following Kharadron Overlords warscrolls:
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The SKYFARER keyword is used in following Kharadron Overlords warscrolls:
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The BARAK-THRYNG keyword is used in following Kharadron Overlords warscrolls:
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The BARAK-THRYNG, SKYFARER and HERO keywords are used in following Kharadron Overlords warscrolls:
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The BARAK-URBAZ keyword is used in following Kharadron Overlords warscrolls:
The BARAK-URBAZ and AETHER-KHEMIST keywords are used in following Kharadron Overlords warscrolls:
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The BARAK-URBAZ and SKYVESSEL keywords are used in following Kharadron Overlords warscrolls:
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The BARAK-ZILFIN keyword is used in following Kharadron Overlords warscrolls:
The ARKANAUT ADMIRAL keyword is used in following Kharadron Overlords warscrolls:
The BARAK-ZILFIN and HERO keywords are used in following Kharadron Overlords warscrolls:
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The SKYWARDENS keyword is used in following Kharadron Overlords warscrolls:
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The BARAK-ZON and HERO keywords are used in following Kharadron Overlords warscrolls:
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The ARKANAUT FRIGATE keyword is used in following Kharadron Overlords warscrolls:
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