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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.

Books

BookKindEditionVersionLast update
  Kharadron OverlordsBattletome21.0February 2020

Designers’ Commentary

Battletome: Kharadron Overlords

 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.

Allies


Battle Traits

Sky-ports

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.

BARAK-NAR
BARAK-ZILFIN
BARAK-ZON
BARAK-URBAZ
BARAK-MHORNAR
BARAK-THRYNG

If a model already has a Sky-port keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army.

Aether-gold

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.

Once per phase, you can say that 1 unit from your army that has any shares of aether-gold will spend 1 of them. If you do so, subtract 1 from that unit’s Bravery characteristic for the rest of the battle, but you can pick a triumph it is eligible to use and immediately apply its effect to that unit. Ignore any restrictions on a triumph that say it can only be used once per battle if you pay to use it with a share of aether-gold.

Stick to the Code

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.

Artycle Table

D3Artycle
1Honour is Everything: You can re-roll hit rolls of 1 for attacks made by friendly KHARADRON OVERLORDS HEROES that target a HERO or MONSTER. 
2Master the Skies: You can re-roll hit rolls of 1 for attacks made by friendly SKYVESSELS that target a unit that can fly
3Settle 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. 

Amendment Table

D3Amendment
1Always 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. 
2Prosecute Wars With All Haste: In your first turn, friendly KHARADRON OVERLORDS units can run and still shoot later in the turn. 
3Trust To Your Guns: Add 1 to the Bravery characteristic of friendly KHARADRON OVERLORDS units while they are more than 3" from any enemy units. 

Footnote Table

D3Footnote
1There’s No Reward Without Risk: Once per battle, you can re-roll a charge roll for a friendly KHARADRON OVERLORDS unit. 
2There’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
3Without Our Ships, We Are Naught: Once per battle, you can heal up to D3 wounds allocated to a friendly SKYVESSEL

Command Traits

Lords of the Sky-fleets

ARKANAUT ADMIRAL only.

D6COMMAND TRAIT
1

Wealthy

This mighty champion has built up a vast fortune during his lucrative career.

This general starts the battle with 2 shares of aether-gold instead of 1.

2

Tough as Old Boots

This renowned officer is amongst the hardiest of their kind.

Add 2 to this general’s Wounds characteristic.

3

Grudgebearer

This leader never forgets a slight, biding their time until they can take revenge!

After armies are set up, pick 1 enemy HERO. Double the damage inflicted by weapons used by this general that target that HERO.

4

Cunning Fleetmaster

This wily admiral never does what the enemy expects.

After armies are set up, but before the first battle round begins, you can make a normal move with 1 friendly SKYVESSEL. It can Fly High unless it is an ARKANAUT IRONCLAD.

5

War Wound

This general’s famous battle wisdom has been painfully learnt.

Roll a dice for this general in your hero phase. On a 1, subtract 1 from hit rolls for this general until your next hero phase. On a 2+, you receive 1 command point.

6

A Scholar and an Arkanaut

This general’s knowledge of the Kharadron code is unrivalled.

You can pick an extra footnote for your army. You cannot pick a footnote your army already has.


Senior Endrineers

ENDRINMASTER only.

D6COMMAND TRAIT
1

Wealthy

This mighty champion has built up a vast fortune during his lucrative career.

This general starts the battle with 2 shares of aether-gold instead of 1.

2

Tough as Old Boots

This renowned officer is amongst the hardiest of their kind.

Add 2 to this general’s Wounds characteristic.

3

Grudgebearer

This leader never forgets a slight, biding their time until they can take revenge!

After armies are set up, pick 1 enemy HERO. Double the damage inflicted by weapons used by this general that target that HERO.

4

Grandmaster

This Endrinmaster’s knowledge of the intricacies of Kharadron skyvessel design is unmatched.

When you use this general’s Endrinmaster ability, add 1 to the number of wounds the ability allows you to heal.

5

Great Tinkerer

This famed inventor is always coming up with ways to improve their creations.

Add 2 to the Attacks characteristic of this general’s Gaze of Grungni weapon.

6

Endrinprofessor

This cantankerous scholar expects perfection from their students.

Once in each of your hero phases, this general can use the By Grungni, I Have My Eye On You! command ability without a command point being spent.


Readers of the Guiding Winds

AETHERIC NAVIGATOR only.

D6COMMAND TRAIT
1

Wealthy

This mighty champion has built up a vast fortune during his lucrative career.

This general starts the battle with 2 shares of aether-gold instead of 1.

2

Tough as Old Boots

This renowned officer is amongst the hardiest of their kind.

Add 2 to this general’s Wounds characteristic.

3

Stormcaller

This brilliant Navigator guides aetheric zephyrs as a maestro conducts an orchestra.

When this general uses their Aetherstorm ability, you can re-roll the dice that determines what effect it has on the enemy unit.

4

Ride the Winds

Nobody can read the wind currents more accurately than this Aetheric Navigator.

Add 3" to the Move characteristic of a SKYVESSEL that has this general in its garrison.

5

Sceptic

This stubborn Navigator refuses to believe that magic is anything but superstition.

Add 1 to dispelling and unbinding rolls for this general.

6

Diviner

This Navigator can use their aethersight to help determine in advance where deposits of aether-gold will be found.

After armies are set up, pick 1 terrain feature or objective. Do not take battleshock tests for friendly KHARADRON OVERLORDS units while they are wholly within 12" of that terrain feature or objective.


Alchemical Innovators

AETHER-KHEMIST only.

D6COMMAND TRAIT
1

Wealthy

This mighty champion has built up a vast fortune during his lucrative career.

This general starts the battle with 2 shares of aether-gold instead of 1.

2

Tough as Old Boots

This renowned officer is amongst the hardiest of their kind.

Add 2 to this general’s Wounds characteristic.

3

Grudgebearer

This leader never forgets a slight, biding their time until they can take revenge!

After armies are set up, pick 1 enemy HERO. Double the damage inflicted by weapons used by this general that target that HERO.

4

A Nose for Gold

This Aether-Khemist’s finely honed senses lead them unerringly to hidden deposits of aether-gold.

Roll a dice for this general in your hero phase. On a 5+, they gain 1 share of aether-gold.

5

Genius in the Making

This Aether-Khemist is already renowned, even though they are a mere stripling only a few dozen seasons old.

The range of this general’s Aetheric Augmentation ability is 18" instead of 12".

6

Collector

This Aether-Khemist spends most of their aether-gold on the acquisition of rare and powerful artefacts.

If you choose this general to have an artefact of power, you can choose 1 extra friendly HERO to have an artefact of power.


Artefacts of Power


Perks of Rank

ARKANAUT ADMIRAL only.

D6ARTEFACT OF POWER
1

Masterwrought Armour

This finely wrought and detailed suit of armour is the acme of the armourer’s art.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6, that wound or mortal wound is negated.

2

Hammer of Aetheric Might

When swung with enough force, this weapon can release its supercharged aether-energies in a brilliant flash.

Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts 1 mortal wound on the target in addition to its normal damage.

3

Gattleson’s Endless Repeater

Named after its famous inventor, this gun houses an aether-supercharger that gives it a tremendous rate of fire.

Add 2 to the Attacks characteristic of the bearer’s Volley Pistol.

4

Rune of Mark

Upon this document is scribed the name of a hated foe; should that foe be slain, the bearer will be richly rewarded.

After armies are set up, pick 1 enemy HERO. If that HERO is slain, before the model is removed from play you can give 1 share of aether-gold each to the 3 closest friendly KHARADRON OVERLORDS units to that HERO.

5

Flask of Vintage Amberwhisky

This rare duardin drink is said to be good for whatever ails you.

Once per battle, in your hero phase, you can either heal up to D6 wounds allocated to the bearer or heal up to 2 wounds allocated to the bearer.

6

Proclamator Mask-hailer

Not even the hardest of hearing can fail to understand any commands issued through a Proclamator Mask-hailer.

Once per battle round, this general can use a command ability on their warscroll without a command point being spent.


Aethermatic Instruments

AETHERIC NAVIGATOR only.

D3ARTEFACT OF POWER
1

Cyclonic Aethometer

This intricate device adds to the fury of any aetherstorm that its bearer creates.

When you use the bearer’s Aetherstorm ability, add 1 to the dice roll that determines its effect.

2

Svaregg-Stein ‘Illuminator’ Flarepistol

This highly prized ranging pistol lights up its mark, making it an easy target for other skyfarers and vessels that shoot at it.

The first time in a battle that the bearer’s Ranging Pistol scores a hit on an enemy unit, you can re-roll hit rolls for attacks made by other friendly KHARADRON OVERLORDS units that target that enemy unit in the same phase.

3

Voidstone Orb

This small, unassuming black globe contains the power to disrupt spells that an enemy might try to cast.

Once per battle, when you use the bearer’s Aethersight ability, you can say that the bearer will use their Voidstone Orb. If you do so, the dispelling or unbinding roll for that use of the ability is automatically successful (do not roll the dice).


Ingenious Gadgets

ENDRINMASTER only.

Endrinmaster with Endrinharness
D3ARTEFACT OF POWER
1

Cogmonculus

This small cogwork automaton keeps the Endrinmaster’s equipment in perfect working order.

Once per phase, you can re-roll 1 hit or wound roll for an attack made by the bearer, or re-roll 1 save roll for an attack that targets the bearer. You cannot use this ability to re-roll more than 1 dice per phase.

2

Aetherquartz Monolens

This expertly crafted crystal lens greatly increases the range of any Gaze of Grungni projector it is attached to.

The bearer’s Gaze of Grungni has a Range of 18" instead of 9".

3

Seismic Shock-gauntlets

When the bearer moves swiftly, these kinetically powered gauntlets gather large amounts of energy that can be unleashed upon contact with the foe.

After the bearer makes a charge move, you can pick 1 enemy unit within 1" of the bearer and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Endrinmaster with Dirigible Suit
D3ARTEFACT OF POWER
1

Aether-injection Boosters

These powerful boot-jets allow the wearer to quickly escape from combat.

When the bearer retreats, they can use the Disengage and Fly High abilities from the Grundstok Gunhauler warscroll.

2

Phosphorite Bomblets

When these grenades explode, they scatter blazing phosphorite all around that burns with a white-hot heat.

Once per battle, in your shooting phase, you can pick 1 unit within 6" of this model and roll a dice. On a 2+, that unit suffers 1 mortal wound you can roll again. Keep on rolling until the target is destroyed or you roll a 1.

3

Miniaturised Aethermatic Repulsion Field

This small device pushes arcane energies away from the one who carries it.

Each time the bearer is affected by a spell or endless spell, you can roll a dice. If you do so, on a 3+, ignore the effects of that spell on the bearer.


Aether-gold Inventions

AETHER-KHEMIST only.

D3ARTEFACT OF POWER
1

Emergency Ventplates

When these vents are triggered they belch forth an opaque cloud of harmless vapour that hides the Aether-Khemist from sight.

Once per battle, at the start of the enemy shooting phase, you can say that the bearer will use their Emergency Ventplates. If you do so, subtract 1 from hit rolls for attacks that target the bearer or any friendly unit wholly within 6" of the bearer.

2

Caustic Anatomiser

When special gas canisters in this anatomiser are triggered, the bearer is surrounded by a dense cloud of deadly corrosive gas.

Once per battle, at the start of the combat phase, you can say that the bearer will use their Caustic Anatomiser. If you do so, roll a dice for each enemy model within 6" of this model. For each 5+, that model’s unit suffers 1 mortal wound.

3

Spell in a Bottle

This Aether-Khemist has used the alchemical arts to transmute an endless spell into an inert gas and trap it in a carefully crafted container. When the container is shattered, the endless spell is freed.

Pick 1 endless spell. Any endless spell can be chosen (all restrictions are ignored) but you must pay any points required for the model. Once per battle, the bearer can automatically cast that endless spell (do not roll 2D6) and it cannot be unbound.


Great Endrinworks

If a Kharadron Overlords army includes any SKYVESSELS, 1 of those SKYVESSELS can have a great endrinwork. Declare which SKYVESSEL has the great endrinwork and then pick which great endrinwork table you wish to use. You can choose or roll for a great endrinwork from the table you pick. You can choose 1 extra SKYVESSEL to have a great endrinwork for each warscroll battalion in your army. A SKYVESSEL cannot have more than 1 great endrinwork, and an army may not include duplicates of the same great endrinwork.

Ironclad Major Installations

ARKANAUT IRONCLAD only.

D6GREAT ENDRINWORK
1

The Last Word

When all seems lost, this vessel’s greatest weapon continues to thunder.

At the end of the enemy charge phase you can pick 1 enemy unit that finished a charge move in that phase within 3" of this model. This model can shoot at that unit with its Great Sky Cannon, Great Skyhook or Great Volley Cannon.

2

Hegsson Solutions ‘Old Reliable’ Hullplates

These hullplates are renowned for their ability to absorb damage without failing.

Add 2 to this model’s Wounds characteristic.

3

Ebullient Buoyancy Aid

This aetherenhancing unit increases the buoyancy of even the largest ships, making it particularly useful in thin atmospheres.

This model can Fly High and/or Disengage even while it has a garrison of 16 or more models.

4

Prudency Chutes

These reliable safety devices allow passengers to safely evacuate a crippled skyvessel.

If this model is destroyed, you do not have to roll to see if models in its garrison are slain (they all survive).

5

Magnificent Omniscope

This apparatus makes the winds aetheric clearly visible to the ship’s Navigator.

Add 2" to this model’s Move characteristic.

6

Zonbarcorp ‘Dealbreaker’ Battle Ram

The Dealbreaker is a large battering ram that smashes opponents to the ground.

After this model makes a charge move, you can pick 1 enemy unit within 1" of this model, and roll a number of dice equal to the charge roll for that charge move. For each 4+, that enemy unit suffers 1 mortal wound.


Frigate Refittings

ARKANAUT FRIGATE only.

D3GREAT ENDRINWORK
1

Magnificent Omniscope

This apparatus makes the winds aetheric clearly visible to the ship’s Navigator.

Add 2" to this model’s Move characteristic.

2

Prudency Chutes

These reliable safety devices allow passengers to safely evacuate a crippled skyvessel.

If this skyvessel is destroyed, you do not have to roll to see if models in its garrison are slain (they all survive).

3

Malefic Skymines

Invented during the Great Harpy Migrations, these mines pack a mean punch.

Once per battle, at the start of the combat phase, you can pick 1 enemy unit that can fly and is within 6" of this model and roll a dice. On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4+, that enemy unit suffers D6 mortal wounds.


Gunhauler Modifications

GRUNDSTOK GUNHAULER only.

D3GREAT ENDRINWORK
1

Iggrind-Kaz Surge-injection Endrin Mk. IV

This skyvessel’s endrinsphere lets its Captain boost it across the skies, though at the risk of the endrinsphere overheating.

When this model makes a normal move, you can add D3" to that move. If you wish, you can add 2D3" to that move instead of D3", but if you do so and you roll a double, then this model suffers 1 mortal wound after the move is made.

2

Zonbarcorp ‘Debtsettler’ Spar Torpedo

A powerful torpedo is mounted to the front of this skyvessel at the end of a sturdy spar. When the warhead strikes an object, it explodes with devastating force.

Once per battle, after this model makes its first charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D6 mortal wounds.

3

Coalbeard’s Collapsible Compartments

This Gunhauler is fitted with small compartments that allow it to carry passengers.

This model can use the FLYING TRANSPORT ability from the Arkanaut Ironclad warscroll. If it does so, the maximum number of models that can garrison it is 5 instead of 25, and it can always Fly High and/or Disengage no matter how many models are in its garrison.


Sky-ports

These rules can be used by units in a Kharadron Overlords army that have been given the appropriate keyword (see the Sky-ports Battle Trait).

Barak-Mhornar, the City of Shadow

What 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 Sunrise

The 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
Your 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.
COMMAND TRAIT
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 Ancestors

Truculent, 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 City

Those 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 City

There 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 Sun

Highly 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
Your 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.
COMMAND TRAIT
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.

Battleplans

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.

This battleplan lets you stage a daring rescue with your force of Kharadron Overlords, even as the enemy bears down on the survivors, intent on their destruction.

THE ARMIES
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

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.

Kharadron Overlords Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollower Rolls
Arkanaut Admiral4 rolls
Endrinmaster with Dirigible Suit2 rolls
HERO FOLLOWERS TABLE (uses 1 roll)
D6Followers
1-2Endrinmaster with Endrinharness
3-4Aetheric Navigator
5-6Aether-Khemist
SKYFARERS FOLLOWERS TABLE (uses 1 roll)
D6Followers
1-210 Arkanaut Company
3-45 Grundstok Thunderers
5-63 Skywardens or Endrinriggers
SKYVESSEL FOLLOWERS TABLE (uses number of rolls and glory points shown below)
D6Followers
1-3Grundstok Gunhauler (2 rolls, or 1 roll and 1 glory point)
4-5Arkanaut Frigate (3 rolls, or 1 roll and 2 glory points)
6Arkanaut Ironclad (5 rolls, or 1 roll and 4 glory points)

Skyfarers Rewards Table

D6REWARD
1

Deeds, Not Words

These warriors see great honour in taking the fight straight to the foe.

Add 1 to wound rolls for attacks made with melee weapons by this unit if it made a charge move in the same turn.

2

Incredibly Stubborn

These duardin are extremely tenacious, and will often deny death long enough to get in one last telling blow.

If a model from this unit is slain while it is within 3" of enemy unit, roll a dice. On a 6, that model can fight before it is removed from play.

3

Fearsome Raiders

These skyfarers attack rapidly from unexpected quarters, striking fear into the hearts of their foes.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly units with this ability.

4

Bold Privateers

These duardin are trained to swiftly disembark from their skyvessel and then charge headlong into the foe.

This unit can leave a friendly ARKANAUT FRIGATE either before or after it has moved. Roll 3D6 instead of 2D6 when making charge rolls for this unit if it left a friendly ARKANAUT FRIGATE in the movement phase of the same turn.

5

Focused Fire

These skyfarers are adept at concentrating their fire upon a single target, destroying it with one devastating volley.

At the start of your shooting phase, you can pick 1 enemy unit for this unit to focus fire on. If you do so, models from this unit can only target that unit in that phase, but you can re-roll hit rolls of 1 for attacks made by this unit in that phase.

6

Carefully Trained


You can pick the result you wish to apply to the unit.


Champion and Hero Rewards Table

D6REWARD
1

Opportunistic Privateer

This feared buccaneer strikes swiftly and without warning, crushing their enemies before they have a chance to react.

If this model is on the battlefield after armies are set up but before the first battle round begins, you can pick this model and up to 2 other friendly units. Remove this model and those units from the battlefield and then set them up again anywhere on the battlefield more than 9" from any enemy units and so that all of the units are wholly within 12" of this model. Units set up in this way cannot make a normal move in the first battle round.

2

Champion of Progress

This champion is at the very forefront of the Kharadron Overlords’ advance, and their confidence is palpable.

Do not take battleshock test for friendly units while they are wholly within 12" of this model.

3

Valorous

This champion has become renowned for their exceptional valour.

The first time this model 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.

4-5

Command Trait

This champion has become a master of their craft.

Randomly generate 1 command trait for this champion from one of the command trait tables.

6

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate 1 artefact of power for this champion from one of the artefact of power tables.


Skyvessel Rewards Table

D6REWARD
1

Master Helmsmen

The skyfarer that controls this vessel’s wheel is exceptionally skilled.

You can re-roll run and charge rolls for this model.

2

Master Gunner

The skyfarer that commands this vessel’s guns is a hard taskmaster.

You can re-roll 1 hit roll for this model each phase.

3

Windrider

This vessel catches the aetheric winds like no other.

Add 1" to this model’s Move characteristic.

4

Focused Fire

The crew of this skyvessel are trained to concentrate their fire upon a single target, destroying it with one devastating volley.

At the start of your shooting phase, you can pick 1 enemy unit for this model to focus fire on. If you do so, this model can only target that unit in that phase, but you can re-roll hit rolls of 1 for attacks made by this model in that phase.

5-6

Great Endrinworks

This skyvessel has been upgraded with an endrinwork produced by a master shipwright.

Randomly generate 1 great endrinwork for this model from one of the great endrinworks tables.

The SKYVESSEL keyword is used in following Kharadron Overlords warscrolls:

None
Behemoth
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The KHARADRON OVERLORDS and HERO keywords are used in following Kharadron Overlords warscrolls:

Leader
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The ARKANAUT ADMIRAL keyword is used in following Kharadron Overlords warscrolls:

Leader
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.

The ARKANAUT IRONCLAD keyword is used in following Kharadron Overlords warscrolls:

Behemoth
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The ENDRINMASTER keyword is used in following Kharadron Overlords warscrolls:

Leader

The AETHERIC NAVIGATOR keyword is used in following Kharadron Overlords warscrolls:

Leader
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The AETHER-KHEMIST keyword is used in following Kharadron Overlords warscrolls:

Leader
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The ARKANAUT FRIGATE keyword is used in following Kharadron Overlords warscrolls:

Behemoth

The GRUNDSTOK GUNHAULER keyword is used in following Kharadron Overlords warscrolls:

None

The BARAK-MHORNAR and AETHERIC NAVIGATOR keywords are used in following Kharadron Overlords warscrolls:

Leader

The BARAK-THRYNG, SKYFARER and HERO keywords are used in following Kharadron Overlords warscrolls:

Leader

The BARAK-URBAZ and AETHER-KHEMIST keywords are used in following Kharadron Overlords warscrolls:

Leader

The BARAK-URBAZ and SKYVESSEL keywords are used in following Kharadron Overlords warscrolls:

None
Behemoth

The BARAK-ZILFIN and HERO keywords are used in following Kharadron Overlords warscrolls:

Leader

The SKYWARDENS keyword is used in following Kharadron Overlords warscrolls:

None

The BARAK-ZON and HERO keywords are used in following Kharadron Overlords warscrolls:

Leader
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
© Vyacheslav Maltsev 2013-2020