Kharadron OverlordsAether-Khemist
4"
5
4+
7
WARSCROLL

Aether-Khemist

Masters of alchemy and atmospheric analysis, Aether-Khemists not only augment their comrades’ weapons with a boost of aether-gold, but can also turn their esoteric devices against their foes to drain the air from their lungs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Atmospheric Anatomiser
Atmospheric Anatomiser9"3D64+4+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Instruments
Heavy Instruments1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

An Aether-Khemist is a single model armed with an Atmospheric Anatomiser and Heavy Instruments.

ABILITIES

Aetheric Augmentation: An Aether-Khemist can use their Atmospheric Anatomiser to augment the weapons of nearby skyfarers.
In your hero phase you can pick 1 friendly SKYFARERS unit wholly within 12" of this model. Until your next hero phase, you can re-roll wound rolls of 1 for attacks made by that unit. 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.

Atmospheric Isolation: An Aether-Khemist can use their Anatomiser to create a vacuum around themselves, suffocating their foes.
Subtract 1 from hit rolls for attacks made by enemy models while they are within 3" of any friendly models with this ability. This ability cannot be used by an AETHER-KHEMIST that is part of a garrison.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, AETHER-KHEMIST
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 AETHER-KHEMIST keyword is used in following Kharadron Overlords warscrolls:

Leader

The MARINE keyword is used in following Kharadron Overlords warscrolls:

None
Battleline
Leader

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

Leader
© Vyacheslav Maltsev 2013-2020