Kharadron Overlords – Endrinmaster with Endrinharness

Endrinmaster with Endrinharness

Endrinmasters are peerless combat mechanics, well used to conducting emergency repairs in the white heat of battle. Many equip themselves with a strength-enhancing endrinharness that allows them to wield a fearsome aethermight hammer.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gaze of Grungni
Gaze of Grungni9"13+2+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermight Hammer
Aethermight Hammer1"33+3+-1D3

Unit Size: 1      Points: 100
Battlefield Role: Leader


An Endrinmaster with Endrinharness is a single model armed with an Aethermight Hammer and Gaze of Grungni.


Endrinmaster: Endrinmasters are unsurpassed at keeping the skyvessels in a fleet battleworthy.
At the start of your hero phase, you can pick 1 friendly SKYVESSEL within 1" of this model. Heal up to D3 wounds allocated to that SKYVESSEL.

Endrinharness: An Endrinharness is supercharged with energy, allowing the wearer to strike mighty blows in close combat.
If the unmodified hit roll for an attack made with a melee weapon by this model is 6, that attack inflicts 3 mortal wounds and the attack sequence ends (do not make a wound or save roll).


By Grungni, I Have My Eye On You!: Endrinriggers will redouble their efforts to repair a skyvessel when they are overseen by an Endrinmaster.
You can use this command ability in your hero phase before a friendly ENDRINRIGGER unit wholly within 18" of a friendly model with this command ability uses its Endrincraft ability. If you do so, you can re-roll any of the dice that determine how many wounds are healed by that ENDRINRIGGER unit in that phase.


The SKYVESSEL keyword is used in following Kharadron Overlords warscrolls:

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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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 ENDRINRIGGERS keyword is used in following Kharadron Overlords warscrolls:


The MARINE keyword is used in following Kharadron Overlords warscrolls:


The ENDRINMASTER keyword is used in following Kharadron Overlords warscrolls:

© Vyacheslav Maltsev 2013-2020