Kharadron OverlordsGrundstok Thunderers
4"
2
4+
7
WARSCROLL

Grundstok Thunderers

Grundstok Thunderers are heavily armoured marines employed by the airfleets to defend it from hostiles. Expert marksmen and battle-hardened veterans of many voyages, they obliterate their foes in a storm of aethershot and mortar rounds.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethershot Rifle
Aethershot Rifle18"23+4+-11
Double-barrelled Aethershot Rifle
Double-barrelled Aethershot Rifle18"43+4+-11
Aetheric Fumigator
Aetheric Fumigator9"33+3+-11
Decksweeper
Decksweeper12"44+4+-11
Aethercannon
Aethercannon12"14+2+-2D3
Grundstok Mortar
Grundstok Mortar12"14+3+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drillbill
Drillbill3"D34+4+-11
Gun Butt
Gun Butt1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 120
Battlefield Role: None
Notes: Battleline if BARAK-NAR

DESCRIPTION

A unit of Grundstok Thunderers has any number of models, each armed with an Aethershot Rifle and Gun Butt. 1 in every 5 models can replace their Aethershot Rifle with a Grundstok Mortar. 1 in every 5 models can replace their Aethershot Rifle with an Aethercannon. 1 in every 5 models can replace their Aethershot Rifle with an Aetheric Fumigator. 1 in every 5 models can replace their Aethershot Rifle with a Decksweeper.

GUNNERY SERGEANT: 1 model in this unit can be a Gunnery Sergeant. Replace that model’s weapons with a Double-barrelled Aethershot Rifle, Gun Butt and Drillbill.

HONOUR BEARER: 1 in every 5 models in this unit can be an Honour Bearer. You can reroll battleshock tests for a unit that includes any Honour Bearers.

ABILITIES

Choking Fug: Aetheric Fumigators fill the surrounding air with choking gas. The sealed suits worn by the Kharadron Overlords protect them from its effects, but this is not the case for their enemies…
Subtract 1 from hit rolls for attacks made by enemy models within 3" of any friendly models armed with an Aetheric Fumigator. This ability cannot be used by a model that is part of a garrison.

Drive Them Back!: Kharadron military history is filled with tales of Thunderers standing alone at battle’s end surrounded by a circle of fallen foes.
Add 1 to the Attacks characteristic of missile weapons used by this unit while any enemy units are within 3" of this unit. This ability cannot be used by a model that is part of a garrison.

Pin Them, Shred Them, Finish Them: Thunderers use the specialist weapons they are armed with to launch a deadly combination of attacks that leaves the target reeling.
Add 1 to hit rolls for attacks made with a Grundstok Mortar, Decksweeper or Aethercannon when it is used by a unit that has at least 1 of each of these weapons (i.e. at least 1 Grundstok Mortar, and at least 1 Decksweeper, and at least 1 Aethercannon). This ability cannot be used by a model that is part of a garrison.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARER, MARINE, GRUNDSTOK THUNDERERS
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.
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.
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.

The MARINE keyword is used in following Kharadron Overlords warscrolls:

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2020