Skywardens are elite formations of Arkanaut warriors granted the power of flight by portable aether-endrins. They swoop from on high to skewer enemies upon longhafted skypikes or hover at short range to incinerate them with vulcaniser pistols.
A unit of Skywardens has any number of models, each armed with a Vulcaniser Pistol and Skypike. 1 in every 3 models can replace their Vulcaniser Pistol and Skypike with an Aethermatic Volley Gun and Gun Butt. 1 in every 3 models can replace their Vulcaniser Pistol and Skypike with one of the following weapon options: Drill Launcher and Gun Butt; Grapnel Launcher and Gun Butt; or Skyhook and Gun Butt.
CUSTODIAN: 1 model in this unit can be a Custodian. Add 1 to the Attacks characteristic of that model’s
melee weapons.
Drill Launcher: A handheld version of the drill cannons found aboard Kharadron gunships, the drill launcher fires a projectile that bores into its target before detonating.
If the unmodified
hit roll for an attack made with a Drill Launcher is 6, that attack inflicts 3
mortal wounds on the target and the attack sequence ends (do not make a
wound or save roll).
Grapnel Launcher: Grapnel launchers are used to entangle the enemy and stop them from making their escape.
Enemy units cannot
retreat if they are within 3" of any models from this unit armed with a Grapnel Launcher.
Hitchers: Kharadron kitted out with buoyancy endrins can attach themselves to a passing skyvessel and move alongside it.
If this unit is wholly within 6" of a friendly
SKYVESSEL immediately before the SKYVESSEL uses its
Fly High ability, you can say that this unit will hitch a lift instead of making a
normal move (as long as this unit has not already made a normal move in the same phase).
If you do so, after that SKYVESSEL has moved, remove this unit from the battlefield and set it up again wholly within 6" of that SKYVESSEL, more than 1" from any
terrain features or
objectives and more than 9" from any enemy models.
No more than 7 models can hitch a lift on the same SKYVESSEL in the same turn.
Skyhook: Skyhooks are used to pull the bearer towards the foe.
Add 1 to
charge rolls for this unit if any models from this unit are armed with a Skyhook.
Skymines: Skywardens surround themselves with airborne mines that explode on contact.
If an enemy unit that can
fly ends a
charge move within 1" of any friendly units with this ability, you can roll 1 dice for each model in that enemy unit. For each 6, that unit suffers 1
mortal wound.
Timed Charges: Skywardens are practised at striking hard and then retreating quickly amidst timed explosions to cause massive damage.
Roll 1 dice for each enemy unit that is within 3" of this unit immediately before this unit makes a
retreat move. On a 4+, the unit being rolled for suffers D3
mortal wounds.