Kharadron OverlordsWarscrolls

None


12"
2
4+
7
WARSCROLL

Endrinriggers

With aether-endrins strapped to their backs, Endrinriggers conduct repairs on their beloved airships miles above ground. In battle, their aether-powered tools become lethal weapons capable of punching through armour or messily sawing off limbs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Volley Gun
Aethermatic Volley Gun24"64+4+-11
Grapnel Launcher or Skyhook
Grapnel Launcher or Skyhook24"14+3+-23
Drill Launcher
Drill Launcher24"14+3+-3D3
Rapid-fire Rivet Gun
Rapid-fire Rivet Gun12"33+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"13+2+-2D3
Gun Butt
Gun Butt1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 100
Battlefield Role: None
Notes: Battleline if general is Endrinmaster with Dirigible Suit

DESCRIPTION

A unit of Endrinriggers has any number of models, each armed with a Rapid-fire Rivet Gun and Aethermatic Saw. 1 in every 3 models can replace their Rapid-fire Rivet Gun and Aethermatic Saw with an Aethermatic Volley Gun and Gun Butt. 1 in every 3 models can replace their Rapid-fire Rivet Gun and Aethermatic Saw with one of the following weapon options: Drill Launcher and Gun Butt; Grapnel Launcher and Gun Butt; or Skyhook and Gun Butt.

FLY: This unit can fly.

MIZZENMASTER: 1 model in this unit can be a Mizzenmaster. Add 1 to the Attacks characteristic of that model’s melee weapons.

ABILITIES

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).

Endrincraft: Endrinriggers are expert mechanics, and keep all of the skyvessels in a Kharadron fleet shipshape.
At the start of your hero phase, you can pick 1 friendly SKYVESSEL within 1" of this unit and roll 1 dice for each model in this unit. For each 4+, heal 1 wound allocated to that SKYVESSEL.

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARERS, ENDRINRIGGERS


12"
10
4+
7
WARSCROLL

Grundstok Gunhauler

Small, manoeuvrable and deadly, the Grundstok Gunhauler is an escort-class ship tasked with ensuring the safety of the airfleets’ larger skyvessels. They perform this role well, swarming in defence before peeling off to launch deadly attack runs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sky Cannon: Shrapnel
Sky Cannon: Shrapnel18"D63+3+-12
Sky Cannon: Shell
Sky Cannon: Shell24"13+2+-2D6
Drill Cannon
Drill Cannon36"13+3+-3D3
Aethershot Carbine
Aethershot Carbine12"23+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: None
Notes: Battleline if BARAK-URBAZ

DESCRIPTION

A Grundstok Gunhauler is a single model armed with an Aethershot Carbine, Boarding Weapons and one of the following weapon options: Sky Cannon; or Drill Cannon.

FLY: This model can fly.

ABILITIES

Ahead Full: The Captain of a Grundstok Gunhauler can overcharge its engine so that the craft moves at maximum speed for a short time.
Once per battle, at the start of your movement phase, you can say that this model will move ahead full. If you do so, add 6" to the Move characteristic of this model in that phase.

Escort Vessel: Grundstok Gunhaulers are used to disrupt attacks on larger Kharadron skyvessels in the vicinity.
Roll 1 dice each time you allocate a wound or mortal wound to a friendly SKYVESSEL other than a GRUNDSTOK GUNHAULER while it is within 3" of any friendly GRUNDSTOK GUNHAULERS. On a 6, that wound or mortal wound is negated.

Bomb Racks: The bombs and skymines held in the racks of a Kharadron skyvessel can be swiftly deployed to stop enemy assaults in their tracks.
At the start of the combat phase, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 4+, that enemy unit suffers D3 mortal wounds.

Disengage: Kharadron skyvessels can easily disengage from ground-based foes, flying away with all guns blazing.
This model and any models in its garrison can retreat and still shoot in the same turn as long as there are no enemy units that can fly within 3" of this model at the start of the retreat move.

Fly High: Kharadron skyvessels can swiftly soar up high in the air and then dive back down to the battlefield, ready to attack from a new direction.
Instead of making a normal move with this model, you can say that it will fly high (it can retreat and disengage). If you do so, remove this model from the battlefield and set it up again more than 1" from any terrain features or objectives and more than 9" from any enemy models.

Drill Cannon: The shells fired by a drill cannon burrow into the target and then explode, blasting shards of metal from the drill bit all around.
If the unmodified hit roll for an attack made with a Drill Cannon is 5+, that attack inflicts 3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Sky Cannon: A sky cannon can either be loaded with shrapnel ammunition or an explosive shell.
Before attacking with a Sky Cannon, choose either the Shrapnel or Shell missile weapon characteristics for that shooting attack.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, WAR MACHINE, SKYVESSEL, GRUNDSTOK GUNHAULER


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


12"
2
4+
7
WARSCROLL

Skywardens

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Volley Gun
Aethermatic Volley Gun24"64+4+-11
Grapnel Launcher or Skyhook
Grapnel Launcher or Skyhook24"14+3+-23
Drill Launcher
Drill Launcher24"14+3+-3D3
Vulcaniser Pistol
Vulcaniser Pistol9"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skypike
Skypike2"24+3+-1D3
Gun Butt
Gun Butt1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 100
Battlefield Role: None
Notes: Battleline if general is Endrinmaster with Dirigible Suit

DESCRIPTION

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.

FLY: This unit can fly.

CUSTODIAN: 1 model in this unit can be a Custodian. Add 1 to the Attacks characteristic of that model’s melee weapons.

ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARERS, SKYWARDENS


Battleline


4"
1
4+
6
WARSCROLL

Arkanaut Company

The backbone of the Kharadron airfleets are the Arkanaut Companies. These grizzled privateers crew the sky-ports’ vessels, and are armed with a variety of aether-powered firearms and deck tools with which to repel boarders or take the fight to the enemy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Privateer Pistol
Privateer Pistol9"24+4+-1
Aethermatic Volley Gun
Aethermatic Volley Gun12"65+4+-11
Light Skyhook
Light Skyhook18"14+3+-2D3
Aetherflare Pistol
Aetherflare Pistol9"24+3+-1
Volley Pistol
Volley Pistol9"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arkanaut Cutter
Arkanaut Cutter1"14+4+-1
Gun Butt
Gun Butt1"14+5+-1
Skypike
Skypike2"24+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 10 - 40      Points: 90
Battlefield Role: Battleline

DESCRIPTION

An Arkanaut Company has any number of models, each armed with a Privateer Pistol and Arkanaut Cutter.

1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with an Aethermatic Volley Gun and Gun Butt; 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Light Skyhook and Gun Butt; and 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Skypike.

COMPANY CAPTAIN: 1 model in this unit can be a Company Captain. That model is armed with an Aetherflare Pistol or Volley Pistol instead of a Privateer Pistol.

ABILITIES

Glory-seekers: All of the warriors that make up an Arkanaut Company are eager to win recognition for daring deeds.
You can re-roll battleshock tests for this unit while it is wholly within 9" of an objective, and add 1 to hit rolls for attacks made by this unit while it is wholly within 9" of an objective. This ability cannot be used if this unit is part of a garrison.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARER, MARINE, ARKANAUT COMPANY


Leader


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


4"
5
3+
7
WARSCROLL

Aetheric Navigator

Utilising cutting-edge aethermatic science in order to decipher the ever-changing wind patterns of the Mortal Realms, Aetheric Navigators are an invaluable presence upon any Kharadron skyvessel.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranging Pistol
Ranging Pistol15"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Zephyrscope
Zephyrscope1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

An Aetheric Navigator is a single model armed with a Zephyrscope and a Ranging Pistol.

ABILITIES

Aethersight: Aetheric Navigators can unpick enemy spells by harnessing the arcane jet streams.
This model can attempt to dispel 1 endless spell at the start of your hero phase and attempt to unbind 1 spell in the enemy hero phase, in the same manner as a WIZARD.

Aetherstorm: An Aetheric Navigator can manipulate the aether to cause a localised storm.
In your hero phase, you can pick 1 enemy unit within 36" of this model that is visible to them and can fly, and roll a dice. On a 1-2 nothing happens. On a 3-5 halve the Move characteristic of that unit until your next hero phase. On a 6, halve the Move characteristic of that unit until your next hero phase, and that unit suffers D3 mortal wounds.

Read the Winds: Navigators can signal to nearby Kharadron Overlords airships, helping them to steer into prevailing currents.
You can re-roll run and charge rolls for friendly SKYVESSELS that are visible to a friendly AETHERIC NAVIGATOR that has not attempted to use the Aetherstorm ability in the same turn.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, AETHERIC NAVIGATOR


4"
6
3+
8
WARSCROLL

Arkanaut Admiral

Arkanaut Admirals are the cream of the sky-ports’ officer class, intrepid leaders and battle-hardened veterans of a thousand aerial engagements whose booming commands inspire their crew to mighty deeds in the search for profit.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Volley Pistol
Volley Pistol9"33+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skalfhammer
Skalfhammer1"33+2+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

An Arkanaut Admiral is a single model armed with a Skalfhammer and a Volley Pistol.

ABILITIES

If You Want A Job Done…: Every Arkanaut Admiral knows that there are some foes that you have to deal with yourself.
You can re-roll hit and wound rolls of 1 for attacks made with a melee weapon by this model that target a HERO or MONSTER.

Protect the Admiral!: The skyfarers that follow an Admiral will lay down their own lives to protect them.
Do not take battleshock tests for friendly KHARADRON OVERLORDS units while they are wholly within 12" of this model.

In addition, roll a dice before you allocate a wound or mortal wound to a friendly ARKANAUT ADMIRAL while it is within 3" of any friendly SKYFARERS units with 5 or more models. On a 5+, you must allocate that wound or mortal wound to a friendly SKYFARERS unit with 5 or more models that is within 3" of that ARKANAUT ADMIRAL, instead of to that ARKANAUT ADMIRAL.

COMMAND ABILITIES

Master of the Skies: The Admiral knows how to get every last bit of speed from the skyvessels they command.
You can use this command ability at the start of your shooting phase. If you do so, pick 1 friendly SKYVESSEL that has a model with this command ability in its garrison. That SKYVESSEL can shoot in that phase even if it ran earlier in the same turn.

On My Mark, Fire!: An Admiral times the fire of their skyvessel so as to inflict the maximum possible amount of damage on the foe.
You can use this command ability at the start of your shooting phase. If you do so, pick 1 friendly SKYVESSEL that has a model with this command ability in its garrison. You can re-roll hit rolls of 1 for attacks made by that SKYVESSEL in that phase.

Repel Boarders!: The Admiral directs his crew to drive off anybody that dares to board his precious skyvessel.
You can use this command ability at the start of your combat phase. If you do so, pick 1 friendly SKYVESSEL that has a model with this command ability in its garrison. Add 1 to hit rolls for attacks made by that SKYVESSEL and any models in its garrison in that phase.

Up And At Them!: The Admiral leaps ashore, and orders any Kharadron that are nearby to charge the foe.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly SKYFARERS unit that is wholly within 12" of a friendly model with this command ability. You can re-roll charge rolls for that unit in that phase.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, ARKANAUT ADMIRAL


4"
5
4+
7
WARSCROLL

Bjorgen Thundrik

The dauntless leader of a band of profiteers, Bjorgen Thundrik has developed quite the reputation in Barak-Nar for being able to sniff out fresh seams of aethergold, and for being utterly tenacious in his pursuit of riches.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Atmospheric Anatomiser
Atmospheric Anatomiser9"3D64+4+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Instruments
Heavy Instruments1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Notes: Unique. Bjorgen Thundrik and Thundrik’s Profiteers must be taken as a set for a total of 140 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Bjorgen Thundrik is a named character that is a single model. He is 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 and that is not part of a garrison. Until your next hero phase, you can re-roll hit rolls of 1 for that unit. This ability cannot be used by a model 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 a model that is part of a garrison.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-NAR, HERO, SKYFARER, MARINE, AETHER-KHEMIST, BJORGEN THUNDRIK


12"
8
3+
8
WARSCROLL

Brokk Grungsson, Lord-Magnate of Barak-Nar

Lord-Magnate Brokk Grungsson is the richest Kharadron privateer alive. Clad in a custom-built endrinharness and carrying a small armoury of lethal firearms, he seeks out fresh sources of aether-gold with single-minded belligerence.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grungsson’s Boast
Grungsson’s Boast18"23+2+-2D3
The Magnate’s Charter
The Magnate’s Charter18"63+3+-11
Aetherblasters
Aetherblasters9"23+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"43+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Brokk Grungsson is a named character that is a single model. He is armed with Grungsson’s Boast, the Magnate’s Charter, Aetherblasters and an Aethermatic Saw.

FLY: This model can fly.

ABILITIES

Custom-built Dirigible Suit: When Brokk Grungsson charges into combat his foes are crushed by the weight of his magnificent custombuilt dirigible suit.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

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 D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

Hitcher: Kharadron kitted out with buoyancy endrins can attach themselves to a passing skyvessel and move alongside it.
If this model is wholly within 6" of a friendly SKYVESSEL immediately before the SKYVESSEL uses its Fly High ability, you can say that this model will hitch a lift instead of making a normal move (as long as this model has not already made a normal move in the same phase).

If you do so, after that SKYVESSEL has moved, remove this model 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.

COMMAND ABILITIES

First Rule of Grungsson: When Brokk Grungsson leads his warriors into battle, he reminds them of his first and most significant commentary on the Code – ‘to the victor, the spoils’.
You can use this command ability at the start of your charge phase if a friendly model with this command ability is on the battlefield. If you do so, pick 1 friendly model with this command ability. You can re-roll charge rolls for friendly BARAK-NAR units that are wholly within 24" of that model until the end of that phase.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-NAR, HERO, SKYFARER, BROKK GRUNGSSON


12"
8
3+
8
WARSCROLL

Endrinmaster with Dirigible Suit

Many Endrinmasters take to the skies in mastercrafted dirigible suits, their aetherturbines allowing them to zoom through the air towards skyvessels in need of repair even as an in-built weapon array blasts their enemies into pieces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethercannon
Aethercannon12"13+2+-2D3
Dirigible Suit Weapon Battery
Dirigible Suit Weapon Battery18"63+3+-11
Gaze of Grungni
Gaze of Grungni9"13+2+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"33+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader

DESCRIPTION

An Endrinmaster with Dirigible Suit is a single model armed with an Aethercannon, Dirigible Suit Weapon Battery, Gaze of Grungni and Aethermatic Saw.

FLY: This model can fly.

ABILITIES

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 3 wounds allocated to that SKYVESSEL.

Hitcher: Kharadron kitted out with buoyancy endrins can attach themselves to a passing skyvessel and move alongside it.
If this model is wholly within 6" of a friendly SKYVESSEL immediately before the SKYVESSEL uses its Fly High ability, you can say that this model will hitch a lift instead of making a normal move (as long as this model has not already made a normal move in the same phase).

If you do so, after that SKYVESSEL has moved, remove this model 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.

COMMAND ABILITIES

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 ENDRINRIGGERS 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 ENDRINRIGGERS unit in that phase.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, ENDRINMASTER


4"
6
4+
7
WARSCROLL

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
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

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

ABILITIES

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).

COMMAND ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, ENDRINMASTER


4"
1
4+
7
WARSCROLL

Thundrik’s Profiteers

Driven by constant competition for promotion, this eclectic band of skyfarers will go to any lengths to secure a valuable haul, and will pepper with volleys of aethershot all those who try to take their wealth.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Volley Gun
Aethermatic Volley Gun18"65+4+-11
Aethershot Rifle
Aethershot Rifle18"43+4+-11
Privateer Pistol
Privateer Pistol12"24+4+-1
Vulcaniser Pistol
Vulcaniser Pistol9"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arkanaut Cutter
Arkanaut Cutter1"24+4+-1
Gun Butt
Gun Butt1"14+4+-1
Skypike
Skypike2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 140
Battlefield Role: Leader
Notes: Unique. Bjorgen Thundrik and Thundrik’s Profiteers must be taken as a set for a total of 140 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Thundrik’s Profiteers is a unit that has 4 models. Garodd Alensen is armed with a Privateer Pistol and Arkanaut Cutter; Enrik Ironhail is armed with an Aethermatic Volley Gun and Gun Butt; Dead-Eye Lund is armed with an Aethershot Rifle and Gun Butt; and Khazgan Drakkskewer is armed with a Vulcaniser Pistol and Skypike.

KHAZGAN DRAKKSKEWER: Add 1 to Khazgan Drakkskewer’s Wounds characteristic. In addition, Khazgan Drakkskewer can fly.

ABILITIES

Thundrik’s Profiteers: The Profiteers are ever eager to win Thundrik’s recognition.
You can add 1 to hit rolls for attacks made by this unit and re-roll battleshock tests for this unit while it is wholly within 9" of BJORGEN THUNDRIK. This ability cannot be used if this unit is part of a garrison.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-NAR, SKYFARER, MARINE, THUNDRIK’S PROFITEERS


Behemoth


14
4+
8
WARSCROLL

Arkanaut Frigate

The sleek and deadly profile of a Arkanaut Frigate is a sight greatly feared by the Kharadron’s many enemies, who know all too well the devastating firepower these airships possess, and the fighting spirit of the privateers they carry into battle.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Sky Cannon: Shrapnel
Heavy Sky Cannon: Shrapnel24"D63+3+-12
Heavy Sky Cannon: Shell
Heavy Sky Cannon: Shell30"13+2+-2D6
Heavy Skyhook
Heavy Skyhook24"13+2+-2D6
Aethershot Carbines
Aethershot Carbines12"43+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"4+4+-1
DAMAGE
Wounds SufferedMoveBoarding WeaponsBomb Racks
0-312", Disengage, Fly High6+1
4-610", Disengage, Fly High50
7-98", Disengage40
10-126"3-1
13+4"2-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Behemoth
Notes: Battleline if BARAK-ZILFIN

DESCRIPTION

An Arkanaut Frigate is a single model armed with Aethershot Carbines, Boarding Weapons and one of the following weapon options: Heavy Sky Cannon; or Heavy Skyhook.

FLYING TRANSPORT: This model can fly, and can be garrisoned by up to 15 friendly MARINE models even though it is not a terrain feature. If this model is in a warscroll battalion, units from the same battalion that can garrison this model can be set up as this model’s garrison when this model is set up.

Halve this model’s Move characteristic and it cannot Fly High if there are 11 or more models in its garrison. Units cannot join or leave this model’s garrison if it has made a move or flown high in the same phase (they can join or leave before it does so). Models in the garrison are not counted towards gaining control of an objective.

An attack made by a weapon that is in range of this model can target either this model or a unit in its garrison. If this model is destroyed, before it is removed from play, roll 1 dice for each model in its garrison. On a 1, that model is slain. Set up any surviving models wholly within 3" of this model and more than 3" from any enemy units.

ABILITIES

Aetheric Navigator and Endrinrigger: A skyvessel’s Navigator guides it into the strongest aetheric winds, while its Endrinrigger works tirelessly to keep it airworthy.
In your hero phase, you can heal 1 wound allocated to this model. In addition, you can re-roll run rolls for this model.

Bomb Racks: The bombs and skymines held in the racks of a Kharadron skyvessel can be swiftly deployed to stop enemy assaults in their tracks.
At the start of the combat phase, you can pick 1 enemy unit within 1" of this model and roll a dice. Add the Bomb Rack modifier from this model’s damage table to the roll. On a 4+, that enemy unit suffers D3 mortal wounds.

Disengage: Kharadron skyvessels can easily disengage from ground-based foes, flying away with all guns blazing.
This model and any models in its garrison can still shoot if this model retreats in the same turn, as long as there are no enemy units that can fly within 3" of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move.

Fly High: Kharadron skyvessels can swiftly soar up high in the air and then dive back down to the battlefield, ready to attack from a new direction.
Instead of making a normal move with this model, if there are less than 7 wounds currently allocated to this model, you can say that it will fly high (it can retreat and disengage). If you do so, remove this model from the battlefield and set it up again more than 1" from any terrain features or objectives and more than 9" from any enemy models.

Heavy Skyhook: Skyhooks are used to pull skyvessels towards the foe.
Add 2 to charge rolls for this model if it is armed with a Heavy Skyhook.

Heavy Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Before attacking with a Heavy Sky Cannon, choose either the Shrapnel or Shell missile weapon characteristics for that shooting attack.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, WAR MACHINE, SKYVESSEL, ARKANAUT FRIGATE


18
3+
8
WARSCROLL

Arkanaut Ironclad

Amongst the heaviest Kharadron ships of the line, the redoubtable Ironclads provide a floating fortress of iron at the heart of any airfleet, bombarding their targets from afar with explosives shells and armour-piercing torpedoes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Sky Cannon: Shrapnel
Great Sky Cannon: Shrapnel24"63+3+-12
Great Sky Cannon: Shell
Great Sky Cannon: Shell30"13+2+-26
Great Skyhook
Great Skyhook24"13+2+-26
Great Volley Cannon
Great Volley Cannon18"4D63+3+-11
Aethershock Torpedoes
Aethershock Torpedoes24"44+3+-1D3
Aethershot Carbines
Aethershot Carbines12"83+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"4+4+-1
DAMAGE
Wounds SufferedMoveBoarding WeaponsBomb Racks
0-310", Disengage, Fly High8+2
4-68", Disengage, Fly High7+1
7-96", Disengage60
10-156"50
16+4"4-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 510
Battlefield Role: Behemoth

DESCRIPTION

An Arkanaut Ironclad is a single model armed with Aethershot Carbines, Aethershock Torpedoes, Boarding Weapons and one of the following weapon options: Great Sky Cannon; Great Skyhook; or Great Volley Cannon.

FLYING TRANSPORT: This model can fly, and can be garrisoned by up to 25 friendly MARINE models even though it is not a terrain feature. If this model is in a warscroll battalion, units from the same battalion that can garrison this model can be set up as this model’s garrison when this model is set up.

Halve this model’s Move characteristic and it cannot Fly High if there are 16 or more models in its garrison. Units cannot join or leave this model’s garrison if it has made a move or flown high in the same phase (they can join or leave before it does so). Models in the garrison are not counted towards gaining control of an objective.

An attack made by a weapon that is in range of this model can target either this model or a unit in its garrison. If this model is destroyed, before it is removed from play, roll 1 dice for each model in its garrison. On a 1, that model is slain. Set up any surviving models wholly within 3" of this model and more than 3" from any enemy units.

ABILITIES

Aetheric Navigator and Endrinrigger: A skyvessel’s Navigator guides it into the strongest aetheric winds, while its Endrinrigger works tirelessly to keep it airworthy.
In your hero phase, you can heal 1 wound allocated to this model. In addition, you can re-roll run rolls for this model.

Bomb Racks: The bombs and skymines held in the racks of a Kharadron skyvessel can be swiftly deployed to stop enemy assaults in their tracks.
At the start of the combat phase, you can pick 1 enemy unit within 1" of this model and roll a dice. Add the Bomb Rack modifier from this model’s damage table to the roll. On a 4+, that enemy unit suffers D3 mortal wounds.

Disengage: Kharadron skyvessels can easily disengage from ground-based foes, flying away with all guns blazing.
This model and any models in its garrison can still shoot if this model retreats in the same turn, as long as there are no enemy units that can fly within 3" of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move.

Fly High: Kharadron skyvessels can swiftly soar up high in the air and then dive back down to the battlefield, ready to attack from a new direction.
Instead of making a normal move with this model, if there are less than 7 wounds currently allocated to this model, you can say that it will fly high (it can retreat and disengage). If you do so, remove this model from the battlefield and set it up again more than 1" from any terrain features or objectives and more than 9" from any enemy models.

Great Skyhook: Skyhooks are used to pull skyvessels towards the foe.
Add 2 to charge rolls for this model if it is armed with a Great Skyhook.

Great Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Before attacking with a Great Sky Cannon, choose either the Shrapnel or Shell missile weapon characteristics for that shooting attack.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, WAR MACHINE, SKYVESSEL, ARKANAUT IRONCLAD


14
3+
10
WARSCROLL

Carmine Dragon

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
DAMAGE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-316"82+
4-614"73+
7-911"64+
10-129"55+
13+6"46+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Behemoth

DESCRIPTION

A Carmine Dragon is a single model armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
Roll a dice each time you allocate a mortal wound to this unit. On a 5+, that mortal wound is negated.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purpleglowing pile of ash.
Do not use the attack sequence for an attack made with a Soul-sheering Blast. Instead roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


Warscroll Battalion


Warscroll Battalion

Grand Armada

When the stakes are high, an Arkanaut Admiral will take personal command of a Grand Armada, gathering a mighty assemblage of skyvessels bristling with aethermatic weaponry and Kharadron privateers who won’t let anything get between them and their share of the impressive haul promised them by their Captains.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 90
Battlefield Role: Warscroll Battalion

ABILITIES

Constitutional Experts: The leader of a Grand Armada is able to wring the maximum advantage from the Kharadron Code.
Once per battle, if the ARKANAUT ADMIRAL or BROKK GRUNGSSON from this battalion is on the battlefield, you can use a footnote even if it has been used before in the same battle.


Warscroll Battalion

Grundstok Escort Wing

ORGANISATION
 • 2-3 Grundstok Gunhaulers
 • 1 Arkanaut Ironclad or Arkanaut Frigate
 • 1 Grundstok Thunderers unit
 • 0-3 Skywardens units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Focused Fire: The units that make up a Grundstok Escort Wing are trained to concentrate their fire upon a single target, destroying it in one devastating volley.
At the start of your shooting phase, you can pick 1 enemy unit for this battalion to focus fire on. If you do so, you can re-roll hit rolls of 1 for attacks made by units from this battalion that target that unit in that phase.


Warscroll Battalion

Iron Sky Attack Squadron

ORGANISATION
 • 2+ Arkanaut Frigates
 • 1 Arkanaut Company unit for each Arkanaut Frigate in the same battalion
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Bold Privateers: The Arkanaut Companies in an Iron Sky Squadron are trained to swiftly disembark from their skyvessels and then charge headlong into the foe.
ARKANAUT COMPANY units from this battalion can leave an ARKANAUT FRIGATE from the same battalion either before or after it has moved. In addition, roll 3D6 instead of 2D6 when making charge rolls for ARKANAUT COMPANY units from this battalion that left an ARKANAUT FRIGATE from the same battalion in the movement phase of the same turn.


Warscroll Battalion

Iron Sky Command

ORGANISATION
 • 0-1 Arkanaut Admiral or Brokk Grungsson
 • 1 Arkanaut Ironclad
 • 3 units chosen from the following list in any combination: Aether-Khemist, Aetheric Navigator, ENDRINMASTER
 • 1 Arkanaut Company unit
 • 1-3 Endrinriggers units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion

ABILITIES

Lords of the Skies: Kharadron are filled with confidence while the flagship of the Iron Sky Command is nearby.
Do not take battleshock tests for friendly KHARADRON OVERLORDS units while they are wholly within 18" of the ARKANAUT IRONCLAD from this battalion.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.

The SKYVESSEL keyword is used in following Kharadron Overlords warscrolls:

None
Behemoth
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.
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.
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.
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.

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

None
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 WAR MACHINE keyword is used in following Kharadron Overlords warscrolls:

None
Behemoth

The SKYVESSEL keyword is used in following Kharadron Overlords warscrolls:

None
Behemoth
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 MARINE keyword is used in following Kharadron Overlords warscrolls:

None
Battleline
Leader

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

Leader

The AETHER-KHEMIST 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.
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.

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

Leader

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

Leader
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.
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.

The ENDRINRIGGERS keyword is used in following Kharadron Overlords warscrolls:

None

The ENDRINMASTER keyword is used in following Kharadron Overlords warscrolls:

Leader

The BJORGEN THUNDRIK keyword is used in following Kharadron Overlords warscrolls:

Leader

The MARINE keyword is used in following Kharadron Overlords warscrolls:

None
Battleline
Leader

The BROKK GRUNGSSON keyword is used in following Kharadron Overlords warscrolls:

Leader

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

Battleline

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

Behemoth

The ENDRINMASTER keyword is used in following Kharadron Overlords warscrolls:

Leader

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

Behemoth
© Vyacheslav Maltsev 2013-2020