High above the clouds of the Mortal Realms there thrives an empire of unrivalled prosperity and aerial power. Guided by the wisdom of their Code, the Kharadron Overlords send forth airship fleets to dominate the skyways – all who challenge the Kharadron’s supremacy are quick to suffer the wrath of their techno-arcane war machines.

This page contains all of the rules you need to field your Kharadron Overlords miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Kharadron Overlords
  Kharadron OverlordsBattletome21.3July 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Be’lakor
  Broken Realms: Be’lakorExpansion21.1August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Quest: Cursed City
  Warhammer Quest: Cursed CityWarscroll2April 2021

Allies

FACTIONALLIES
Kharadron OverlordsCities of Sigmar (DISPOSSESSED and IRONWELD ARSENAL units only), Fyreslayers, Stormcast Eternals

Battle Traits

Sky-ports

From the martial prospectors of Barak-Zon to the piratical raiders of Barak-Mhornar, the duardin of the different sky-ports are highly distinct in their character.

If your army is a Kharadron Overlords army, you can give it a Sky-port keyword from the list below instead of picking an artycle, amendment and footnote for your army. All KHARADRON OVERLORDS units in your army gain that keyword, and you must use the extra abilities listed for that Sky-port on the page indicated.

BARAK-NAR
BARAK-ZILFIN
BARAK-ZON
BARAK-URBAZ
BARAK-MHORNAR
BARAK-THRYNG

If a model already has a Sky-port keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army.

Aether-gold

Aether-gold is the lifeblood of Kharadron society, for this lighterthan- air metal holds their cities aloft, fuels their ships and powers a great deal of their weaponry.

Each KHARADRON OVERLORDS HERO, SKYVESSEL and KHARADRON OVERLORDS unit with 10 or more models starts a battle with 1 share of aether-gold.

Once per phase, you can say that 1 unit from your army that has any shares of aether-gold will spend 1 of them. If you do so, subtract 1 from that unit’s Bravery characteristic for the rest of the battle, but you can pick a triumph it is eligible to use and immediately apply its effect to that unit. Ignore any restrictions on a triumph that say it can only be used once per battle if you pay to use it with a share of aether-gold.

See Guild Triumphs from Broken Realms: Be’lakor for additional triumphs.

Stick to the Code

The Code guides every aspect of the Kharadron’s lives.

When you choose a Kharadron Overlords army, you can pick 1 artycle, 1 amendment and 1 footnote for your army from the tables below. Alternatively, you can roll a D3 on each table to determine your army’s interpretation of the Kharadron Code.

Artycle Table

D3Artycle
1Honour is Everything: You can re-roll hit rolls of 1 for attacks made by friendly KHARADRON OVERLORDS HEROES that target a HERO or MONSTER. 
2Master the Skies: You can re-roll hit rolls of 1 for attacks made by friendly SKYVESSELS that target a unit that can fly
3Settle the Grudges: After armies are set up but before the first battle round begins, pick 1 enemy unit. You can re-roll hit rolls of 1 for attacks made by friendly KHARADRON OVERLORDS units that target that unit. 

Amendment Table

D3Amendment
1Always Take What You Are Owed: Pick up to D3 different KHARADRON OVERLORDS units in your army. Each of those units starts the battle with 1 share of aether-gold in addition to any they normally receive. 
2Prosecute Wars With All Haste: In your first turn, friendly KHARADRON OVERLORDS units can run and still shoot later in the turn. 
3Trust To Your Guns: Add 1 to the Bravery characteristic of friendly KHARADRON OVERLORDS units while they are more than 3" from any enemy units. 

Footnote Table

D3Footnote
1There’s No Reward Without Risk: Once per battle, you can re-roll a charge roll for a friendly KHARADRON OVERLORDS unit. 
2There’s No Trading With Some People: Once per battle, a friendly KHARADRON OVERLORDS unit that has run and/or retreated in the same turn can still shoot and/or charge
3Without Our Ships, We Are Naught: Once per battle, you can heal up to D3 wounds allocated to a friendly SKYVESSEL


Command Traits

Lords of the Sky-fleets

ARKANAUT ADMIRAL only.

D6COMMAND TRAIT
1

Wealthy

This mighty champion has built up a vast fortune during his lucrative career.

This general starts the battle with 2 shares of aether-gold instead of 1.

2

Tough as Old Boots

This renowned officer is amongst the hardiest of their kind.

Add 2 to this general’s Wounds characteristic.

3

Grudgebearer

This leader never forgets a slight, biding their time until they can take revenge!

After armies are set up, pick 1 enemy HERO. Double the damage inflicted by weapons used by this general that target that HERO.

4

Cunning Fleetmaster

This wily admiral never does what the enemy expects.

After armies are set up, but before the first battle round begins, you can make a normal move with 1 friendly SKYVESSEL. It can Fly High unless it is an ARKANAUT IRONCLAD.

5

War Wound

This general’s famous battle wisdom has been painfully learnt.

Roll a dice for this general in your hero phase. On a 1, subtract 1 from hit rolls for this general until your next hero phase. On a 2+, you receive 1 command point.

6

A Scholar and an Arkanaut

This general’s knowledge of the Kharadron code is unrivalled.

You can pick an extra footnote for your army. You cannot pick a footnote your army already has.


Senior Endrineers

ENDRINMASTER only.

D6COMMAND TRAIT
1

Wealthy

This mighty champion has built up a vast fortune during his lucrative career.

This general starts the battle with 2 shares of aether-gold instead of 1.

2

Tough as Old Boots

This renowned officer is amongst the hardiest of their kind.

Add 2 to this general’s Wounds characteristic.

3

Grudgebearer

This leader never forgets a slight, biding their time until they can take revenge!

After armies are set up, pick 1 enemy HERO. Double the damage inflicted by weapons used by this general that target that HERO.

4

Grandmaster

This Endrinmaster’s knowledge of the intricacies of Kharadron skyvessel design is unmatched.

When you use this general’s Endrinmaster ability, add 1 to the number of wounds the ability allows you to heal.

5

Great Tinkerer

This famed inventor is always coming up with ways to improve their creations.

Add 2 to the Attacks characteristic of this general’s Gaze of Grungni weapon.

6

Endrinprofessor

This cantankerous scholar expects perfection from their students.

Once in each of your hero phases, this general can use the By Grungni, I Have My Eye On You! command ability without a command point being spent.


Readers of the Guiding Winds

AETHERIC NAVIGATOR only.

D6COMMAND TRAIT
1

Wealthy

This mighty champion has built up a vast fortune during his lucrative career.

This general starts the battle with 2 shares of aether-gold instead of 1.

2

Tough as Old Boots

This renowned officer is amongst the hardiest of their kind.

Add 2 to this general’s Wounds characteristic.

3

Stormcaller

This brilliant Navigator guides aetheric zephyrs as a maestro conducts an orchestra.

When this general uses their Aetherstorm ability, you can re-roll the dice that determines what effect it has on the enemy unit.

4

Ride the Winds

Nobody can read the wind currents more accurately than this Aetheric Navigator.

Add 3" to the Move characteristic of a SKYVESSEL that has this general in its garrison.

5

Sceptic

This stubborn Navigator refuses to believe that magic is anything but superstition.

Add 1 to dispelling and unbinding rolls for this general.

6

Diviner

This Navigator can use their aethersight to help determine in advance where deposits of aether-gold will be found.

After armies are set up, pick 1 terrain feature or objective. Do not take battleshock tests for friendly KHARADRON OVERLORDS units while they are wholly within 12" of that terrain feature or objective.


Alchemical Innovators

AETHER-KHEMIST only.

D6COMMAND TRAIT
1

Wealthy

This mighty champion has built up a vast fortune during his lucrative career.

This general starts the battle with 2 shares of aether-gold instead of 1.

2

Tough as Old Boots

This renowned officer is amongst the hardiest of their kind.

Add 2 to this general’s Wounds characteristic.

3

Grudgebearer

This leader never forgets a slight, biding their time until they can take revenge!

After armies are set up, pick 1 enemy HERO. Double the damage inflicted by weapons used by this general that target that HERO.

4

A Nose for Gold

This Aether-Khemist’s finely honed senses lead them unerringly to hidden deposits of aether-gold.

Roll a dice for this general in your hero phase. On a 5+, they gain 1 share of aether-gold.

5

Genius in the Making

This Aether-Khemist is already renowned, even though they are a mere stripling only a few dozen seasons old.

The range of this general’s Aetheric Augmentation ability is 18" instead of 12".

6

Collector

This Aether-Khemist spends most of their aether-gold on the acquisition of rare and powerful artefacts.

If you choose this general to have an artefact of power, you can choose 1 extra friendly HERO to have an artefact of power.



Artefacts of Power

Perks of Rank

ARKANAUT ADMIRAL only.

D6ARTEFACT OF POWER
1

Masterwrought Armour

This finely wrought and detailed suit of armour is the acme of the armourer’s art.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6, that wound or mortal wound is negated.

2

Hammer of Aetheric Might

When swung with enough force, this weapon can release its supercharged aether-energies in a brilliant flash.

Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts 1 mortal wound on the target in addition to its normal damage.

3

Gattleson’s Endless Repeater

Named after its famous inventor, this gun houses an aether-supercharger that gives it a tremendous rate of fire.

Add 2 to the Attacks characteristic of the bearer’s Volley Pistol.

4

Rune of Mark

Upon this document is scribed the name of a hated foe; should that foe be slain, the bearer will be richly rewarded.

After armies are set up, pick 1 enemy HERO. If that HERO is slain, before the model is removed from play you can give 1 share of aether-gold each to the 3 closest friendly KHARADRON OVERLORDS units to that HERO.

5

Flask of Vintage Amberwhisky

This rare duardin drink is said to be good for whatever ails you.

Once per battle, in your hero phase, you can either heal up to D6 wounds allocated to the bearer or heal up to 2 wounds allocated to the bearer.

6

Proclamator Mask-hailer

Not even the hardest of hearing can fail to understand any commands issued through a Proclamator Mask-hailer.

Once per battle round, this general can use a command ability on their warscroll without a command point being spent.


Aethermatic Instruments

AETHERIC NAVIGATOR only.

D3ARTEFACT OF POWER
1

Cyclonic Aethometer

This intricate device adds to the fury of any aetherstorm that its bearer creates.

When you use the bearer’s Aetherstorm ability, add 1 to the dice roll that determines its effect.

2

Svaregg-Stein ‘Illuminator’ Flarepistol

This highly prized ranging pistol lights up its mark, making it an easy target for other skyfarers and vessels that shoot at it.

The first time in a battle that the bearer’s Ranging Pistol scores a hit on an enemy unit, you can re-roll hit rolls for attacks made by other friendly KHARADRON OVERLORDS units that target that enemy unit in the same phase.

3

Voidstone Orb

This small, unassuming black globe contains the power to disrupt spells that an enemy might try to cast.

Once per battle, when you use the bearer’s Aethersight ability, you can say that the bearer will use their Voidstone Orb. If you do so, the dispelling or unbinding roll for that use of the ability is automatically successful (do not roll the dice).


Ingenious Gadgets

ENDRINMASTER only.

D3ARTEFACT OF POWER
1

Cogmonculus

This small cogwork automaton keeps the Endrinmaster’s equipment in perfect working order.

Once per phase, you can re-roll 1 hit or wound roll for an attack made by the bearer, or re-roll 1 save roll for an attack that targets the bearer. You cannot use this ability to re-roll more than 1 dice per phase.

2

Aetherquartz Monolens

This expertly crafted crystal lens greatly increases the range of any Gaze of Grungni projector it is attached to.

The bearer’s Gaze of Grungni has a Range of 18" instead of 9".

3

Seismic Shock-gauntlets

When the bearer moves swiftly, these kinetically powered gauntlets gather large amounts of energy that can be unleashed upon contact with the foe.

After the bearer makes a charge move, you can pick 1 enemy unit within 1" of the bearer and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

D3ARTEFACT OF POWER
1

Aether-injection Boosters

These powerful boot-jets allow the wearer to quickly escape from combat.

When the bearer retreats, they can use the Disengage and Fly High abilities from the Grundstok Gunhauler warscroll.

2

Phosphorite Bomblets

When these grenades explode, they scatter blazing phosphorite all around that burns with a white-hot heat.

Once per battle, in your shooting phase, you can pick 1 unit within 6" of this model and roll a dice. On a 2+, that unit suffers 1 mortal wound you can roll again. Keep on rolling until the target is destroyed or you roll a 1.

3

Miniaturised Aethermatic Repulsion Field

This small device pushes arcane energies away from the one who carries it.

Each time the bearer is affected by a spell or endless spell, you can roll a dice. If you do so, on a 3+, ignore the effects of that spell on the bearer.


Aether-gold Inventions

AETHER-KHEMIST only.

D3ARTEFACT OF POWER
1

Emergency Ventplates

When these vents are triggered they belch forth an opaque cloud of harmless vapour that hides the Aether-Khemist from sight.

Once per battle, at the start of the enemy shooting phase, you can say that the bearer will use their Emergency Ventplates. If you do so, until the end of that phase, subtract 1 from hit rolls for attacks that target the bearer and attacks that target friendly units wholly within 6" of the bearer.

2

Caustic Anatomiser

When special gas canisters in this anatomiser are triggered, the bearer is surrounded by a dense cloud of deadly corrosive gas.

Once per battle, at the start of the combat phase, you can say that the bearer will use their Caustic Anatomiser. If you do so, roll a dice for each enemy model within 6" of this model. For each 5+, that model’s unit suffers 1 mortal wound.

3

Spell in a Bottle

This Aether-Khemist has used the alchemical arts to transmute an endless spell into an inert gas and trap it in a carefully crafted container. When the container is shattered, the endless spell is freed.

Pick 1 endless spell. Any endless spell can be chosen (all restrictions are ignored) but you must pay any points required for the model. Once per battle, the bearer can automatically cast that endless spell (do not roll 2D6) and it cannot be unbound.



Great Endrinworks

If a Kharadron Overlords army includes any SKYVESSELS, 1 of those SKYVESSELS can have a great endrinwork. Declare which SKYVESSEL has the great endrinwork and then pick which great endrinwork table you wish to use. You can choose or roll for a great endrinwork from the table you pick. You can choose 1 extra SKYVESSEL to have a great endrinwork for each warscroll battalion in your army. A SKYVESSEL cannot have more than 1 great endrinwork, and an army may not include duplicates of the same great endrinwork.

Ironclad Major Installations

ARKANAUT IRONCLAD only.

D6GREAT ENDRINWORK
1

The Last Word

When all seems lost, this vessel’s greatest weapon continues to thunder.

At the end of the enemy charge phase you can pick 1 enemy unit that finished a charge move in that phase within 3" of this model. This model can shoot at that unit with its Great Sky Cannon, Great Skyhook or Great Volley Cannon.

2

Hegsson Solutions ‘Old Reliable’ Hullplates

These hullplates are renowned for their ability to absorb damage without failing.

Add 2 to this model’s Wounds characteristic.

3

Ebullient Buoyancy Aid

This aetherenhancing unit increases the buoyancy of even the largest ships, making it particularly useful in thin atmospheres.

This model can Fly High and/or Disengage even while it has a garrison of 16 or more models.

4

Prudency Chutes

These reliable safety devices allow passengers to safely evacuate a crippled skyvessel.

If this model is destroyed, you do not have to roll to see if models in its garrison are slain (they all survive).

5

Magnificent Omniscope

This apparatus makes the winds aetheric clearly visible to the ship’s Navigator.

Add 2" to this model’s Move characteristic.

6

Zonbarcorp ‘Dealbreaker’ Battle Ram

The Dealbreaker is a large battering ram that smashes opponents to the ground.

After this model makes a charge move, you can pick 1 enemy unit within 1" of this model, and roll a number of dice equal to the charge roll for that charge move. For each 4+, that enemy unit suffers 1 mortal wound.


Frigate Refittings

ARKANAUT FRIGATE only.

D3GREAT ENDRINWORK
1

Magnificent Omniscope

This apparatus makes the winds aetheric clearly visible to the ship’s Navigator.

Add 2" to this model’s Move characteristic.

2

Prudency Chutes

These reliable safety devices allow passengers to safely evacuate a crippled skyvessel.

If this skyvessel is destroyed, you do not have to roll to see if models in its garrison are slain (they all survive).

3

Malefic Skymines

Invented during the Great Harpy Migrations, these mines pack a mean punch.

Once per battle, at the start of the combat phase, you can pick 1 enemy unit that can fly and is within 6" of this model and roll a dice. On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4+, that enemy unit suffers D6 mortal wounds.


Gunhauler Modifications

GRUNDSTOK GUNHAULER only.

D3GREAT ENDRINWORK
1

Iggrind-Kaz Surge-injection Endrin Mk. IV

This skyvessel’s endrinsphere lets its Captain boost it across the skies, though at the risk of the endrinsphere overheating.

When this model makes a normal move or retreats, you can add D3" to that move. If you wish, you can add 2D3" to that move instead of D3", but if you do so and you roll a double, then this model suffers 1 mortal wound after the move is made.

2

Zonbarcorp ‘Debtsettler’ Spar Torpedo

A powerful torpedo is mounted to the front of this skyvessel at the end of a sturdy spar. When the warhead strikes an object, it explodes with devastating force.

Once per battle, after this model makes its first charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D6 mortal wounds.

3

Coalbeard’s Collapsible Compartments

This Gunhauler is fitted with small compartments that allow it to carry passengers.

This model can use the FLYING TRANSPORT ability from the Arkanaut Ironclad warscroll. If it does so, the maximum number of models that can garrison it is 5 instead of 25, and it can always Fly High and/or Disengage no matter how many models are in its garrison.



Sky-ports

These rules can be used by units in a Kharadron Overlords army that have been given the appropriate keyword (see the Sky-ports Battle Trait).

Barak-Mhornar, the City of Shadow

What some call piracy, those of Barak-Mhornar simply view as clever opportunism. Always skirting the boundaries of accepted practice when it comes to matters of the Code, these duardin prefer to strike without warning, killing their quarry and stripping them of anything valuable before disappearing into the shadows.

ABILITIES
Fearsome Raiders: By attacking rapidly from unexpected quarters, the denizens of the City of Shadow strike fear in the hearts of their foes.
Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly BARAK-MHORNAR units.

KHARADRON CODE
Your army must use the following interpretation of the Kharadron Code:

Artycle – Seek New Prospects: You can re-roll battleshock tests for friendly BARAK-MHORNAR units while they are wholly within your opponent’s territory.

Amendment – Prosecute Wars With All Haste: In your first turn, friendly BARAK-MHORNAR units can run and still shoot later in the turn.

Footnote – Who Strikes First, Strikes Hardest: Once per battle, at the start of your combat phase, you can pick 1 friendly BARAK-MHORNAR unit that is within 3" of an enemy unit. That friendly unit fights at the start of that combat phase, but cannot fight again in that combat phase unless an ability or spell allows it to fight more than once.

COMMAND TRAIT
A BARAK-MHORNAR general must have this command trait instead of one listed in Command Traits section.

Opportunistic Privateer: This feared buccaneer strikes swiftly and without warning, crushing their enemies before they have a chance to react.
If this general is part of the garrison of a SKYVESSEL that is on is on the battlefield after armies are set up but before the first battle round begins, you can remove that SKYVESSEL from the battlefield and set it up again anywhere more than 9" from any enemy units. If you do so, that SKYVESSEL cannot make a normal move or retreat in the first battle round, and units in its garrison cannot leave the garrison in the first battle round.

ARTEFACT OF POWER
The first BARAK-MHORNAR NAVIGATOR to receive an artefact of power must be given the Galeforce Stave.

Galeforce Stave: This mighty device can be used to direct great gusts of aetheric winds at a charging foe, slowing their charge down to a crawl.
At the start of the enemy charge phase, you can pick 1 enemy unit within 12" of the bearer. Halve charge rolls for that unit in that phase.

Barak-Nar, City of the First Sunrise

The brightest jewel in the Kharadron empire is the sky-port of Barak-Nar. A titan of cutting-edge science and industry, the City of the First Sunrise can boast more airfleets than any of its rivals, each commanded by an intrepid officer armed to the teeth with the latest aethermatic weaponry.

ABILITIES
Scholars and Commanders: The leaders of Barak-Nar embrace the laws of science, using the knowledge they have gained to help defeat their foes.
At the start of the first battle round, roll a dice for each friendly BARAK-NAR HERO on the battlefield (including any that are part of a garrison). For each 4+, you receive 1 extra command point.

KHARADRON CODE
Your army must use the following interpretation of the Kharadron Code:

Artycle – Respect Your Commanders: You can re-roll battleshock tests for friendly BARAK-NAR units while they are wholly within 12" of a friendly BARAK-NAR HERO.

Amendment – Trust Aethermatics, Not Superstition: Each BARAK-NAR HERO can attempt to unbind 1 spell in the enemy hero phase. If they can already attempt to unbind a spell, they can attempt to unbind 1 extra spell in the enemy hero phase.

Footnote – Through Knowledge, Power: Add 1 to unbinding rolls for BARAK-NAR HEROES.
COMMAND TRAIT
A BARAK-NAR general must have this command trait instead of one listed in Command Traits section.

Champion of Progress: Barak-Nar is at the very forefront of the Kharadron Overlords’ advance, and the confidence of their leaders is palpable.
Do not take battleshock test for friendly BARAK-NAR units while they are wholly within 12" of this general.

ARTEFACT OF POWER
The first BARAK-NAR HERO to receive an artefact of power must be given the Aethercharged Rune.

Aethercharged Rune: This rune is infused with a glowing charge of aether-power, which can be drawn upon by its bearer when the need arises.
Once per battle you can change either 1 hit roll for an attack made by the bearer or 1 save roll for an attack that targets the bearer to the roll of your choice.

Barak-Thryng, City of the Ancestors

Truculent, ill-tempered, stuck in the past and set in their ways: these are just a few terms used by rival sky-ports to describe those who hail from Barak-Thryng. These ultra-conservative duardin judge everything against the glories of the past, and inevitably find that it measures short.

ABILITIES
Incredibly Stubborn: The warriors of Barak-Thryng will often deny death long enough to get in a last blow.
If a friendly SKYFARERS model is slain while it is within 3" of an enemy unit, roll a dice. On a 4+, that model can fight before it is removed from play.

KHARADRON CODE
Your army must use the following interpretation of the Kharadron Code:

Artycle – Chronicle of Grudges: After armies are set up but before the first battle round begins, pick up to 3 different enemy units. You can re-roll hit rolls of 1 for attacks made by friendly BARAK-THRYNG units that target those units.

Amendment – Take Help Where You Can Get It: 1 in every 4 units in a Barak-Thryng army can be a coalition unit (see below) from the Cities of Sigmar or Fyreslayers faction that has the DUARDIN keyword.

COALITION UNITS
Coalition units are ignored when determining if the units in the army are from a single faction. Coalition units cannot be generals.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.

Footnote – Honour the Gods, Just in Case: Once per battle, at the start of your shooting phase or a combat phase, you can pick 1 friendly BARAK-THRYNG unit.

Until the end of that phase, unmodified hit rolls of 6 for attacks made by that unit score 2 hits on the target instead of 1. Make a wound and save roll for each hit.
COMMAND TRAIT
A BARAK-THRYNG general must have this command trait instead of one listed in Command Traits section.

Supremely Stubborn: This commander is notoriously stubborn, even for a lord of Barak-Thryng.
When you use the Incredibly Stubborn ability for this general, they can fight on a roll of 2+ instead of 4+.

ARTEFACT OF POWER
The first BARAK-THRYNG SKYFARER HERO to receive an artefact of power must be given the Grudgehammer.

Grudgehammer: These ancient and highly revered hammers are said to be especially deadly when they are used to settle long-remembered slights.
Pick one of the bearer’s melee weapons. Add 1 to hit rolls for attacks made by that weapon. In addition, if the unmodified wound roll for an attack made by that weapon that targets an enemy unit which was picked for the Chronicle of Grudges artycle is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage.

Barak-Urbaz, the Market City

Those of Barak-Urbaz are notorious even amongst the Kharadron for their ability to employ subtleties and technicalities in the Code for their own benefit. This officious attitude is exemplified by the sky-port’s Aether-Khemists, who can wring more power from their alchemical compounds than any of their peers.

ABILITIES
The Market City: Barak-Urbaz Codewrights can squeeze every last drop of profit from any situation.
Do not subtract 1 from the Bravery characteristic of an BARAK-URBAZ unit that spends a share of aether-gold.

KHARADRON CODE
Your army must use the following interpretation of the Kharadron Code:

Artycle – Seek New Prospects: You can re-roll battleshock tests for friendly BARAK-URBAZ units while they are wholly within your opponent’s territory.

Amendment – Always Take What You Are Owed: Pick up to D3 different friendly BARAK-URBAZ units. Each of those units starts the battle with 1 share of aether-gold in addition to any they normally receive.

Footnote – Where There’s War, There’s Gold: Once per battle, at the end of the combat phase, 1 friendly SKYFARERS unit that fought in that phase gains 1 share of aether-gold.

COMMAND TRAIT
A BARAK-URBAZ GENERAL THAT IS AN AETHER-KHEMIST must have this command trait instead of one listed in Command Traits section.

Khemist Supreme: The Aether-Khemists of Barak- Urbaz are paragons of their chemical-based craft.
Replace the rules for this general’s Aetheric Augmentation ability with: ‘In your hero phase you can pick 2 friendly SKYFARERS units wholly within 12" of this model. Until your next hero phase, you can re-roll wound rolls of 1 for attacks made by those units. 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.’

ARTEFACT OF POWER
The first BARAK-URBAZ SKYVESSEL to receive a great endrinwork must be given the Breath of Morgrim.

Breath of Morgrim: The prow of this skyvessel has been modified to belch forth great clouds of toxic gas.
In your shooting phase, you can pick 1 enemy unit and roll 1 dice for each model from that unit within 6" of the bearer. For each 6, that unit suffers 1 mortal wound.

Barak-Zilfin, the Windswept City

There are no finer aeronautical sailors than those out of Barak-Zilfin, as they themselves are only too happy to point out. On countless occasions the skilful manoeuvres and breathtaking speed of the sky-port’s elite airfleets have carried the day against seemingly impossible odds.

ABILITIES
Magnificent Skyvessels: The skyvessels of the Barak-Zilfin fleets are second to none.
You can choose 1 extra SKYVESSEL in your army to have a great endrinwork.

KHARADRON CODE
Your army must use the following interpretation of the Kharadron Code:

Artycle – Master the Skies: You can re-roll hit rolls of 1 for attacks made by friendly SKYVESSELS that target a unit that can fly.

Amendment – Don’t Argue With the Wind: In your movement phase, if you declare a friendly BARAK-ZILFIN unit will run, do not make a run roll. Instead, add 6" to the Move characteristic of all models in that unit for that phase.

Footnote – There’s Always a Breeze If You Look For It: Once per battle, in your hero phase, 1 friendly BARAK-ZILFIN unit can make a normal move, or retreat or disengage.

COMMAND TRAIT
A BARAK-ZILFIN general that is an ARKANAUT ADMIRAL must have this command trait instead of one listed in Command Traits section.

Master Commander: The Admirals of Barak-Zilfin read their fleets’ movements with expert skill, reacting swiftly when opportunity presents itself.
If this general is part of your army and on the battlefield, each time you spend a command point to use a command ability on this general’s warscroll, roll a dice. On a 5+, you receive 1 extra command point.

ARTEFACT OF POWER
The first BARAK-ZILFIN HERO to receive an artefact of power must be given the Staff of Ocular Optimisation.

Staff of Ocular Optimisation: Highly refined lenses and aether filters allow the owner of this device to accurately see through any murk.
Pick 1 of the bearer’s missile weapons. Add 1 to hit rolls for attacks made by that weapon.

Barak-Zon, City of the Sun

Highly militaristic and prideful of their unrivalled martial heritage, Arkanauts of Barak-Zon long to prove themselves in battle and earn the famous Ironstar – a medal awarded only for acts of exceptional valour. There are no finer soldiers in all the sky-ports than those trained within the drillhouses of the City of the Sun.

ABILITIES
Deeds, Not Words: The martially minded warriors of Barak-Zon are famous for taking the fight straight to the foe, launching glorious charges that see them strike at the foe with great vigour.
Add 1 to wound rolls for attacks made with melee weapons by friendly SKYFARERS units that made a charge move in the same turn, and add 1 to hit rolls for attacks made with melee weapons by friendly SKYWARDENS units that made a charge move in the same turn.

KHARADRON CODE
Your army must use the following interpretation of the Kharadron Code:

Artycle – Honour is Everything: You can re-roll hit rolls of 1 for attacks made by friendly BARAK-ZON HEROES that target a HERO or MONSTER.

Amendment – Leave No Duardin Behind: Add 2 to the Bravery characteristic of friendly SKYFARERS units while they are wholly within 12" of a friendly SKYVESSEL.

Footnote – Show Them Your Steel: Once per battle, in your hero phase, 1 friendly SKYFARERS unit that is part of a garrison on a SKYVESSEL can leave that garrison. Set up that unit wholly within 3" of that SKYVESSEL and more than 9" from any enemy units.
COMMAND TRAIT
A BARAK-ZON general must have this command trait instead of one listed in Command Traits section.

Bearer of the Ironstar: The famed Ironstar of Barak-Zon is awarded only for feats of singular valour.
The first time this general is slain, before removing them, roll a dice. On a 2+ they are not slain, you can heal up to D3 wounds allocated to them, and any wounds remaining to be allocated to them are negated.

ARTEFACT OF POWER
The first BARAK-ZON HERO to receive an artefact of power must be given the Aethersped Hammer.

Aethersped Hammer: This aethermatically enhanced hammer allows the user to strike again and again at ferocious speed.
Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon.


Guild Triumphs

If you have a Kharadron Overlords army, when you pick a triumph, you can choose from the triumphs in the following tables in addition to any other triumphs you can choose from.

Universal Triumphs

Universal Triumphs from Core Rules.

Bloodthirsty

Victory has made this army eager for the fight.
Once per battle, after you make a charge roll for a friendly unit, you can say that it is bloodthirsty. If you do so, you can re-roll that charge roll.

Inspired

The warriors of this army are filled with such conviction that they cut down their foes without pause or mercy.
Once per battle, after you pick a friendly unit to shoot or fight, you can say that it is inspired. If you do so, add 1 to wound rolls for attacks made by that unit until the end of that phase.

Indomitable

The dauntless warriors that make up this army will stand fast even in the face of overwhelming odds.
Once per battle, after you take a battleshock test for a friendly unit, you can say it is indomitable. If you do so, no models from that unit will flee in that battleshock phase.

Aether-khemists Guild

Overcharged Aetheric Augmentation: Once per battle, before a friendly AETHER-KHEMIST uses their Aetheric Augmentation ability, you can say that it is overcharged. If you do so, you can instead pick 1 friendly SKYFARERS unit wholly within 18" of that model. If that model has the Khemist Supreme command trait, you can instead pick 2 friendly SKYFARERS units wholly within 18" of that model. In both cases, the ability can be used even if the AETHER-KHEMIST is part of a garrison but only on SKYFARERS units that are part of the same garrison as the AETHER-KHEMIST.

Large-calibre Augmentation: Once per battle, when a friendly SKYVESSEL that has an AETHER-KHEMIST in its garrison is picked to shoot, you can say that they will perform large-calibre augmentation. If you do so, pick 1 missile weapon that the SKYVESSEL is armed with. You can re-roll wound rolls of 1 for attacks made with that weapon until the end of that phase.

Nav-league

Focused Aethersight: Once per battle, before a friendly AETHERIC NAVIGATOR attempts to dispel an endless spell or unbind a spell, you can say that they will focus their aethersight. If you do so, you can re-roll that dispelling roll or unbinding roll.

Ride the Storm: Once per battle, before a friendly AETHERIC NAVIGATOR that is in a SKYVESSEL’s garrison uses their Aetherstorm ability, you can say that they will ride the storm. If you do so, add D6" to that SKYVESSEL’s Move characteristic until the end of that turn, and you can re-roll run and charge rolls for that SKYVESSEL until the end of that turn.

Endrineers Guild

The Gaffer’s Motivation: Once per battle, in your hero phase, you can pick 1 friendly ENDRINMASTER and say that they will ‘motivate’ their apprentices. If you do so, that ENDRINMASTER can use their By Grungni, I Have My Eye On You! command ability without a command point being spent, and you can add 1 to the number of wounds healed by the ENDRINRIGGERS unit.

Blow the Magazine: Once per battle, when a friendly SKYVESSEL that has an ENDRINMASTER in its garrison is destroyed, before you roll to see if models in its garrison are slain, you can say that the Endrinmaster will blow the magazine. If you do so, roll a dice. On a 1, nothing happens. On a 2-3, each enemy unit within 3" of that SKYVESSEL suffers 1 mortal wound. On a 4-5, each enemy unit within 3" of that SKYVESSEL suffers D3 mortal wounds. On a 6, each enemy unit within 3" of that SKYVESSEL suffers D6 mortal wounds. Then, roll to see if garrisoned models are slain, set up survivors and remove the SKYVESSEL from play, as described in the FLYING TRANSPORT rules.


Battleplans

Battleplan

Prospectors Down!

The life of an Arkanaut is a dangerous one, and every duardin knows the risks of their profession. Many are the vessels that have been lost to mishap, monster or maelstrom, with no trace of their crews. Occasionally, however, the survivors of such an event manage to get a message back to their kin, and a rescue mission is launched with all haste. It becomes a race to recover the lost duardin – and their aether-gold – before anyone else discovers them.

This battleplan lets you stage a daring rescue with your force of Kharadron Overlords, even as the enemy bears down on the survivors, intent on their destruction.

THE ARMIES
Each player picks an army. One player is the Kharadron Overlords player. The other player is the Opportunist. The Kharadron Overlords player must use a Kharadron Overlords army, and it must include at least 1 unit that can fly and 1 unit that cannot fly.

Contingents
Once the Kharadron Overlords player has picked their army, they must split it into a survivors contingent and a rescuers contingent. Each contingent must have at least 1 unit. The survivors cannot include any units that can fly. The rescuers must all be able to fly, or arrive on the battlefield as part of the garrison of a rescuers unit that can fly.

The Kharadron Overlords player can pick 2 generals instead of 1. One general must be part of the survivors contingent, and 1 general must be part of the rescuers contingent.

THE BATTLEFIELD
The Kharadron player must first set up 1 terrain feature wholly within their territory. Set up the rest of the terrain as described in the core rules.

SET-UP
The Kharadron Overlords player sets up their survivors contingent first, wholly within their territory. The rescuers contingent starts the battle in reserve, and will arrive as described later.

The Opportunist then sets up their army wholly within their territory, more than 12" from enemy units. The territories are shown on the map below.

FIRST TURN
The Opportunist takes the first turn in the first battle round.

COMMAND ABILITIES
The following additional command abilities can be used in this battle.

Sell Your Lives Dearly: The leader of the survivors knows that they are out of time, and they prepare to make the enemy pay.
The Kharadron Overlords player can use this command ability in the combat phase if the general of the survivors contingent is on the battlefield. If they do so, until the end of that phase, when a friendly Kharadron Overlords model from the survivors contingent is slain within 12" of the general of the survivors contingent, roll a dice before the slain model is removed from play. On a 5+, that model can shoot before it is removed.

Here Comes the Fleet: The commander of the relief force boldly promises the rescue of the beleaguered duardin on the ground.
The Kharadron Overlords player can use this command ability in the battleshock phase if the general of the rescuers contingent is on the battlefield. If they do so, until the end of that phase, do not take battleshock tests for friendly KHARADRON OVERLORDS units wholly within 24" of the general of the rescuers contingent.

Strike Fast: The general of the Kharadron’s foes urges their warriors on, demanding that they kill the survivors of the crash before any reinforcements arrive.
The Opportunist can use this command ability in their hero phase if their general is on the battlefield. If they do so, the Opportunist can re-roll run or charge rolls for Opportunist units until their next hero phase.

RIDE OF THE OVERLORDS
At the end of the Kharadron Overlords’ first movement phase, the Kharadron Overlords player must set up the rescuers contingent. The Kharadron Overlords players rolls a dice and consults the map to see which edge of the battlefield corresponds with that roll. If the roll is a 5 or 6, they can choose the edge. They must set up all of the units in the rescuers contingents, wholly within 12" of that edge and more than 9" from any enemy units.

BATTLE LENGTH
The battle lasts until a player wins a major victory or for 5 battle rounds, whichever happens first.

GLORIOUS VICTORY
If the Opportunist has no models on the battlefield at the end of a battle round, the Kharadron Overlords player wins a major victory.

If the Kharadron Overlords player has no models from the survivors contingent on the battlefield at the end of a battle round, the Opportunist wins a major victory.

If half or more of the models from the survivors contingent are still on the battlefield at the end of the fifth battle round, the Kharadron Overlords player wins a minor victory.

If less than half of the models from the survivors contingent are still on the battlefield at the end of the fifth battle round, the Opportunist wins a minor victory.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Kharadron Overlords Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollower Rolls
Arkanaut Admiral4 rolls
Endrinmaster with Dirigible Suit2 rolls
HERO FOLLOWERS TABLE (uses 1 roll)
D6Followers
1-2Endrinmaster with Endrinharness
3-4Aetheric Navigator
5-6Aether-Khemist
SKYFARERS FOLLOWERS TABLE (uses 1 roll)
D6Followers
1-210 Arkanaut Company
3-45 Grundstok Thunderers
5-63 Skywardens or Endrinriggers
SKYVESSEL FOLLOWERS TABLE (uses number of rolls and glory points shown below)
D6Followers
1-3Grundstok Gunhauler (2 rolls, or 1 roll and 1 glory point)
4-5Arkanaut Frigate (3 rolls, or 1 roll and 2 glory points)
6Arkanaut Ironclad (5 rolls, or 1 roll and 4 glory points)

Skyfarers Rewards Table

D6REWARD
1

Deeds, Not Words

These warriors see great honour in taking the fight straight to the foe.

Add 1 to wound rolls for attacks made with melee weapons by this unit if it made a charge move in the same turn.

2

Incredibly Stubborn

These duardin are extremely tenacious, and will often deny death long enough to get in one last telling blow.

If a model from this unit is slain while it is within 3" of enemy unit, roll a dice. On a 6, that model can fight before it is removed from play.

3

Fearsome Raiders

These skyfarers attack rapidly from unexpected quarters, striking fear into the hearts of their foes.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly units with this ability.

4

Bold Privateers

These duardin are trained to swiftly disembark from their skyvessel and then charge headlong into the foe.

This unit can leave a friendly ARKANAUT FRIGATE either before or after it has moved. Roll 3D6 instead of 2D6 when making charge rolls for this unit if it left a friendly ARKANAUT FRIGATE in the movement phase of the same turn.

5

Focused Fire

These skyfarers are adept at concentrating their fire upon a single target, destroying it with one devastating volley.

At the start of your shooting phase, you can pick 1 enemy unit for this unit to focus fire on. If you do so, models from this unit can only target that unit in that phase, but you can re-roll hit rolls of 1 for attacks made by this unit in that phase.

6

Carefully Trained

You can pick the result you wish to apply to the unit.


Champion and Hero Rewards Table

D6REWARD
1

Opportunistic Privateer

This feared buccaneer strikes swiftly and without warning, crushing their enemies before they have a chance to react.

If this model is on the battlefield after armies are set up but before the first battle round begins, you can pick this model and up to 2 other friendly units. Remove this model and those units from the battlefield and then set them up again anywhere on the battlefield more than 9" from any enemy units and so that all of the units are wholly within 12" of this model. Units set up in this way cannot make a normal move or retreat in the first battle round.

2

Champion of Progress

This champion is at the very forefront of the Kharadron Overlords’ advance, and their confidence is palpable.

Do not take battleshock test for friendly units while they are wholly within 12" of this model.

3

Valorous

This champion has become renowned for their exceptional valour.

The first time this model is slain, before removing them, roll a dice. On a 2+ they are not slain, you can heal up to D3 wounds allocated to them, and any wounds remaining to be allocated to them are negated.

4-5

Command Trait

This champion has become a master of their craft.

Randomly generate 1 command trait for this champion from one of the command trait tables.

6

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate 1 artefact of power for this champion from one of the artefact of power tables.


Skyvessel Rewards Table

D6REWARD
1

Master Helmsmen

The skyfarer that controls this vessel’s wheel is exceptionally skilled.

You can re-roll run and charge rolls for this model.

2

Master Gunner

The skyfarer that commands this vessel’s guns is a hard taskmaster.

You can re-roll 1 hit roll for this model each phase.

3

Windrider

This vessel catches the aetheric winds like no other.

Add 1" to this model’s Move characteristic.

4

Focused Fire

The crew of this skyvessel are trained to concentrate their fire upon a single target, destroying it with one devastating volley.

At the start of your shooting phase, you can pick 1 enemy unit for this model to focus fire on. If you do so, this model can only target that unit in that phase, but you can re-roll hit rolls of 1 for attacks made by this model in that phase.

5-6

Great Endrinworks

This skyvessel has been upgraded with an endrinwork produced by a master shipwright.

Randomly generate 1 great endrinwork for this model from one of the great endrinworks tables.


The DISPOSSESSED keyword is used in the following Cities of Sigmar warscrolls:

None
Battleline
Leader

The IRONWELD ARSENAL keyword is used in the following Cities of Sigmar warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth

The KHARADRON OVERLORDS and HERO keywords are used in the following Kharadron Overlords warscrolls:

Leader

The SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

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

Leader
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.

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

Behemoth

The ENDRINMASTER keyword is used in the following Kharadron Overlords warscrolls:

Leader
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

Leader
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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

Leader
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Behemoth

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

None

The BARAK-MHORNAR and AETHERIC NAVIGATOR keywords are used in the following Kharadron Overlords warscrolls:

Leader

The BARAK-NAR and HERO keywords are used in the following Kharadron Overlords warscrolls:

Leader

The BARAK-THRYNG keyword is used in the following Kharadron Overlords warscrolls:

None
Battleline
Leader
Behemoth

The BARAK-THRYNG, SKYFARER and HERO keywords are used in the following Kharadron Overlords warscrolls:

Leader

The BARAK-URBAZ keyword is used in the following Kharadron Overlords warscrolls:

None
Battleline
Leader
Behemoth

The BARAK-URBAZ and AETHER-KHEMIST keywords are used in the following Kharadron Overlords warscrolls:

Leader

The BARAK-URBAZ and SKYVESSEL keywords are used in the following Kharadron Overlords warscrolls:

None
Behemoth

The BARAK-ZILFIN keyword is used in the following Kharadron Overlords warscrolls:

None
Battleline
Leader
Behemoth

The BARAK-ZILFIN and HERO keywords are used in the following Kharadron Overlords warscrolls:

Leader
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.

The SKYWARDENS keyword is used in the following Kharadron Overlords warscrolls:

None

The BARAK-ZON and HERO keywords are used in the following Kharadron Overlords warscrolls:

Leader
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
© Vyacheslav Maltsev 2013-2021