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.
|Kharadron Overlords||Battletome||3||May 2023|
|Battlescroll: Andtor||Rulebook||3||August 2023|
|Regiments of Renown|
|Regiments of Renown||Warscroll||3||July 2023|
|Dawnbringers Book I: Harbingers|
|Dawnbringers Book I: Harbingers||Expansion||3||June 2023|
|Broken Realms: Be’lakor|
|Broken Realms: Be’lakor||Expansion||2||July 2022|
|Warhammer Legends: Monstrous Arcanum|
|Warhammer Legends: Monstrous Arcanum||Expansion||3||August 2021|
|Warhammer Quest: Cursed City|
|Warhammer Quest: Cursed City||Warscroll||2||April 2021|
|Q:||Can units embarked in a TRANSPORT VESSEL be affected by abilities that require models in the unit to be removed from the battlefield and set up again? For example, can a unit of Endrinriggers or Skywardens use the Grapnel Launcher ability while embarked in a TRANSPORT VESSEL?|
|Q:||Can TRANSPORT VESSELS be affected by abilities that remove them from the battlefield and set them up again (for example, the Soulscream Bridge’s Deathly Passage ability) while units are embarked in them? If yes, when the TRANSPORT VESSEL is set up again, are the units embarked in it still embarked?|
Yes to both. If there are any additional effects that apply to the TRANSPORT VESSEL when it is set up again (such as not being able to make a normal move or run in the same phase), these effects also apply to the embarked units.
|Q:||If a HERO bearing the ‘Tuskhelm’ artefact of power (see General’s Handbook 2022-23 – Season 2) is embarked on a TRANSPORT VESSEL that makes a charge move, does the ‘Tuskhelm’ ability come into effect?|
No. Although the bearer is considered to have charged, no charge roll was made for the bearer and so no dice can be rolled for the ‘Tuskhelm’ ability.
|Q:||If a unit embarked in a TRANSPORT VESSEL receives the ‘Rally’ command, can I return models to that unit beyond the limit on the number of models that can be embarked in that TRANSPORT VESSEL?|
No, you can return models to that unit up to the limit on the number of models that can be embarked in that TRANSPORT VESSEL.
|Q:||If a unit disembarks from a TRANSPORT VESSEL, does it still count as having made the same types of moves that the TRANSPORT VESSEL made when it was still embarked?|
|Q:||If a TRANSPORT VESSEL receives the ‘Disengage’ command, can any units that retreated before embarking in that TRANSPORT VESSEL still shoot in that turn?|
|Q:||If a TRANSPORT VESSEL receives the ‘Redeploy’ command, can units embarked in that TRANSPORT VESSEL receive the ‘Unleash Hell’ command in that turn?|
|Q:||If an endless spell is included in a Kharadron Overlords army as part of the ‘Spell in a Bottle’ artefact of power and that army also includes any WIZARDS, do those WIZARDS know the spell to summon that endless spell?|
Over time, the Kharadron sky-ports have each developed their own martial idiosyncrasies.You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All KHARADRON OVERLORDS units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.
The Kharadron rule the skies of the realms with fleets of fearsome airships crewed by hardened duardin.In a Kharadron Overlords army, TRANSPORT VESSELS can embark units as described below.
EmbarkingDuring deployment, instead of setting up a SKYFARER unit on the battlefield, you can say that it is embarked in a friendly TRANSPORT VESSEL that is already on the battlefield. If you do so, place that SKYFARER unit to one side.
In addition, in the movement phase, if a friendly SKYFARER unit finishes a move wholly within 3" of a friendly TRANSPORT VESSEL and both of those units are more than 3" from all enemy units, you can say that the TRANSPORT VESSEL will embark that SKYFARER unit. If you do so, remove that SKYFARER unit from the battlefield and place it to one side.
Designer’s Note: A TRANSPORT VESSEL can embark a SKYFARER unit even if that TRANSPORT VESSEL has moved in the same phase.Each TRANSPORT VESSEL has a limit on the number of models it can embark. A TRANSPORT VESSEL cannot embark a unit if doing so would exceed this limit.
While a unit is embarked in a TRANSPORT VESSEL, the following rules apply:
DisembarkingIn your movement phase, if a friendly SKYFARER unit is embarked in a TRANSPORT VESSEL that has not yet moved in that phase, you can say that the SKYFARER unit will disembark. If you do so, set up that SKYFARER unit wholly within 3" of that TRANSPORT VESSEL and more than 3" from all enemy units. A unit that disembarks in this way can still move in the same turn.
If a friendly TRANSPORT VESSEL is destroyed, before removing it from play, roll a number of dice equal to the number of models embarked in it. For each roll of 1, 1 embarked model is slain (you choose which models are slain). Then, all units embarked in that TRANSPORT VESSEL must immediately disembark before it is removed from play.
When a unit disembarks, if a model cannot be set up wholly within 3" of the TRANSPORT VESSEL in which it is embarked and more than 3" from all enemy units, it is slain.
Stick to the Code
The Code is the great constitution that guides every aspect of the Kharadron Overlords’ lives. However, the duardin of the different sky-ports have wildly varying interpretations of its many rules and exceptions.When you choose a Kharadron Overlords army, you can pick 1 artycle, 1 amendment and 1 footnote for your army from the lists below.
Iron Sky Command Abilities
As the masters of the realms’ skies, the Kharadron are able to swiftly establish dominance of a battlefield through a combination of daring aerial manoeuvres.The following commands can be issued by friendly ARKANAUT ADMIRALS. In addition, friendly SKYVESSELS can issue these commands to themselves.
Lords of the Sky-fleets
Inventions of the Sky-ports
A Great Endrinwork is a unique enhancement. You can always take 1 Great Endrinwork enhancement for a Kharadron Overlords army. If a rule allows you to take an extra enhancement, you can take a Great Endrinwork enhancement as that extra enhancement, but if you do so, you cannot pick the same Great Endrinwork from the following tables more than once and you cannot give a Great Endrinwork to a unit that already has one.
Ironclad Major InstallationsARKANAUT IRONCLAD only.
Frigate RefittingsARKANAUT FRIGATE only.
Gunhauler ModificationsGRUNDSTOK GUNHAULER only.
Barak-Nar, City of the First Sunrise
The brightest jewel in the Kharadron empire is the skyport 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.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 your hero phase, roll a dice for each friendly BARAK-NAR HERO on the battlefield (including any that are embarked). For each 4+, you receive 1 extra command point.
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 skyport’s elite airfleets have carried the day against seemingly impossible odds.Magnificent Skyvessels: The skyvessels of the Barak-Zilfin fleets are second to none.
You can pick 1 additional Great Endrinwork for your army.
Barak-Zon, City of the Sun
Highly militaristic and proud 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.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 their opponents with great vigour.
Add 1 to hit rolls and wound rolls for attacks made with melee weapons by friendly SKYFARERS units that made a charge move in the same turn.
Barak-Urbaz, the Market City
The Kharadron empire is founded upon the power of trade, and there are no wilier merchants than those of Barak-Urbaz. The sky-port’s military commanders know the intricacies of the Code inside out, and are experts at exploiting minor imprecisions and loopholes in the constitution for their own ends.The Subtleties of the Code: The Codewrights and Admirals of Barak-Urbaz are masters of navigating not only the skyways, but also the labyrinthine regulations and caveats of their people’s grand constitution.
You can pick 1 additional artycle for your army. You cannot pick an artycle your army already has.
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.Sinister Raiders: By attacking rapidly from unexpected quarters, the denizens of the City of Shadow strike fear in the hearts of their foes and sow confusion on the battlefield.
Roll a dice each time an enemy model issues a command within 12" of a friendly BARAK-MHORNAR unit. On a 5+, that command is not received (the command ability still counts as having been used) and the command point that was spent to issue that command is lost.
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.Honour the Gods, Just in Case: The sky-port of Barak-Thryng is home to duardin of every ilk, who stubbornly maintain the traditions of old.
Allied DUARDIN PRIESTS know the following prayer in addition to any others they know:
Rune of Ancestral Guidance: The duardin priest channels runic power that guides the munitions of the Kharadron uncannily towards their foes.
Rune of Ancestral Guidance is a prayer that has an answer value of 3 and a range of 16". If answered, pick 1 friendly ARKANAUT COMPANY or GRUNDSTOK THUNDERERS unit wholly within range. Until the start of your next hero phase, unmodified hit rolls of 6 for attacks made with missile weapons by that unit cause a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound or save roll).
The following section includes rules for your Path to Glory campaign if you are using a Kharadron Overlords army.
|A great place to keep track of your contract score and aether-gold shares is in the ‘Core Enhancements/Notes’ section for your warlord on your order of battle.|
|Below, you can find quests that further modify your contract score. For example, the ‘Seek New Aether-gold Seams’ quest increases your contract score for each of your vessels that ends the battle in enemy territory, representing your fleet making discoveries in dangerous locations.|
|The number of aether-gold shares you are awarded is modified by your warlord’s renown. For example, if your warlord has a renown of 31 and you returned to port with a contract score of 4, you would be awarded 3D6+4 aether-gold shares. This represents experienced fleet commanders being able to negotiate more lucrative contracts.|
The masters of the Endrineers Guild can be miserly with their latest and greatest creations. Before securing such potent technologies, you’ll have to prove your mettle to them.Pick 1 SKYVESSEL from your order of battle that does not have a Great Endrinwork enhancement, and pick 1 Great Endrinwork it is eligible for. Note these down in your quest log. At the end of a Path to Glory battle, you complete this quest if that SKYVESSEL was included in your army, was not destroyed and gained 3 or more renown points after the battle. When you complete this quest, you can add the Great Endrinwork you picked to your vault but it can only be given to the unit you picked when you embarked on this quest (note down the name of the unit next to the Great Endrinwork). If that unit is removed from your order of battle, then remove the Great Endrinwork from your vault too.
Seek New Aether-gold Seams
You have accepted a contract to prospect for aether-gold within enemy territory.At the end of a Path to Glory battle, for each friendly SKYVESSEL wholly within enemy territory, you can modify your contract score by +1 and your warlord gains 1 renown point.
You complete this quest the next time you return to port. When you complete this quest, you can immediately pick a new quest to begin.
The Lost Prospectors
In the pursuit of profit, a pioneering mining fleet has delved deep into enemy territory chasing a large aether-gold seam. A message carried by a Grundstok drillbill reveals a string of aetherstorms has placed the fleet in peril - you are tasked with locating the survivors and bringing them back to port.At the end of a Path to Glory battle, roll a dice for each unit in your army wholly within enemy territory. For each 6, you discover 1 clue as to the whereabouts of the lost prospectors. Keep a tally of how many clues you discover.
Once you have discovered 3 or more clues, you can fight Path to Glory battles using the ‘Ride to the Rescue’ battleplan. Once you have fought a Path to Glory battle using that battleplan, you complete this quest. The rewards for completing this quest are listed in the battleplan.
Guard the Sky-lanes
Recently, prospector fleets have come under increasing attack. You have been hired to protect them from pirates and raiders.At the end of a Path to Glory battle, for each friendly SKYVESSEL wholly within your territory, you can modify your contract score by +1 and your warlord gains 1 renown point.
You complete this quest the next time you return to port. When you complete this quest, you can immediately pick a new quest to begin.
Ride to the Rescue
You have finally located the remnants of the lost prospector fleet, who are still desperately fending off enemies from all sides. Ever the opportunist, you spy several canisters of harvested aether-gold among them that are yet to be loaded onto their skyvessels. You’ll have to make a tough decision as to what to bring aboard first as you carry out this rescue mission. After all, the terms of the contract that stipulate exactly what needs rescuing are open to interpretation...
QUEST BATTLEPLANYou can use this battleplan if one player is using a Kharadron Overlords army, has embarked on ‘The Lost Prospectors’ quest and has discovered 3 or more clues. Use the Path to Glory battlepack.
THE ARMIESThe player embarked on the ‘The Lost Prospectors’ quest is the Kharadron Overlords player and their opponent is the attacker.
The Kharadron Overlords player must split their army into 2 contingents: the rescuers and the prospectors. The rescuers are mustered from the units on their order of battle as normal. The prospectors are units not mustered from their order of battle; instead, the prospectors contingent consists of 3-5 KHARADRON OVERLORDS units that are not SKYVESSELS.
When the players agree on the points limit for the battle, units from both contingents in the Kharadron Overlords player’s army count towards the points limit.
THE BATTLEFIELDThe players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.
After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.
FACTION TERRAINThe attacker can set up a faction terrain feature.
DEPLOYMENTThe Kharadron Overlords player sets up their army first. Units from the rescuers and prospectors contingents must be set up wholly within their respective territories as shown on the map. Then the attacker sets up their army wholly within their territory and more than 18" from all enemy units.
THE AETHER-GOLD CANISTERSAfter deployment, the Kharadron Overlords player sets up 5 tokens to represent aether-gold canisters. Each token must be set up within the prospectors’ territory and more than 6" from all of the other tokens.
During the battle, when a TRANSPORT VESSEL in the Kharadron Overlords player’s army finishes a move within 3" of an aether-gold canister, it can pick it up. Doing so counts as 3 SKYFARER models towards the number of models that can be embarked in that TRANSPORT VESSEL, and the aether-gold canister cannot be picked up if doing so would exceed this limit.
When a TRANSPORT VESSEL has picked up an aether-gold canister, its token is removed from the battlefield and it is said to be stowed until the TRANSPORT VESSEL is either rescued (see below) or destroyed. If a TRANSPORT VESSEL with a stowed canister is destroyed, roll a dice. On a 1-3, the canister is also destroyed. On a 4+, the Kharadron Overlords player sets up the canister’s token on the battlefield within 3" of the TRANSPORT VESSEL before the TRANSPORT VESSEL is removed from play.
FIRST TURNThe Kharadron Overlords player chooses which player takes the first turn in the first battle round.
RESCUEDuring the battle, when a friendly TRANSPORT VESSEL finishes a move wholly within the rescuers’ territory, within 3" of the battlefield edge and more than 3" from all enemy units, all aether-gold canisters it has picked up and all units from the prospectors contingent embarked in it are rescued and removed from play.
In addition, when a unit from the prospectors contingent finishes a move wholly within the rescuers’ territory, within 3" of the battlefield edge and more than 3" from all enemy units, it is rescued and removed from play.
BATTLE LENGTHThe battle lasts until all units in the prospectors’ contingent and all aether-gold canisters have been either rescued or destroyed.
GLORIOUS VICTORYEach time an aether-gold canister or a unit in the prospectors contingent is rescued, the Kharadron Overlords player scores 1 victory point. Each time an aether-gold canister or a unit in the prospectors contingent is destroyed, the attacker scores 1 victory point.
When the battle ends, the player with the most victory points wins the battle. If the winner has at least 3 more victory points than their opponent, they win a major victory. Otherwise they win a minor victory. If the players are tied for victory points, the battle is a draw.
PATH TO GLORY REWARDSThe Kharadron Overlords player earns 2D6 aether-gold shares for each aether-gold canister rescued.
If the Kharadron Overlords player wins the battle, each unit from the prospectors contingent that was rescued can be added to their order of battle without spending any glory points. Each unit added in this way immediately gains 2D6 renown points.
If the attacker wins the battle, they can immediately pick 1 territory from their faction terrain table and bring it under their control without spending any glory points.
If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
MASTERS OF THE HIGH AIRSKharadron Overlords army only.
DECREES OF THE CODEKharadron Overlords army only.
The TRANSPORT VESSEL keyword is used in the following Kharadron Overlords warscrolls:
|You do not have to pick a target for a charge attempt before making the charge roll.|
TuskhelmThe wearer crashes into the foe with the force of the mightiest of charging beasts.
After the bearer makes a charge move, you can pick 1 enemy unit within 1" of the bearer. If you do so, roll a number of dice equal to the unmodified charge roll for that charge move. For each 4+, the target suffers 1 mortal wound. If the bearer already has an ability with an effect that triggers after they make a charge move, you must pick which effect applies (you cannot use both).
The SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:
DisengageAt the officer's command, the vessel disengages with all guns blazing.
You can use this command ability in your movement phase. The unit that receives the command must be a friendly SKYVESSEL that has not yet moved in that phase. That unit and any units embarked in it can retreat and still shoot later in the turn.
The AETHER-KHEMIST keyword is used in the following Kharadron Overlords warscrolls:
Spell in a BottleThis Aether-Khemist has used the alchemical arts to transmute an endless spell into an inert gas and trap it in a specialised container. When the container is shattered, the endless spell is freed.
AETHER-KHEMIST only. Pick 1 endless spell that does not belong to a faction. You can include that endless spell in your army without spending any points to do so. In addition, once per battle, in your hero phase, the bearer can automatically cast the spell that summons that endless spell (do not make a casting roll) and it cannot be unbound. However, the bearer cannot control that endless spell.
The DUARDIN keyword is used in the following Cities of Sigmar warscrolls:
The KHARADRON OVERLORDS keyword is used in the following Kharadron Overlords warscrolls:
The SKYFARER keyword is used in the following Kharadron Overlords warscrolls:
There’s No Reward Without Risk: Once per battle, in your charge phase, you can attempt a charge with 1 friendly KHARADRON OVERLORDS unit within 18" of an enemy unit. If you do so, roll 3D6 for the charge roll instead of 2D6.
There’s No Trading With Some People: Once per battle, at the end of the enemy shooting phase, pick 1 friendly SKYFARERS unit that was targeted by any shooting attacks in that phase. That unit can immediately shoot.
Without Our Ships, We Are Naught: Once per battle, at the start of any phase, pick 1 friendly SKYVESSEL. That unit can receive up to 2 commands in that phase instead of only 1.
The GRUNDSTOK keyword is used in the following Kharadron Overlords warscrolls:
The ENDRINMASTER keyword is used in the following Kharadron Overlords warscrolls:
The BARAK-NAR and HERO keywords are used in the following Kharadron Overlords warscrolls:
Honour is Everything: When a friendly KHARADRON OVERLORDS unit receives the Rally command (core rules, 7.2), you can return 1 slain model to the unit for each 4+ instead of each 6.
Master the Skies: Add 2" to the Move characteristic of friendly SKYVESSELS.
Settle the Grudges: After deployment but before the first battle round begins, pick 1 enemy unit. Add 1 to wound rolls for attacks made by friendly KHARADRON OVERLORDS units that target that unit.
The BARAK-MHORNAR keyword is used in the following Kharadron Overlords warscrolls:
The warscrolls using DUARDIN and PRIEST keywords can be found in the following Factions:Order: Cities of Sigmar, Fyreslayers.
The DUARDIN and PRIEST keywords are used in the following warscrolls:
|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.|
The HERO keyword is used in the following Kharadron Overlords warscrolls:
The KHARADRON OVERLORDS and HERO keywords are used in the following Kharadron Overlords warscrolls: