Kharadron Overlords – Aetheric Navigator
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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: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single

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

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Iron Sky Command

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.

Read the Winds: Navigators can signal to nearby Kharadron airships, helping them to steer into prevailing currents.
In your hero phase, you can say that 1 friendly unit with this ability will read the winds. If you do so, roll 6 dice. Then, pick 1 of the following effects:

Aetherstorm: For each roll of 1, pick 1 different enemy unit within 30" of this unit and visible to this unit. That enemy unit suffers D3 mortal wounds (roll separately for each unit). In addition, if any mortal wounds caused by this ability are allocated to an enemy unit and not negated, halve that unit’s Move characteristic until the start of your next hero phase.

Favourable Conditions: For each roll of 6, pick 1 different friendly SKYVESSEL within 30" of this unit and visible to this unit. That SKYVESSEL can make a normal move of D3+3" (roll separately for each SKYVESSEL).

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, AETHERIC NAVIGATOR, GRUNDSTOK EXPEDITIONARY FORCE

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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.
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. Units cannot make a normal move if they are within 3" of an enemy unit.

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

None
Behemoth
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.
© Vyacheslav Maltsev 2013-2024