Kharadron Overlords – Brokk Grungsson, Lord-Magnate of Barak-Nar

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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"13+2+-2D3+3
The Magnate’s Charter
The Magnate’s Charter18"63+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"43+2+-2D3

Unit Size: 1      Points: 220
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique

Brokk Grungsson, Lord-Magnate of Barak-Nar, is armed with Grungsson’s Boast, the Magnate’s Charter and an Aethermatic Saw.

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

WARMASTER: If this unit is included in a Barak-Nar army, it is treated as a general even if it is not the model picked to be the army’s general.

FLY: This unit can fly.

Moustache-mounted Aetherblasters: These custom aetherblasters deal short- range volleys of devastating fire.
Each time this unit fights, after all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

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’.
If this unit made a charge move in the same turn, add 1 to the Attacks characteristic of melee weapons used by friendly BARAK-NAR SKYFARER units while they are wholly within 12" of this unit.

Command the Fleet: Brokk’s preferred strategy is to issue the fleet commands before leading his Skyriggers on bold manoeuvres to vanquish the enemy.
You can use this command ability at the start of your movement phase. Up to 3 friendly SKYVESSELS that are more than 3" from all enemy units can receive the command. In that phase, you can re-roll run rolls for the units that receive the command. In addition, the units that receive the command can run and still shoot and/or charge later in the turn.


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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.
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.
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.
8.3 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. Units cannot run if they are within 3" of an enemy unit.

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

1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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).
© Vyacheslav Maltsev 2013-2024