Kharadron Overlords – Codewright
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4"
5
3+
8
WARSCROLL

Codewright

With every artycle, every amendment and every footnote of the Kharadron Code learnt by heart, Codewrights are adept at not only citing obscure sections of the Code that can expedite the completion of their airfleet’s current objectives, but also at adding ‘clarifications’ on the fly.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethershot Pistol
Aethershot Pistol12"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Battletome
Battletome1"13+4+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Codewright is armed with an Aethershot Pistol and Battletome.

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

Advisory Role: With the right tome at their fingertips, a shrewdly worded recommendation from a Codewright can have as much of an impact on a battle as a direct order from an Admiral.
At the start of your hero phase, if this unit is within 6" of another friendly KHARADRON OVERLORDS HERO, roll 2 dice. For each 4+, you receive 1 command point.

‘I Think You’ll Find...’: With their peerless knowledge of the Kharadron’s grand constitution, Codewrights excel at finding loopholes that work to their advantage.
You can carry out the following heroic action with this unit instead of any other heroic action you can carry out with it:

Search for Precedent: Roll a dice. On a 1, nothing happens. On a 2-3, you can pick a new footnote to apply to your army until the end of the battle. On a 4+, you can pick a new footnote and/or a new amendment to apply to your army until the end of the battle. You cannot pick a footnote or amendment previously picked for your army. The new footnote or amendment replaces your current one.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, CODEWRIGHT, GRUNDSTOK EXPEDITIONARY FORCE
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.

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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.
8.3 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:

None
Behemoth
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 KHARADRON OVERLORDS and HERO keywords are used in the following Kharadron Overlords warscrolls:

Leader

FOOTNOTES

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.

AMENDMENTS

Always Take What You Are Owed: At the start of your hero phase, pick 1 friendly ARKANAUT COMPANY unit. Until the start of your next hero phase, each model in that unit counts as 2 models instead of 1 for the purposes of contesting objectives.

Prosecute Wars With All Haste: Once per turn in your movement phase, when you make a run roll for a KHARADRON OVERLORDS unit, you can roll 2D6 instead of a single dice.

Trust To Your Guns: Once per turn, in your shooting phase, you can re-roll 1 hit roll of 1 for an attack made by a friendly KHARADRON OVERLORDS unit.

© Vyacheslav Maltsev 2013-2024