Kharadron Overlords – Endrinmaster with Dirigible Suit
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12"
8
3+
8
WARSCROLL

Endrinmaster with Dirigible Suit

Many Endrinmasters take to the skies in mastercrafted dirigible suits, their aetherturbines allowing them to zoom through the air towards skyvessels in need of repair even as an in-built weapon array blasts their enemies into pieces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethercannon
Aethercannon12"13+2+-2D3
Dirigible Suit Weapon Battery
Dirigible Suit Weapon Battery18"63+3+-11
Gaze of Grungni
Gaze of Grungni9"13+2+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"33+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Drongon’s Aether-runners

DESCRIPTION

An Endrinmaster with Dirigible Suit is a single model armed with an Aethercannon, Dirigible Suit Weapon Battery, Gaze of Grungni and Aethermatic Saw.

FLY: This model can fly.

ABILITIES

Endrinmaster: Endrinmasters are unsurpassed at keeping the skyvessels in a fleet battleworthy.
At the start of your hero phase, you can pick 1 friendly SKYVESSEL within 1" of this model. Heal 3 wounds allocated to that SKYVESSEL.

Hitcher: Kharadron kitted out with buoyancy endrins can attach themselves to a passing skyvessel and move alongside it.
If this model is wholly within 6" of a friendly SKYVESSEL immediately before the SKYVESSEL uses its Fly High ability, you can say that this model will hitch a lift instead of making a normal move or retreat (as long as this model has not already made a normal move or retreat in the same phase).

If you do so, after that SKYVESSEL has moved, remove this model from the battlefield and set it up again wholly within 6" of that SKYVESSEL, more than 1" from any terrain features or objectives and more than 9" from any enemy models.

No more than 7 models can hitch a lift on the same SKYVESSEL in the same turn.

COMMAND ABILITIES

By Grungni, I Have My Eye On You!: Endrinriggers will redouble their efforts to repair a skyvessel when they are overseen by an Endrinmaster.
You can use this command ability in your hero phase before a friendly ENDRINRIGGERS unit wholly within 18" of a friendly model with this command ability uses its Endrincraft ability. If you do so, you can re-roll any of the dice that determine how many wounds are healed by that ENDRINRIGGERS unit in that phase.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, ENDRINMASTER
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.

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

None
Behemoth
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 SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth
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.
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.
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 ENDRINRIGGERS keyword is used in the following Kharadron Overlords warscrolls:

None
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 ENDRINMASTER keyword is used in the following Kharadron Overlords warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021