With aether-endrins strapped to their backs, Endrinriggers conduct repairs on their beloved airships miles above ground. In battle, their aether-powered tools become lethal weapons capable of punching through armour or messily sawing off limbs.
A unit of Endrinriggers has any number of models, each armed with a Rapid-fire Rivet Gun and Aethermatic Saw. 1 in every 3 models can replace their Rapid-fire Rivet Gun and Aethermatic Saw with an Aethermatic Volley Gun and Gun Butt. 1 in every 3 models can replace their Rapid-fire Rivet Gun and Aethermatic Saw with one of the following weapon options: Drill Launcher and Gun Butt; Grapnel Launcher and Gun Butt; or Skyhook and Gun Butt.
MIZZENMASTER: 1 model in this unit can be a Mizzenmaster. Add 1 to the Attacks characteristic of that model’s
melee weapons.
Drill Launcher: A handheld version of the drill cannons found aboard Kharadron gunships, the drill launcher fires a projectile that bores into its target before detonating.
If the unmodified
hit roll for an attack made with a Drill Launcher is 6, that attack inflicts 3
mortal wounds on the target and the attack sequence ends (do not make a
wound or save roll).
Endrincraft: Endrinriggers are expert mechanics, and keep all of the skyvessels in a Kharadron fleet shipshape.
At the start of your
hero phase, you can pick 1 friendly
SKYVESSEL within 1" of this unit and roll 1 dice for each model in this unit. For each 4+,
heal 1 wound allocated to that SKYVESSEL.
Grapnel Launcher: Grapnel launchers are used to entangle the enemy and stop them from making their escape.
Enemy units cannot
retreat if they are within 3" of any models from this unit armed with a Grapnel Launcher.
Hitchers: Kharadron kitted out with buoyancy endrins can attach themselves to a passing skyvessel and move alongside it.
If this unit is wholly within 6" of a friendly
SKYVESSEL immediately before the
SKYVESSEL uses its
Fly High ability, you can say that this unit 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 unit 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.
Skyhook: Skyhooks are used to pull the bearer towards the foe.
Add 1 to
charge rolls for this unit if any models from this unit are armed with a Skyhook.