Kharadron Overlords – Skywardens
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12"
2
4+
7
WARSCROLL

Skywardens

Skywardens are elite formations of Arkanaut warriors granted the power of flight by portable aether-endrins. They swoop from on high to skewer enemies upon longhafted skypikes or hover at short range to incinerate them with vulcaniser pistols.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Volley Gun
Aethermatic Volley Gun24"64+4+-11
Grapnel Launcher or Skyhook
Grapnel Launcher or Skyhook24"14+3+-23
Drill Launcher
Drill Launcher24"14+3+-3D3
Vulcaniser Pistol
Vulcaniser Pistol9"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skypike
Skypike2"24+3+-1D3
Gun Butt
Gun Butt1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 115
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is an Endrinmaster with Dirigible Suit

BATTALIONS

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

DESCRIPTION

A unit of Skywardens has any number of models, each armed with a Vulcaniser Pistol and Skypike. 1 in every 3 models can replace their Vulcaniser Pistol and Skypike with an Aethermatic Volley Gun and Gun Butt. 1 in every 3 models can replace their Vulcaniser Pistol and Skypike with one of the following weapon options: Drill Launcher and Gun Butt; Grapnel Launcher and Gun Butt; or Skyhook and Gun Butt.

FLY: This unit can fly.

CUSTODIAN: 1 model in this unit can be a Custodian. Add 1 to the Attacks characteristic of that model’s melee weapons.

ABILITIES

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).

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.

Skymines: Skywardens surround themselves with airborne mines that explode on contact.
If an enemy unit that can fly ends a charge move within 1" of any friendly units with this ability, you can roll 1 dice for each model in that enemy unit. For each 6, that unit suffers 1 mortal wound.

Timed Charges: Skywardens are practised at striking hard and then retreating quickly amidst timed explosions to cause massive damage.
Roll 1 dice for each enemy unit that is within 3" of this unit immediately before this unit makes a retreat move. On a 4+, the unit being rolled for suffers D3 mortal wounds.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARERS, SKYWARDENS
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.

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.
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.
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.
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.
8.2 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.
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.
© Vyacheslav Maltsev 2013-2021