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 long-hafted skypikes or hover at short range to incinerate them with vulcaniser pistols.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vulcaniser Pistol
Vulcaniser Pistol12"33+3+-11
Aethermatic Volley Gun
Aethermatic Volley Gun15"2D64+4+-1
Grapnel Launcher/Skyhook
Grapnel Launcher/Skyhook15"14+3+-2D3
Drill Launcher
Drill Launcher15"14+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skypike
Skypike2"33+3+-12
Gun Butt
Gun Butt1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 140
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Barak-Zon army

Each model in a Skywardens unit is 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 1 of the following weapon options: Drill Launcher and Gun Butt; Grapnel Launcher and Gun Butt; or Skyhook and Gun Butt.

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

FLY: This unit can fly.

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

Drill Launcher: A hand-held 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 causes 3 mortal wounds to the target and the attack sequence ends (do not make a wound roll or save roll).

Grapnel Launcher: Grapnel launchers can be used to swiftly reel a group of tethered Kharadron towards a target location on the battlefield.
While this unit includes any models armed with a grapnel launcher, once per battle, at the end of your movement phase, you can say this unit will reel itself towards an object. If you do so, pick a point on the battlefield within 15" of this unit and on a terrain feature. Then, remove this unit from the battlefield and set it up again wholly within 3" of that point and more than 9" from all enemy units.

Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Skyhook is 3 if the target of the attack is a MONSTER.

Timed Charges: Skywardens are practised at striking hard and then retreating quickly amidst timed explosions to cause massive damage.
At the end of the combat phase, if this unit is not embarked and is within 3" of any enemy units, you can say this unit will use its timed charges to make an escape. If you do so, roll a dice. On a 2+, you can pick 1 enemy unit within 3" of this unit to suffer D3 mortal wounds and this unit must retreat.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARERS, SKYWARDENS
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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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.
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).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024