Kharadron Overlords – Warscrolls
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Leader


4"
5
4+
7
WARSCROLL

Aether-Khemist

Masters of alchemy and atmospheric analysis, Aether-Khemists not only augment their comrades’ weapons with a boost of aether-gold, but can also turn their esoteric devices against their foes to drain the air from their lungs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Atmospheric Anatomiser
Atmospheric Anatomiser9"3D64+4+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Instruments
Heavy Instruments1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Aether-Khemist is armed with an Atmospheric Anatomiser and Heavy Instruments.

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

Aetheric Augmentation: An Aether-Khemist can use their Atmospheric Anatomiser to augment the weapons of nearby skyfarers.
At the start of your shooting phase, if this unit is not embarked, you can pick 1 friendly SKYFARERS unit that is not embarked and is wholly within 12" of this unit. Improve the Rend characteristic of that unit’s missile weapons by 1 until the end of that phase. The same unit cannot be affected by this ability more than once per phase.

Atmospheric Isolation: An Aether-Khemist can use their Anatomiser to create a vacuum around themselves, suffocating their foes.
Subtract 1 from hit rolls for attacks made by enemy models while they are within 3" of any friendly units with this ability that are not embarked.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, AETHER-KHEMIST, GRUNDSTOK EXPEDITIONARY FORCE


4"
5
3+
7
WARSCROLL

Aetheric Navigator

Utilising cutting-edge aethermatic science in order to decipher the ever-changing wind patterns of the Mortal Realms, Aetheric Navigators are an invaluable presence upon any Kharadron skyvessel.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranging Pistol
Ranging Pistol15"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Zephyrscope
Zephyrscope1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Aetheric Navigator is armed with a Ranging Pistol and a Zephyrscope.

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

Aethersight: Aetheric Navigators can unpick enemy spells by harnessing the arcane jet streams.
This model can attempt to dispel 1 endless spell at the start of your hero phase and attempt to unbind 1 spell in the enemy hero phase, in the same manner as a WIZARD.

Read the Winds: Navigators can signal to nearby Kharadron airships, helping them to steer into prevailing currents.
In your hero phase, you can say that 1 friendly unit with this ability will read the winds. If you do so, roll 6 dice. Then, pick 1 of the following effects:

Aetherstorm: For each roll of 1, pick 1 different enemy unit within 30" of this unit and visible to this unit. That enemy unit suffers D3 mortal wounds (roll separately for each unit). In addition, if any mortal wounds caused by this ability are allocated to an enemy unit and not negated, halve that unit’s Move characteristic until the start of your next hero phase.

Favourable Conditions: For each roll of 6, pick 1 different friendly SKYVESSEL within 30" of this unit and visible to this unit. That SKYVESSEL can make a normal move of D3+3" (roll separately for each SKYVESSEL).

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, AETHERIC NAVIGATOR, GRUNDSTOK EXPEDITIONARY FORCE


4"
6
3+
8
WARSCROLL

Arkanaut Admiral

Arkanaut Admirals are the cream of the sky-ports’ officer class, intrepid leaders and battle-hardened veterans of a thousand aerial engagements whose booming commands inspire their crew to mighty deeds in the search for profit.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Masterwork Volley Pistol
Masterwork Volley Pistol9"33+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skalfhammer
Skalfhammer1"33+2+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Arkanaut Admiral is armed with a Masterwork Volley Pistol and a Skalfhammer.

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

The Admiral’s Flagship: Every Admiral designates one of the vessels in the airfleet to be their flagship.
If this unit is the general of a Kharadron Overlords army, you can pick 1 ARKANAUT IRONCLAD or ARKANAUT FRIGATE in the army to be its flagship. Record this information on your army roster. Once per turn, this unit can issue a command to its flagship without a command point being spent.

Grudgebreaker Rounds: The finest aether-munitions are Grudgebreaker rounds. They are to be used only in the direst of circumstances and at the Admiral’s command.
Once per battle, at the start of your shooting phase, you can pick 1 friendly KHARADRON OVERLORDS unit that is not a SKYVESSEL and that is wholly within 12" of this unit. Until the end of the phase, improve the Rend characteristic of that unit’s missile weapons by 1. The same unit cannot be picked to benefit from this ability more than once per phase.

‘Bring Every Gun to Bear!’: At the Admiral’s command, the Ironclad is steered into position to deliver a devastating salvo of fire.
You can use this command ability at the start of your shooting phase. The unit that receives the command must be a friendly SKYVESSEL that is more than 3" from all enemy units, that remained stationary in the preceding movement phase and that did not receive the Fly High command in the preceding movement phase. Add 1 to the Attacks characteristic of that unit’s missile weapons until the end of the phase.

Command the Skies: The Admiral knows how to get every last bit of speed from the skyvessels they command.
You can use this command ability at the start of your movement phase. The unit that receives the command must be a friendly SKYVESSEL more than 3" from all enemy units. That unit can re-roll run rolls this phase. In addition, that unit can run and still shoot and/or charge later in the turn.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, ARKANAUT ADMIRAL, GRUNDSTOK EXPEDITIONARY FORCE


4"
5
4+
7
WARSCROLL

Bjorgen Thundrik

The dauntless leader of a band of profiteers, Bjorgen Thundrik has developed quite the reputation in Barak-Nar for being able to sniff out fresh seams of aethergold, and for being utterly tenacious in his pursuit of riches.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Atmospheric Anatomiser
Atmospheric Anatomiser9"3D64+4+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Instruments
Heavy Instruments1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Bjorgen Thundrik and Thundrik’s Profiteers must be taken as a set. Although taken as a set, each is a separate unit.

Bjorgen Thundrik is armed with an Atmospheric Anatomiser and Heavy Instruments.

Toxic Gases: With enemies closing in on all sides, Bjorgen spews forth billowing clouds of lethal chemicals.
Once per battle, at the start of the combat phase, you can say this unit will release toxic gases. If you do so, for each enemy unit within 6" of this unit, roll a number of dice equal to the number of models in that unit that are within 6" of this unit. For each 5+, that enemy unit suffers 1 mortal wound.

Paymaster: Bjorgen knows well that to stir heroism within his crew, all they need is the proper incentive.
Once per turn, this unit can issue a command to a friendly THUNDRIK’S PROFITEERS unit without a command point being spent.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, BARAK-NAR, HERO, SKYFARER, AETHER-KHEMIST, BJORGEN THUNDRIK


12"
8
3+
8
WARSCROLL

Brokk Grungsson, Lord-Magnate of Barak-Nar

Lord-Magnate Brokk Grungsson is the richest Kharadron privateer alive. Clad in a custom-built endrinharness and carrying a small armoury of lethal firearms, he seeks out fresh sources of aether-gold with single-minded belligerence.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grungsson’s Boast
Grungsson’s Boast18"13+2+-2D3+3
The Magnate’s Charter
The Magnate’s Charter18"63+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"43+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique

Brokk Grungsson, Lord-Magnate of Barak-Nar, is armed with Grungsson’s Boast, the Magnate’s Charter and an Aethermatic Saw.

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

WARMASTER: If this unit is included in a Barak-Nar army, it is treated as a general even if it is not the model picked to be the army’s general.

FLY: This unit can fly.

Moustache-mounted Aetherblasters: These custom aetherblasters deal short- range volleys of devastating fire.
Each time this unit fights, after all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

First Rule of Grungsson: When Brokk Grungsson leads his warriors into battle, he reminds them of his first and most significant commentary on the Code: ‘to the victor, the spoils’.
If this unit made a charge move in the same turn, add 1 to the Attacks characteristic of melee weapons used by friendly BARAK-NAR SKYFARER units while they are wholly within 12" of this unit.

Command the Fleet: Brokk’s preferred strategy is to issue the fleet commands before leading his Skyriggers on bold manoeuvres to vanquish the enemy.
You can use this command ability at the start of your movement phase. Up to 3 friendly SKYVESSELS that are more than 3" from all enemy units can receive the command. In that phase, you can re-roll run rolls for the units that receive the command. In addition, the units that receive the command can run and still shoot and/or charge later in the turn.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, BARAK-NAR, HERO, SKYFARER, BROKK GRUNGSSON


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: 90
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


4"
6
3+
8
WARSCROLL

Drekki Flynt

Drekki Flynt. It is a name to which tankards have been raised and curses levelled a thousand times. Captain of the Aelsling, fastest ship in Barak-Mhornar, Flynt earns his reputation with flexible morals, an aether-powered axe and a multi-barrelled pistol always close to hand.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Aethermatic Equaliser Mk. III
The Aethermatic Equaliser Mk. III9"2D63+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grunnsson’s Axe
Grunnsson’s Axe2"33+2+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique

Drekki Flynt is armed with the Aethermatic Equaliser Mk. Ill and Grunnsson’s Axe.

Captain of the Aelsling: Manned by a motley crew of misfits and ne’erdo-wells, Drekki’s pride and joy is the Aelsling, said to be the fastest vessel in Barak-Mhornar.
You can pick 1 BARAK-MHORNAR ARKANAUT FRIGATE in your army to be the Aelsling. The unit you pick cannot also be picked to be a flagship. Record this information on your roster. Add 1 to the Damage characteristic of that unit’s Boarding Weapons.

Let Me Drive!: A life on the run has honed Drekki’s piloting skills to the extent that he can perform manoeuvres in skyvessels that would earn the respect of even the most seasoned Windmaster.
You can re-roll run rolls and charge rolls made for the Aelsling while this unit is embarked in it.

Auxiliary Skyhook: Drekki’s axe is custom-fitted with a small skyhook that can skewer any beastie that strays too close.
Each time this unit fights, after all of its attacks have been resolved, you can pick 1 enemy MONSTER within 3" of this unit and roll a dice. On a 2+, that MONSTER suffers 3 mortal wounds.

Light-fingered: If Drekki eyes a rare trinket on an undeserving bearer, he will almost always ‘borrow it and put it to better use’.
At the start of the combat phase, if this unit is within 1" of an enemy HERO that has an artefact of power, you can say that Drekki will try to ‘borrow’ that artefact. If you do so, roll a dice. On a 3+, that artefact of power can no longer be used (if a weapon was picked when the artefact of power was selected, that weapon reverts to normal). This ability cannot be used while this unit is embarked.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, BARAK-MHORNAR, HERO, SKYFARER, DREKKIFLYNT


12"
8
3+
8
WARSCROLL

Endrinmaster with Dirigible Suit

Many Endrinmasters take to the skies in master-crafted dirigible suits, their aetherturbines allowing them to zoom through the air towards sky vessels in need of repair even as an in-built weapon array blasts their enemies into pieces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethercannon
Aethercannon18"13+2+-2D3
Dirigible Suit Weapon Battery
Dirigible Suit Weapon Battery18"63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"33+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 40mm
Notes: Single

An Endrinmaster with Dirigible Suit is armed with an Aethercannon, Dirigible Suit Weapon Battery and Aethermatic Saw.

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

FLY: This unit can fly.

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 unit and heal up to 3 wounds allocated to that SKYVESSEL.

By Grungni, I Have My Eye On You!: Endrinriggers will redouble their efforts to repair a sky vessel when they are overseen by an Endrinmaster.
Add 1 to field repairs rolls made for friendly ENDRINRIGGERS units while they are wholly within 12" of this unit.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, ENDRINMASTER, ENDRINMASTER WITH DIRIGIBLE SUIT, GRUNDSTOK EXPEDITIONARY FORCE


4"
6
3+
7
WARSCROLL

Endrinmaster with Endrinharness

Endrinmasters are peerless combat mechanics, well used to conducting emergency repairs in the white heat of battle. Many equip themselves with a strength-enhancing endrinharness that allows them to wield a fearsome aethermight hammer.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermight Hammer
Aethermight Hammer1"33+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Endrinmaster with Endrinharness is armed with an Aethermight Hammer.

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

‘Aye Aye, Captain!’: Under orders of the ship’s Captain, this Endrinmaster attempts to squeeze every bit of power out of the vessel’s endrin.
At the start of your hero phase, if this unit is embarked and it has not yet used its Endrinmaster ability, you can say that this unit will attempt to crank up the power. If you do so, roll a dice. On a 1, the TRANSPORT VESSEL in which this unit is embarked suffers D3 mortal wounds and the Endrinmaster ability cannot be used by this unit in this phase. On a 2+, until the end of the turn, you can use the top row of that TRANSPORT VESSEL’s damage table, regardless of how many wounds it has suffered.

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 unit and heal up to 3 wounds allocated to that SKYVESSEL.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, ENDRINMASTER, ENDRINMASTER WITH ENDRINHARNESS, GRUNDSTOK EXPEDITIONARY FORCE


4"
6
4+
8
WARSCROLL

Dagnai Holdenstock*

Teetering on the brink of bankruptcy, Dagnai Holdenstock has come to Ulfenkarn in search of treasure to pay off his escalating debts. In battle, he wields a harpoon gun that can skewer the largest of foes and stop them from escaping, and a weighty belaying axe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Gun
Harpoon Gun16"14+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Belaying Axe
Belaying Axe1"34+3+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Dagnai Holdenstock is a named character that is a single model. He is armed with a Belaying Axe and Harpoon Gun.

ABILITIES

Gold-plated Reputation: Rumour has it that Dagnai’s treasure vaults are full to the brim, and although this is far from the truth, he’d rather his peers keep believing it to be the case.
If this model is included in a Kharadron Overlords army, it starts the battle with 2 shares of aether-gold instead of 1.

Reel ’Em In: The tethered harpoons fired by Dagnai’s gun can impale larger creatures, allowing him to reel them closer.
If an attack made with this model’s Harpoon Gun scores a hit on a MONSTER, if that MONSTER is not slain after that attack has been resolved, roll a dice. On a 4+, that MONSTER is skewered until the start of your next shooting phase. While that MONSTER is skewered, each time it makes a move, it must finish that move at least as close to this model as it was at the start of the move.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-MHORNAR, HERO, SKYFARER, MARINE, DAGNAI HOLDENSTOCK

Battleline


4"
1
4+
6
WARSCROLL

Arkanaut Company

The backbone of the Kharadron airfleets are the Arkanaut Companies. These grizzled privateers crew the sky-ports’ vessels, and are armed with a variety of aether-powered firearms and deck tools with which to repel boarders or take the fight to the enemy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Privateer Pistol
Privateer Pistol9"24+4+-1
Aethermatic Volley Gun
Aethermatic Volley Gun15"2D64+4+-1
Light Skyhook
Light Skyhook15"14+3+-2D3
Aetherflare Pistol
Aetherflare Pistol9"13+3+-21
Volley Pistol
Volley Pistol9"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arkanaut Cutter
Arkanaut Cutter1"14+4+-1
Gun Butt
Gun Butt1"14+5+-1
Skypike
Skypike2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 90
Battlefield Role: Battleline
Base size: 25mm

Each model in an Arkanaut Company unit is armed with a Privateer Pistol and Arkanaut Cutter. 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with an Aethermatic Volley Gun and Gun Butt. 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Light Skyhook and Gun Butt. 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Skypike.

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

CHAMPION: 1 model in this unit can be a Company Captain. That model is armed with an Aetherflare Pistol or Volley Pistol instead of a Privateer Pistol.

Glory-seekers: All of the warriors that make up an Arkanaut Company are eager to win recognition for daring deeds.
While this unit is not embarked, add 1 to hit rolls for attacks made by this unit that target a unit contesting an objective.

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

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER, ARKANAUT COMPANY

None


12"
2
4+
7
WARSCROLL

Endrinriggers

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rapid-fire Rivet Gun
Rapid-fire Rivet Gun12"33+4+-21
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
Aethermatic Saw
Aethermatic Saw1"23+3+-2D3
Gun Butt
Gun Butt1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 130
Battlefield Role: None
Base size: 32mm
Notes: Battleline if army includes any ENDRINMASTERS

Each model in an Endrinriggers unit is 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 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:
 • Iron Sky Command
 • Drongon’s Aether-runners

FLY: This unit can fly.

CHAMPION: 1 model in this unit can be a Mizzenmaster. 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).

Emergency Field Repairs: Endrinriggers are expert mechanics, able to keep all of the skyvessels in a Kharadron fleet afloat even in the midst of battle.
Once per turn, at the end of any phase, if this unit is more than 3" from all enemy units, you can say this unit will carry out emergency field repairs. If you do so, pick 1 friendly SKYVESSEL within 3" of this unit and roll a dice for each model in this unit. Each of these rolls is called a field repairs roll. For each 4-5, you can heal 1 wound allocated to that SKYVESSEL. For each 6+, you can heal 2 wounds instead.

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.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARERS, ENDRINRIGGERS


12"
10
3+
7
WARSCROLL

Grundstok Gunhauler

Small, manoeuvrable and deadly, the Grundstok Gunhauler is an escort-class ship tasked with ensuring the safety of the airfleets’ larger skyvessels. They perform this role well, swarming in defence before peeling off to launch deadly attack runs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethershot Carbine
Aethershot Carbine12"23+3+-12
Sky Cannon: Shrapnel
Sky Cannon: Shrapnel12"43+3+-12
Sky Cannon: Shell
Sky Cannon: Shell24"24+2+-2D3+1
Drill Cannon
Drill Cannon24"13+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: None
Base size: 105 x 70mm
Notes: Single. Battleline in a Barak-Urbaz army

A Grundstok Gunhauler is armed with an Aethershot Carbine, Boarding Weapons and 1 of the following weapon options: Sky Cannon; or Drill Cannon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grundstok Escort Wing

FLY: This unit can fly.

Ahead Full: The Captain of a Grundstok Gunhauler can overcharge its engine so that the craft moves at maximum speed for a short time.
Once per battle, at the start of your movement phase, you can say that this unit will move ahead full. If you do so, add 6" to its Move characteristic in that phase.

Escort Vessel: Grundstok Gunhaulers are used to disrupt attacks on larger Kharadron skyvessels in the vicinity.
Friendly SKYVESSELS other than GRUNDSTOK GUNHAULERS have a ward of 6+ while they are within 3" of any friendly GRUNDSTOK GUNHAULERS.

Bomb Racks: This skyvessel carries a variety of bombs that can be dropped onto the battlefield below, obliterating ground targets and leaving smouldering ruin in their wake.
After this unit finishes a normal move or a run, you can pick 1 enemy unit that this unit passed across and roll 4 dice. For each 4+, that enemy unit suffers 1 mortal wound. This ability has no effect on units that can fly.

Drill Cannon: The shells fired by a drill cannon burrow into the target and then explode, blasting shards of metal from the drill bit all around.
If the unmodified hit roll for an attack made with a Drill Cannon is 5+, that attack causes 3 mortal wounds to the target and the attack sequence ends (do not make a wound roll or save roll).

Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Each time this unit shoots, choose either the Shrapnel or Shell weapon characteristics for all the attacks it makes with its Sky Cannon.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, WAR MACHINE, SKYVESSEL, GRUNDSTOK, GRUNDSTOK GUNHAULER, GRUNDSTOK EXPEDITIONARY FORCE


4"
2
3+
7
WARSCROLL

Grundstok Thunderers

Grundstok Thunderers are heavily armoured marines employed by the airfleets to defend it from hostiles. Expert marksmen and battle-hardened veterans of many voyages, they obliterate their foes in a storm of aethershot and mortar rounds.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethershot Rifle
Aethershot Rifle18"23+4+-11
Aetheric Fumigator
Aetheric Fumigator12"D6See below3+-1
Decksweeper
Decksweeper12"53+4+-11
Aethercannon
Aethercannon18"13+2+-23
Grundstok Mortar
Grundstok Mortar18"See below3+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Gun Butt
Heavy Gun Butt1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 170
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Barak-Nar army

Each model in a Grundstok Thunderers unit is armed with an Aethershot Rifle and Heavy Gun Butt. 1 in every 5 models can replace their Aethershot Rifle with an Aetheric Fumigator. 1 in every 5 models can replace their Aethershot Rifle with a Decksweeper. 1 in every 5 models can replace their Aethershot Rifle with an Aethercannon. 1 in every 5 models can replace their Aethershot Rifle with a Grundstok Mortar.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grundstok Escort Wing

CHAMPION: 1 model in this unit can be a Gunnery Sergeant. Add 2 to the Attacks characteristic of that model’s Aethershot Rifle.

STANDARD BEARER: 1 in every 5 models in this unit can be an Honour Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Honour Bearers.

Choking Fug: Aetheric Fumigators fill the surrounding air with choking gas. The sealed suits worn by the Kharadron Overlords protect them from its effects, but this is not the case for their enemies...
Attacks made with an Aetheric Fumigator automatically hit (do not make a hit roll). In addition, at the end of the combat phase, you can pick 1 enemy unit within 3" of a model in this unit that is armed with an Aetheric Fumigator. If you do so, roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Explosive Shells: The Grundstok mortar lobs a high-arcing shell that terminates in a blinding explosion of lethal aether-energies.
The Attacks characteristic of a Grundstok Mortar is equal to the number of models in the target unit, to a maximum Attacks characteristic of 5.

Suppressing Fire: The sheer weight of firepower that can be laid down by a company of Grundcorps veterans leaves their targets shaken and disrupted.
Each time this unit shoots, after all of its attacks have been resolved, if every model in this unit shot and targeted the same enemy unit, roll 2D6. Add to the roll the number of wounds caused by those attacks that were allocated to that enemy unit and not negated. If the score exceeds that enemy unit’s Bravery characteristic, it is suppressed until the start of your next hero phase. Subtract 1 from hit rolls for attacks made by a unit that is suppressed. A unit cannot be suppressed more than once at the same time.

Drillbill: The burrowing beak of this aethermatic bird can leave a nasty wound.
Each time this unit fights, once all of its attacks have been resolved, if this unit includes a Gunnery Sergeant, pick 1 enemy unit within 3" of its Gunnery Sergeant and roll a dice. On a 5+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER, GRUNDSTOK, GRUNDSTOK THUNDERERS, GRUNDSTOK EXPEDITIONARY FORCE


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


4"
2
4+
7
WARSCROLL

Thundrik’s Profiteers

Driven by constant competition for promotion, this eclectic band of skyfarers will go to any lengths to secure a valuable haul, and will pepper with volleys of aethershot all those who try to take their wealth.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Volley Gun
Aethermatic Volley Gun15"2D64+4+-1
Aethershot Rifle
Aethershot Rifle18"23+4+-11
Privateer Pistol
Privateer Pistol9"24+4+-1
Vulcaniser Pistol
Vulcaniser Pistol12"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arkanaut Cutter
Arkanaut Cutter1"24+4+-1
Gun Butt
Gun Butt1"14+5+-1
Skypike
Skypike2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 160
Battlefield Role: None
MODELBASE SIZE
Khazgan Drakkskewer, Dead-Eye Lund32mm
Garodd Alensen, Enrik Ironhail25mm
Notes: Single, Unique. Bjorgen Thundrik and Thundrik’s Profiteers must be taken as a set. Although taken as a set, each is a separate unit.

The models in Thundrik’s Profiteers are Garodd Alensen, Enrik Ironhail, Dead-Eye Eund and Khazgan Drakkskewer. Garodd Alensen is armed with a Privateer Pistol and Arkanaut Cutter. Enrik Ironhail is armed with an Aethermatic Volley Gun and Gun Butt. Dead-Eye Lund is armed with an Aethershot Rifle and Gun Butt. Khazgan Drakkskewer is armed with a Vulcaniser Pistol and Skypike.

KHAZGAN DRAKKSKEWER: Khazgan Drakkskewer has a Wounds characteristic of 3. In addition, Khazgan Drakkskewer can fly.

Protect the Boss: As the Kharadron Code states, ‘all salaries are subject to change based on the condition of the paymaster’.
While this unit is wholly within 3" of a friendly BJORGEN THUNDRIK, he has a ward of 4+.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, BARAK-NAR, SKYFARER, THUNDRIK’S PROFITEERS

Behemoth


12"
15
3+
8
WARSCROLL

Arkanaut Frigate

The unmistakable profile of an Arkanaut Frigate set against the sky is a sight greatly feared by the Kharadron’s many enemies, who know all too well the devastating firepower these airships possess, and the fighting spirit of the privateers they carry into battle.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethershot Carbines
Aethershot Carbines12"43+3+-12
Heavy Sky Cannon: Shrapnel
Heavy Sky Cannon: Shrapnel12"53+3+-12
Heavy Sky Cannon: Shell
Heavy Sky Cannon: Shell24"24+2+-2D3+2
Heavy Skyhook
Heavy Skyhook24"24+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"4+4+-1
DAMAGE TABLE
Wounds SufferedRamming DiceBoarding WeaponsBomb Racks
0-5868
6-9756
10-12644
13+534
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 310
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in a Barak-Zilfin army

An Arkanaut Frigate is armed with Aethershot Carbines, Boarding Weapons and 1 of the following weapon options: Heavy Sky Cannon; or Heavy Skyhook.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grundstok Escort Wing
 • Iron Sky Attack Squadron

TRANSPORT VESSEL: This unit can fly. In addition, up to 12 SKYFARER models can be embarked in it. If this unit is part of an army that is not a Kharadron Overlords army, it can still use the Sky-fleets battle trait.

Assault Boat: The speed and manoeuvrability of the Arkanaut Frigate allows it to deliver Arkanaut Companies into the fray even as its armoured prow rams the enemy line.
After this unit finishes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the Ramming Dice value shown on this unit’s damage table. For each 4+, that enemy unit suffers 1 mortal wound. Then, you can pick any friendly units embarked in this unit to disembark. Units that disembark in this way must be set up within 3" of an enemy unit and count as having made a charge move. In addition, in the following combat phase, the strike-first effect applies to units that disembarked in this way.

Bulwarks of Iron: The formidable Ironclads and Frigates of the Kharadron match the size and presence of even the largest behemoths of the enemy.
This unit counts as 5 models for the purposes of contesting objectives.

Bomb Racks: This skyvessel carries a variety of bombs that can be dropped onto the battlefield below, obliterating ground targets and leaving smouldering ruin in their wake.
After this unit finishes a normal move or a run, you can pick 1 enemy unit that this unit passed across and roll a number of dice equal to the Bomb Racks value shown on this unit’s damage table. For each 4+, that enemy unit suffers 1 mortal wound. This ability has no effect on units that can fly.

Heavy Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Heavy Skyhook is 6 if the target of the attack is a MONSTER. In addition, If an attack made with this unit’s Heavy Skyhook scores a hit on a MONSTER, if that MONSTER is not slain, after that attack has been resolved, roll a dice. On a 4+, that MONSTER is snagged until the end of the turn. While a MONSTER is snagged, it cannot carry out monstrous rampages. A MONSTER cannot be snagged more than once in the same turn.

Heavy Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Each time this unit shoots, choose either the Shrapnel or Shell weapon characteristics for all the attacks it makes with its Heavy Sky Cannon.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, WAR MACHINE, SKYVESSEL, TRANSPORT VESSEL, ARKANAUT FRIGATE


20
3+
8
WARSCROLL

Arkanaut Ironclad

Amongst the heaviest Kharadron ships of the line, the redoubtable Ironclads provide a floating fortress of iron at the heart of any airfleet, bombarding their targets from afar with explosives shells and armour-piercing torpedoes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethershot Carbines
Aethershot Carbines12"83+3+-12
Aethershock Torpedoes
Aethershock Torpedoes24"44+3+-1D3
Great Sky Cannon: Shrapnel
Great Sky Cannon: Shrapnel12"63+3+-12
Great Sky Cannon: Shell
Great Sky Cannon: Shell24"24+2+-2D3+3
Great Skyhook
Great Skyhook24"24+2+-2D6
Great Volley Cannon
Great Volley Cannon18"4D63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"4+4+-1
DAMAGE TABLE
Wounds SufferedMoveBoarding WeaponsBomb Racks
0-910"810
10-128"78
13-156"66
16+4"54
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 480
Battlefield Role: Behemoth
Base size: 170 x 105mm
Notes: Single

An Arkanaut Ironclad is armed with Aethershot Carbines, Aethershock Torpedoes, Boarding Weapons and 1 of the following weapon options: Great Sky Cannon; Great Skyhook; or Great Volley Cannon.

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

TRANSPORT VESSEL: This unit can fly. In addition, up to 22 SKYFARER models can be embarked in it. If this unit is part of an army that is not a Kharadron Overlords army, it can still use the Sky-fleets battle trait.

Bulwarks of Iron: The formidable Ironclads and Frigates of the Kharadron match the size and presence of even the largest behemoths of the enemy.
This unit counts as 5 models for the purposes of contesting objectives.

Great Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Great Skyhook is 6 if the target of the attack is a MONSTER. In addition, If an attack made with this unit’s Great Skyhook scores a hit on a MONSTER, if that MONSTER is not slain, after that attack has been resolved, roll a dice. On a 4+, that MONSTER is snagged until the end of the turn. While a MONSTER is snagged, it cannot carry out monstrous rampages. A MONSTER cannot be snagged more than once in the same turn.

Great Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Each time this unit shoots, choose either the Shrapnel or Shell weapon characteristics for all the attacks it makes with its Great Sky Cannon.

Bomb Racks: This skyvessel carries a variety of bombs that can be dropped onto the battlefield below, obliterating ground targets and leaving smouldering ruin in their wake.
After this unit finishes a normal move or a run, you can pick 1 enemy unit that this unit passed across and roll a number of dice equal to the Bomb Racks value shown on this unit’s damage table. For each 4+, that enemy unit suffers 1 mortal wound. This ability has no effect on units that can fly.

Supremacy Mine: As the enemy closes in on all sides, the ship’s Captain orders the supremacy mine be dropped, resulting in a catastrophic explosion below.
Once per battle, at the end of the enemy charge phase, you can say this unit will drop its supremacy mine. If you do so, pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+, that enemy unit suffers a number of mortal wounds equal to the roll.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, WAR MACHINE, SKYVESSEL, TRANSPORT VESSEL, ARKANAUT IRONCLAD


14
3+
10
WARSCROLL

Carmine Dragon*

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw*

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts*

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire*

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon*

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm*

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM

Warscroll Battalion


Warscroll Battalion

Iron Sky Command

ORGANISATION
 • 0-1 Arkanaut Admiral or Brokk Grungsson
 • 0-1 Codewright
 • 1 Arkanaut Ironclad
 • 3 units chosen from the following list in any combination: Aether-Khemist, Aetheric Navigator, ENDRINMASTER
 • 1 Arkanaut Company unit
 • 1-3 Endrinriggers units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 110
Battlefield Role: Warscroll Battalion

ABILITIES

Lords of the Skies: Kharadron are filled with confidence as they descend into battle on board their magnificent skyvessels alongside their comrades.
Do not take battleshock tests for units in this warscroll battalion while they are embarked in a friendly TRANSPORT VESSEL.


Warscroll Battalion

Iron Sky Attack Squadron

ORGANISATION
 • 2+ Arkanaut Frigates
 • 1 Arkanaut Company unit for each Arkanaut Frigate in the battalion
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Lords of the Skies: Kharadron are filled with confidence as they descend into battle on board their magnificent skyvessels alongside their comrades.
Do not take battleshock tests for units in this warscroll battalion while they are embarked in a friendly TRANSPORT VESSEL.


Warscroll Battalion

Grundstok Escort Wing

ORGANISATION
 • 2-3 Grundstok Gunhaulers
 • 1 Arkanaut Ironclad or Arkanaut Frigate
 • 1 Grundstok Thunderers unit
 • 0-3 Skywardens units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Lords of the Skies: Kharadron are filled with confidence as they descend into battle on board their magnificent skyvessels alongside their comrades.
Do not take battleshock tests for units in this warscroll battalion while they are embarked in a friendly TRANSPORT VESSEL.


Warscroll Battalion

Drongon’s Aether-runners

Endrinmaster Drongon Humboldsson is one of the most admired technical minds in the sky-empire, a proponent of cutting-edge aether-propulsion technology who has assembled a retinue of like-minded innovators to ensure the continuation of Kharadron supremacy across the clouds.
ORGANISATION
 • 1 Endrinmaster with Dirigible Suit (Drongon Humboldsson)
 • 2 Endrinriggers or Skywardens units in any combination
All units from this battalion must have the BARAK-ZILFIN keyword. The Endrinmaster with Dirigible Suit from this battalion is a Unique named character.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Fastest Vessels in the Fleet: Endrinmaster Humboldsson has perfected techniques that wring every ounce of power from the endrins of any skyvessels he or his apprentices work upon.
Add 3" to the Move characteristic of units in this battalion. In addition, at the start of your movement phase, for each unit in this battalion, you can pick 1 friendly SKYVESSEL that is within 3" of that unit. You cannot pick the same SKYVESSEL more than once in the same phase. Add 3" to the Move characteristic of that SKYVESSEL until the end of the phase.

Regiment of Renown


Regiment of Renown

Elthwin’s Thorns

The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
ORGANISATION
 • 1 Arch-Revenant (Leader)
 • 5 Gossamid Archers
If your army has an ORDER general but is not a Sylvaneth army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
ABILITIES

Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.

Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units.


Regiment of Renown

Norgrimm’s Rune Throng

Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
ORGANISATION
 • 1 Runelord (Leader)
 • 10 Irondrakes
 • 10 Longbeards
If your army has an ORDER general but is not a Cities of Sigmar army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 340
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.

ABILITIES

Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective.


Regiment of Renown

The Blacktalons

From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
ORGANISATION
 • 1 Neave Blacktalon
 • 1 Neave’s Companions unit
 • 1 Lorai, Child of the Abyss
If your army has an ORDER general but is not a Stormcast Eternals army, you can include these warscrolls in your army as a special type of ally called The Blacktalons regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in The Blacktalons regiment of renown are considered to belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).
ABILITIES

Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+.


Regiment of Renown

Fjori’s Flamebearers

ORGANISATION
 • 1 Grimhold Exile
 • 1 Auric Hearthguard unit with 5 models
 • 1 Hearthguard Berzerkers unit with 5 models
 • 1 Vulkite Berzerkers with Fyresteel Handaxes unit with 10 models
If your army has an ORDER general but is not a Fyreslayers army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 540
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.

ABILITIES

Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.

Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage.
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.

The AETHER-KHEMIST keyword is used in the following Kharadron Overlords warscrolls:

Leader
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.

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. Units cannot make a normal move if they are within 3" of an enemy unit.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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).
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.
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.
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.

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.

27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
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

The TRANSPORT VESSEL keyword is used in the following Kharadron Overlords warscrolls:

Behemoth
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

The WAR MACHINE keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth

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

None
Behemoth

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

None
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.

The TRANSPORT VESSEL keyword is used in the following Kharadron Overlords warscrolls:

Behemoth

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

Behemoth

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

Behemoth
• Merwyrm
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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