Leader
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.
Atmospheric Anatomiser |
| Atmospheric Anatomiser | 9" | 3D6 | 4+ | 4+ | -2 | 1 |
Heavy Instruments |
| Heavy Instruments | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Iron Sky Command
An Aether-Khemist is a single model armed with an Atmospheric Anatomiser and Heavy Instruments.
Aetheric Augmentation: An Aether-Khemist can use their Atmospheric Anatomiser to augment the weapons of nearby skyfarers.
In your
hero phase you can pick 1 friendly
SKYFARERS unit wholly within 12" of this model. Until your next hero phase, you can re-roll
wound rolls of 1 for attacks made by that unit. This ability cannot be used by an
AETHER-KHEMIST that is part of a
garrison, or on a friendly unit that is part of a garrison.
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 models with this ability. This ability cannot be used by an
AETHER-KHEMIST that is part of a
garrison.
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, AETHER-KHEMIST |
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.
Ranging Pistol |
| Ranging Pistol | 15" | 2 | 3+ | 3+ | -1 | 1 |
Zephyrscope |
| Zephyrscope | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Iron Sky Command
An Aetheric Navigator is a single model armed with a Zephyrscope and a Ranging Pistol.
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.
Aetherstorm: An Aetheric Navigator can manipulate the aether to cause a localised storm.
In your
hero phase, you can pick 1 enemy unit within 36" of this model that is visible to them and can
fly, and roll a dice. On a 1-2 nothing happens. On a 3-5 halve the Move characteristic of that unit until your next hero phase. On a 6, halve the Move characteristic of that unit until your next hero phase, and that unit suffers D3
mortal wounds.
Read the Winds: Navigators can signal to nearby Kharadron Overlords airships, helping them to steer into prevailing currents.
You can re-roll
run and
charge rolls for friendly
SKYVESSELS that are visible to a friendly
AETHERIC NAVIGATOR that has not attempted to use the
Aetherstorm ability in the same turn.
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, AETHERIC NAVIGATOR |
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.
Atmospheric Anatomiser |
| Atmospheric Anatomiser | 9" | 3D6 | 4+ | 4+ | -2 | 1 |
Heavy Instruments |
| Heavy Instruments | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 130
Battlefield Role: Leader
Base size: 32mmNotes: 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 a named character that is a single model. He is armed with an Atmospheric Anatomiser and Heavy Instruments.
Aetheric Augmentation: An Aether-Khemist can use their Atmospheric Anatomiser to augment the weapons of nearby skyfarers.
In your
hero phase you can pick 1 friendly
SKYFARERS unit wholly within 12" of this model and that is not part of a
garrison. Until your next hero phase, you can re-roll
hit rolls of 1 for that unit. This ability cannot be used by a model that is part of a garrison.
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 models with this ability. This ability cannot be used by a model that is part of a
garrison.
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-NAR, HERO, SKYFARER, MARINE, AETHER-KHEMIST, BJORGEN THUNDRIK |
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.
Grungsson’s Boast |
| Grungsson’s Boast | 18" | 2 | 3+ | 2+ | -2 | D3 |
The Magnate’s Charter |
| The Magnate’s Charter | 18" | 6 | 3+ | 3+ | -1 | 1 |
Aetherblasters |
| Aetherblasters | 9" | 2 | 3+ | 4+ | - | 1 |
Aethermatic Saw |
| Aethermatic Saw | 1" | 4 | 3+ | 2+ | -2 | D3 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique
Brokk Grungsson is a named character that is a single model. He is armed with Grungsson’s Boast, the Magnate’s Charter, Aetherblasters and an Aethermatic Saw.
Custom-built Dirigible Suit: When Brokk Grungsson charges into combat his foes are crushed by the weight of his magnificent custombuilt dirigible suit.
After this model makes a
charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Endrinharness: An Endrinharness is supercharged with energy, allowing the wearer to strike mighty blows in close combat.
If the unmodified
hit roll for an attack made with a
melee weapon by this model is 6, that attack inflicts D3
mortal wounds and the attack sequence ends (do not make a
wound or save roll).
Hitcher: Kharadron kitted out with buoyancy endrins can attach themselves to a passing skyvessel and move alongside it.
If this model is wholly within 6" of a friendly
SKYVESSEL immediately before the
SKYVESSEL uses its
Fly High ability, you can say that this model will hitch a lift instead of making a
normal move or
retreat (as long as this model has not already made a normal move or retreat in the same phase).
If you do so, after that
SKYVESSEL has moved, remove this model from the battlefield and set it up again wholly within 6" of that
SKYVESSEL, more than 1" from any
terrain features or
objectives and more than 9" from any enemy models.
No more than 7 models can hitch a lift on the same
SKYVESSEL in the same turn.
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’.
You can use this
command ability at the start of your
charge phase if a friendly model with this command ability is on the battlefield. If you do so, pick 1 friendly model with this command ability. You can re-roll
charge rolls for friendly
BARAK-NAR units that are wholly within 24" of that model until the end of that phase.
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-NAR, HERO, SKYFARER, BROKK GRUNGSSON |
Many Endrinmasters take to the skies in mastercrafted dirigible suits, their aetherturbines allowing them to zoom through the air towards skyvessels in need of repair even as an in-built weapon array blasts their enemies into pieces.
Aethercannon |
| Aethercannon | 12" | 1 | 3+ | 2+ | -2 | D3 |
Dirigible Suit Weapon Battery |
| Dirigible Suit Weapon Battery | 18" | 6 | 3+ | 3+ | -1 | 1 |
Gaze of Grungni |
| Gaze of Grungni | 9" | 1 | 3+ | 2+ | -1 | D3 |
Aethermatic Saw |
| Aethermatic Saw | 1" | 3 | 3+ | 2+ | -2 | D3 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 40mm
Notes: Single
An Endrinmaster with Dirigible Suit is a single model armed with an Aethercannon, Dirigible Suit Weapon Battery, Gaze of Grungni and Aethermatic Saw.
Endrinmaster: Endrinmasters are unsurpassed at keeping the skyvessels in a fleet battleworthy.
At the start of your
hero phase, you can pick 1 friendly
SKYVESSEL within 1" of this model.
Heal 3 wounds allocated to that SKYVESSEL.
Hitcher: Kharadron kitted out with buoyancy endrins can attach themselves to a passing skyvessel and move alongside it.
If this model is wholly within 6" of a friendly
SKYVESSEL immediately before the
SKYVESSEL uses its
Fly High ability, you can say that this model will hitch a lift instead of making a
normal move or
retreat (as long as this model has not already made a normal move or retreat in the same phase).
If you do so, after that
SKYVESSEL has moved, remove this model from the battlefield and set it up again wholly within 6" of that
SKYVESSEL, more than 1" from any
terrain features or
objectives and more than 9" from any enemy models.
No more than 7 models can hitch a lift on the same
SKYVESSEL in the same turn.
By Grungni, I Have My Eye On You!: Endrinriggers will redouble their efforts to repair a skyvessel when they are overseen by an Endrinmaster.
You can use this
command ability in your
hero phase before a friendly
ENDRINRIGGERS unit wholly within 18" of a friendly model with this command ability uses its
Endrincraft ability. If you do so, you can re-roll any of the dice that determine how many wounds are
healed by that ENDRINRIGGERS unit in that phase.
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, ENDRINMASTER |
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.
Gaze of Grungni |
| Gaze of Grungni | 9" | 1 | 3+ | 2+ | -1 | D3 |
Aethermight Hammer |
| Aethermight Hammer | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single
This warscroll can be used in the following warscroll battalions:
•
Iron Sky Command
An Endrinmaster with Endrinharness is a single model armed with an Aethermight Hammer and Gaze of Grungni.
Endrinmaster: Endrinmasters are unsurpassed at keeping the skyvessels in a fleet battleworthy.
At the start of your
hero phase, you can pick 1 friendly
SKYVESSEL within 1" of this model.
Heal up to D3 wounds allocated to that SKYVESSEL.
Endrinharness: An Endrinharness is supercharged with energy, allowing the wearer to strike mighty blows in close combat.
If the unmodified
hit roll for an attack made with a
melee weapon by this model is 6, that attack inflicts 3
mortal wounds and the attack sequence ends (do not make a
wound or save roll).
By Grungni, I Have My Eye On You!: Endrinriggers will redouble their efforts to repair a skyvessel when they are overseen by an Endrinmaster.
You can use this
command ability in your
hero phase before a friendly
ENDRINRIGGER unit wholly within 18" of a friendly model with this command ability uses its
Endrincraft ability. If you do so, you can re-roll any of the dice that determine how many wounds are
healed by that ENDRINRIGGER unit in that phase.
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, ENDRINMASTER |
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.
Volley Pistol |
| Volley Pistol | 9" | 3 | 3+ | 4+ | -1 | 2 |
Skalfhammer |
| Skalfhammer | 1" | 3 | 3+ | 2+ | -2 | 3 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Arkanaut Admiral is armed with a a Skalfhammer and a Volley Pistol.
If You Want A Job Done…: Every Arkanaut Admiral knows that there are some foes that you have to deal with yourself.
Add 1 to
hit rolls for attacks made by this unit that target a
HERO or
MONSTER.
Protect the Admiral!: The skyfarers that follow an Admiral will lay down their own lives to protect them - their cut of the profit might depend on it.
Before you
allocate a wound or
mortal wound to this unit, or instead of making a
ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of any other friendly
SKYFARERS units, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to this unit as normal. On a 3+, that wound or mortal wound is allocated to another friendly
SKYFARERS unit within 3" of this unit instead and cannot be negated.
Master of 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
shooting phase. The command must be issued by this unit and must be received by a friendly
SKYVESSEL. That Skyvessel can shoot in that phase even if it ran earlier in the turn.
Aether-powrered Munitions: The wealth and connections of an Admiral allows them to secure exclusive payloads of a sky-port's latest, greatest military technologies.
After the players have received their
starting command points but before the start of the first turn, you can pick 1 of the following Aether-powered Munitions for this unit to use during the battle:
Blazebeard and Sons ‘Drakk-hobbler’ Mag-bolas: Once per battle, at the start of your
shooting phase, pick 1 enemy
MONSTER within 12" of this unit and roll a dice. On a 2+, that unit is grappled until the end of your opponent’s next turn. While an enemy unit is grappled,
charge rolls made for that unit are made by rolling 1D6 instead of 2D6.
Celestium Burst-grenade: Once per battle, at the start of your shooting phase, pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+,
ward rolls cannot be made for wounds and
mortal wounds caused by attacks that target that unit until the end of the phase.
Grudgebreaker Rounds: Once per battle, at the start of your shooting phase, pick 1 friendly
KHARADRON OVERLORDS unit wholly within 12" of this unit that is not a
SKYVESSEL. Until the end of that 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 in the same phase.
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, MARINE, ARKANAUT ADMIRAL |
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.
The Aethermatic Equaliser Mk. III |
| The Aethermatic Equaliser Mk. III | 9" | 2D6 | 3+ | 3+ | -1 | 2 |
Grunnsson’s Axe |
| Grunnsson’s Axe | 2" | 3 | 3+ | 2+ | -2 | 2 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique
Drekki Flynt is armed with the Aethermatic Equaliser Mk. III 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. 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 in its
garrison.
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 part of a
garrison.
ORDER, KHARADRON OVERLORDS, DUARDIN, BARAK-MHORNAR, HERO, SKYFARER, MARINE, DREKKI FLYNT |
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.
Harpoon Gun |
| Harpoon Gun | 16" | 1 | 4+ | 3+ | -2 | D3 |
Belaying Axe |
| Belaying Axe | 1" | 3 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Notes: Unique
Dagnai Holdenstock is a named character that is a single model. He is armed with a Belaying Axe and Harpoon Gun.
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.
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-MHORNAR, HERO, SKYFARER, MARINE, DAGNAI HOLDENSTOCK |
Battleline
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.
Privateer Pistol |
| Privateer Pistol | 9" | 2 | 4+ | 4+ | - | 1 |
Aethermatic Volley Gun |
| Aethermatic Volley Gun | 12" | 6 | 5+ | 4+ | -1 | 1 |
Light Skyhook |
| Light Skyhook | 18" | 1 | 4+ | 3+ | -2 | D3 |
Aetherflare Pistol |
| Aetherflare Pistol | 9" | 2 | 4+ | 3+ | - | 1 |
Volley Pistol |
| Volley Pistol | 9" | 3 | 4+ | 4+ | - | 1 |
Arkanaut Cutter |
| Arkanaut Cutter | 1" | 1 | 4+ | 4+ | - | 1 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 5+ | - | 1 |
Skypike |
| Skypike | 2" | 2 | 4+ | 4+ | -1 | D3 |
Unit Size: 10 Points: 90
Battlefield Role: Battleline
Base size: 25mm
An Arkanaut Company has any number of models, each 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; and 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Skypike.
COMPANY CAPTAIN: 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.
You can re-roll
battleshock tests for this unit while it is wholly within 9" of an
objective, and add 1 to
hit rolls for attacks made by this unit while it is wholly within 9" of an objective. This ability cannot be used if this unit is part of a
garrison.
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARER, MARINE, ARKANAUT COMPANY |
None
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.
Aethermatic Volley Gun |
| Aethermatic Volley Gun | 24" | 6 | 4+ | 4+ | -1 | 1 |
Grapnel Launcher or Skyhook |
| Grapnel Launcher or Skyhook | 24" | 1 | 4+ | 3+ | -2 | 3 |
Drill Launcher |
| Drill Launcher | 24" | 1 | 4+ | 3+ | -3 | D3 |
Rapid-fire Rivet Gun |
| Rapid-fire Rivet Gun | 12" | 3 | 3+ | 4+ | -1 | 1 |
Aethermatic Saw |
| Aethermatic Saw | 1" | 1 | 3+ | 2+ | -2 | D3 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 5+ | - | 1 |
A unit of Endrinriggers has any number of models, each armed with a Rapid-fire Rivet Gun and Aethermatic Saw. 1 in every 3 models can replace their Rapid-fire Rivet Gun and Aethermatic Saw with an Aethermatic Volley Gun and Gun Butt. 1 in every 3 models can replace their Rapid-fire Rivet Gun and Aethermatic Saw with one of the following weapon options: Drill Launcher and Gun Butt; Grapnel Launcher and Gun Butt; or Skyhook and Gun Butt.
MIZZENMASTER: 1 model in this unit can be a Mizzenmaster. Add 1 to the Attacks characteristic of that model’s
melee weapons.
Drill Launcher: A handheld version of the drill cannons found aboard Kharadron gunships, the drill launcher fires a projectile that bores into its target before detonating.
If the unmodified
hit roll for an attack made with a Drill Launcher is 6, that attack inflicts 3
mortal wounds on the target and the attack sequence ends (do not make a
wound or save roll).
Endrincraft: Endrinriggers are expert mechanics, and keep all of the skyvessels in a Kharadron fleet shipshape.
At the start of your
hero phase, you can pick 1 friendly
SKYVESSEL within 1" of this unit and roll 1 dice for each model in this unit. For each 4+,
heal 1 wound allocated to that SKYVESSEL.
Grapnel Launcher: Grapnel launchers are used to entangle the enemy and stop them from making their escape.
Enemy units cannot
retreat if they are within 3" of any models from this unit armed with a Grapnel Launcher.
Hitchers: Kharadron kitted out with buoyancy endrins can attach themselves to a passing skyvessel and move alongside it.
If this unit is wholly within 6" of a friendly
SKYVESSEL immediately before the
SKYVESSEL uses its
Fly High ability, you can say that this unit will hitch a lift instead of making a
normal move or
retreat (as long as this model has not already made a normal move or retreat in the same phase).
If you do so, after that
SKYVESSEL has moved, remove this unit from the battlefield and set it up again wholly within 6" of that
SKYVESSEL, more than 1" from any
terrain features or
objectives and more than 9" from any enemy models.
No more than 7 models can hitch a lift on the same
SKYVESSEL in the same turn.
Skyhook: Skyhooks are used to pull the bearer towards the foe.
Add 1 to
charge rolls for this unit if any models from this unit are armed with a Skyhook.
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARERS, ENDRINRIGGERS |
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.
Sky Cannon: Shrapnel |
| Sky Cannon: Shrapnel | 18" | D6 | 3+ | 3+ | -1 | 2 |
Sky Cannon: Shell |
| Sky Cannon: Shell | 24" | 1 | 3+ | 2+ | -2 | D6 |
Drill Cannon |
| Drill Cannon | 36" | 1 | 3+ | 3+ | -3 | D3 |
Aethershot Carbine |
| Aethershot Carbine | 12" | 2 | 3+ | 4+ | -1 | 1 |
Boarding Weapons |
| Boarding Weapons | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 160
Battlefield Role: None
Base size: 105 x 70mmNotes: Single. Battleline in a
Barak-Urbaz army
A Grundstok Gunhauler is a single model armed with an Aethershot Carbine, Boarding Weapons and one of the following weapon options: Sky Cannon; or Drill Cannon.
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 model will move ahead full. If you do so, add 6" to the Move characteristic of this model in that phase.
Escort Vessel: Grundstok Gunhaulers are used to disrupt attacks on larger Kharadron skyvessels in the vicinity.
Roll 1 dice each time you
allocate a wound or
mortal wound to a friendly
SKYVESSEL other than a
GRUNDSTOK GUNHAULER while it is within 3" of any friendly GRUNDSTOK GUNHAULERS. On a 6, that wound or mortal wound is negated.
Bomb Racks: The bombs and skymines held in the racks of a Kharadron skyvessel can be swiftly deployed to stop enemy assaults in their tracks.
At the start of the
combat phase, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 4+, that enemy unit suffers D3
mortal wounds.
Disengage: Kharadron skyvessels can easily disengage from ground-based foes, flying away with all guns blazing.
This model and any models in its
garrison can
retreat and still
shoot in the same turn as long as there are no enemy units that can
fly within 3" of this model at the start of the retreat move.
Fly High: Kharadron skyvessels can swiftly soar up high in the air and then dive back down to the battlefield, ready to attack from a new direction.
Instead of making a
normal move or
retreat with this model, you can say that it will fly high (it can disengage). If you do so, remove this model from the battlefield and set it up again more than 1" from any
terrain features or
objectives and more than 9" from any enemy models.
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 inflicts 3
mortal wounds on the target and the attack sequence ends (do not make a
wound or save roll).
Sky Cannon: A sky cannon can either be loaded with shrapnel ammunition or an explosive shell.
Before attacking with a Sky Cannon, choose either the Shrapnel or Shell
missile weapon characteristics for that shooting attack.
ORDER, DUARDIN, KHARADRON OVERLORDS, WAR MACHINE, SKYVESSEL, GRUNDSTOK GUNHAULER |
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.
Aethershot Rifle |
| Aethershot Rifle | 18" | 2 | 3+ | 4+ | -1 | 1 |
Double-barrelled Aethershot Rifle |
| Double-barrelled Aethershot Rifle | 18" | 4 | 3+ | 4+ | -1 | 1 |
Aetheric Fumigator |
| Aetheric Fumigator | 9" | 3 | 3+ | 3+ | -1 | 1 |
Decksweeper |
| Decksweeper | 12" | 4 | 4+ | 4+ | -1 | 1 |
Aethercannon |
| Aethercannon | 12" | 1 | 4+ | 2+ | -2 | D3 |
Grundstok Mortar |
| Grundstok Mortar | 12" | 1 | 4+ | 3+ | - | D3 |
Drillbill |
| Drillbill | 3" | D3 | 4+ | 4+ | -1 | 1 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 5
Points: 130
Battlefield Role: None
Base size: 32mmNotes: Battleline in a
Barak-Nar army
A unit of Grundstok Thunderers has any number of models, each armed with an Aethershot Rifle and Gun Butt. 1 in every 5 models can replace their Aethershot Rifle with a Grundstok Mortar. 1 in every 5 models can replace their Aethershot Rifle with an Aethercannon. 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.
GUNNERY SERGEANT: 1 model in this unit can be a Gunnery Sergeant. Replace that model’s weapons with a Double-barrelled Aethershot Rifle, Gun Butt and Drillbill.
HONOUR BEARER: 1 in every 5 models in this unit can be an Honour Bearer. You can reroll
battleshock tests for a unit that 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…
Subtract 1 from
hit rolls for attacks made by enemy models within 3" of any friendly models armed with an Aetheric Fumigator. This ability cannot be used by a model that is part of a
garrison.
Drive Them Back!: Kharadron military history is filled with tales of Thunderers standing alone at battle’s end surrounded by a circle of fallen foes.
Add 1 to the Attacks characteristic of
missile weapons used by this unit while any enemy units are within 3" of this unit. This ability cannot be used by a model that is part of a
garrison.
Pin Them, Shred Them, Finish Them: Thunderers use the specialist weapons they are armed with to launch a deadly combination of attacks that leaves the target reeling.
Add 1 to
hit rolls for attacks made with a Grundstok Mortar, Decksweeper or Aethercannon when it is used by a unit that has at least 1 of each of these weapons (i.e. at least 1 Grundstok Mortar, and at least 1 Decksweeper, and at least 1 Aethercannon). This ability cannot be used by a model that is part of a
garrison.
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARER, MARINE, GRUNDSTOK THUNDERERS |
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.
Aethermatic Volley Gun |
| Aethermatic Volley Gun | 24" | 6 | 4+ | 4+ | -1 | 1 |
Grapnel Launcher or Skyhook |
| Grapnel Launcher or Skyhook | 24" | 1 | 4+ | 3+ | -2 | 3 |
Drill Launcher |
| Drill Launcher | 24" | 1 | 4+ | 3+ | -3 | D3 |
Vulcaniser Pistol |
| Vulcaniser Pistol | 9" | 2 | 3+ | 3+ | -1 | 1 |
Skypike |
| Skypike | 2" | 2 | 4+ | 3+ | -1 | D3 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 5+ | - | 1 |
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.
CUSTODIAN: 1 model in this unit can be a Custodian. Add 1 to the Attacks characteristic of that model’s
melee weapons.
Drill Launcher: A handheld version of the drill cannons found aboard Kharadron gunships, the drill launcher fires a projectile that bores into its target before detonating.
If the unmodified
hit roll for an attack made with a Drill Launcher is 6, that attack inflicts 3
mortal wounds on the target and the attack sequence ends (do not make a
wound or save roll).
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.
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARERS, SKYWARDENS |
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.
Aethermatic Volley Gun |
| Aethermatic Volley Gun | 18" | 6 | 5+ | 4+ | -1 | 1 |
Aethershot Rifle |
| Aethershot Rifle | 18" | 4 | 3+ | 4+ | -1 | 1 |
Privateer Pistol |
| Privateer Pistol | 12" | 2 | 4+ | 4+ | - | 1 |
Vulcaniser Pistol |
| Vulcaniser Pistol | 9" | 2 | 3+ | 3+ | -1 | 1 |
Arkanaut Cutter |
| Arkanaut Cutter | 1" | 2 | 4+ | 4+ | - | 1 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 4+ | - | 1 |
Skypike |
| Skypike | 2" | 2 | 4+ | 3+ | -1 | D3 |
Unit Size: 4
Points: 130
Battlefield Role: None
|
Khazgan Drakkskewer, Dead-Eye Lund | 32mm |
Garodd Alensen, Enrik Ironhail | 25mm |
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.
Thundrik’s Profiteers is a unit that has 4 models. 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; and Khazgan Drakkskewer is armed with a Vulcaniser Pistol and Skypike.
KHAZGAN DRAKKSKEWER: Add 1 to Khazgan Drakkskewer’s Wounds characteristic. In addition, Khazgan Drakkskewer can
fly.
Thundrik’s Profiteers: The Profiteers are ever eager to win Thundrik’s recognition.
You can add 1 to
hit rolls for attacks made by this unit and re-roll
battleshock tests for this unit while it is wholly within 9" of
BJORGEN THUNDRIK. This ability cannot be used if this unit is part of a
garrison.
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-NAR, SKYFARER, MARINE, THUNDRIK’S PROFITEERS |
Behemoth
The sleek and deadly profile of a Arkanaut Frigate 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.
Heavy Sky Cannon: Shrapnel |
| Heavy Sky Cannon: Shrapnel | 24" | D6 | 3+ | 3+ | -1 | 2 |
Heavy Sky Cannon: Shell |
| Heavy Sky Cannon: Shell | 30" | 1 | 3+ | 2+ | -2 | D6 |
Heavy Skyhook |
| Heavy Skyhook | 24" | 1 | 3+ | 2+ | -2 | D6 |
Aethershot Carbines |
| Aethershot Carbines | 12" | 4 | 3+ | 3+ | -1 | 2 |
Boarding Weapons |
| Boarding Weapons | 1" |  | 4+ | 4+ | - | 1 |
0-3 | 12", Disengage, Fly High | 6 | +1 |
4-6 | 10", Disengage, Fly High | 5 | 0 |
7-9 | 8", Disengage | 4 | 0 |
10-12 | 6" | 3 | -1 |
13+ | 4" | 2 | -1 |
Unit Size: 1
Points: 240
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: Single. Battleline in a
Barak-Zilfin army
An Arkanaut Frigate is a single model armed with Aethershot Carbines, Boarding Weapons and one of the following weapon options: Heavy Sky Cannon; or Heavy Skyhook.
FLYING TRANSPORT: This model can
fly, and can be
garrisoned by up to 15 friendly
MARINE models even though it is not a
terrain feature. If this model is in a
warscroll battalion, units from the same battalion that can garrison this model can be set up as this model’s garrison when this model is set up.
Halve this model’s Move characteristic and it cannot Fly High if there are 11 or more models in its garrison. Units cannot join or leave this model’s garrison if it has made a move or flown high in the same phase (they can join or leave before it does so). Models cannot
contest objectives while
garrisoning a
SKYVESSEL.
An attack made by a weapon that is in range of this model can target either this model or a unit in its garrison. If this model is destroyed, before it is removed from play, roll 1 dice for each model in its garrison. On a 1, that model is slain. Set up any surviving models wholly within 3" of this model and more than 3" from any enemy units.
If this unit is in a warscroll battalion, other units in the same battalion that can garrison this unit can be set up as this unit’s garrison when this unit is set up.
Aetheric Navigator and Endrinrigger: A skyvessel’s Navigator guides it into the strongest aetheric winds, while its Endrinrigger works tirelessly to keep it airworthy.
In your
hero phase, you can
heal 1 wound allocated to this model. In addition, you can re-roll
run rolls for this model.
Bomb Racks: The bombs and skymines held in the racks of a Kharadron skyvessel can be swiftly deployed to stop enemy assaults in their tracks.
At the start of the
combat phase, you can pick 1 enemy unit within 1" of this model and roll a dice. Add the Bomb Rack modifier from this model’s damage table to the roll. On a 4+, that enemy unit suffers D3
mortal wounds.
Disengage: Kharadron skyvessels can easily disengage from ground-based foes, flying away with all guns blazing.
This model and any models in its
garrison can still shoot if this model
retreats in the same turn, as long as there are no enemy units that can
fly within 3" of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move.
Fly High: Kharadron skyvessels can swiftly soar up high in the air and then dive back down to the battlefield, ready to attack from a new direction.
Instead of making a
normal move or
retreat with this model, if there are less than 7 wounds currently allocated to this model, you can say that it will fly high (it can disengage). If you do so, remove this model from the battlefield and set it up again more than 1" from any
terrain features or
objectives and more than 9" from any enemy models.
Heavy Skyhook: Skyhooks are used to pull skyvessels towards the foe.
Add 2 to
charge rolls for this model if it is armed with a Heavy Skyhook.
Heavy Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Before attacking with a Heavy Sky Cannon, choose either the Shrapnel or Shell
missile weapon characteristics for that shooting attack.
ORDER, DUARDIN, KHARADRON OVERLORDS, WAR MACHINE, SKYVESSEL, ARKANAUT FRIGATE |
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.
Great Sky Cannon: Shrapnel |
| Great Sky Cannon: Shrapnel | 24" | 6 | 3+ | 3+ | -1 | 2 |
Great Sky Cannon: Shell |
| Great Sky Cannon: Shell | 30" | 1 | 3+ | 2+ | -2 | 6 |
Great Skyhook |
| Great Skyhook | 24" | 1 | 3+ | 2+ | -2 | 6 |
Great Volley Cannon |
| Great Volley Cannon | 18" | 4D6 | 3+ | 3+ | -1 | 1 |
Aethershock Torpedoes |
| Aethershock Torpedoes | 24" | 4 | 4+ | 3+ | -1 | D3 |
Aethershot Carbines |
| Aethershot Carbines | 12" | 8 | 3+ | 3+ | -1 | 2 |
Boarding Weapons |
| Boarding Weapons | 1" |  | 4+ | 4+ | - | 1 |
0-3 | 10", Disengage, Fly High | 8 | +2 |
4-6 | 8", Disengage, Fly High | 7 | +1 |
7-9 | 6", Disengage | 6 | 0 |
10-15 | 6" | 5 | 0 |
16+ | 4" | 4 | -1 |
Unit Size: 1 Points: 490
Battlefield Role: Behemoth
Base size: 170 x 105mm
Notes: Single
An Arkanaut Ironclad is a single model armed with Aethershot Carbines, Aethershock Torpedoes, Boarding Weapons and one of the following weapon options: Great Sky Cannon; Great Skyhook; or Great Volley Cannon.
FLYING TRANSPORT: This model can
fly, and can be
garrisoned by up to 25 friendly
MARINE models even though it is not a
terrain feature. If this model is in a
warscroll battalion, units from the same battalion that can garrison this model can be set up as this model’s garrison when this model is set up.
Halve this model’s Move characteristic and it cannot
Fly High if there are 16 or more models in its garrison. Units cannot join or leave this model’s garrison if it has made a move or flown high in the same phase (they can join or leave before it does so). Models cannot
contest objectives while garrisoning a
SKYVESSEL.
An attack made by a weapon that is in range of this model can target either this model or a unit in its garrison. If this model is destroyed, before it is removed from play, roll 1 dice for each model in its garrison. On a 1, that model is slain. Set up any surviving models wholly within 3" of this model and more than 3" from any enemy units.
If this unit is in a warscroll battalion, other units in the same battalion that can garrison this unit can be set up as this unit’s garrison when this unit is set up.
Aetheric Navigator and Endrinrigger: A skyvessel’s Navigator guides it into the strongest aetheric winds, while its Endrinrigger works tirelessly to keep it airworthy.
In your
hero phase, you can
heal 1 wound allocated to this model. In addition, you can re-roll
run rolls for this model.
Bomb Racks: The bombs and skymines held in the racks of a Kharadron skyvessel can be swiftly deployed to stop enemy assaults in their tracks.
At the start of the
combat phase, you can pick 1 enemy unit within 1" of this model and roll a dice. Add the Bomb Rack modifier from this model’s damage table to the roll. On a 4+, that enemy unit suffers D3
mortal wounds.
Disengage: Kharadron skyvessels can easily disengage from ground-based foes, flying away with all guns blazing.
This model and any models in its
garrison can still shoot if this model
retreats in the same turn, as long as there are no enemy units that can
fly within 3" of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move.
Fly High: Kharadron skyvessels can swiftly soar up high in the air and then dive back down to the battlefield, ready to attack from a new direction.
Instead of making a
normal move or
retreat with this model, if there are less than 7 wounds currently allocated to this model, you can say that it will fly high (it can disengage). If you do so, remove this model from the battlefield and set it up again more than 1" from any
terrain features or
objectives and more than 9" from any enemy models.
Great Skyhook: Skyhooks are used to pull skyvessels towards the foe.
Add 2 to
charge rolls for this model if it is armed with a Great Skyhook.
Great Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Before attacking with a Great Sky Cannon, choose either the Shrapnel or Shell
missile weapon characteristics for that shooting attack.
ORDER, DUARDIN, KHARADRON OVERLORDS, WAR MACHINE, SKYVESSEL, ARKANAUT IRONCLAD |
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.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | 1 | |
Raking Claws |
| Raking Claws | 2" |  | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ |  | -2 | D6 |
0-6 | 16" | 8 | 2+ |
7-9 | 14" | 7 | 3+ |
10-11 | 11" | 6 | 4+ |
12+ | 9" | 5 | 5+ |
Unit Size: 1 Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
ORDER keyword.
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.
ORDER, DRAGON, MONSTER, CARMINE DRAGON |
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.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ |  | D6 |
Writhing Coils |
| Writhing Coils | 2" |  | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
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.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" |  | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
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.
Fiery Bolts |
| Fiery Bolts | 18" |  | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
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.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ |  | D6 |
Crushing Claws |
| Crushing Claws | 2" |  | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
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.
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.
DRAGON, MONSTER, MAGMA DRAGON |
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.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ |  | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 |  |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
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.
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.
Warscroll Battalion
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| When the stakes are high, an Arkanaut Admiral will take personal command of a Grand Armada, gathering a mighty assemblage of skyvessels bristling with aethermatic weaponry and Kharadron privateers who won’t let anything get between them and their share of the impressive haul promised them by their Captains. Unit Size: - Points: 90 Battlefield Role: Warscroll Battalion
Constitutional Experts: The leader of a Grand Armada is able to wring the maximum advantage from the Kharadron Code.
Once per battle, if the ARKANAUT ADMIRAL or BROKK GRUNGSSON from this battalion is on the battlefield, you can use a footnote even if it has been used before in the same battle. | |
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| Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
This warscroll battalion can be used in the following warscroll battalions: • Grand Armada
Focused Fire: The units that make up a Grundstok Escort Wing are trained to concentrate their fire upon a single target, destroying it in one devastating volley.
At the start of your shooting phase, you can pick 1 enemy unit for this battalion to focus fire on. If you do so, you can re-roll hit rolls of 1 for attacks made by units from this battalion that target that unit in that phase. | |
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| Unit Size: - Points: 100 Battlefield Role: Warscroll Battalion
This warscroll battalion can be used in the following warscroll battalions: • Grand Armada
Bold Privateers: The Arkanaut Companies in an Iron Sky Squadron are trained to swiftly disembark from their skyvessels and then charge headlong into the foe. ARKANAUT COMPANY units from this battalion can leave an ARKANAUT FRIGATE from the same battalion either before or after it has moved. In addition, roll 3D6 instead of 2D6 when making charge rolls for ARKANAUT COMPANY units from this battalion that left an ARKANAUT FRIGATE from the same battalion in the movement phase of the same turn. | |
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| Unit Size: - Points: 110 Battlefield Role: Warscroll Battalion
This warscroll battalion can be used in the following warscroll battalions: • Grand Armada
Lords of the Skies: Kharadron are filled with confidence while the flagship of the Iron Sky Command is nearby.
Do not take battleshock tests for friendly KHARADRON OVERLORDS units while they are wholly within 18" of the ARKANAUT IRONCLAD from this battalion. | |
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| 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. Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
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. | |
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Regiment of Renown
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| 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. 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. | |
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| 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. 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.
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. | |
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