Kharadron Overlords – Warscrolls

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
Aethermatic Volley Gun
Aethermatic Volley Gun24"64+4+-11
Grapnel Launcher or Skyhook
Grapnel Launcher or Skyhook24"14+3+-23
Drill Launcher
Drill Launcher24"14+3+-3D3
Rapid-fire Rivet Gun
Rapid-fire Rivet Gun12"33+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"13+2+-2D3
Gun Butt
Gun Butt1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 120
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is an Endrinmaster with Dirigible Suit

BATTALIONS

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

DESCRIPTION

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.

FLY: This unit can fly.

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

ABILITIES

Drill Launcher: A handheld version of the drill cannons found aboard Kharadron gunships, the drill launcher fires a projectile that bores into its target before detonating.
If the unmodified hit roll for an attack made with a Drill Launcher is 6, that attack inflicts 3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARERS, ENDRINRIGGERS


12"
10
4+
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
Sky Cannon: Shrapnel
Sky Cannon: Shrapnel18"D63+3+-12
Sky Cannon: Shell
Sky Cannon: Shell24"13+2+-2D6
Drill Cannon
Drill Cannon36"13+3+-3D3
Aethershot Carbine
Aethershot Carbine12"23+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 155
Battlefield Role: None
Base size: 105 x 70mm
Notes: Single. Battleline in a Barak-Urbaz army

BATTALIONS

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

DESCRIPTION

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.

FLY: This model can fly.

ABILITIES

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.

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


4"
2
4+
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
Double-barrelled Aethershot Rifle
Double-barrelled Aethershot Rifle18"43+4+-11
Aetheric Fumigator
Aetheric Fumigator9"33+3+-11
Decksweeper
Decksweeper12"44+4+-11
Aethercannon
Aethercannon12"14+2+-2D3
Grundstok Mortar
Grundstok Mortar12"14+3+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drillbill
Drillbill3"D34+4+-11
Gun Butt
Gun Butt1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 135
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Barak-Nar army

BATTALIONS

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

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARER, MARINE, GRUNDSTOK THUNDERERS


12"
2
4+
7
WARSCROLL

Skywardens

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

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

BATTALIONS

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

DESCRIPTION

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

FLY: This unit can fly.

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

ABILITIES

Drill Launcher: A handheld version of the drill cannons found aboard Kharadron gunships, the drill launcher fires a projectile that bores into its target before detonating.
If the unmodified hit roll for an attack made with a Drill Launcher is 6, that attack inflicts 3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Grapnel Launcher: Grapnel launchers are used to entangle the enemy and stop them from making their escape.
Enemy units cannot retreat if they are within 3" of any models from this unit armed with a Grapnel Launcher.

Hitchers: Kharadron kitted out with buoyancy endrins can attach themselves to a passing skyvessel and move alongside it.
If this unit is wholly within 6" of a friendly SKYVESSEL immediately before the SKYVESSEL uses its Fly High ability, you can say that this unit will hitch a lift instead of making a normal move or retreat (as long as this model has not already made a normal move or retreat in the same phase).

If you do so, after that SKYVESSEL has moved, remove this unit from the battlefield and set it up again wholly within 6" of that SKYVESSEL, more than 1" from any terrain features or objectives and more than 9" from any enemy models.

No more than 7 models can hitch a lift on the same SKYVESSEL in the same turn.

Skyhook: Skyhooks are used to pull the bearer towards the foe.
Add 1 to charge rolls for this unit if any models from this unit are armed with a Skyhook.

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

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

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, SKYFARERS, SKYWARDENS


4"
1
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 Gun18"65+4+-11
Aethershot Rifle
Aethershot Rifle18"43+4+-11
Privateer Pistol
Privateer Pistol12"24+4+-1
Vulcaniser Pistol
Vulcaniser Pistol9"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arkanaut Cutter
Arkanaut Cutter1"24+4+-1
Gun Butt
Gun Butt1"14+4+-1
Skypike
Skypike2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 150
Battlefield Role: None
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.

DESCRIPTION

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.

ABILITIES

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.

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


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 Gun12"65+4+-11
Light Skyhook
Light Skyhook18"14+3+-2D3
Aetherflare Pistol
Aetherflare Pistol9"24+3+-1
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"24+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: Battleline
Base size: 25mm

BATTALIONS

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

DESCRIPTION

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.

ABILITIES

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.

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


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: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, AETHER-KHEMIST


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: 95
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, AETHERIC NAVIGATOR


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
Volley Pistol
Volley Pistol9"33+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skalfhammer
Skalfhammer1"33+2+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

If You Want A Job Done…: Every Arkanaut Admiral knows that there are some foes that you have to deal with yourself.
You can re-roll hit and wound rolls of 1 for attacks made with a melee weapon by this model that target a HERO or MONSTER.

Protect the Admiral!: The skyfarers that follow an Admiral will lay down their own lives to protect them.
Do not take battleshock tests for friendly KHARADRON OVERLORDS units while they are wholly within 12" of this model.

In addition, roll a dice before you allocate a wound or mortal wound to a friendly ARKANAUT ADMIRAL while it is within 3" of any friendly SKYFARERS units with 5 or more models. On a 5+, you must allocate that wound or mortal wound to a friendly SKYFARERS unit with 5 or more models that is within 3" of that ARKANAUT ADMIRAL, instead of to that ARKANAUT ADMIRAL.

COMMAND ABILITIES

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. If you do so, pick 1 friendly SKYVESSEL that has a model with this command ability in its garrison. That SKYVESSEL can shoot in that phase even if it ran earlier in the same turn.

On My Mark, Fire!: An Admiral times the fire of their skyvessel so as to inflict the maximum possible amount of damage on the foe.
You can use this command ability at the start of your shooting phase. If you do so, pick 1 friendly SKYVESSEL that has a model with this command ability in its garrison. You can re-roll hit rolls of 1 for attacks made by that SKYVESSEL in that phase.

Repel Boarders!: The Admiral directs his crew to drive off anybody that dares to board his precious skyvessel.
You can use this command ability at the start of your combat phase. If you do so, pick 1 friendly SKYVESSEL that has a model with this command ability in its garrison. Add 1 to hit rolls for attacks made by that SKYVESSEL and any models in its garrison in that phase.

Up And At Them!: The Admiral leaps ashore, and orders any Kharadron that are nearby to charge the foe.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly SKYFARERS unit that is wholly within 12" of a friendly model with this command ability. You can re-roll charge rolls for that unit in that phase.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, ARKANAUT ADMIRAL


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"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
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.

DESCRIPTION

Bjorgen Thundrik is a named character that is a single model. He is armed with an Atmospheric Anatomiser and Heavy Instruments.

ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-NAR, HERO, SKYFARER, MARINE, 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"23+2+-2D3
The Magnate’s Charter
The Magnate’s Charter18"63+3+-11
Aetherblasters
Aetherblasters9"23+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"43+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 225
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique

BATTALIONS

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

DESCRIPTION

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.

FLY: This model can fly.

ABILITIES

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.

COMMAND ABILITIES

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.

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


12"
8
3+
8
WARSCROLL

Endrinmaster with Dirigible Suit

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethercannon
Aethercannon12"13+2+-2D3
Dirigible Suit Weapon Battery
Dirigible Suit Weapon Battery18"63+3+-11
Gaze of Grungni
Gaze of Grungni9"13+2+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermatic Saw
Aethermatic Saw1"33+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

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

DESCRIPTION

An Endrinmaster with Dirigible Suit is a single model armed with an Aethercannon, Dirigible Suit Weapon Battery, Gaze of Grungni and Aethermatic Saw.

FLY: This model can fly.

ABILITIES

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.

COMMAND ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, ENDRINMASTER


4"
6
4+
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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gaze of Grungni
Gaze of Grungni9"13+2+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethermight Hammer
Aethermight Hammer1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 105
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

An Endrinmaster with Endrinharness is a single model armed with an Aethermight Hammer and Gaze of Grungni.

ABILITIES

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).

COMMAND ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, HERO, SKYFARER, MARINE, ENDRINMASTER


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
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


Behemoth


14
4+
8
WARSCROLL

Arkanaut Frigate

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Sky Cannon: Shrapnel
Heavy Sky Cannon: Shrapnel24"D63+3+-12
Heavy Sky Cannon: Shell
Heavy Sky Cannon: Shell30"13+2+-2D6
Heavy Skyhook
Heavy Skyhook24"13+2+-2D6
Aethershot Carbines
Aethershot Carbines12"43+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"4+4+-1
DAMAGE
Wounds SufferedMoveBoarding WeaponsBomb Racks
0-312", Disengage, Fly High6+1
4-610", Disengage, Fly High50
7-98", Disengage40
10-126"3-1
13+4"2-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in a Barak-Zilfin army

BATTALIONS

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

DESCRIPTION

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 in the garrison are not counted towards gaining control of an objective.

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.

ABILITIES

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.

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


18
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
Great Sky Cannon: Shrapnel
Great Sky Cannon: Shrapnel24"63+3+-12
Great Sky Cannon: Shell
Great Sky Cannon: Shell30"13+2+-26
Great Skyhook
Great Skyhook24"13+2+-26
Great Volley Cannon
Great Volley Cannon18"4D63+3+-11
Aethershock Torpedoes
Aethershock Torpedoes24"44+3+-1D3
Aethershot Carbines
Aethershot Carbines12"83+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"4+4+-1
DAMAGE
Wounds SufferedMoveBoarding WeaponsBomb Racks
0-310", Disengage, Fly High8+2
4-68", Disengage, Fly High7+1
7-96", Disengage60
10-156"50
16+4"4-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 490
Battlefield Role: Behemoth
Base size: 170 x 109mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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 in the garrison are not counted towards gaining control of an objective.

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.

ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, WAR MACHINE, SKYVESSEL, 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
DAMAGE
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 purpleglowing 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
DAMAGE
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
DAMAGE
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
DAMAGE
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
DAMAGE
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 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
DAMAGE
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

Grand Armada

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 90
Battlefield Role: Warscroll Battalion

ABILITIES

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.


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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Grand Armada

ABILITIES

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.


Warscroll Battalion

Iron Sky Attack Squadron

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Grand Armada

ABILITIES

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.


Warscroll Battalion

Iron Sky Command

ORGANISATION
 • 0-1 Arkanaut Admiral or Brokk Grungsson
 • 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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Grand Armada

ABILITIES

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.


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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

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

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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

None
Behemoth
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.
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.
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.
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.

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

None
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.

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
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.

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

None
Battleline
Leader

The BJORGEN THUNDRIK keyword is used in the following Kharadron Overlords warscrolls:

Leader

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

Leader

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.
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.

The AETHERIC NAVIGATOR keyword is used in the following Kharadron Overlords warscrolls:

Leader

The ARKANAUT ADMIRAL keyword is used in the following Kharadron Overlords warscrolls:

Leader
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).

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

None

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

Leader
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

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.

The BROKK GRUNGSSON keyword is used in the following Kharadron Overlords warscrolls:

Leader

The ARKANAUT COMPANY keyword is used in the following Kharadron Overlords warscrolls:

Battleline

The ARKANAUT FRIGATE keyword is used in the following Kharadron Overlords warscrolls:

Behemoth

The ARKANAUT IRONCLAD keyword is used in the following Kharadron Overlords warscrolls:

Behemoth
© Vyacheslav Maltsev 2013-2021