Kharadron Overlords

High above the clouds of the Mortal Realms there thrives an empire of unrivalled prosperity and aerial power. Guided by the wisdom of their Code, the Kharadron Overlords send forth airship fleets to dominate the skyways – all who challenge the Kharadron’s supremacy are quick to suffer the wrath of their techno-arcane war machines.

This page contains all of the rules you need to field your Kharadron Overlords miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Kharadron Overlords
  Kharadron OverlordsFaction Pack4November 2024
  Fyreslayers
  FyreslayersFaction Pack4November 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4November 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Kharadron Overlords armies can use the following abilities:

Once Per Battle, Deployment Phase
FLYING HIGH: Often one skyvessel will hold back high above the battlefield, only to descend and deploy additional troops where and when they are most needed.

Declare: Pick a friendly SKYVESSEL that is part of a regiment from which no units have been deployed, then pick a number of units up to its Transport Capacity (see its warscroll) that are in its regiment.

Effect: Set up all of those units in reserve in the clouds. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
DESCEND FROM THE CLOUDS: As a skyvessel swoops down to the battlefield, its Kharadron passengers scramble to disembark and storm the battlefield

Declare: Pick a friendly SKYVESSEL in the clouds to use this ability.

Effect: Set up that SKYVESSEL anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units that were set up in the clouds with that SKYVESSEL wholly within 6" of it and more than 9" from all enemy units.

Reaction: You declared a non-Charge MOVE ability for a friendly Skyvessel
TRANSPORT SKYFARERS: The Kharadron rule the skies of the realms with fleets of fearsome airships crewed by hardened duardin.

Used By: The Skyvessel using that MOVE ability.

Effect: Pick a number of units up to that SKYVESSEL’s Transport Capacity (see its warscroll) that are wholly within 6" of it to be the targets. Units that have been transported this turn cannot be targets.

Remove the targets from the battlefield. After the SKYVESSEL ends its move, you must set up each target unit on the battlefield, wholly within 6" of that SKYVESSEL and not in combat. Those units have been transported. A unit cannot use CHARGE abilities if it was transported in the same turn.

Passive
SKYVESSEL COVER: With a mighty skyvessel floating above providing covering fire, Kharadron Overlords are much harder to target.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly KHARADRON OVERLORDS INFANTRY units while they are wholly within 6" of a friendly Arkanaut Ironclad or Arkanaut Frigate.

Battle Formations

You can pick 1 of the following battle formations for a Kharadron Overlords army. Each battle formation grants a different ability you can use in the battle.

Iron Sky Attack Squadron

Passive
METICULOUSLY MAINTAINED: Iron Sky Attack Squadrons make up the main fighting force of each sky-port; no expense is spared in their upkeep, in the anticipation that they will bear the brunt of the enemy’s attacks.

Effect: Ignore the first damage point that would be allocated to each friendly SKYVESSEL in each phase.


Endrineers Guild Expeditionary Force

Once Per Battle, Deployment Phase
SPECIAL PROCUREMENT: The mechanically minded Endrineers Guild often charter fleets to form expeditionary forces equipped with the most advanced inventions in the Mortal Realms.

Declare: Pick a friendly non-UNIQUE KHARADRON OVERLORDS HERO that does not have an artefact of power.

Effect: Give that HERO 1 artefact of power from the ‘Inventions of the Sky-ports’.

Designer’s Note: This artefact of power is given to the unit during the deployment phase, not during army composition.


Aether-runners

Passive
FASTEST VESSELS IN THE FLEET: The expert navigators of the Aetherrunners can outmanoeuvre any enemy that challenges their mastery of the skies.

Effect: Add 2" to the Move characteristic of all friendly SKYVESSELS.


Grundcorps Wing

Once Per Battle, Your Shooting Phase
GRUDGESETTLER PROTOCOLS: Grundstok marines have been trained to apply such overwhelming pressure that their targets do not even get a chance to fight back.

Effect: Add 3" to the Range characteristic of ranged weapons used by friendly Grundstok Thunderers and Grundstok Gunhaulers units for the rest of the turn.

Heroic Traits

Lords of the Sky-fleets

HERO only

Passive
ENDRINMAESTRO: This leader’s knowledge of the intricacies of Kharadron firearms design is unrivalled.

Effect: Add 2" to the Range characteristic of ranged weapons used by friendly KHARADRON OVERLORDS INFANTRY units while they are wholly within 12" of this unit.

Passive
CUNNING FLEETMASTER: This wily skyfarer never does what the enemy expects.

Effect: Each time a friendly SKYVESSEL wholly within 12" of this unit uses the ‘Redeploy’ command, roll 2 dice and use the highest result when determining the distance that unit can move.

Deployment Phase
GRUDGEBEARER: This leader never forgets a slight, biding their time until they can take revenge.

Declare: Pick an enemy unit to be the target.

Effect: Double the Damage characteristic of this unit’s weapons for attacks that target that enemy unit for the rest of the battle.

Artefacts of Power

Inventions of the Sky-Ports

HERO only

Once Per Battle, Any Shooting or Combat Phase
BLAZEBEARD AND SONS ’DRAKK-HOBBLER’ MAG-BOLAS: This patented device can entwine monstrous foes, impeding their advance to allow more firepower to be brought to bear upon them.

Declare: Pick an enemy MONSTER within 12" of this unit to be the target.

Effect: Until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

Once Per Battle, Your Shooting Phase
CELESTIUM BURST-GRENADE: Typically used by the Grundstok ‘black marines’, this specialised anti-ethereal weapon can nullify magical wards.

Declare: Pick an enemy unit within 12" of this unit to be the target.

Effect: Ward rolls cannot be made for the target for the rest of the turn.

Once Per Battle, Reaction: Opponent declared a SPELL ability for a WIZARD within 30" of this unit
VOIDSTONE ORB: This small, unassuming black globe contains the power to disrupt enemy spells.

Effect: That spell is unbound.

Army of Renown

Grundstok Expeditionary Force

When you pick the Kharadron Overlords faction for your army, you can choose for it to be a Grundstok Expeditionary Force Army of Renown. If you do so, use the faction rules on these pages instead of the Kharadron Overlords faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the EXPEDITIONARY FORCE keyword.

Battle Traits

Reaction: You declared a non-Charge MOVE ability for a friendly Skyvessel
TRANSPORT SKYFARERS: The Kharadron rule the skies of the realms with fleets of fearsome airships crewed by hardened duardin.

Used By: The SKYVESSEL using that MOVE ability

Effect: Pick a number of units up to that SKYVESSEL’s Transport Capacity (see its warscroll) that are wholly within 6" of it to be the targets. Units that have been transported this turn cannot be targets.

Remove the targets from the battlefield. After the SKYVESSEL ends its move, you must set up each target unit on the battlefield, wholly within 6" of that SKYVESSEL and not in combat. Those units have been transported. A unit cannot use CHARGE abilities if it was transported in the same turn.

Passive
GUN BUTT LOW BLOW: Grizzled veterans all, the Grundcorps are used to fighting dirty if it means getting what they want.

Effect: While a friendly EXPEDITIONARY FORCE INFANTRY unit is contesting an objective that you control, its melee weapons have Crit (Mortal).

End of Any Turn
NO SAFE HAVEN: The firepower of the Grundcorps pelts the ground so aggressively that no cover can protect their targets for long.

Declare: Pick an enemy unit to be the target.

Effect: Subtract 1 from the control score of that unit for each damage point allocated to it this turn by a shooting attack made by a friendly EXPEDITIONARY FORCE unit, to a maximum of 10 damage points.

Once Per Turn (Army), Any Shooting Phase
GRUDGEFIRE ROUNDS: This ammunition bursts into white-hot flames when it hits its target.

Declare: Pick a friendly EXPEDITIONARY FORCE INFANTRY unit to be the target.

Effect: Roll a dice. On a 3+, pick 1 of the target’s ranged weapons. Add 1 to the Attacks characteristic of that weapon for the rest of the phase.


Heroic Traits

HERO only
Reaction: You declared the ‘All-out Defence’ command for a friendly unit wholly within 12" of this Hero
ENTRENCHMENT EXPERT: This hero prefers to engage their foes from heavy cover, keeping their own losses to a minimum.

Effect: That friendly unit has WARD (5+) for the rest of the turn.


Artefacts of Power

HERO only
Reaction: Opponent declared a Shoot or FIGHT ability for a Manifestation within 9" of the bearer
AETHERIC NULLIFIER: This unassuming cylindrical tool is fashioned from a potent anti-magic alloy.

Effect: Roll 2D6. If the roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play. You cannot pick the same MANIFESTATION to be the target of this ability more than once per phase.

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

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

The non-UNIQUE HERO keyword is used in the following Kharadron Overlords warscrolls:

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit in this phase.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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