Kharadron Overlords
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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 allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionLast update
  Kharadron Overlords
  Kharadron OverlordsBattletome3April 2023
  Battlescroll: Impending Vermindoom
  Battlescroll: Impending VermindoomRulebook3April 2024
  Dawnbringers Book III: The Long Hunt
  Dawnbringers Book III: The Long HuntExpansion3April 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book II: Reign of the Brute
  Dawnbringers Book II: Reign of the BruteExpansion3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Broken Realms: Be’lakor
  Broken Realms: Be’lakorExpansion2July 2022
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Quest: Cursed City
  Warhammer Quest: Cursed CityWarscroll2April 2021

Designers’ Commentary

Battletome: Kharadron Overlords

Q:Can units embarked in a TRANSPORT VESSEL be affected by abilities that require models in the unit to be removed from the battlefield and set up again? For example, can a unit of Endrinriggers or Skywardens use the Grapnel Launcher ability while embarked in a TRANSPORT VESSEL?
A:
Yes.
Q:Can TRANSPORT VESSELS be affected by abilities that remove them from the battlefield and set them up again (for example, the Soulscream Bridge’s Deathly Passage ability) while units are embarked in them? If yes, when the TRANSPORT VESSEL is set up again, are the units embarked in it still embarked?
A:
Yes to both. If there are any additional effects that apply to the TRANSPORT VESSEL when it is set up again (such as not being able to make a normal move or run in the same phase), these effects also apply to the embarked units.
Q:If a HERO bearing the ‘Tuskhelm’ artefact of power (see General’s Handbook 2022-23 – Season 2) is embarked on a TRANSPORT VESSEL that makes a charge move, does the ‘Tuskhelm’ ability come into effect?
A:
No. Although the bearer is considered to have charged, no charge roll was made for the bearer and so no dice can be rolled for the ‘Tuskhelm’ ability.
Q:If a unit embarked in a TRANSPORT VESSEL receives the ‘Rally’ command, can I return models to that unit beyond the limit on the number of models that can be embarked in that TRANSPORT VESSEL?
A:
No, you can return models to that unit up to the limit on the number of models that can be embarked in that TRANSPORT VESSEL.
Q:If a unit disembarks from a TRANSPORT VESSEL, does it still count as having made the same types of moves that the TRANSPORT VESSEL made when it was still embarked?
A:
Yes.
Q:If a TRANSPORT VESSEL receives the ‘Disengage’ command, can any units that retreated before embarking in that TRANSPORT VESSEL still shoot in that turn?
A:
No.
Q:If a TRANSPORT VESSEL receives the ‘Redeploy’ command, can units embarked in that TRANSPORT VESSEL receive the ‘Unleash Hell’ command in that turn?
A:
No.
Q:If an endless spell is included in a Kharadron Overlords army as part of the ‘Spell in a Bottle’ artefact of power and that army also includes any WIZARDS, do those WIZARDS know the spell to summon that endless spell?
A:
No.
Q:If a unit of Grundstok Thunderers has multiple models armed with an Aetheric Fumigator, can I resolve the effect of the Choking Fug ability that happens at the end of the combat phase multiple times? If yes, can I pick the same unit to be affected by that ability more than once?
A:
Yes to both.
Q:Can you take a Great Endrinworks enhancement with the same name but from a different enhancement table (e.g. take Magnificent Omniscope from both Ironclad Major Installations and Frigate Refittings)?
A:
No.

Allies

FACTIONALLIES
Kharadron OverlordsCities of Sigmar (DUARDIN units only), Fyreslayers, Stormcast Eternals

ALLEGIANCE ABILITIES

This section describes the allegiance abilities available to a Kharadron Overlords army. The rules for using allegiance abilities can be found in section 27.0 of the core rules.


Battle Traits

Sky-ports

Over time, the Kharadron sky-ports have each developed their own martial idiosyncrasies.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All KHARADRON OVERLORDS units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Sky-fleets

The Kharadron rule the skies of the realms with fleets of fearsome airships crewed by hardened duardin.

In a Kharadron Overlords army, TRANSPORT VESSELS can embark units as described below.

Embarking

During deployment, instead of setting up a SKYFARER unit on the battlefield, you can say that it is embarked in a friendly TRANSPORT VESSEL that is already on the battlefield. If you do so, place that SKYFARER unit to one side.

In addition, in the movement phase, if a friendly SKYFARER unit finishes a move wholly within 3" of a friendly TRANSPORT VESSEL and both of those units are more than 3" from all enemy units, you can say that the TRANSPORT VESSEL will embark that SKYFARER unit. If you do so, remove that SKYFARER unit from the battlefield and place it to one side.

Designer’s Note: A TRANSPORT VESSEL can embark a SKYFARER unit even if that TRANSPORT VESSEL has moved in the same phase.

Each TRANSPORT VESSEL has a limit on the number of models it can embark. A TRANSPORT VESSEL cannot embark a unit if doing so would exceed this limit.

While a unit is embarked in a TRANSPORT VESSEL, the following rules apply:
  • Embarked units are still treated as being on the battlefield. Range and visibility to and from models in an embarked unit are instead measured to and from the TRANSPORT VESSEL in which the unit is embarked. In addition, for the purposes of determining visibility, models in an embarked unit are treated as models that can fly.
  • Embarked units are in cover. In addition, subtract 1 from hit rolls for attacks that target embarked units.
  • Models in an embarked unit cannot contest objectives.
  • Embarked units cannot move. However, when a TRANSPORT VESSEL finishes any type of move, all units embarked in it are considered to have made the same type of move.
  • When a TRANSPORT VESSEL finishes a charge move, the TRANSPORT VESSEL, any units embarked in it, and any units that disembark from it as a result of that charge move (e.g. by using the Assault Boat ability) are all treated as 1 unit for the purposes of determining whether an enemy unit is eligible to receive the Unleash Hell command. If a unit then receives the Unleash Hell command, its commanding player can pick any 1 of the units that made the charge move to be the target of all of the shooting attacks.

Disembarking

In your movement phase, if a friendly SKYFARER unit is embarked in a TRANSPORT VESSEL that has not yet moved in that phase, you can say that the SKYFARER unit will disembark. If you do so, set up that SKYFARER unit wholly within 3" of that TRANSPORT VESSEL and more than 3" from all enemy units. A unit that disembarks in this way can still move in the same turn.

If a friendly TRANSPORT VESSEL is destroyed, before removing it from play, roll a number of dice equal to the number of models embarked in it. For each roll of 1, 1 embarked model is slain (you choose which models are slain). Then, all units embarked in that TRANSPORT VESSEL must immediately disembark before it is removed from play.

When a unit disembarks, if a model cannot be set up wholly within 3" of the TRANSPORT VESSEL in which it is embarked and more than 3" from all enemy units, it is slain.

Stick to the Code

The Code is the great constitution that guides every aspect of the Kharadron Overlords’ lives. However, the duardin of the different sky-ports have wildly varying interpretations of its many rules and exceptions.

When you choose a Kharadron Overlords army, you can pick 1 artycle, 1 amendment and 1 footnote for your army from the lists below.

ARTYCLES

Honour is Everything: When a friendly KHARADRON OVERLORDS unit receives the Rally command (core rules, 7.2), you can return 1 slain model to the unit for each 4+ instead of each 6.

Master the Skies: Add 2" to the Move characteristic of friendly SKYVESSELS.

Settle the Grudges: After deployment but before the first battle round begins, pick 1 enemy unit. Add 1 to wound rolls for attacks made by friendly KHARADRON OVERLORDS units that target that unit.

AMENDMENTS

Always Take What You Are Owed: At the start of your hero phase, pick 1 friendly ARKANAUT COMPANY unit. Until the start of your next hero phase, each model in that unit counts as 2 models instead of 1 for the purposes of contesting objectives.

Prosecute Wars With All Haste: Once per turn in your movement phase, when you make a run roll for a KHARADRON OVERLORDS unit, you can roll 2D6 instead of a single dice.

Trust To Your Guns: Once per turn, in your shooting phase, you can re-roll 1 hit roll of 1 for an attack made by a friendly KHARADRON OVERLORDS unit.

FOOTNOTES

There’s No Reward Without Risk: Once per battle, in your charge phase, you can attempt a charge with 1 friendly KHARADRON OVERLORDS unit within 18" of an enemy unit. If you do so, roll 3D6 for the charge roll instead of 2D6.

There’s No Trading With Some People: Once per battle, at the end of the enemy shooting phase, pick 1 friendly SKYFARERS unit that was targeted by any shooting attacks in that phase. That unit can immediately shoot.

Without Our Ships, We Are Naught: Once per battle, at the start of any phase, pick 1 friendly SKYVESSEL. That unit can receive up to 2 commands in that phase instead of only 1.


Iron Sky Command Abilities

As the masters of the realms’ skies, the Kharadron are able to swiftly establish dominance of a battlefield through a combination of daring aerial manoeuvres.

The following commands can be issued by friendly ARKANAUT ADMIRALS. In addition, friendly SKYVESSELS can issue these commands to themselves.

Combat Landing:

Even as the skyvessel races into the fray, the Kharadron warriors it carries stand ready to disembark and engage the enemy.

You can use this command ability at the end of your movement phase. The unit that receives the command must be a friendly TRANSPORT VESSEL. Any units embarked in that TRANSPORT VESSEL can immediately disembark. A unit that disembarks in this way cannot move in the same turn.

Fly High

The vessel soars high into the air before diving back down to the battlefield, ready to attack from a new direction.

You can use this command ability at the end of your movement phase. The unit that receives the command must be a friendly SKYVESSEL more than 3" from all enemy units. Remove that unit from the battlefield and set it up anywhere on the battlefield more than 9" from all enemy units and more than 1" from all terrain features.

Disengage

At the officer's command, the vessel disengages with all guns blazing.

You can use this command ability in your movement phase. The unit that receives the command must be a friendly SKYVESSEL that has not yet moved in that phase. That unit and any units embarked in it can retreat and still shoot later in the turn.

Command Traits

Lords of the Sky-fleets

Grudgebearer

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

After deployment but before the start of the first battle round, pick 1 enemy HERO. Double the damage inflicted by each successful attack made with this general’s weapons that target that HERO.

Cunning Fleetmaster

This wily skyfarer never does what the enemy expects.

At the end of the enemy movement phase, you can pick 1 friendly SKYVESSEL within 12" of this general and more than 12" from all enemy units. That SKYVESSEL can make a normal move.

A Scholar and an Arkanaut

This general’s knowledge of the Kharadron Code is unrivalled.

You can pick 1 additional footnote for your army. You cannot pick a footnote your army already has.

Old Skydog

This grizzled duardin has spent decades plying the skies. The ships under their command are outfitted with all manner of rare and expensive modifications.

You can pick 1 additional Great Endrinwork for your army.

Ex-Grundstok

Having served in the Grundcorps, this general has many old friends and connections.

Friendly GRUNDSTOK units have the Battleline battlefield role. In addition, once per turn, this general can issue a command to a friendly GRUNDSTOK unit without a command point being spent.

Stormcaller

This canny old general can feel even the slightest change in the wind’s direction.

While this general is on the battlefield, you can re-roll any of the dice rolled when a friendly AETHERIC NAVIGATOR reads the winds.

Artefacts of Power

Inventions of the Sky-ports

Masterwrought Armour

This finely wrought and detailed suit of armour is the acme of the armourer’s art.

ARKANAUT ADMIRAL only. The bearer has a ward of 5+.

Celestium Burst-grenade

Typically used by the Grundstok ‘black marines’, this specialised anti-ethereal weapon can nullify magical wards.

Once per battle, at the start of your shooting phase, you can pick 1 enemy unit within 12" of the bearer and roll a dice. On a 2+, ward rolls cannot be made for models in that unit in that phase.

Blazebeard and Sons ‘Drakk-hobbler’ Mag-bolas

This patented device can entwine large warbeasts and monstrous foes, impeding their advance to allow more firepower to be brought to bear upon them.

At the start of your shooting phase, you can pick 1 enemy MONSTER within 12" of the bearer and roll a dice. On a 2+, that unit is grappled until the end of your opponent’s next turn. While an enemy unit is grappled, roll 1 fewer dice when making a charge roll for that unit, to a minimum of 1 dice.

Spell in a Bottle

This Aether-Khemist has used the alchemical arts to transmute an endless spell into an inert gas and trap it in a specialised container. When the container is shattered, the endless spell is freed.

AETHER-KHEMIST only. Pick 1 endless spell that does not belong to a faction. You can include that endless spell in your army without spending any points to do so. In addition, once per battle, in your hero phase, the bearer can automatically cast the spell that summons that endless spell (do not make a casting roll) and it cannot be unbound. However, the bearer cannot control that endless spell.

Phosphorite Bomblets

When these grenades explode, they scatter blazing phosphorite all around that burns with a white-hot heat.

ENDRINMASTER only. Once per battle, in your shooting phase, you can pick 1 enemy unit within 6" of the bearer and roll a dice. On a 2+, that unit suffers 1 mortal wound and you can roll another dice. Keep on rolling in this way until the target is destroyed or you roll a 1.

Voidstone Orb

This small, unassuming black globe contains the power to disrupt spells that an enemy might try to cast.

AETHERIC NAVIGATOR only. Once per battle, when the bearer attempts to unbind a spell, you can say they will use the Voidstone Orb. If you do so, that spell is automatically unbound (do not make an unbinding roll).

Great Endrinworks

A Great Endrinwork is a unique enhancement. You can always take 1 Great Endrinwork enhancement for a Kharadron Overlords army. If a rule allows you to take an extra enhancement, you can take a Great Endrinwork enhancement as that extra enhancement, but if you do so, you cannot pick the same Great Endrinwork from the following tables more than once and you cannot give a Great Endrinwork to a unit that already has one.

Ironclad Major Installations

ARKANAUT IRONCLAD only.

The Last Word

When all seems lost, this vessel’s greatest weapon continues to thunder.

At the end of the enemy charge phase, you can pick 1 enemy unit that finished a charge move in that phase within 3" of this unit. This unit can shoot at that enemy unit with its Great Sky Cannon, Great Skyhook or Great Volley Cannon.

Hegsson Solutions ‘Old Reliable’ Hullplates

These hullplates are renowned for their ability to absorb damage without failing.

The first wound that would be allocated to this unit each phase is negated.

Breath of Morgrim

The prow of this skyvessel has been modified to belch forth great clouds of toxic gas.

In your shooting phase, you can pick 1 enemy unit and roll 1 dice for each model from that unit within 9" of this unit. For each 5+, that unit suffers 1 mortal wound.

Zonbarcorp ‘Dealbreaker’ Battle Ram

The Dealbreaker is a large battering ram that smashes opponents to the ground.

After this unit finishes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the charge roll. For each 4+, that enemy unit suffers 1 mortal wound.

Prudency Chutes

These reliable safety devices allow passengers to safely evacuate a crippled skyvessel.

If this unit is destroyed, you do not have to roll to see if models embarked in it are slain. In addition, if this unit is destroyed, embarked units do not have to be set up more than 3" from all enemy units.

Magnificent Omniscope

This apparatus makes the winds aetheric clearly visible to the ship’s Navigator.

Add 2" to this unit’s Move characteristic.


Frigate Refittings

ARKANAUT FRIGATE only.

‘Khazzar Farewell’ Scuttling Fail-safe

The ammunition store of this vessel has been rigged to blow so that in the face of capture or imminent destruction, it can take the enemy with it.

If this unit is destroyed, before it is removed from play and before any units embarked in it disembark, roll a dice for each unit within 3" of this unit. On a 2+, that unit suffers D3 mortal wounds.

Malefic Skymines

Invented during the Great Harpy Migrations, these mines pack a mean punch.

Once per battle, at the start of the combat phase, you can pick 1 enemy unit that can fly and that is within 6" of this unit and roll a dice. On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4+, that enemy unit suffers D6 mortal wounds.

Prudency Chutes

These reliable safety devices allow passengers to safely evacuate a crippled skyvessel.

If this unit is destroyed, you do not have to roll to see if models embarked in it are slain. In addition, if this unit is destroyed, embarked units do not have to be set up more than 3" from all enemy units.

Magnificent Omniscope

This apparatus makes the winds aetheric clearly visible to the ship’s Navigator.

Add 2" to this unit’s Move characteristic.


Gunhauler Modifications

GRUNDSTOK GUNHAULER only.

Iggrind-Kaz Surge-injection Endrin Mk. IV

This skyvessel’s endrinsphere lets its Captain boost it across the skies, though at the risk of the endrinsphere overheating.

When this unit makes a normal move or retreats, you can add D3" to that move. If you wish, you can add 2D3" to that move instead of D3", but if you do so and you roll a double, then this unit suffers 1 mortal wound after the move is made.

Zonbarcorp ‘Debtsettler’ Spar Torpedo

A powerful torpedo is mounted to the front of this skyvessel at the end of a sturdy spar. When the warhead strikes an object, it explodes with devastating force.

Once per battle, after this unit finishes its first charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers a number of mortal wounds equal to the roll.

Coalbeard’s Collapsible Compartments

This Gunhauler is fitted with small compartments that allow it to carry passengers.

This unit gains the TRANSPORT VESSEL keyword. Up to 6 friendly SKYFARER models can be embarked in it.

Sky-ports

Barak-Nar, City of the First Sunrise

The brightest jewel in the Kharadron empire is the skyport of Barak-Nar. A titan of cutting-edge science and industry, the City of the First Sunrise can boast more airfleets than any of its rivals, each commanded by an intrepid officer armed to the teeth with the latest aethermatic weaponry.

Scholars and Commanders: The leaders of Barak-Nar embrace the laws of science, using the knowledge they have gained to help defeat their foes.
At the start of your hero phase, roll a dice for each friendly BARAK-NAR HERO on the battlefield (including any that are embarked). For each 4+, you receive 1 extra command point.

Barak-Zilfin, the Windswept City

There are no finer aeronautical sailors than those out of Barak- Zilfin, as they themselves are only too happy to point out. On countless occasions, the skilful manoeuvres and breathtaking speed of the skyport’s elite airfleets have carried the day against seemingly impossible odds.

Magnificent Skyvessels: The skyvessels of the Barak-Zilfin fleets are second to none.
You can pick 1 additional Great Endrinwork for your army.

Barak-Zon, City of the Sun

Highly militaristic and proud of their unrivalled martial heritage, Arkanauts of Barak- Zon long to prove themselves in battle and earn the famous Ironstar - a medal awarded only for acts of exceptional valour. There are no finer soldiers in all the sky-ports than those trained within the drillhouses of the City of the Sun.

Deeds, Not Words: The martially minded warriors of Barak-Zon are famous for taking the fight straight to the foe, launching glorious charges that see them strike at their opponents with great vigour.
Add 1 to hit rolls and wound rolls for attacks made with melee weapons by friendly SKYFARERS units that made a charge move in the same turn.

Barak-Urbaz, the Market City

The Kharadron empire is founded upon the power of trade, and there are no wilier merchants than those of Barak-Urbaz. The sky-port’s military commanders know the intricacies of the Code inside out, and are experts at exploiting minor imprecisions and loopholes in the constitution for their own ends.

The Subtleties of the Code: The Codewrights and Admirals of Barak-Urbaz are masters of navigating not only the skyways, but also the labyrinthine regulations and caveats of their people’s grand constitution.
You can pick 1 additional artycle for your army. You cannot pick an artycle your army already has.

Barak-Mhornar, the City of Shadow

What some call piracy, those of Barak-Mhornar simply view as clever opportunism. Always skirting the boundaries of accepted practice when it comes to matters of the Code, these duardin prefer to strike without warning, killing their quarry and stripping them of anything valuable before disappearing into the shadows.

Sinister Raiders: By attacking rapidly from unexpected quarters, the denizens of the City of Shadow strike fear in the hearts of their foes and sow confusion on the battlefield.
Roll a dice each time an enemy model issues a command within 12" of a friendly BARAK-MHORNAR unit. On a 5+, that command is not received (the command ability still counts as having been used) and the command point that was spent to issue that command is lost.

Barak-Thryng, City of the Ancestors

Truculent, ill-tempered, stuck in the past and set in their ways: these are just a few terms used by rival sky-ports to describe those who hail from Barak-Thryng. These ultra-conservative duardin judge everything against the glories of the past, and inevitably find that it measures short.

Honour the Gods, Just in Case: The sky-port of Barak-Thryng is home to duardin of every ilk, who stubbornly maintain the traditions of old.
Allied DUARDIN PRIESTS know the following prayer in addition to any others they know:

Rune of Ancestral Guidance: The duardin priest channels runic power that guides the munitions of the Kharadron uncannily towards their foes.
Rune of Ancestral Guidance is a prayer that has an answer value of 3 and a range of 16". If answered, pick 1 friendly ARKANAUT COMPANY or GRUNDSTOK THUNDERERS unit wholly within range. Until the start of your next hero phase, unmodified hit rolls of 6 for attacks made with missile weapons by that unit cause a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound or save roll).

Grundstok Expeditionary Force

When you pick the Kharadron Overlords faction for your army, you can say that it will be a Grundstok Expeditionary Force army of renown. If you do so, use the rules in this section. Every unit in your army must have the KHARADRON OVERLORDS keyword and either be a HERO that is not Unique or have the GRUNDSTOK keyword. All units in your army gain the GRUNDSTOK EXPEDITIONARY FORCE keyword.

Battle Traits

Only the Best

Whether tasked with a mission of vital importance by the Geldraad or commanded by the Grundstok Marshals to protect the interests of the company, there are those times when the Grundcorps deploy in force - and when they do, the Kharadron’s enemies had better pray to whatever abominations they call gods for salvation.

Friendly GRUNDSTOK EXPEDITIONARY FORCE units that do not have the Leader battlefield role gain the Battleline battlefield role.

Grudgesettler Protocols

Without the bulk of a client sky-fleet to draw the enemy’s attention, the marines of a Grundstok Expeditionary Force have been trained to apply such overwhelming pressure that their targets don’t even get a chance to fight back.

In any phase, after a friendly GRUNDSTOK EXPEDITIONARY FORCE unit has shot or fought for the first time in that phase, you can roll a dice. On a 4+, that unit immediately shoots or fights for a second time in that phase. However, you must subtract 1 from hit rolls for attacks made in this way.

Designer’s Note: This ability can be used in your opponent’s turn after a GRUNDSTOK EXPEDITIONARY FORCE unit shoots with the Unleash Hell command. The second time it shoots, those attacks are part of that Unleash Hell command and must target the same enemy unit.

Rapid Redeployment

Grundstok marines in an Expeditionary Force use tethers and rappel lines to attach themselves to Gunhaulers, allowing them to hitch a ride across the battlefield.

Each time a friendly GRUNDSTOK GUNHAULER makes a normal move or runs, you can say that it will transport a friendly unit. If you do so, before the move is made, you can pick up to 2 other friendly GRUNDSTOK EXPEDITIONARY FORCE units with a combined model count of 6 or less. Each unit must have a Wounds characteristic of 6 or less and must be within 3" of the GRUNDSTOK GUNHAULER and more than 3" from all enemy units (you can pick a unit that has already moved in that phase). Remove that unit from the battlefield. Then, when the GRUNDSTOK GUNHAULER finishes its move, set up the transported unit on the battlefield again, wholly within 3" of the GRUNDSTOK GUNHAULER and more than 3" from all enemy units. Units transported in this manner cannot make a charge move in the same turn.

Command Traits

Grizzled Officers

GRUNDSTOK EXPEDITIONARY FORCE general only.

Back On Your Feet!

This general is a stern taskmaster, demanding perfection from each and every one of their soldiers, even those sorely wounded.

When a friendly GRUNDSTOK EXPEDITIONARY FORCE unit receives the Rally command (core rules, 7.2), you can return 1 slain model to the unit for each 4+ instead of each 6.

Entrenchment Expert

This general prefers to engage their foes from heavy cover, keeping their own losses to a minimum.

When this general issues the All-out Defence command to a friendly GRUNDSTOK EXPEDITIONARY FORCE unit, until the end of the phase, that unit has a ward of 5+.

Designer’s Note: This effect is in addition to the normal effect of All-out Defence.

Grundcorps Technician

Many Grundcorps officers equip their vessels with cutting-edge modifications and emergency repair tools, so that they can get back in the fight as quickly as possible if they sustain damage.

Once per battle, at the end of your hero phase, if a friendly GRUNDSTOK GUNHAULER has been destroyed, you can roll a dice and add the number of the current battle round to the roll. On a 6+, you can set up that GRUNDSTOK GUNHAULER again on the battlefield more than 9" from all enemy units and with 5 wounds allocated to it.


Artefacts of Power

Special-issue Kit

GRUNDSTOK EXPEDITIONARY FORCE HERO only.

Aetheric Nullifier

This unassuming cylindrical tool is fashioned from a potent anti-magic alloy.

Each time a friendly GRUNDSTOK EXPEDITIONARY FORCE unit wholly within 12" of the bearer is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.

‘Gimlet Gaze’ Scope

Distant targets are made starkly obvious by this intricate lens array.

Add 9" to the Range characteristic of missile weapons used by the bearer.

Grudgefire Rounds

This ammunition bursts into white-hot flames when it hits its target.

Pick 1 of the bearer’s missile weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack causes a number of mortal wounds to the target equal to its Damage characteristic and the attack sequence ends (do not make a wound roll or save roll).


Grand Strategy

Mission Parameters

Grundstok Expeditionary Force army only.
Acceptable Profit Margin: When the battle ends, you complete this grand strategy if there is at least 1 friendly GRUNDSTOK THUNDERERS unit and at least 1 friendly GRUNDSTOK GUNHAULER on the battlefield.

Battle Tactics

Corporate Manoeuvres

Grundstok Expeditionary Force army only.
Blow Them Away: You complete this battle tactic if an enemy unit was destroyed during this turn by an attack made using the Grudgesettler Protocols battle trait.
No Safe Haven: Pick 1 objective on the battlefield that is controlled by your opponent. You complete this battle tactic if, at the end of this turn, you control that objective and a friendly unit that was set up this turn with the Rapid Redeployment battle trait is contesting that objective.
Thunderous Claim: Pick 1 objective on the battlefield that you do not control. You complete this battle tactic if, at the end of this turn, you control that objective and that objective is contested by 2 different friendly GRUNDSTOK THUNDERERS units.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Kharadron Overlords army.

Mercantile Ventures

During your Path to Glory campaign, you must keep track of your contract score and your aether-gold shares, both of which start at 0. Your contract score represents how well your sky-fleet is fulfilling its numerous contracts, while aether-gold shares can be spent on various upgrades during your Path to Glory campaign.

Contract Score Modifiers
Won a major victory+2
Won a minor victory+1
Battle was a draw-
Opponent won the battle-1

After each battle, your contract score is modified as shown on the table below. Your contract score can never be less than 0.

A great place to keep track of your contract score and aether-gold shares is in the ‘Core Enhancements/Notes’ section for your warlord on your order of battle.

Below, you can find quests that further modify your contract score. For example, the ‘Seek New Aether-gold Seams’ quest increases your contract score for each of your vessels that ends the battle in enemy territory, representing your fleet making discoveries in dangerous locations.

Returning to Port

In step 7 of the aftermath sequence, if you have a contract score of 1 or more, you can choose for your fleet to return to port. If you do so, consult the table below to see how many aether-gold shares you are awarded. Your contract score is then reset to 0.

Warlord’s Renown
15-1920-2925-2930-3940-4950+
Contract Score
1-2D3D3+1D6D6+1D6+1D6+2
32D62D6+12D6+22D6+32D6+42D6+5
43D6+13D6+23D6+33D6+43D6+53D6+6
5+4D6+24D6+34D6+44D6+54D6+64D6+7
The number of aether-gold shares you are awarded is modified by your warlord’s renown. For example, if your warlord has a renown of 31 and you returned to port with a contract score of 4, you would be awarded 3D6+4 aether-gold shares. This represents experienced fleet commanders being able to negotiate more lucrative contracts.

Spending Aether-gold Shares

In step 7 of the aftermath sequence, if you returned to port, you can spend any of your aether-gold shares (AG) in the following ways. Aether-gold shares that are not spent at this step are saved and are available to be spent the next time your fleet returns to port.

Share the Spoils: For each KHARADRON OVERLORDS unit on your order of battle, you can choose to spend 1-3 AG. The unit gains 1 renown point for each AG spent. If the unit gains a new rank, resolve it immediately.

Lethal Upgrades: You can spend 10 AG to immediately add 1 artefact of power to your vault.

Service a Ship: You can spend 5 AG to repair any ship. Each time you do so, pick 1 SKYVESSEL on your order of battle. Remove any effect from the Skyvessel Damage table that applies to that unit.

Fund Investment: You can spend 20 AG to pick 1 territory from the Kharadron Overlords Faction Territories table and bring it under your control without any glory points being spent.

Skyvessels

If a SKYVESSEL that was given a Great Endrinwork as a core enhancement is removed from your roster, you can pick a different eligible SKYVESSEL on your order of battle and give it a Great Endrinwork as a core enhancement.

If a SKYVESSEL is destroyed in a Path to Glory battle, do not make an injury roll or casualty roll for it. Instead, roll on the Skyvessel Damage table below. In each aftermath sequence, you can re-roll 1 roll on this table by spending 1 glory point. You must choose whether to re-roll before rolling for the next unit.

2D6Skyvessel Damage Table
2-3Wrecked: Crashing into the scarred earth with an ear-splitting explosion, nothing remains of this once mighty vessel and her crew.
Remove this unit from your order of battle.
4-5Hull Breach: A gaping hole in the side of the ship has been hastily boarded up, but it needs extensive repairs to survive more than its next battle.
In your next battle, if this unit is included in your army, worsen its Save characteristic by 1.
6Punctured Endrin: A loss of pressure in the main endrinsphere prevents this vessel from reaching higher altitudes.
In your next battle, if this unit is included in your army, it cannot receive the Fly High command.
7Unstable Footing: Repairs are needed to the vessel’s stabilisers and rigging mechanisms. Until they are carried out, the ship pitches and shakes aggressively, making it difficult to aim.
In your next battle, if this unit is included in your army, subtract 1 from hit rolls for attacks made with missile weapons by this unit.
8-11Scratches and Dents: A lick of fresh paint and she’ll be ready for battle once more.
No effect.
12It’ll Take More Than That!: The Maker’s blessing - or good old-fashioned fortune - seems to swaddle this vessel, as in the aftermath of battle it rises out of the clouds with hardly a scratch upon its paintwork.
This unit gains 2D6 renown points. In addition, in your next battle, if this unit is included in your army, it has a ward of 6+.

Veteran Abilities

Each time a KHARADRON OVERLORDS unit on your Path to Glory roster gains a veteran ability, you can pick 1 of the veteran abilities from the table below instead of the table found in the Core Book.

KHARADRON OVERLORDS VETERAN ABILITIES
High-altitude Aether-boosters: Though extremely hungry for aether-power, these downsized endrins can be used to rapidly reposition a band of duardin skyfarers.
SKYWARDENS or ENDRINRIGGERS unit only. This unit can use this veteran ability once per battle at the start of your movement phase. Remove this unit from the battlefield and set it up to one side as a reserve unit. At the start of the next charge phase, set up this unit anywhere on the battlefield more than 9" from all enemy units.
Grudgebreaker Rounds: These wealthy duardin keep a supply of high-velocity Grudgebreaker rounds close to hand, the better to deal with the most heavily armoured of foes.
SKYFARERS unit only. This unit can use this veteran ability once per battle when it is picked to shoot in the shooting phase. Improve the Rend characteristic of this unit’s missile weapons by 1 until the end of that phase. This unit cannot benefit from the ARKANAUT ADMIRAL’s Grudgebreaker Rounds ability in the same phase.
Tough as Old Boots: This band of grizzled veterans have been sent into the most dangerous of battles time and time again, and they have lived to tell the tale.
SKYFARERS unit only. This unit can use this veteran ability once per battle when it is picked as the target of an attack. This unit has a ward of 6+ until the end of that phase.
Savvy Deckhands: Never to sit idle on deck, these duardin busy themselves plugging holes and repairing any damage wrought upon their ship.
ARKANAUT COMPANY only. This unit can use this veteran ability once per battle at the end of any phase if it is embarked. You can heal up to D3 wounds allocated to the SKYVESSEL in which this unit is embarked.
Voidstone Chaff Launchers: A skyvessel equipped with these special-issue devices can traverse even the most hazardous of magical tides.
SKYVESSEL only. Once per battle, this unit can use this veteran ability at the start of the enemy hero phase. Until the end of that phase, each time this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 2+, ignore the effect of that spell or the effect of that endless spell’s abilities on that unit.
Evasive Manoeuvres: The Captain of the skyvessel is skilled at dodging enemy fire as they plot a course across the battlefield.
SKYVESSEL only. Once per battle, this unit can use this veteran ability at the start of the enemy shooting phase. If it does so, until the end of the phase, subtract 1 from hit rolls for attacks that target this unit.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Negotiate Endrin-contract

The masters of the Endrineers Guild can be miserly with their latest and greatest creations. Before securing such potent technologies, you’ll have to prove your mettle to them.
Pick 1 SKYVESSEL from your order of battle that does not have a Great Endrinwork enhancement, and pick 1 Great Endrinwork it is eligible for. Note these down in your quest log. At the end of a Path to Glory battle, you complete this quest if that SKYVESSEL was included in your army, was not destroyed and gained 3 or more renown points after the battle. When you complete this quest, you can add the Great Endrinwork you picked to your vault but it can only be given to the unit you picked when you embarked on this quest (note down the name of the unit next to the Great Endrinwork). If that unit is removed from your order of battle, then remove the Great Endrinwork from your vault too.

QUEST

Seek New Aether-gold Seams

You have accepted a contract to prospect for aether-gold within enemy territory.
At the end of a Path to Glory battle, for each friendly SKYVESSEL wholly within enemy territory, you can modify your contract score by +1 and your warlord gains 1 renown point.

You complete this quest the next time you return to port. When you complete this quest, you can immediately pick a new quest to begin.

QUEST

The Lost Prospectors

In the pursuit of profit, a pioneering mining fleet has delved deep into enemy territory chasing a large aether-gold seam. A message carried by a Grundstok drillbill reveals a string of aetherstorms has placed the fleet in peril - you are tasked with locating the survivors and bringing them back to port.
At the end of a Path to Glory battle, roll a dice for each unit in your army wholly within enemy territory. For each 6, you discover 1 clue as to the whereabouts of the lost prospectors. Keep a tally of how many clues you discover.

Once you have discovered 3 or more clues, you can fight Path to Glory battles using the ‘Ride to the Rescue’ battleplan. Once you have fought a Path to Glory battle using that battleplan, you complete this quest. The rewards for completing this quest are listed in the battleplan.

QUEST

Guard the Sky-lanes

Recently, prospector fleets have come under increasing attack. You have been hired to protect them from pirates and raiders.
At the end of a Path to Glory battle, for each friendly SKYVESSEL wholly within your territory, you can modify your contract score by +1 and your warlord gains 1 renown point.

You complete this quest the next time you return to port. When you complete this quest, you can immediately pick a new quest to begin.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

KHARADRON OVERLORDS FACTION TERRITORIES (D66)
61 DOCKSIDE WORKSHOP
A fifty per cent investment in a large workshop situated in one of your sky-port’s docking districts allows you to commission more vessels for your growing fleet.
Increase your War Machines limit by 2.
[Upgrade 10GP] Great Endrinhall: Increase your War Machines limit by 4 instead of 2. In addition, each time you roll on the Skyvessel Damage table, you can spend 1 glory point to re-roll the result.

62 ALEHOUSE
Buying a sizeable stake in this alehouse gives the duardin of your fleet a place to rest and recover their spirits after a battle. The only thing it is missing is a supply of the legendary tipple, Bugman’s XXXXXX.
Reduce the cost of recuperating units on your order of battle by 1 glory point (to a minimum of 1).
[Upgrade 15GP] Bugman’s XXXXXX on Tap: In addition, add 1 to recuperating rolls.

63 GRUNDCORPS TRAINING ACADEMY
Investing in the Grundstok Company ensures any Grundcorps marines hired for your fleets have ample battle experience.
You can only control 1 territory of this type at a time. This territory cannot be upgraded. Each time a GRUNDSTOK unit is added to your order of battle, it immediately gains 2D6 renown points. In addition, in step 3 of the aftermath sequence, each GRUNDSTOK unit on your order of battle that was not included in the army gains 1 renown point.

64 CHARTERED GUILDHALL
Securing the sponsorship of a chartered company provides financial security in the event of a loss of profits.
You can only control 1 territory of this type at a time. At the end of each Path to Glory battle, if your opponent won the battle, roll a dice. On a 4+, your contract score is not modified by -1.
[Upgrade 10GP] Mercantile Insurance: Your contract score is not modified by -1 on a roll of 2+ instead of a 4+.

65 CLOUD-DREDGER
These specialised vessels harvest seams of aether-gold for refinement and processing. Procuring one for your fleet ensures a steady stream of income to fund your airfleet.
You receive D3 aether-gold shares in step 1 of the aftermath sequence.
[Upgrade 20GP] Aether-gold Refinery: You receive D6 aether-gold shares instead of D3.

66 AETHER-GOLD VAULT
Every self-respecting Admiral has a vault to call their own - a place to store their aether-gold reserves and keep their crew secure in the knowledge that their shares are protected.
When fighting a battle against another Path to Glory army, add 1 to the Bravery characteristic of friendly KHARADRON OVERLORDS units for every 20 aether-gold shares you have.
[Upgrade 20GP] Grand Vault: In addition, when fighting a battle against another Path to Glory army, you can pick 1 additional triumph enhancement for your army, and you can use any triumphs picked for your army even if the points total of your army is equal to or greater than that of your opponent’s army.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points that HERO must have and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can pick only 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO has any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.

Upgraded WarscrollRequired WarscrollRequired Renown PointsGlory Points Cost
Arkanaut AdmiralKHARADRON OVERLORDS HERO that is not Unique204
Endrinmaster with Dirigible SuitEndrinmaster with Endrinharness204

Battleplan

Ride to the Rescue

You have finally located the remnants of the lost prospector fleet, who are still desperately fending off enemies from all sides. Ever the opportunist, you spy several canisters of harvested aether-gold among them that are yet to be loaded onto their skyvessels. You’ll have to make a tough decision as to what to bring aboard first as you carry out this rescue mission. After all, the terms of the contract that stipulate exactly what needs rescuing are open to interpretation...

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Kharadron Overlords army, has embarked on ‘The Lost Prospectors’ quest and has discovered 3 or more clues. Use the Path to Glory battlepack.

THE ARMIES
The player embarked on the ‘The Lost Prospectors’ quest is the Kharadron Overlords player and their opponent is the attacker.

The Kharadron Overlords player must split their army into 2 contingents: the rescuers and the prospectors. The rescuers are mustered from the units on their order of battle as normal. The prospectors are units not mustered from their order of battle; instead, the prospectors contingent consists of 3-5 KHARADRON OVERLORDS units that are not SKYVESSELS.

When the players agree on the points limit for the battle, units from both contingents in the Kharadron Overlords player’s army count towards the points limit.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.

After terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
The attacker can set up a faction terrain feature.

DEPLOYMENT
The Kharadron Overlords player sets up their army first. Units from the rescuers and prospectors contingents must be set up wholly within their respective territories as shown on the map. Then the attacker sets up their army wholly within their territory and more than 18" from all enemy units.

THE AETHER-GOLD CANISTERS
After deployment, the Kharadron Overlords player sets up 5 tokens to represent aether-gold canisters. Each token must be set up within the prospectors’ territory and more than 6" from all of the other tokens.

During the battle, when a TRANSPORT VESSEL in the Kharadron Overlords player’s army finishes a move within 3" of an aether-gold canister, it can pick it up. Doing so counts as 3 SKYFARER models towards the number of models that can be embarked in that TRANSPORT VESSEL, and the aether-gold canister cannot be picked up if doing so would exceed this limit.

When a TRANSPORT VESSEL has picked up an aether-gold canister, its token is removed from the battlefield and it is said to be stowed until the TRANSPORT VESSEL is either rescued (see below) or destroyed. If a TRANSPORT VESSEL with a stowed canister is destroyed, roll a dice. On a 1-3, the canister is also destroyed. On a 4+, the Kharadron Overlords player sets up the canister’s token on the battlefield within 3" of the TRANSPORT VESSEL before the TRANSPORT VESSEL is removed from play.

FIRST TURN
The Kharadron Overlords player chooses which player takes the first turn in the first battle round.

RESCUE
During the battle, when a friendly TRANSPORT VESSEL finishes a move wholly within the rescuers’ territory, within 3" of the battlefield edge and more than 3" from all enemy units, all aether-gold canisters it has picked up and all units from the prospectors contingent embarked in it are rescued and removed from play.

In addition, when a unit from the prospectors contingent finishes a move wholly within the rescuers’ territory, within 3" of the battlefield edge and more than 3" from all enemy units, it is rescued and removed from play.

BATTLE LENGTH
The battle lasts until all units in the prospectors’ contingent and all aether-gold canisters have been either rescued or destroyed.

GLORIOUS VICTORY
Each time an aether-gold canister or a unit in the prospectors contingent is rescued, the Kharadron Overlords player scores 1 victory point. Each time an aether-gold canister or a unit in the prospectors contingent is destroyed, the attacker scores 1 victory point.

When the battle ends, the player with the most victory points wins the battle. If the winner has at least 3 more victory points than their opponent, they win a major victory. Otherwise they win a minor victory. If the players are tied for victory points, the battle is a draw.

PATH TO GLORY REWARDS
The Kharadron Overlords player earns 2D6 aether-gold shares for each aether-gold canister rescued.

If the Kharadron Overlords player wins the battle, each unit from the prospectors contingent that was rescued can be added to their order of battle without spending any glory points. Each unit added in this way immediately gains 2D6 renown points.

If the attacker wins the battle, they can immediately pick 1 territory from their faction terrain table and bring it under their control without spending any glory points.

BONUS RENOWN
At the end of the battle, each unit that was not destroyed earns 1 bonus renown point.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies below and record it on your army roster.

MASTERS OF THE HIGH AIRS
Kharadron Overlords army only.

Rule the Skies: When the battle ends, you complete this grand strategy if there are 1 or more friendly SKYVESSELS on the battlefield and there are no enemy Behemoths that can fly on the battlefield.
Defend the Flagship: You can pick this grand strategy only if the model picked to be your general is an ARKANAUT ADMIRAL. When the battle ends, you complete this grand strategy if that general has not been slain and the SKYVESSEL picked to be their flagship has not been destroyed.
Prospector Fleet: After deployment, your opponent must pick 1 terrain feature to hold a bounty of mineral wealth. When the battle ends, you complete this grand strategy if you control that terrain feature.
Guided by the Code: When the battle ends, you complete this grand strategy if you completed at least 4 battle tactics and every battle tactic you completed this battle was from the Decrees of the Code list below.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

DECREES OF THE CODE
Kharadron Overlords army only.

Bombing Run: Pick 1 enemy unit. You complete this battle tactic if that unit is destroyed during this turn by the Bomb Racks ability of a friendly unit.
Mobilise the Fleet: You cannot pick this battle tactic in the first battle round. Pick 3 friendly units on the battlefield that are not embarked in SKYVESSELS You complete this battle tactic at the end of the turn if those units are all embarked in SKYVESSELS.
Boots on the Ground: Pick 3 friendly units embarked in SKYVESSELS. You complete this battle tactic at the end of the turn if those units are not embarked and are wholly within enemy territory.
Opening Salvo: You can only pick this battle tactic if no units have been destroyed in the battle. You complete this battle tactic if an enemy unit is destroyed in your shooting phase this turn.
Blast ’em to Smithereens: Pick 1 objective on the battlefield within 12" of any enemy units. You complete this battle tactic if there are no enemy units within 12" of that objective at the end of this turn.
Stake a Claim: You can pick this tactic only if you control fewer objectives than your opponent. You complete this tactic if you control more objectives than your opponent at the end of this turn.

Core Battalions

You can include any of the following core battalions in a Kharadron Overlords army if the battlepack you are using says that you can use core battalions.

ATTACK SQUADRON
ESCORT WING

UNIT ICONS
Heavy Gunship: Arkanaut Ironclad
Assault Boat: Arkanaut Frigate
Fleet Privateers: Arkanaut Company unit
Escort Vessel: Grundstok Gunhauler unit
Grundcorp Marines: Grundstok Thunderers unit
Escort Personnel: Skywardens unit
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.

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

Behemoth
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
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.
14.5 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.

Tuskhelm

The wearer crashes into the foe with the force of the mightiest of charging beasts.

After the bearer makes a charge move, you can pick 1 enemy unit within 1" of the bearer. If you do so, roll a number of dice equal to the unmodified charge roll for that charge move. For each 4+, the target suffers 1 mortal wound. If the bearer already has an ability with an effect that triggers after they make a charge move, you must pick which effect applies (you cannot use both).

Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
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 SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

Disengage

At the officer's command, the vessel disengages with all guns blazing.

You can use this command ability in your movement phase. The unit that receives the command must be a friendly SKYVESSEL that has not yet moved in that phase. That unit and any units embarked in it can retreat and still shoot later in the turn.

Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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.

Spell in a Bottle

This Aether-Khemist has used the alchemical arts to transmute an endless spell into an inert gas and trap it in a specialised container. When the container is shattered, the endless spell is freed.

AETHER-KHEMIST only. Pick 1 endless spell that does not belong to a faction. You can include that endless spell in your army without spending any points to do so. In addition, once per battle, in your hero phase, the bearer can automatically cast the spell that summons that endless spell (do not make a casting roll) and it cannot be unbound. However, the bearer cannot control that endless spell.

The DUARDIN keyword is used in the following Cities of Sigmar warscrolls:

Leader
Battleline
None
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.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
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.
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).

FOOTNOTES

There’s No Reward Without Risk: Once per battle, in your charge phase, you can attempt a charge with 1 friendly KHARADRON OVERLORDS unit within 18" of an enemy unit. If you do so, roll 3D6 for the charge roll instead of 2D6.

There’s No Trading With Some People: Once per battle, at the end of the enemy shooting phase, pick 1 friendly SKYFARERS unit that was targeted by any shooting attacks in that phase. That unit can immediately shoot.

Without Our Ships, We Are Naught: Once per battle, at the start of any phase, pick 1 friendly SKYVESSEL. That unit can receive up to 2 commands in that phase instead of only 1.

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

None
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

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

Leader

The BARAK-NAR and HERO keywords are used in the following Kharadron Overlords warscrolls:

Leader

ARTYCLES

Honour is Everything: When a friendly KHARADRON OVERLORDS unit receives the Rally command (core rules, 7.2), you can return 1 slain model to the unit for each 4+ instead of each 6.

Master the Skies: Add 2" to the Move characteristic of friendly SKYVESSELS.

Settle the Grudges: After deployment but before the first battle round begins, pick 1 enemy unit. Add 1 to wound rolls for attacks made by friendly KHARADRON OVERLORDS units that target that unit.

The warscrolls using DUARDIN and PRIEST keywords can be found in the following Factions:

Order: Cities of Sigmar, Fyreslayers.

The DUARDIN and PRIEST keywords are used in the following warscrolls:

Leader, Behemoth
Leader
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.

The GRUNDSTOK EXPEDITIONARY FORCE and HERO keywords are used in the following Kharadron Overlords warscrolls:

Leader
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

The KHARADRON OVERLORDS and HERO keywords are used in the following Kharadron Overlords warscrolls:

Leader
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.

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