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 OverlordsBattletome4July 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4August 2025
  Idoneth Deepkin
  Idoneth DeepkinBattletome4July 2025
  Regiments of Renown - Idoneth Deepkin
  Regiments of Renown - Idoneth DeepkinExpansion4July 2025
  Scourge of Ghyran - Kharadron Overlords
  Scourge of Ghyran - Kharadron OverlordsExpansion4May 2025
  Legends compendium
  Legends compendiumWarscroll4April 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Armies of Renown
  Armies of RenownWarscroll4December 2024
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4December 2024
  Regiments of Renown
  Regiments of RenownWarscroll4November 2024
  Stormcast Eternals
  Stormcast EternalsBattletome4September 2024

Designers’ Commentary

Battletome: Kharadron Overlords

Q:Can an Arkanaut Frigate use the ‘Assault Boat’ ability if it used a RUN ability in the same turn but was picked as a target of Brokk Grungsson’s ‘Command the Fleet’ ability earlier in the same turn?
A:
Yes.
Q:Can I use the ‘Assault Boat’ ability in combination with ‘Counter-charge’?
A:
Yes.

Faction Rules


Battle Traits

Kharadron Overlords armies can use the following abilities:

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 attacks that target friendly KHARADRON OVERLORDS INFANTRY units while they are wholly within 6" of a friendly Arkanaut Ironclad or Arkanaut Frigate.

Once Per Battle (Army), 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 in 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

Once Per Battle (Army), Deployment Phase
THE FLAGSHIP: Every fleet commander designates one of their vessels to be their flagship.

Declare: Pick a friendly SKYVESSEL to be the target. The target can be in reserve.

Effect: The target has the FLAGSHIP keyword for the rest of the battle. Give the target 1 Great Endrinwork.

Designer’s Note: This Great Endrinwork is given to the unit during the deployment phase, not during army composition. It can be given to the target even if it already has a Great Endrinwork.

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

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.

Your Movement Phase, 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.

Effect: Pick a number of units up to that SKYVESSEL’s Transport Capacity (see its warscroll) that are wholly within 6" of it and not in combat 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.

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.

BATTLE PROFILE
NamePoints
Pioneers and Scavengers0
Veteran Ground Troops0
Rapid Redeployment Squadron0
Endrineers Guild Expeditionary Force0

Pioneers and Scavengers

Passive
GRITTY FORTUNE-HUNTERS: The Vongrim guilders in this expedition have almost depleted their current reserves of aether-gold. Their very existence depends on the success of this venture, and they’ll be damned if anyone tries to cheat them of their imminent windfall!

Effect: Friendly Vongrim Harpoon Crew and Vongrim Salvagers units have WARD (6+) while they are contesting an objective.


Veteran Ground Troops

Once Per Turn (Army), Start of Battle Round
ENTRENCHED CREWS: The Arkanauts in this fleet are no strangers to ground-based combat. Once in position, they will make clever use of the terrain to stymie the attacks of the foe.

Declare: Pick up to 3 friendly Arkanaut Company units to be the targets.

Effect: For the rest of the battle round, if the target has not been set up this battle round and while it has not moved this turn, subtract 1 from the Rend characteristic of attacks that target that unit.


Rapid Redeployment Squadron

Passive
EXTRA RAPPEL ANCHORS: The Grundstok Gunhaulers in this force have been fitted with extra ports to which privateers can tether themselves in order to hitch a ride in battle.

Effect: Friendly Grundstok Gunhaulers can transport up to 2 friendly KHARADRON OVERLORDS INFANTRY units instead of 1 and with a combined model count of up to 6 instead of 5 (see Battle Traits).


Endrineers Guild Expeditionary Force

Once Per Battle (Army), Deployment Phase
SPECIAL PROCUREMENT: The Endrineers Guild often charter expeditionary forces equipped with the most advanced inventions in the realms.

Declare: Pick a friendly non-UNIQUE KHARADRON OVERLORDS HERO that does not have an artefact of power. The target can be in reserve.

Effect: Give that Hero 1 artefact of power from the ‘Inventions of the Sky-ports’ or the ‘Ingenious Innovations’.

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

Heroic Traits

Lords of the Sky-fleets

HERO only

BATTLE PROFILE
NamePoints
SHREWD OPPORTUNIST0
BOLD AS BRASS0
COMBAT GRAFTER0
Deployment Phase
SHREWD OPPORTUNIST: This duardin’s mind is as sharp as a gem cutter. They are quick to see openings and do not hesitate to seize upon them. Such a quality is, of course, highly conducive to profit!

Declare: Pick this unit and up to 2 other friendly KHARADRON OVERLORDS non-HERO INFANTRY units to be the targets.

Effect: Each target can immediately use the ‘Normal Move’ ability as if it were your movement phase.

Passive
BOLD AS BRASS: Whether their roared oaths ring louder than the summons to Musterpress or the sheer audacity of their actions speaks volumes, this officer is an imposing presence on the battlefield.

Effect: Add 5 to this unit’s control score.

Once Per Battle, Any Combat Phase
COMBAT GRAFTER: Knuckling down and cracking skulls is what this officer does best.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the phase.

Artefacts of Power

Inventions of the Sky-Ports

HERO only

BATTLE PROFILE
NamePoints
VOIDSTONE ORB0
CELESTIUM BURST GRENADE0
BLAZEBEARD AND SONS BAMBOOZLING FLAKGUN0
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.

Once Per Turn, 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 Turn, Reaction: Opponent declared a CHARGE ability for a unit within 12" of this unit
BLAZEBEARD AND SONS BAMBOOZLING FLAKGUN: This large-barrelled, stumpy weapon fires a mishmash of workshop swarf coated in phosphor-laced aether-gold that produces a blinding, bewildering display when the trigger is pulled – highly effective for stopping an advancing enemy in their tracks.

Effect: Pick 1 dice in that charge roll. Then, make a bamboozling flak roll of D6. If the roll equals or exceeds the value on the dice, remove that dice from the charge roll.


Ingenious Innovations

HERO only

BATTLE PROFILE
NamePoints
SPELL IN A BOTTLE0
KARST-BANA AETHER-POWERED COMBAT RIG0
EMBERSTONE FLARE0
Once Per Battle, Your Hero Phase
SPELL IN A BOTTLE: The bearer pops the rune-stamped cork of this bottle and unleashes an arcane manifestation previously sealed up for safekeeping.

Effect: This unit can use a SUMMON ability from the manifestation lore you picked during army composition as if it had WIZARD (1). Instead of making a casting roll for that SUMMON ability, the casting roll is 7 and cannot be modified. That SUMMON ability cannot be unbound.

Passive
KARST-BANA AETHER-POWERED COMBAT RIG: This pioneer is a firm believer that wealth is be wrested from the Mortal Realms at gunpoint or at the business end of an aether-powered hammer. This has led to a custom-built combat harness, commissioned to provide overwhelming strength and protection in equal measure.

Effect: This unit has WARD (5+). In addition, add 1 to the Attacks characteristic of this unit’s melee weapons.

Once Per Battle, Your Movement Phase
EMBERSTONE FLARE: The bearer shoots a flare into the sky, signalling a skyvessel or a group of endrin-borne Kharadron to rapidly relocate.

Declare: Pick a friendly KHARADRON OVERLORDS unit that has FLY and is not in combat to be the target.

Effect: Remove the target from the battlefield and set it up again wholly within 9" of this unit and more than 9" from all enemy units.

Great Endrinworks

Great Endrinworks are a special type of enhancement for SKYVESSELS. During army composition, when you add enhancements, you can pick 1 Great Endrinwork and give it to a SKYVESSEL on your army roster.

BATTLE PROFILE
NamePoints
HEGSSON SOLUTIONS ’OLD RELIABLE’ HULLPLATES0
GRUKSSON WIDE-BORE CYLINDERS0
COALBEARD’S COLLAPSIBLE BOMBRACK0
TRACER-FIRE ROUNDS0
GRANDIOSE FUSELAGE0
NULLSTONE GALVANISATION0
Passive
HEGSSON SOLUTIONS ’OLD RELIABLE’ HULLPLATES: These hull plates are renowned for their ability to absorb damage without failing.

Effect: This unit has WARD (5+) against damage inflicted by SHOOT abilities.

Passive
GRUKSSON WIDE-BORE CYLINDERS: This modified endrin guzzles fuel like Jakkob Bugmansson XI samples his stock, and is similarly energised for doing so.

Effect: Add 2" to this unit’s Move characteristic.

Passive
COALBEARD’S COLLAPSIBLE BOMBRACK: This munitions storage rig has a clever folding design that allows it to carry additional bombs.

Effect: Add 1 to each dice roll when using this unit’s ‘Heavy Bomb Racks’, ‘Medium Bomb Racks’ or ‘Light Bomb Racks’ ability.

Your Shooting Phase, Reaction: You declared a SHOOT ability for this unit
TRACER-FIRE ROUNDS: Imported Excelsian glimmerings have been worked into the casings of these rounds, causing them to subtly correct their trajectory to their target.

Effect: If all of the attacks target the same enemy unit, ignore negative modifiers to hit rolls for those attacks.

Passive
GRANDIOSE FUSELAGE: Whether emblazoned with gaudy runic slogans advocating guild sponsors or bearing a particularly impressive figurehead, this vessel is doubly imposing to foes.

Effect: Add 5 to this unit’s Control characteristic.

End of Any Turn
NULLSTONE GALVANISATION: Thanks to metalwork treated with an anti-magic coating, arcane conjurations that linger in proximity to this ship are gradually undone.

Effect: Inflict D6 mortal damage on each enemy MANIFESTATION within this unit’s combat range.

Skyvessel Upgrades

Skyvessel Upgrades are enhancements that can only be given to SKYVESSELS.

BATTLE PROFILE
NamePoints
VOIDSTONE REPULSER VENTS0
BLAZEBEARD AND SONS EJECTOR POD0
ZONBARCORP ’DEALBREAKER’ BATTLE RAM0
Reaction: A friendly unit within 12" of this unit was picked to be the target of an enemy SPELL ability
VOIDSTONE REPULSER VENTS: Clouds of voidstone ground into a fine dust are released from these ports to nullify and deflect enemy spells.

Effect: Roll a dice. On a 4+:
  • Ignore the effect of that spell on that friendly unit.
  • Inflict D3 mortal damage on the caster.

This unit can use this ability more than once per phase but you can only roll once for each friendly unit per spell cast.

Once Per Battle, Any Combat Phase
BLAZEBEARD AND SONS EJECTOR POD: This incredible device provides a potent fail-safe for any shrewd Kharadron leader. However after use, the warranty for the device is void, making subsequent uses a risk no sane Kharadron would ever take!

Declare: If this unit is in combat, pick a visible friendly KHARADRON OVERLORDS HERO wholly within 6" of this unit to be the target.

Effect: Remove the target from the battlefield, then set it up again wholly within 18" of this unit and more than 9" from all enemy units.

Any Charge Phase
ZONBARCORP ’DEALBREAKER’ BATTLE RAM: A vessel with this best-selling upgrade need not fear full-on collisions. The same cannot be said for those in its way, however.

Declare: If this unit charged this phase, pick an enemy unit in combat with it to be the target.

Effect: Roll a number of dice equal to the unmodified charge roll. For each 4+, inflict 1 mortal damage on the target.

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.

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.

Army of Renown

Pioneer Outpost

When you pick the Kharadron Overlords faction for your army, you can choose for it to be a Pioneer Outpost Army of Renown. If you do so, use the faction rules in this section 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 PIONEER keyword.

Designer’s Note: This Army of Renown has rules designed to work with the Zontari Endrin Dock, so it makes sense to include one on your army roster!

ROSTER OPTIONS

Battle Traits

Once Per Turn (Army), Any Hero Phase
INITIAL INVESTMENT: Kharadron doctrine emphasises the importance of good reconaissance.

Effect: Each friendly AUTO-ENDRIN can move 2D6" but cannot finish that move in combat.

Once Per Turn (Army), End of Any Turn
AGGRESSIVE ACQUISITIONS: In war and profit, leave no avenue for your enemies to progress.

Declare: You can only use this ability if you have not used any CODE abilities this turn and if there is a friendly PIONEER unit in each large quarter of the battlefield. Each of those units must be more than 6" from all other large quarters of the battlefield and not in combat.

Effect: For the rest of the battle, enemy units cannot be set up within your territory or within 9" of an objective that you control.
KEYWORDSCODE

Once Per Turn (Army), End of Any Turn
SECURE INVESTMENTS: The wise profiteer ensures that their assets are well protected.

Declare: You can only use this ability if you have not used any CODE abilities this turn and if any enemy units that were within 3" of your Zontari Endrin Dock this turn were destroyed this turn.

Effect: For the rest of the battle, ignore the Rend characteristic of combat attacks that target friendly NON-INFANTRY PIONEER units or friendly faction terrain features.
KEYWORDSCODE

Once Per Turn (Army), End of Any Turn
SETTLING ACCOUNTS: The artycles of engagement encourage the settling of one’s debts through the application of heavy explosives.

Declare: You can only use this ability if you have not used any CODE abilities this turn and if a friendly AUTO-ENDRIN was destroyed this turn by an enemy unit.

Effect: For the rest of the battle, each time a friendly AUTO-ENDRIN is removed from the battlefield, before removing it, inflict D3 mortal damage on each enemy unit within 3" of that AUTO-ENDRIN.
KEYWORDSCODE

Once Per Turn (Army), End of Any Turn
MARKET DOMINANCE: Even if you have secured an unassailable monopoly, it is vital to aggressively defend your interests.

Declare: You can only use this ability if you have not used any CODE abilities this turn and if you control every objective that is not wholly within enemy territory.

Effect: For the rest of the battle, each time you use your Zontari Endrin Dock’s ‘Endrinworks Outpost’ ability, you can set up a replacement AUTO-ENDRIN on a manufacturing roll of 3+ instead of 4+.
KEYWORDSCODE

Once Per Turn (Army), End of Any Turn
HOSTILE TAKEOVER: The simplest route to profit is the elimination of one’s main rivals.

Declare: You can only use this ability if you have not used any CODE abilities this turn and if an enemy HERO was destroyed by shooting attacks made by a friendly PIONEER unit this turn.

Effect: For the rest of the battle, subtract 1 from hit rolls for shooting attacks that target friendly PIONEER units or friendly faction terrain features.
KEYWORDSCODE


Heroic Traits

HERO only
Passive
TERRITORIAL TRAILBLAZER: This stubborn and audacious duardin is surrounded by an almost tangible aura of defiance that makes enemies think twice about challenging them for control of resources.

Effect: Subtract 3 from the control scores of enemy units while they are in combat with this unit.

Once Per Battle, Reaction: You declared the ‘Endrinworks Outpost’ ability for a Zontari Endrin Dock
COPPER FINGERS: Though not a qualified member of the Endrineers Guild, this officer comes from a long line of tinkerers with an aptitude for aethermatics.

Effect: If this unit is wholly within 9" of that Zontari Endrin Dock, instead of resolving the effect of the ‘Endrinworks Outpost’ ability, set up a replacement AUTO-ENDRIN on the battlefield, wholly within 6" of that Zontari Endrin Dock and more than 3" from all enemy units.


Artefacts of Power

HERO only
PAssive
THORGSSON’S UNIVERSAL AUTOMATON ACTUATOR: This portable cartridge radiates an energy field that gives nearby Auto-Endrins that extra bit of spark and verve. No batteries necessary.

Effect: Add 6" to the Move characteristic of friendly AUTO-ENDRINS while they are wholly within 6" of this unit.

Your Movement Phase
ROCKBUSTER CHARGES: Dropped from on high, these drill-tipped bomblets bore into the ground before detonating in shredding storms of rock and shrapnel.

Declare: Pick a terrain feature that this unit passed across this turn. Each enemy unit within 1" of that terrain feature is a target.

Effect: Inflict D3 mortal damage on each target.

Army of Renown

The Magnate’s Crew

When you pick the Kharadron Overlords faction for your army, you can choose for it to be a The Magnate’s Crew Army of Renown. If you do so, use the faction rules in this section 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 MAGNATE’S CREW keyword.

If your army does not include Brokk Grungsson, you can pick an Arkanaut Ironclad in your army to be your general instead of a HERO. If you do, that Arkanaut Ironclad gains the HERO keyword.

Battle Traits

Passive
LOYALTY TO THE MAGNATE: Some call it loyalty; Brokk calls it ‘contractual motivation’.

Effect: While a friendly Brokk Grungsson is wholly within the combat range of another friendly MAGNATE’S CREW INFANTRY unit, both those units have WARD (5+).

Once Per Battle (Army), Deployment Phase
PAY YOUR DEBTS: Grungsson never forgets an insult and always settles the score with those who have done him wrong.

Declare: Pick an enemy unit on the battlefield or in reserve to be indebted.

Effect: Add 1 to wound rolls for combat attacks made by friendly MAGNATE’S CREW units that target the indebted unit.

Once Per Battle (Army), Your Movement Phase
BOLD MOVES: Massive profits alone have not taken Brokk Grungsson to the apex of Kharadron society. His uncanny ability to take his foes off-guard has proven just as valuable.

Declare: Pick any number of friendly MAGNATE’S CREW INFANTRY units that are in combat to be the targets. Make an emergency launch roll of 3D6 for each target.

Effect: Each target can move a distance up to the value of its emergency launch roll. It can move through the combat ranges of any enemy units but cannot end that move in combat with an enemy unit that it was not in combat with at the start of the phase.

The target(s) cannot use CHARGE abilities for the rest of the turn.
KEYWORDSCORE, MOVE

Once Per Turn (Army), Your Movement Phase
CUTTING-EDGE ENDRINPACKS: The Lord-Magnate outfits his soldiers with the latest and most agile endrinharnesses.

Declare: Pick up to D3 friendly MAGNATE’S CREW INFANTRY units that are wholly within 9" of a friendly MAGNATE’S CREW SKYVESSEL to be the targets.

Effect: Double the targets’ Move characteristic for the rest of the turn.

Once Per Battle (Army), Enemy Hero Phase
INVICTUNITE-LINED HULL: Only the Lord-Magnate could afford to line his ships’ hulls with the incredibly strong meteoric metal invictunite.

Declare: Pick a friendly MAGNATE’S CREW SKYVESSEL to be the target.

Effect: Roll a D3. For the rest of the turn, subtract X from the Rend characteristic of weapons used for attacks that target that SKYVESSEL, where X is equal to the roll.

Once Per Turn (Army), Your Shooting Phase
CONSTANT BARRAGE: Brokk’s expert gunners are so precise that they can bombard the enemy even as they move to engage nearby Kharadron infantry.

Declare: Pick an enemy unit that had any damage points allocated to it this phase by a friendly MAGNATE’S CREW unit’s attacks to be the target.

Effect: Until the start of your next turn, each time the target ends a move within 10" of any friendly MAGNATE’S CREW units, roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.


Heroic Traits

HERO only
Passive
MASTER OF DISCIPLINE: This duardin is popular amongst their crews but also knows when to crack the whip and remind them who pays their wages.

Effect: Each time a friendly MAGNATE’S CREW INFANTRY unit wholly within 12" of this unit uses the ‘Redeploy’ command, you can re-roll the dice.

Passive
FLANKING FIRE: A master of tactics, this officer is an expert at orchestrating deadly crossfires, often boldly using themselves as the bait.

Effect: Add 1 to hit rolls for shooting attacks made by friendly MAGNATE’S CREW SKYVESSELS that target an enemy unit in combat with this unit.


Artefacts of Power

HERO only
Passive
AERODYNAMISM: Borne by state-of-the-art endrins, the speed and agility with which this duardin navigates the battlefield makes them a very difficult target.

Effect: If this unit moved this turn, subtract 1 from hit rolls for attacks that target this unit for the rest of the turn.

End of Your Turn
GUNS FOR ALL OCCASIONS: This canny duardin always has a backup plan in the form of a cleverly stowed aetherblaster.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Inflict D3 mortal damage on the target.

Enemy Charge Phase
2
COUNTER-CHARGE: Seeing the need for decisive action, the warriors charge forth to stall the enemy’s advance or enact a bold interception.

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

Effect: That unit can use a CHARGE ability as if it were your charge phase.
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).

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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
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.
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.

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.

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

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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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

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

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Universal Core Abilities - 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

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • 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).
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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
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.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name.

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

Those HEROES can join an eligible regiment as a EXPEDITIONARY FORCE.

Infantry Hero
Infantry
War Machine
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 one 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.
  • 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.
Those HEROES can join an eligible regiment as a Expeditionary Force Infantry.

Infantry Hero
Infantry
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.
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 until that ATTACK ability has been resolved.

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.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST 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 that was not summoned this turn 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.
KEYWORDSBANISH

Those HEROES can join an eligible regiment as a PIONEER.

Infantry Hero
Infantry
War Machine
1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

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

This HERO can join an eligible regiment as a non-INFANTRY PIONEER.

War Machine
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Those HEROES can join an eligible regiment as a MAGNATE’S CREW.

Infantry Hero
Infantry
War Machine
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
Those HEROES can join an eligible regiment as a MAGNATE’S CREW INFANTRY.

Infantry Hero
Infantry
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Those HEROES can join an eligible regiment as a MAGNATE’S CREW SKYVESSEL.

War Machine
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

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