Kharadron Overlords – Aetheric Navigator

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KHARADRON OVERLORDS WARSCROLL
Aetheric Navigator
4"
5
3+
2
The airfleets would be lost without their Aetheric Navigators. The extensive array of lenses, gauges and barometric isolators used by these eccentric wayfinders can boggle the mind. By tipping the balance of the meteorological currents they are able to influence the winds themselves, speeding up their own ships whilst battering the aerial forces of their rivals with heavy gales and vicious squalls. Those same winds have aetheric power and, if correctly manipulated, can smother an arcane flame or banish a murder of summoned vorcrows in a scattering of feathers. When all else fails, the Aetheric Navigator is not above using their heavy ranging pistol to plot a far bloodier course to victory. In the shifting skies of the realms, especially those of mercurial Chamon, a change of heading can be disastrous; keeping the skyfleet on course is a heavy responsibility for the Aetheric Navigators. Drifting off-course can lead the incautious through hidden realmgates or tears in the fabric of the realms, into the path of a metal-slashing Aethervoid Pendulum or a sudden maelstrom. More subtle but no less certain to cause an airfleet’s downfall is the simple absence of aether-gold.
KHARADRON OVERLORDS WARSCROLL
Aetheric Navigator
RANGED WEAPONS
RngAtkHitWndRndDmg
Ranging Pistol [Shoot in Combat]
Ranging Pistol
Shoot in Combat
10"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Zephyrscope
Zephyrscope33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Passive
AETHERSIGHT: Aetheric Navigators can unpick enemy spells by harnessing the arcane jet streams.

Effect: This unit can use Unbind abilities as if it had WIZARD (1).

Once per Turn (Army), Your Hero Phase
READ THE WINDS: Navigators can signal to nearby Kharadron airships, helping them to steer into prevailing currents.

Declare: Roll 6 dice. For each 1, pick a visible enemy unit within 18" of this unit to be an enemy target. For each 6, pick a visible friendly SKYVESSEL within 18" of this unit to be a friendly target.

Effect: Inflict D3 mortal damage on each enemy target. If any damage points are allocated to an enemy target by this ability, halve its Move characteristic until the start of your next turn.

Add 3" to the Move characteristic of each friendly target until the start of your next turn.
KEYWORDSCORE

KEYWORDS
HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

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

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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).

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

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.

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

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Guild Officer.

Infantry Hero
© Vyacheslav Maltsev 2013-2024