Kharadron Overlords – Brokk Grungsson, Lord-Magnate of Barak-Nar

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KHARADRON OVERLORDS WARSCROLL
Brokk Grungsson
Lord-Magnate of Barak-Nar
12"
8
3+
2
Lord-Magnate Brokk Grungsson is the richest Kharadron privateer alive. Clad in a custom-built endrinharness and carrying a small armoury of lethal firearms, he seeks out fresh sources of aether-gold with single-minded belligerence.
KHARADRON OVERLORDS WARSCROLL
Brokk Grungsson
Lord-Magnate of Barak-Nar
RANGED WEAPONS
RngAtkHitWndRndDmg
The Magnate’s Charter [Shoot in Combat]
The Magnate’s Charter
Shoot in Combat
12"63+3+12
Grungsson’s Boast
Grungsson’s Boast18"13+2+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Brokk’s Aethermatic Saw [Crit (2 Hits)]
Brokk’s Aethermatic Saw
Crit (2 Hits)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, Any KHARADRON OVERLORDS

Once Per Battle, Your Movement Phase
COMMAND THE FLEET: Brokk’s preferred strategy is to instruct his fleet before leading his Skyriggers on bold manoeuvres to vanquish the enemy.

Declare: Pick up to 3 visible friendly SKYVESSELS wholly within 24" of this unit that are not in combat to be the targets.

Effect: Each target can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

Any Combat Phase
FIRST RULE OF GRUNGSSON: When Brokk Grungsson leads his warriors into battle, he reminds them of his first and most significant commentary on the Code.

Declare: Pick up to 2 other friendly SKYFARER units within this unit’s combat range to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.

End of Any Turn
MOUSTACHE-MOUNTED AETHERBLASTERS: These custom aetherblasters deal short-range volleys of devastating fire.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY, FLY
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.
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.

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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 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.
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).
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!

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

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).
Those HEROES can join an eligible regiment as a Guild Officer.

Infantry Hero
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

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

© Vyacheslav Maltsev 2013-2025