Kharadron Overlords – Drekki Flynt

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KHARADRON OVERLORDS WARSCROLL
Drekki Flynt
4"
6
3+
2
Drekki Flynt. It is a name to which tankards have been raised and curses levelled a thousand times. Captain of the Aelsling, fastest ship in Barak‑Mhornar, Flynt earns his reputation with flexible morals, an aether-powered axe and a multi‑barrelled pistol always close to hand.
KHARADRON OVERLORDS WARSCROLL
Drekki Flynt
RANGED WEAPONS
RngAtkHitWndRndDmg
The Aethermatic Equaliser Mk. III [Shoot in Combat]
The Aethermatic Equaliser Mk. III
Shoot in Combat
10"2D63+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Grunnsson’s Axe [Anti-MONSTER (+1 Rend)]
Grunnsson’s Axe
Anti-MONSTER (+1 Rend)
43+3+13
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, 0-1 Arkanaut Frigate, Any INFANTRY

Deployment Phase
CAPTAIN OF THE AELSLING: The Aelsling is manned by a motley crew of ne’erdo-wells with many a tale of daring combat to tell.

Declare: Pick an Arkanaut Frigate in this unit’s regiment to be the target. This unit can use this ability while in reserve, and the target can also be in reserve.

Effect: The target has the AELSLING keyword. Add 1 to the Damage characteristic of the target’s Boarding Weapons for the rest of the battle.

Passive
SHE CAN HANDLE IT!: Captain Flynt understands the Aelsling and its capabilities better than he does his own kin.

Effect: You can re-roll run rolls and charge rolls for the AELSLING while it is wholly within 12" of this unit.

Any Combat Phase
AUXILIARY SKYHOOK: Drekki’s axe is custom-fitted with a small skyhook that can skewer beasties that stray too close.

Declare: Pick an enemy MONSTER 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.
  • Subtract 1 from wound rolls made for the target’s attacks for the rest of the turn.

KEYWORDS
UNIQUE, HERO, INFANTRY
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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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

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).
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.
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.

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

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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

© Vyacheslav Maltsev 2013-2025