Kharadron Overlords – Drekki’s Privateers

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REGIMENT OF RENOWN
Drekki’s Privateers
Drekki Flynt is one of the most famous skyfarers in Kharadron society, a rogue and opportunist whose feats grow ever more outrageous in the telling. Captain of the Frigate the Aelsling, Flynt has lent the services of his vessel and his crew to many causes over the years – few of them entirely noble.
REGIMENT OF RENOWN
Drekki’s Privateers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 500

Deployment Phase
CRUISING INTO POSITION: The Aelsling’s speed and agility allow her to enter battle at the perfect moment.

Declare: Pick all units in this Regiment of Renown that have not been deployed.

Effect: Set up all of those units in reserve plying the winds. They have now been deployed.
KEYWORDSDEPLOY

Passive
YOU CALL IT YOURS, I CALL IT MINE: Aether-gold is Drekki Flynt’s great love, but other treasures will do in a pinch.

Effect: Add 1 to hit rolls and wound rolls for shooting attacks made by units in this Regiment of Renown that target an enemy unit that is within 6" of an enemy unit that has an enhancement.

Your Movement Phase
DAREDEVIL DEPLOYMENT: Flynt’s crew lead the way with guns blazing.

Declare: Pick the Arkanaut Frigate in this Regiment of Renown to use this ability if it is plying the winds.

Effect: Set up the Arkanaut Frigate anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units in this Regiment of Renown wholly within 6" of the Arkanaut Frigate and more than 9" from all enemy units.

Passive
THE GOOD SHIP AELSLING: Flynt’s beloved skyship has endured all that the realms can throw at her with stubborn indifference.

Effect: The AELSLING has a Health characteristic of 17 instead of 15.
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).

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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).
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.
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.
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.
© Vyacheslav Maltsev 2013-2025