Kharadron Overlords – Endrinmaster with Dirigible Suit

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SPEARHEAD WARSCROLL
Endrinmaster
with Dirigible Suit
12"
8
3+
2
Many Endrinmasters take to the skies in master-crafted dirigible suits, their aetherturbines allowing them to zoom through the air towards skyvessels in need of repair even as an in-built weapon array blasts their enemies into pieces.
SPEARHEAD WARSCROLL
Endrinmaster
with Dirigible Suit
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethercannon
Aethercannon18"13+3+23
Dirigible Suit Weapon Battery
Dirigible Suit Weapon Battery12"63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Upgraded Aethermatic Saw
Upgraded Aethermatic Saw43+3+22
Your Hero Phase
ENDRINMASTER EXTRAORDINAIRE: This Endrinmaster’s rig bristles with tools and gizmos that allow them to perform battlefield repairs with great haste.

Declare: Pick a friendly unit with the FLY keyword that is wholly within 12" of this unit to be the target.

Effect: Roll a D3. On a 2+, Heal (X) the target where X is equal to the roll.

KEYWORDS
HERO, INFANTRY, FLY
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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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.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
© Vyacheslav Maltsev 2013-2026