Kharadron Overlords – Endrinriggers

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KHARADRON OVERLORDS WARSCROLL
Endrinriggers
12"
2
3+
1
With aether-endrins strapped to their backs, Endrinriggers conduct repairs on their beloved airships miles above ground. In battle, their aether-powered tools become lethal weapons capable of punching through armour or messily sawing off limbs.
KHARADRON OVERLORDS WARSCROLL
Endrinriggers
RANGED WEAPONS
RngAtkHitWndRndDmg
Rapid-fire Rivet Gun [Shoot in Combat]
Rapid-fire Rivet Gun
Shoot in Combat
10"33+4+11
Aethermatic Volley Gun [Crit (2 Hits)]
Aethermatic Volley Gun
Crit (2 Hits)
15"2D64+4+-1
Skyrigger Heavy Weapon [Anti-MONSTER (+1 Rend)]
Skyrigger Heavy Weapon
Anti-MONSTER (+1 Rend)
15"14+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Aethermatic Saw [Anti-charge (+1 Rend)]
Aethermatic Saw
Anti-charge (+1 Rend)
34+3+12
Gun Butt
Gun Butt14+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 32mm
Can be reinforced: Yes

  • Each model in this unit is armed with a Rapid-fire Rivet Gun and Aethermatic Saw.
  • 1/3 models can replace their weapons with an Aethermatic Volley Gun and Gun Butt.
  • 1/3 models can replace their weapons with a Skyrigger Heavy Weapon (Grapnel Launcher, Skyhook or Drill Launcher) and Gun Butt.
  • The champion cannot replace their weapons.

End of Any Turn
EMERGENCY FIELD REPAIRS: Endrinriggers conduct intricate repair work even as battle rages around them.

Declare: Pick a friendly SKYVESSEL or Zontari Endrin Dock within this unit’s combat range to be the target.

Effect: Make a field repairs roll of D6 for each model in this unit. For each 4-5, Heal (1) the target. For each 6, Heal (2) the target.

KEYWORDS
INFANTRY, CHAMPION, 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.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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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).
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.
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).
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.
© Vyacheslav Maltsev 2013-2025