Kharadron Overlords – Endrinriggers

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SPEARHEAD 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.
SPEARHEAD 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
  • 1 model is armed with a Rapid Fire Rivet Gun and Aethermatic Saw.
  • 1 model is armed with an Aethermatic Volley Gun and Gun Butt.
  • 1 model is armed with a Skyrigger Heavy Weapon (Grapnel Launcher, Skyhook or Drill Launcher) and Gun Butt.

Enemy Movement Phase
CLOUDWEAVING SKYFARERS: It is not only the Kharadron’s vessels that prowl the skies: one-duardin endrinsphere harnesses grant their wearers the power of flight, making them manoeuvrable troops indeed.

Effect: Roll a dice. On a 3+, this unit can use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
INFANTRY, FLY, REINFORCEMENTS
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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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).
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.
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 2013-2026