Kharadron Overlords – Grundstok Gunhauler

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KHARADRON OVERLORDS WARSCROLL
Grundstok Gunhauler
14"
10
2+
2
Small, manoeuvrable and deadly, the Grundstok Gunhauler is an escortclass ship tasked with ensuring the safety of the airfleets’ larger skyvessels. They perform this role well, swarming in defence before peeling off to launch blistering attack runs.
KHARADRON OVERLORDS WARSCROLL
Grundstok Gunhauler
RANGED WEAPONS
RngAtkHitWndRndDmg
Sky Ordnance
Sky Ordnance15"34+3+23
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons44+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 105 × 70mm
Can be reinforced: No

Passive
TRANSPORT CAPACITY
Effect: This unit can transport 1 friendly KHARADRON OVERLORDS INFANTRY unit with a model count of up to 5 (see Battle Traits).

Passive
LONG-LINE SLINGS: Specialised harnesses allow Kharadron to rapidly deploy from fast-moving vessels.

Effect: When you use the ‘Transport Skyfarers’ ability for this unit, you can pick units in combat to be targets.

Your Movement Phase
LIGHT BOMB RACKS: This skyvessel carries a variety of bombs that can be dropped onto the battlefield.

Declare: Pick an enemy unit that does not have FLY and that this unit passed across this phase to be the target.

Effect: Roll 4 dice. For each 4+, inflict 1 mortal damage on the target.

Once Per Turn (Army), Any Combat Phase
AETHERSHOT OVERWATCH: Woe betide those who charge a Grundstok gunline.

Declare: Pick an enemy unit that charged this turn and is 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.

KEYWORDS
WAR MACHINE, FLY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYVESSEL
Universal Core Abilities - 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

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).
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.

The WAR MACHINE keyword is used in the following Kharadron Overlords warscrolls:

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).
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.
Battle Traits
Passive
SKYVESSEL COVER: With a mighty skyvessel floating above providing covering fire, Kharadron Overlords are much harder to target.

Effect: Subtract 1 from hit rolls for attacks that target friendly KHARADRON OVERLORDS INFANTRY units while they are wholly within 6" of a friendly Arkanaut Ironclad or Arkanaut Frigate.

Once Per Battle (Army), Deployment Phase
FLYING HIGH: Often one skyvessel will hold back high above the battlefield, only to descend and deploy additional troops where and when they are most needed.

Declare: Pick a friendly SKYVESSEL that is in a regiment from which no units have been deployed, then pick a number of units up to its Transport Capacity (see its warscroll) that are in its regiment.

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

Once Per Battle (Army), Deployment Phase
THE FLAGSHIP: Every fleet commander designates one of their vessels to be their flagship.

Declare: Pick a friendly SKYVESSEL to be the target. The target can be in reserve.

Effect: The target has the FLAGSHIP keyword for the rest of the battle. Give the target 1 Great Endrinwork.

Designer’s Note: This Great Endrinwork is given to the unit during the deployment phase, not during army composition. It can be given to the target even if it already has a Great Endrinwork.

Your Movement Phase
DESCEND FROM THE CLOUDS: As a skyvessel swoops down to the battlefield, its Kharadron passengers scramble to disembark and storm the enemy lines.

Declare: Pick a friendly SKYVESSEL in the clouds to use this ability.

Effect: Set up that SKYVESSEL anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units that were set up in the clouds with that SKYVESSEL wholly within 6" of it and more than 9" from all enemy units.

Your Movement Phase, Reaction: You declared a non-CHARGE MOVE ability for a friendly SKYVESSEL
TRANSPORT SKYFARERS: The Kharadron rule the skies of the realms with fleets of fearsome airships crewed by hardened duardin.

Effect: Pick a number of units up to that SKYVESSEL’s Transport Capacity (see its warscroll) that are wholly within 6" of it and not in combat to be the targets. Units that have been transported this turn cannot be targets.

Remove the targets from the battlefield. After the SKYVESSEL ends its move, you must set up each target unit on the battlefield, wholly within 6" of that SKYVESSEL and not in combat. Those units have been transported. A unit cannot use CHARGE abilities if it was transported in the same turn.

© Vyacheslav Maltsev 2013-2025