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: 160
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:

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