Kharadron Overlords – Grundstok Thunderers

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SPEARHEAD WARSCROLL
Grundstok Thunderers
4"
2
3+
1
Grundstok Thunderers are heavily armoured marines employed by the airfleets to defend it from hostiles. Expert marksmen and battle-hardened veterans of many voyages, they obliterate their foes in a storm of aethershot and mortar rounds.
SPEARHEAD WARSCROLL
Grundstok Thunderers
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershot Rifle
Aethershot Rifle18"23+4+11
Aetheric Fumigator or Decksweeper [Shoot in Combat]
Aetheric Fumigator or Decksweeper
Shoot in Combat
10"53+4+-1
Grundstok Mortar or Aethercannon
Grundstok Mortar or Aethercannon18"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Gun Butt
Gun Butt14+5+-1
  • 1 model is armed with an Aethershot Rifle.
  • 1 model is armed with an Aetheric Fumigator.
  • 1 model is armed with a Decksweeper.
  • 1 model is armed with a Grundstok Mortar.
  • 1 model is armed with an Aethercannon.
  • Every model is also armed with a Gun Butt.

Once Per Battle (Army), Any Shooting Phase
BEWILDERBLAST ROUNDS: These specialist rounds emit a riot of light and sound, severely disrupting the targets’ cohesion.

Declare: Pick an enemy unit that had any damage points allocated to it this phase by this unit’s shooting attacks to be the target.

Effect: Subtract D6 from the target’s control score for the rest of the turn.

KEYWORDS
INFANTRY, REINFORCEMENTS
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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).
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
© Vyacheslav Maltsev 2013-2026