Kharadron Overlords – Scourge of Aqshy Endrinriggers

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KHARADRON OVERLORDS WARSCROLL
Scourge of Aqshy Endrinriggers
12"
2
3+
1
Endrinriggers dart between their home fleet’s skyvessels, making crucial repairs on the move and even in the midst of battle. Far from immune to the rage-intensifying Aqshian environment, if their vital work is interrupted, their tempers are quick to ignite
KHARADRON OVERLORDS WARSCROLL
Scourge of Aqshy Endrinriggers
RANGED WEAPONS
RngAtkHitWndRndDmg
Rapid-fire Rivet Gun [Shoot in Combat]
Rapid-fire Rivet Gun
Shoot in Combat
10"33+4+11
Skyrigger Heavy Weapon [Anti-MONSTER (+1 Rend)]
Skyrigger Heavy Weapon
Anti-MONSTER (+1 Rend)
15"14+3+1D3
Aethermatic Volley Gun [Crit (2 Hits)]
Aethermatic Volley Gun
Crit (2 Hits)
15"2D64+4+-1
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: 140
Base size: 32mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

  • 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.

Once Per Turn (Army), Your Hero Phase
EMERGENCY FIELD REPAIRS: Burdened with the dangerous job of repairing skyvessels on the move, an Endrinrigger wants nothing more than to focus on the task in hand; engaging them in combat is a surefire way to garner their anger.

Effect: Until the start of your next turn, if this unit has not charged in the same turn, the following cumulative effects apply depending on your fury level.

1+Irked: This unit’s Aethermatic Saws have Crit (Auto-wound).
4+Exasperated: This unit has WARD (5+).
7Incensed: Add 1 to the Damage characteristic of this unit’s melee weapons.

KEYWORDS
INFANTRY, CHAMPION, FLY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.
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.
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

Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

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

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.
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!

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