Skywardens are elite formations of Arkanaut warriors granted the power of flight by portable aether-endrins. They swoop from on high to skewer enemies upon long-hafted skypikes or hover at short range to incinerate them with vulcaniser pistols.
Unit Size: 3
Points: 130
Battlefield Role: None
Base size: 32mmNotes: Battleline in a
Barak-Zon army
Each model in a Skywardens unit is armed with a Vulcaniser Pistol and Skypike. 1 in every 3 models can replace their Vulcaniser Pistol and Skypike with an Aethermatic Volley Gun and Gun Butt. 1 in every 3 models can replace their Vulcaniser Pistol and Skypike with 1 of the following weapon options: Drill Launcher and Gun Butt; Grapnel Launcher and Gun Butt; or Skyhook and Gun Butt.
CHAMPION: 1 model in this unit can be a Custodian. Add 1 to the Attacks characteristic of that model’s melee weapons.
Drill Launcher: A hand-held version of the drill cannons found aboard Kharadron gunships, the drill launcher fires a projectile that bores into its target before detonating.
If the unmodified
hit roll for an attack made with a Drill Launcher is 6, that attack causes 3
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Grapnel Launcher: Grapnel launchers can be used to swiftly reel a group of tethered Kharadron towards a target location on the battlefield.
While this unit includes any models armed with a grapnel launcher, once per battle, at the end of your
movement phase, you can say this unit will reel itself towards an object. If you do so, pick a point on the battlefield within 15" of this unit and on a
terrain feature. Then, remove this unit from the battlefield and set it up again wholly within 3" of that point and more than 9" from all enemy units.
Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Skyhook is 3 if the target of the attack is a
MONSTER.
Timed Charges: Skywardens are practised at striking hard and then retreating quickly amidst timed explosions to cause massive damage.
At the end of the
combat phase, if this unit is not embarked and is within 3" of any enemy units, you can say this unit will use its timed charges to make an escape. If you do so, roll a dice. On a 2+, you can pick 1 enemy unit within 3" of this unit to suffer D3
mortal wounds and this unit must
retreat.