Kharadron Overlords – Skywardens

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SPEARHEAD WARSCROLL
Skywardens
12"
2
4+
1
Skywardens are elite formations of Arkanaut warriors whose duty is to safeguard their skyfleet’s vessels against attack. Granted the power of flight by portable aether-endrins, they soar alongside their metal wards, scanning the clouds and the ground below for potential threats. Should battle be joined, Skywardens will swoop from on high to skewer enemies upon long-hafted skypikes or hover at short range to incinerate them with vulcaniser pistols. Whenever the enemy gather close, they withdraw to fight anew, leaving behind floating mines that detonate to cover their escape.
SPEARHEAD WARSCROLL
Skywardens
RANGED WEAPONS
RngAtkHitWndRndDmg
Vulcaniser Pistol [Shoot in Combat]
Vulcaniser Pistol
Shoot in Combat
10"33+3+11
Aethermatic Volley Gun
Aethermatic Volley Gun15"2D64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Skypike [Crit (Mortal)]
Skypike
Crit (Mortal)
23+3+12
Gun Butt
Gun Butt14+5+-1
This unit has 2 Skywardens armed with a Vulcaniser Pistol and Skypike, and 1 Skywarden armed with an Aethermatic Volley Gun and Gun Butt.

End of Any Turn
TIMED CHARGES: Skywardens are practised at striking hard and then retreating quickly amidst timed explosions to cause massive damage.

Declare: Pick an enemy unit in combat with this unit to be the target, then roll a dice.

Effect: On a 2+, inflict 1 mortal damage on the target, and this unit can immediately use the ‘Retreat’ ability without any mortal damage being inflicted on it.

KEYWORDS
INFANTRY, FLY, REINFORCEMENTS
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

© Vyacheslav Maltsev 2013-2026